diff options
| author | Yong He <yonghe@outlook.com> | 2023-11-14 17:46:05 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-11-14 17:46:05 -0800 |
| commit | 12f7237e4060388494c549623f4a640327b7ca08 (patch) | |
| tree | 407c0f8d20b4ccd49ae5df57f84c8f9a310f7055 /tests/glsl/loop-modifier.slang | |
| parent | c71b12775c8b13ea2b181e42c04b8db55b10fb2f (diff) | |
Add GLSL Compatibility. (#3321)
* Parse glsl buffer blocks to GLSLInterfaceBlockDecl
* Parse glsl local size layout declarations
* Parse (and ignore) glsl version directives
* spelling
* Better l-value interpretation for glsl interface blocks
* Better l-value interpretation for glsl interface blocks
* Add compile flag for enabling glsl
* Parse and ignore precision modifiers.
* Automatically import `glsl` module for compatiblity.
* Complete vector and matrix types for glsl
* Remove generated file from repo
* Bump .gitignore
* do not mark out globals as params
* Synthesize entrypoint layout from global inout vars.
* update test result.
* Allow HLSL semantic on global variables.
* Fix.
* Fix test.
* Fix win32 compile error.
* Add more builtin input/output and texture intrinsics.
* Add struct/array constructor syntax.
* Skip `#extension` lines.
* overide operator * for matrix/vector multiplication.
* Add `matrixCompMult`.
* Parse modifiers in for loop init var declr.
* Add more glsl intrinsics, add stage into to var layout.
* Allow `int[3] x` syntax.
* Fix array type syntax.
---------
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
Co-authored-by: Yong He <yhe@nvidia.com>
Diffstat (limited to 'tests/glsl/loop-modifier.slang')
| -rw-r--r-- | tests/glsl/loop-modifier.slang | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/tests/glsl/loop-modifier.slang b/tests/glsl/loop-modifier.slang new file mode 100644 index 000000000..e02ab5b8c --- /dev/null +++ b/tests/glsl/loop-modifier.slang @@ -0,0 +1,14 @@ +//TEST:SIMPLE(filecheck=CHECK): -target spirv -stage vertex -entry main -allow-glsl +#version 310 es +layout(location = 0) in highp vec4 a_position; + +void main() +{ + vec4 a = 0; + for (highp int i = 0; i < 5; i++) + a += vec4(i); + gl_Position = a; + + // CHECK: OpEntryPoint +} + |
