glslang/Test/430AofA.frag
John Kessenich 65c78a0b62 Array of array: Implement the core functionality: types, constructors, operations.
There will be subsequent commits to refine semantics, esp. version-specific semantics,
as well as I/O functionality and restrictions.

Note: I'm getting white-space differences in the preprocessor test results,
which I'm not checking in.  I think they need to be tagged as binary or something.
2015-08-10 17:08:55 -06:00

109 lines
3.6 KiB
GLSL

#version 430
float[4][5][6] many[1][2][3];
float gu[][7];
float gimp[][]; // ERROR, implicit inner
float g4[4][7];
float g5[5][7];
float[4][7] foo(float a[5][7])
{
float r[7];
r = a[2];
float[](a[0], a[1], r, a[3]); // ERROR, too few dims
float[4][7][4](a[0], a[1], r, a[3]); // ERROR, too many dims
return float[4][7](a[0], a[1], r, a[3]);
return float[][](a[0], a[1], r, a[3]);
return float[][7](a[0], a[1], a[2], a[3]);
}
void bar(float[5][7]) {}
void main()
{
{
float gu[3][4][2];
gu[2][4][1] = 4.0; // ERROR, overflow
}
vec4 ca4[3][2] = vec4[][](vec4[2](vec4(0.0), vec4(1.0)),
vec4[2](vec4(0.0), vec4(1.0)),
vec4[2](vec4(0.0), vec4(1.0)));
vec4 caim[][2] = vec4[][](vec4[2](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)));
vec4 caim2[][] = vec4[][](vec4[2](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)));
vec4 caim3[3][] = vec4[][](vec4[2](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)));
vec4 a4[3][2] = {vec4[](vec4(0.0), vec4(1.0)),
vec4[2](vec4(0.0), vec4(1.0)),
vec4[2](vec4(0.0), vec4(1.0)) };
vec4 aim[][2] = {vec4[2](vec4(4.0), vec4(2.0)),
vec4[](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)) };
vec4 aim2[][] = {vec4[2](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)),
vec4[](vec4(4.0), vec4(2.0)) };
vec4 aim3[3][] = {vec4[2](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)) };
vec4 bad2[3][] = {vec4[2](vec4(4.0), vec4(2.0)), // ERROR
vec4[3](vec4(4.0), vec4(2.0), vec4(5.0)),
vec4[2](vec4(4.0), vec4(2.0)) };
vec4 bad3[3][] = {vec4[3](vec4(4.0), vec4(2.0), vec4(5.0)), // ERROR
vec4[2](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)) };
vec4 bad4[4][] = {vec4[2](vec4(4.0), vec4(2.0)), // ERROR
vec4[2](vec4(4.0), vec4(2.0)),
vec4[2](vec4(4.0), vec4(2.0)) };
g4 = foo(g5);
g5 = g4; // ERROR, wrong types
gu = g4; // ERROR, not yet sized
foo(gu); // ERROR, not yet sized
bar(g5);
if (foo(g5) == g4)
;
if (foo(g5) == g5) // ERROR, different types
;
float u[][7];
u[2][2] = 3.0;
float u[5][7];
u[5][2] = 5.0; // ERROR
foo(u);
}
void foo3()
{
float resize1[][5][7];
resize1.length(); // ERROR
resize1[1][4][5] = 2.0;
resize1.length(); // ERROR
float resize1[3][5][7];
resize1.length(); // 3 in AST
resize1[1].length(); // 5 in AST
resize1[1][1].length(); // 7 in AST
resize1[1][1][1].length(); // ERROR
float resize2[][5][7];
float resize2[3][4][7]; // ERROR, inner dim change
float resize3[][5][7];
float resize3[3][5][9]; // ERROR, inner dim changed
float resize4[][5][7];
int resize4[3][5][7]; // ERROR, element type
}