HLSL: Add more comprehensible reserved identifier list.
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@ -1302,7 +1302,33 @@ void CompilerHLSL::replace_illegal_names()
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{
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static const unordered_set<string> keywords = {
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// Additional HLSL specific keywords.
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"line", "linear", "matrix", "point", "row_major", "sampler", "vector"
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// From https://docs.microsoft.com/en-US/windows/win32/direct3dhlsl/dx-graphics-hlsl-appendix-keywords
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"AppendStructuredBuffer", "asm", "asm_fragment",
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"BlendState", "bool", "break", "Buffer", "ByteAddressBuffer",
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"case", "cbuffer", "centroid", "class", "column_major", "compile",
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"compile_fragment", "CompileShader", "const", "continue", "ComputeShader",
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"ConsumeStructuredBuffer",
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"default", "DepthStencilState", "DepthStencilView", "discard", "do",
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"double", "DomainShader", "dword",
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"else", "export", "false", "float", "for", "fxgroup",
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"GeometryShader", "groupshared", "half", "HullShader",
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"if", "in", "inline", "inout", "InputPatch", "int", "interface",
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"line", "lineadj", "linear", "LineStream",
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"matrix", "min16float", "min10float", "min16int", "min16uint",
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"namespace", "nointerpolation", "noperspective", "NULL",
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"out", "OutputPatch",
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"packoffset", "pass", "pixelfragment", "PixelShader", "point",
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"PointStream", "precise", "RasterizerState", "RenderTargetView",
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"return", "register", "row_major", "RWBuffer", "RWByteAddressBuffer",
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"RWStructuredBuffer", "RWTexture1D", "RWTexture1DArray", "RWTexture2D",
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"RWTexture2DArray", "RWTexture3D", "sample", "sampler", "SamplerState",
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"SamplerComparisonState", "shared", "snorm", "stateblock", "stateblock_state",
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"static", "string", "struct", "switch", "StructuredBuffer", "tbuffer",
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"technique", "technique10", "technique11", "texture", "Texture1D",
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"Texture1DArray", "Texture2D", "Texture2DArray", "Texture2DMS", "Texture2DMSArray",
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"Texture3D", "TextureCube", "TextureCubeArray", "true", "typedef", "triangle",
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"triangleadj", "TriangleStream", "uint", "uniform", "unorm", "unsigned",
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"vector", "vertexfragment", "VertexShader", "void", "volatile", "while",
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};
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CompilerGLSL::replace_illegal_names(keywords);
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