mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-08 19:40:06 +00:00
122 lines
2.8 KiB
GLSL
122 lines
2.8 KiB
GLSL
#version 310 es
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// Check name mangling of functions with parameters that are multi-dimensional arrays.
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#define NX 2
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#define NY 3
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#define NZ 4
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void f(bool a, float b, uint[4] c, int[NY][NX] d) {
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}
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void main() {
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int[NY][NX] d;
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f(false, 12.1, uint[NZ](uint(0),uint(1),uint(1),uint(2)), d);
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}
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buffer b {
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float u[]; // ERROR
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vec4 v[];
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} name[3];
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uniform ub {
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float u;
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vec4 v[]; // ERROR
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} uname[3];
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buffer b2 {
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float u;
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vec4 v[][]; // ERROR
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} name2[3];
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buffer b3 {
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float u;
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vec4 v[][7];
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} name3[3];
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// General arrays of arrays
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float[4][5][6] many[1][2][3];
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float gu[][7]; // ERROR, size required
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float g4[4][7];
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float g5[5][7];
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float[4][7] foo(float a[5][7])
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{
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float r[7];
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r = a[2];
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float[](a[0], a[1], r, a[3]); // ERROR, too few dims
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float[4][7][4](a[0], a[1], r, a[3]); // ERROR, too many dims
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return float[4][7](a[0], a[1], r, a[3]);
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return float[][](a[0], a[1], r, a[3]);
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return float[][7](a[0], a[1], a[2], a[3]);
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}
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void bar(float[5][7]) {}
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void foo2()
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{
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{
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float gu[3][4][2];
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gu[2][4][1] = 4.0; // ERROR, overflow
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}
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vec4 ca4[3][2] = vec4[][](vec4[2](vec4(0.0), vec4(1.0)),
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vec4[2](vec4(0.0), vec4(1.0)),
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vec4[2](vec4(0.0), vec4(1.0)));
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vec4 caim[][2] = vec4[][](vec4[2](vec4(4.0), vec4(2.0)),
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vec4[2](vec4(4.0), vec4(2.0)),
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vec4[2](vec4(4.0), vec4(2.0)));
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vec4 caim2[][] = vec4[][](vec4[2](vec4(4.0), vec4(2.0)),
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vec4[2](vec4(4.0), vec4(2.0)),
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vec4[2](vec4(4.0), vec4(2.0)));
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vec4 caim3[3][] = vec4[][](vec4[2](vec4(4.0), vec4(2.0)),
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vec4[2](vec4(4.0), vec4(2.0)),
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vec4[2](vec4(4.0), vec4(2.0)));
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g4 = foo(g5);
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g5 = g4; // ERROR, wrong types
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gu = g4; // ERROR, not yet sized
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foo(gu); // ERROR, not yet sized
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bar(g5);
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if (foo(g5) == g4)
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;
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if (foo(g5) == g5) // ERROR, different types
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;
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float u[5][7];
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u[5][2] = 5.0; // ERROR
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foo(u);
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vec4 badAss[3];
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name[1].v[-1]; // ERROR
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name[1].v[1] = vec4(4.3);
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name[1].v = badAss; // ERROR, bad assignemnt
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name3[0].v[1].length(); // 7
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name3[0].v.length(); // run time
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}
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struct badS {
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int sa[]; // ERROR
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int a[][]; // ERROR
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int b[][2]; // ERROR
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int c[2][]; // ERROR
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int d[][4]; // ERROR
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};
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in float inArray[2][3]; // ERROR
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out float outArray[2][3]; // ERROR
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uniform ubaa {
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int a;
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} ubaaname[2][3]; // ERROR
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vec3 func(in mat3[2] x[3])
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{
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mat3 a0 = x[2][1];
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return a0[2];
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}
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