add_type(symbols, glsl_type::sampler2DRectShadow_type);
}
+ if (state->EXT_gpu_shader4_enable) {
+ add_type(symbols, glsl_type::uint_type);
+ add_type(symbols, glsl_type::uvec2_type);
+ add_type(symbols, glsl_type::uvec3_type);
+ add_type(symbols, glsl_type::uvec4_type);
+
+ add_type(symbols, glsl_type::sampler1DArray_type);
+ add_type(symbols, glsl_type::sampler2DArray_type);
+ add_type(symbols, glsl_type::sampler1DArrayShadow_type);
+ add_type(symbols, glsl_type::sampler2DArrayShadow_type);
+ add_type(symbols, glsl_type::samplerCubeShadow_type);
+ add_type(symbols, glsl_type::samplerBuffer_type);
+
+ add_type(symbols, glsl_type::isampler1D_type);
+ add_type(symbols, glsl_type::isampler2D_type);
+ add_type(symbols, glsl_type::isampler3D_type);
+ add_type(symbols, glsl_type::isamplerCube_type);
+ add_type(symbols, glsl_type::isampler2DRect_type);
+ add_type(symbols, glsl_type::isampler1DArray_type);
+ add_type(symbols, glsl_type::isampler2DArray_type);
+ add_type(symbols, glsl_type::isamplerBuffer_type);
+
+ add_type(symbols, glsl_type::usampler1D_type);
+ add_type(symbols, glsl_type::usampler2D_type);
+ add_type(symbols, glsl_type::usampler3D_type);
+ add_type(symbols, glsl_type::usamplerCube_type);
+ add_type(symbols, glsl_type::usampler2DRect_type);
+ add_type(symbols, glsl_type::usampler1DArray_type);
+ add_type(symbols, glsl_type::usampler2DArray_type);
+ add_type(symbols, glsl_type::usamplerBuffer_type);
+ }
+
if (state->EXT_texture_array_enable) {
add_type(symbols, glsl_type::sampler1DArray_type);
add_type(symbols, glsl_type::sampler2DArray_type);
ivec2 { yylval->type = glsl_type::ivec2_type; return BASIC_TYPE_TOK; }
ivec3 { yylval->type = glsl_type::ivec3_type; return BASIC_TYPE_TOK; }
ivec4 { yylval->type = glsl_type::ivec4_type; return BASIC_TYPE_TOK; }
-uvec2 TYPE(130, 300, 130, 300, glsl_type::uvec2_type);
-uvec3 TYPE(130, 300, 130, 300, glsl_type::uvec3_type);
-uvec4 TYPE(130, 300, 130, 300, glsl_type::uvec4_type);
+uvec2 TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::uvec2_type);
+uvec3 TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::uvec3_type);
+uvec4 TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::uvec4_type);
vec2 { yylval->type = glsl_type::vec2_type; return BASIC_TYPE_TOK; }
vec3 { yylval->type = glsl_type::vec3_type; return BASIC_TYPE_TOK; }
vec4 { yylval->type = glsl_type::vec4_type; return BASIC_TYPE_TOK; }
sampler2D { yylval->type = glsl_type::sampler2D_type; return BASIC_TYPE_TOK; }
sampler3D { yylval->type = glsl_type::sampler3D_type; return BASIC_TYPE_TOK; }
samplerCube { yylval->type = glsl_type::samplerCube_type; return BASIC_TYPE_TOK; }
-sampler1DArray TYPE(130, 300, 130, 0, glsl_type::sampler1DArray_type);
-sampler2DArray TYPE(130, 300, 130, 300, glsl_type::sampler2DArray_type);
+sampler1DArray TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::sampler1DArray_type);
+sampler2DArray TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::sampler2DArray_type);
sampler1DShadow DEPRECATED_ES_TYPE(glsl_type::sampler1DShadow_type);
sampler2DShadow { yylval->type = glsl_type::sampler2DShadow_type; return BASIC_TYPE_TOK; }
-samplerCubeShadow TYPE(130, 300, 130, 300, glsl_type::samplerCubeShadow_type);
-sampler1DArrayShadow TYPE(130, 300, 130, 0, glsl_type::sampler1DArrayShadow_type);
-sampler2DArrayShadow TYPE(130, 300, 130, 300, glsl_type::sampler2DArrayShadow_type);
-isampler1D TYPE(130, 300, 130, 0, glsl_type::isampler1D_type);
-isampler2D TYPE(130, 300, 130, 300, glsl_type::isampler2D_type);
-isampler3D TYPE(130, 300, 130, 300, glsl_type::isampler3D_type);
-isamplerCube TYPE(130, 300, 130, 300, glsl_type::isamplerCube_type);
