summaryrefslogtreecommitdiffstats
path: root/tests/glsl/loop-modifier.slang
diff options
context:
space:
mode:
authorYong He <yonghe@outlook.com>2023-11-14 17:46:05 -0800
committerGitHub <noreply@github.com>2023-11-14 17:46:05 -0800
commit12f7237e4060388494c549623f4a640327b7ca08 (patch)
tree407c0f8d20b4ccd49ae5df57f84c8f9a310f7055 /tests/glsl/loop-modifier.slang
parentc71b12775c8b13ea2b181e42c04b8db55b10fb2f (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.slang14
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
+}
+