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internal/shader: bug fix: an index must be a constant for vectors
Updates #3011
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719838b7ab
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@ -1150,6 +1150,11 @@ func (cs *compileState) parseExpr(block *block, fname string, expr ast.Expr, mar
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x := exprs[0]
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t := ts[0]
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if (t.IsFloatVector() || t.IsIntVector()) && idx.Const == nil {
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cs.addError(e.Pos(), fmt.Sprintf("index must be a constant for the type %s", t.String()))
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return nil, nil, nil, false
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}
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var typ shaderir.Type
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switch t.Main {
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case shaderir.Vec2, shaderir.Vec3, shaderir.Vec4:
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@ -4363,3 +4363,47 @@ func Foo() int {
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t.Error(err)
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}
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}
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func TestSyntaxIndex(t *testing.T) {
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// Issue #3011
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if _, err := compileToIR([]byte(`package main
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func Foo() int {
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var a int
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var b ivec4
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return b[a]
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}
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`)); err == nil {
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t.Error("compileToIR must return an error but did not")
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}
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if _, err := compileToIR([]byte(`package main
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func Foo() float {
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var a int
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var b mat4
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return b[a][0]
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}
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`)); err != nil {
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t.Error(err)
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}
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if _, err := compileToIR([]byte(`package main
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func Foo() int {
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const a = 0
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var b ivec4
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return b[a]
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}
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`)); err != nil {
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t.Error(err)
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}
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if _, err := compileToIR([]byte(`package main
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func Foo() float {
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const a = 0
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var b mat4
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return b[a][0]
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}
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`)); err != nil {
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t.Error(err)
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}
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}
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