109 lines
3.6 KiB
GLSL
109 lines
3.6 KiB
GLSL
#version 430
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float[4][5][6] many[1][2][3];
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float gu[][7];
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float gimp[][]; // ERROR, implicit inner
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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 main()
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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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vec4 a4[3][2] = {vec4[](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 aim[][2] = {vec4[2](vec4(4.0), vec4(2.0)),
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vec4[](vec4(4.0), vec4(2.0)),
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vec4[2](vec4(4.0), vec4(2.0)) };
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vec4 aim2[][] = {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[](vec4(4.0), vec4(2.0)) };
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vec4 aim3[3][] = {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 bad2[3][] = {vec4[2](vec4(4.0), vec4(2.0)), // ERROR
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vec4[3](vec4(4.0), vec4(2.0), vec4(5.0)),
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vec4[2](vec4(4.0), vec4(2.0)) };
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vec4 bad3[3][] = {vec4[3](vec4(4.0), vec4(2.0), vec4(5.0)), // ERROR
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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 bad4[4][] = {vec4[2](vec4(4.0), vec4(2.0)), // ERROR
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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[][7];
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u[2][2] = 3.0;
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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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}
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void foo3()
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{
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float resize1[][5][7];
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resize1.length(); // ERROR
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resize1[1][4][5] = 2.0;
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resize1.length(); // ERROR
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float resize1[3][5][7];
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resize1.length(); // 3 in AST
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resize1[1].length(); // 5 in AST
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resize1[1][1].length(); // 7 in AST
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resize1[1][1][1].length(); // ERROR
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float resize2[][5][7];
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float resize2[3][4][7]; // ERROR, inner dim change
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float resize3[][5][7];
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float resize3[3][5][9]; // ERROR, inner dim changed
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float resize4[][5][7];
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int resize4[3][5][7]; // ERROR, element type
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}
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