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07514a37c8
12
internal/shader/testdata/array.expected.vs
vendored
12
internal/shader/testdata/array.expected.vs
vendored
@ -4,14 +4,20 @@ void F0(out vec2 l0[2]);
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void F1(out vec2 l0[2]);
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void F0(out vec2 l0[2]) {
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vec2 l1[2] = vec2[2](vec2(0), vec2(0));
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vec2 l1[2];
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l1[0] = vec2(0);
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l1[1] = vec2(0);
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l0 = l1;
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return;
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}
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void F1(out vec2 l0[2]) {
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vec2 l1[2] = vec2[2](vec2(0), vec2(0));
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vec2 l2[2] = vec2[2](vec2(0), vec2(0));
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vec2 l1[2];
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l1[0] = vec2(0);
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l1[1] = vec2(0);
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vec2 l2[2];
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l2[0] = vec2(0);
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l2[1] = vec2(0);
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(l1)[0] = vec2(1.0);
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l2 = l1;
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((l2)[1]).y = vec2(2.0);
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@ -310,9 +310,18 @@ func (c *compileContext) glslBlock(p *shaderir.Program, topBlock, block *shaderi
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var lines []string
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for _, t := range block.LocalVars {
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// The type is None e.g., when the variable is a for-loop counter.
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if t.Main != shaderir.None {
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.glslVarDecl(p, &t, fmt.Sprintf("l%d", localVarIndex)), c.glslVarInit(p, &t)))
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name := fmt.Sprintf("l%d", localVarIndex)
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switch t.Main {
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case shaderir.Array:
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lines = append(lines, fmt.Sprintf("%s%s;", idt, c.glslVarDecl(p, &t, name)))
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init := c.glslVarInit(p, &t.Sub[0])
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for i := 0; i < t.Length; i++ {
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lines = append(lines, fmt.Sprintf("%s%s[%d] = %s;", idt, name, i, init))
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}
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case shaderir.None:
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// The type is None e.g., when the variable is a for-loop counter.
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default:
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.glslVarDecl(p, &t, name), c.glslVarInit(p, &t)))
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}
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localVarIndex++
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}
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