зеркало из https://github.com/stride3d/xkslang.git
HLSL: Support 1.#INF and -1.#INF syntax.
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b5e739c20e
Коммит
776c515ea5
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@ -179,7 +179,7 @@ ERROR: node is still EOpNull!
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0:83 Constant:
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0:83 2147483647 (const int)
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0:84 Constant:
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0:84 inf
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0:84 +1.#INF
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0:88 Constant:
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0:88 2 (const uint)
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0:88 3 (const uint)
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@ -0,0 +1,172 @@
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hlsl.inf.vert
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Shader version: 500
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0:? Sequence
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0:2 Function Definition: @main( ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:? Sequence
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0:3 Sequence
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0:3 move second child to first child ( temp float)
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0:3 'f1' ( temp float)
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0:3 Constant:
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0:3 -1.#INF
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0:4 Sequence
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0:4 move second child to first child ( temp float)
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0:4 'f2' ( temp float)
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0:4 Constant:
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0:4 +1.#INF
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0:5 Sequence
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0:5 move second child to first child ( temp float)
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0:5 'f3' ( temp float)
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0:5 Constant:
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0:5 +1.#INF
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0:6 Sequence
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0:6 move second child to first child ( temp float)
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0:6 'f4' ( temp float)
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0:6 add ( temp float)
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0:6 component-wise multiply ( temp float)
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0:6 'f2' ( temp float)
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0:6 Constant:
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0:6 +1.#INF
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0:6 Constant:
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0:6 +1.#INF
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0:10 Branch: Return with expression
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0:10 Construct vec4 ( temp 4-component vector of float)
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0:10 add ( temp float)
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0:10 add ( temp float)
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0:10 add ( temp float)
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0:10 add ( temp float)
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0:10 add ( temp float)
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0:10 'f1' ( temp float)
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0:10 'f2' ( temp float)
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0:10 'f3' ( temp float)
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0:10 'f4' ( temp float)
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0:10 Constant:
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0:10 -1.#INF
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0:10 Constant:
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0:10 1.#IND
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0:2 Function Definition: main( ( temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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0:2 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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Linked vertex stage:
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Shader version: 500
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0:? Sequence
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0:2 Function Definition: @main( ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:? Sequence
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0:3 Sequence
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0:3 move second child to first child ( temp float)
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0:3 'f1' ( temp float)
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0:3 Constant:
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0:3 -1.#INF
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0:4 Sequence
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0:4 move second child to first child ( temp float)
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0:4 'f2' ( temp float)
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0:4 Constant:
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0:4 +1.#INF
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0:5 Sequence
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0:5 move second child to first child ( temp float)
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0:5 'f3' ( temp float)
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0:5 Constant:
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0:5 +1.#INF
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0:6 Sequence
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0:6 move second child to first child ( temp float)
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0:6 'f4' ( temp float)
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0:6 add ( temp float)
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0:6 component-wise multiply ( temp float)
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0:6 'f2' ( temp float)
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0:6 Constant:
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0:6 +1.#INF
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0:6 Constant:
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0:6 +1.#INF
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0:10 Branch: Return with expression
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0:10 Construct vec4 ( temp 4-component vector of float)
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0:10 add ( temp float)
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0:10 add ( temp float)
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0:10 add ( temp float)
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0:10 add ( temp float)
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0:10 add ( temp float)
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0:10 'f1' ( temp float)
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0:10 'f2' ( temp float)
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0:10 'f3' ( temp float)
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0:10 'f4' ( temp float)
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0:10 Constant:
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0:10 -1.#INF
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0:10 Constant:
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0:10 1.#IND
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0:2 Function Definition: main( ( temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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0:2 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 37
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 35
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Source HLSL 500
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Name 4 "main"
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Name 9 "@main("
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Name 12 "f1"
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Name 14 "f2"
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Name 16 "f3"
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Name 17 "f4"
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Name 35 "@entryPointOutput"
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Decorate 35(@entryPointOutput) BuiltIn Position
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypeFunction 7(fvec4)
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11: TypePointer Function 6(float)
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13: 6(float) Constant 4286578688
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15: 6(float) Constant 2139095040
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29: 6(float) Constant 4290772992
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34: TypePointer Output 7(fvec4)
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35(@entryPointOutput): 34(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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36: 7(fvec4) FunctionCall 9(@main()
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Store 35(@entryPointOutput) 36
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Return
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FunctionEnd
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9(@main(): 7(fvec4) Function None 8
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10: Label
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12(f1): 11(ptr) Variable Function
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14(f2): 11(ptr) Variable Function
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16(f3): 11(ptr) Variable Function
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17(f4): 11(ptr) Variable Function
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Store 12(f1) 13
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Store 14(f2) 15
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Store 16(f3) 15
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18: 6(float) Load 14(f2)
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19: 6(float) FMul 18 15
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20: 6(float) FAdd 19 15
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Store 17(f4) 20
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21: 6(float) Load 12(f1)
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22: 6(float) Load 14(f2)
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23: 6(float) FAdd 21 22
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24: 6(float) Load 16(f3)
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25: 6(float) FAdd 23 24
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26: 6(float) Load 17(f4)
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27: 6(float) FAdd 25 26
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28: 6(float) FAdd 27 13
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30: 6(float) FAdd 28 29
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31: 7(fvec4) CompositeConstruct 30 30 30 30
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ReturnValue 31
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FunctionEnd
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@ -0,0 +1,11 @@
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float4 main() : SV_Position
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{
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float f1 = -1.#INF;
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float f2 = 1.#INF;
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float f3 = +1.#INF;
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float f4 = f2 * 1.#INF + 1.#INF;
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const float f5 = -1.#INF;
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const float f6 = f5 * 0.0f;
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return (float4)(f1 + f2 + f3 + f4 + f5 + f6);
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}
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@ -2,5 +2,5 @@
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// For the version, it uses the latest git tag followed by the number of commits.