-isampler1DArray TYPE(130, 300, 130, 0, glsl_type::isampler1DArray_type);
-isampler2DArray TYPE(130, 300, 130, 300, glsl_type::isampler2DArray_type);
-usampler1D TYPE(130, 300, 130, 0, glsl_type::usampler1D_type);
-usampler2D TYPE(130, 300, 130, 300, glsl_type::usampler2D_type);
-usampler3D TYPE(130, 300, 130, 300, glsl_type::usampler3D_type);
-usamplerCube TYPE(130, 300, 130, 300, glsl_type::usamplerCube_type);
-usampler1DArray TYPE(130, 300, 130, 0, glsl_type::usampler1DArray_type);
-usampler2DArray TYPE(130, 300, 130, 300, glsl_type::usampler2DArray_type);
+samplerCubeShadow TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::samplerCubeShadow_type);
+sampler1DArrayShadow TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::sampler1DArrayShadow_type);
+sampler2DArrayShadow TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::sampler2DArrayShadow_type);
+isampler1D TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler1D_type);
+isampler2D TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler2D_type);
+isampler3D TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler3D_type);
+isamplerCube TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::isamplerCube_type);
+isampler1DArray TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler1DArray_type);
+isampler2DArray TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler2DArray_type);
+usampler1D TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler1D_type);
+usampler2D TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler2D_type);
+usampler3D TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler3D_type);
+usamplerCube TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::usamplerCube_type);
+usampler1DArray TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler1DArray_type);
+usampler2DArray TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler2DArray_type);
/* additional keywords in ARB_texture_multisample, included in GLSL 1.50 */
/* these are reserved but not defined in GLSL 3.00 */
partition KEYWORD(130, 300, 0, 0, PARTITION);
active KEYWORD(130, 300, 0, 0, ACTIVE);
superp KEYWORD(130, 100, 0, 0, SUPERP);
-samplerBuffer TYPE_WITH_ALT(130, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable, glsl_type::samplerBuffer_type);
+samplerBuffer TYPE_WITH_ALT(130, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable || yyextra->EXT_gpu_shader4_enable, glsl_type::samplerBuffer_type);
filter KEYWORD(130, 300, 0, 0, FILTER);
row_major KEYWORD_WITH_ALT(130, 0, 140, 0, yyextra->ARB_uniform_buffer_object_enable && !yyextra->es_shader, ROW_MAJOR);
/* Additional reserved words in GLSL 1.40 */
-isampler2DRect TYPE(140, 300, 140, 0, glsl_type::isampler2DRect_type);
-usampler2DRect TYPE(140, 300, 140, 0, glsl_type::usampler2DRect_type);
-isamplerBuffer TYPE_WITH_ALT(140, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable, glsl_type::isamplerBuffer_type);
-usamplerBuffer TYPE_WITH_ALT(140, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable, glsl_type::usamplerBuffer_type);
+isampler2DRect TYPE_WITH_ALT(140, 300, 140, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler2DRect_type);
+usampler2DRect TYPE_WITH_ALT(140, 300, 140, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler2DRect_type);
+isamplerBuffer TYPE_WITH_ALT(140, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable || yyextra->EXT_gpu_shader4_enable, glsl_type::isamplerBuffer_type);
+usamplerBuffer TYPE_WITH_ALT(140, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable || yyextra->EXT_gpu_shader4_enable, glsl_type::usamplerBuffer_type);
/* Additional reserved words in GLSL ES 3.00 */
resource KEYWORD(420, 300, 0, 0, RESOURCE);