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// For the date, it uses the current date (when then script is run).
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#define GLSLANG_REVISION "Overload400-PrecQual.1994"
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#define GLSLANG_DATE "11-Apr-2017"
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#define GLSLANG_REVISION "Overload400-PrecQual.1995"
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#define GLSLANG_DATE "12-Apr-2017"
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@ -45,11 +45,31 @@
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namespace {
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bool is_positive_infinity(double x) {
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bool IsInfinity(double x) {
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#ifdef _MSC_VER
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return _fpclass(x) == _FPCLASS_PINF;
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switch (_fpclass(x)) {
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case _FPCLASS_NINF:
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case _FPCLASS_PINF:
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return true;
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default:
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return false;
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}
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#else
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return std::isinf(x) && (x >= 0);
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return std::isinf(x);
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#endif
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}
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bool IsNan(double x) {
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#ifdef _MSC_VER
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switch (_fpclass(x)) {
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case _FPCLASS_SNAN:
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case _FPCLASS_QNAN:
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return true;
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default:
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return false;
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}
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#else
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return std::isnan(x);
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#endif
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}
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@ -694,11 +714,14 @@ static void OutputConstantUnion(TInfoSink& out, const TIntermTyped* node, const
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#endif
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{
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const double value = constUnion[i].getDConst();
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// Print infinity in a portable way, for test stability.
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// Other cases may be needed in the future: negative infinity,
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// and NaNs.
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if (is_positive_infinity(value))
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out.debug << "inf\n";
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// Print infinities and NaNs in a portable way.
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if (IsInfinity(value)) {
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if (value < 0)
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out.debug << "-1.#INF\n";
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else
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out.debug << "+1.#INF\n";
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} else if (IsNan(value))
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out.debug << "1.#IND\n";
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else {
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const int maxSize = 300;
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char buf[maxSize];
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@ -92,7 +92,7 @@ namespace glslang {
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class TPpToken {
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public:
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TPpToken() : space(false), ival(0), dval(0.0), i64val(0)
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TPpToken() : space(false), i64val(0)
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{
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loc.init();
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name[0] = 0;
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@ -108,10 +108,14 @@ public:
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bool operator!=(const TPpToken& right) { return ! operator==(right); }
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TSourceLoc loc;
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bool space; // true if a space (for white space or a removed comment) should also be recognized, in front of the token returned
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int ival;
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double dval;
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long long i64val;
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bool space; // true if a space (for white space or a removed comment) should also be recognized, in front of the token returned
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union {
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int ival;
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double dval;
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long long i64val;
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};
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char name[MaxTokenLength + 1];
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};
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@ -124,6 +124,35 @@ int TPpContext::lFloatConst(int len, int ch, TPpToken* ppToken)
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HasDecimalOrExponent = true;
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saveName(ch);
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ch = getChar();
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// 1.#INF or -1.#INF
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if (ch == '#') {
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if ((len < 2) ||
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(len == 2 && ppToken->name[0] != '1') ||
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(len == 3 && ppToken->name[1] != '1' && !(ppToken->name[0] == '-' || ppToken->name[0] == '+')) ||
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(len > 3))
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parseContext.ppError(ppToken->loc, "unexpected use of", "#", "");
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else {
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// we have 1.# or -1.# or +1.#, check for 'INF'
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if ((ch = getChar()) != 'I' ||
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(ch = getChar()) != 'N' ||
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(ch = getChar()) != 'F')
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parseContext.ppError(ppToken->loc, "expected 'INF'", "#", "");
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else {
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// we have [+-].#INF, and we are targeting IEEE 754, so wrap it up:
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saveName('I');
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saveName('N');
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saveName('F');
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ppToken->name[len] = '\0';
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if (ppToken->name[0] == '-')
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ppToken->i64val = 0xfff0000000000000; // -Infinity
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else
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ppToken->i64val = 0x7ff0000000000000; // +Infinity
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return PpAtomConstFloat;
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}
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}
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}
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while (ch >= '0' && ch <= '9') {
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saveName(ch);
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ch = getChar();
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@ -134,6 +134,7 @@ INSTANTIATE_TEST_CASE_P(
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{"hlsl.identifier.sample.frag", "main"},
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{"hlsl.if.frag", "PixelShaderFunction"},
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{"hlsl.implicitBool.frag", "main"},
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{"hlsl.inf.vert", "main"},
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{"hlsl.inoutquals.frag", "main"},
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{"hlsl.init.frag", "ShaderFunction"},
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{"hlsl.init2.frag", "main"},
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