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Give new scopes to non-compound (simple) if-then-else substatements, correcting scoping for declarations they contain.
Also, updated several tests and the Todo list. git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@22845 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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@ -80,6 +80,7 @@ void main()
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}
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gl_FragColor.xr; // ERROR, swizzlers not from same field space
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gl_FragColor.xyxyx.xy; // ERROR, cannot make a vec5, even temporarily
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centTexCoord.z; // ERROR, swizzler out of range
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(a,b) = true; // ERROR, not an l-value
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}
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@ -103,4 +104,13 @@ bool gen(vec3 v)
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{
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if (abs(v[0]) < 1e-4 && abs(v[1]) < 1e-4)
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return true;
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}
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}
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void v1()
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{
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}
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void v2()
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{
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return v1(); // ERROR, no expression allowed, even though void
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}
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@ -11,3 +11,22 @@ void bar2(highp in float b);
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smooth flat out vec4 rep; // ERROR, replicating interpolation qualification
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centroid sample out vec4 rep2; // ERROR, replicating auxiliary qualification
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in uniform vec4 rep3; // ERROR, replicating storage qualification
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void main()
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{
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int i;
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if (i == 3)
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int j = i;
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else
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int k = j; // ERROR, j is undeclared
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int m = k; // ERROR, k is undeclared
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int n = j; // ERROR, j is undeclared
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while (true)
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int jj;
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int kk = jj; // ERROR, jj is undeclared
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}
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void bar(in highp volatile vec4 v)
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{
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}
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@ -15,16 +15,19 @@ ERROR: 0:63: 'assign' : cannot convert from 'bool' to 'float'
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ERROR: 0:79: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type '4-component vector of float' and a right operand of type '4X4 matrix of float' (or there is no acceptable conversion)
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ERROR: 0:79: 'assign' : cannot convert from '4X4 matrix of float' to 'fragColor 4-component vector of float'
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ERROR: 0:82: 'xr' : illegal - vector component fields not from the same set
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ERROR: 0:83: 'z' : vector field selection out of range
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ERROR: 0:84: 'assign' : l-value required
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ERROR: 0:90: 'int' : overloaded functions must have the same return type
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ERROR: 0:90: 'main' : function already has a body
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ERROR: 0:90: 'int' : main function cannot return a value
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ERROR: 0:91: 'main' : function cannot take any parameter(s)
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ERROR: 0:93: 'a' : variables with qualifier 'const' must be initialized
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ERROR: 0:96: 'out' : overloaded functions must have the same parameter qualifiers
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ERROR: 0:98: 'return' : function return is not matching type:
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ERROR: 26 compilation errors. No code generated.
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ERROR: 0:83: 'xyxyx' : illegal vector field selection
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ERROR: 0:83: 'xy' : dot operator requires structure, array, vector, or matrix on left hand side
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ERROR: 0:84: 'z' : vector field selection out of range
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ERROR: 0:85: 'assign' : l-value required
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ERROR: 0:91: 'int' : overloaded functions must have the same return type
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ERROR: 0:91: 'main' : function already has a body
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ERROR: 0:91: 'int' : main function cannot return a value
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ERROR: 0:92: 'main' : function cannot take any parameter(s)
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ERROR: 0:94: 'a' : variables with qualifier 'const' must be initialized
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ERROR: 0:97: 'out' : overloaded functions must have the same parameter qualifiers
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ERROR: 0:99: 'return' : function return is not matching type:
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ERROR: 0:115: 'return' : void function cannot return a value
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ERROR: 29 compilation errors. No code generated.
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ERROR: node is still EOpNull!
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0:21 Function Definition: main( (void)
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@ -210,48 +213,58 @@ ERROR: node is still EOpNull!
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0:82 'gl_FragColor' (fragColor 4-component vector of float)
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0:82 0 (const int)
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0:83 direct index (float)
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0:83 'centTexCoord' (centroid smooth in 2-component vector of float)
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0:83 'gl_FragColor' (fragColor 4-component vector of float)
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0:83 0 (const int)
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0:84 move second child to first child (bool)
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0:84 Comma (bool)
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0:84 'a' (int)
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0:84 'b' (bool)
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0:84 true (const bool)
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0:90 Function Definition: main( (int)
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0:90 Function Parameters:
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0:91 Function Definition: main(i1; (void)
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0:84 direct index (float)
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0:84 'centTexCoord' (centroid smooth in 2-component vector of float)
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0:84 0 (const int)
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0:85 move second child to first child (bool)
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0:85 Comma (bool)
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0:85 'a' (int)
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0:85 'b' (bool)
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0:85 true (const bool)
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0:91 Function Definition: main( (int)
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0:91 Function Parameters:
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0:91 'a' (in int)
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0:96 Function Definition: foo(f1; (int)
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0:96 Function Parameters:
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0:96 'a' (out float)
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0:98 Sequence
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0:98 Branch: Return with expression
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0:98 3.200000
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0:99 Function Call: foo(f1; (int)
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0:99 'a' (out float)
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0:102 Function Definition: gen(vf3; (bool)
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0:102 Function Parameters:
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0:102 'v' (in 3-component vector of float)
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0:104 Sequence
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0:104 Test condition and select (void)
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0:104 Condition
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0:104 logical-and (bool)
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0:104 Compare Less Than (bool)
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0:104 Absolute value (float)
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0:104 direct index (in float)
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0:104 'v' (in 3-component vector of float)
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0:104 0 (const int)
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0:104 0.000100
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0:104 Compare Less Than (bool)
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0:104 Absolute value (float)
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0:104 direct index (in float)
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0:104 'v' (in 3-component vector of float)
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0:104 1 (const int)
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0:104 0.000100
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0:104 true case
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0:105 Branch: Return with expression
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0:105 true (const bool)
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0:92 Function Definition: main(i1; (void)
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0:92 Function Parameters:
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0:92 'a' (in int)
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0:97 Function Definition: foo(f1; (int)
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0:97 Function Parameters:
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0:97 'a' (out float)
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0:99 Sequence
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0:99 Branch: Return with expression
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0:99 3.200000
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0:100 Function Call: foo(f1; (int)
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0:100 'a' (out float)
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0:103 Function Definition: gen(vf3; (bool)
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0:103 Function Parameters:
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0:103 'v' (in 3-component vector of float)
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0:105 Sequence
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0:105 Test condition and select (void)
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0:105 Condition
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0:105 logical-and (bool)
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0:105 Compare Less Than (bool)
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0:105 Absolute value (float)
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0:105 direct index (in float)
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0:105 'v' (in 3-component vector of float)
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0:105 0 (const int)
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0:105 0.000100
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0:105 Compare Less Than (bool)
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0:105 Absolute value (float)
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0:105 direct index (in float)
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0:105 'v' (in 3-component vector of float)
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0:105 1 (const int)
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0:105 0.000100
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0:105 true case
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0:106 Branch: Return with expression
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0:106 true (const bool)
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0:109 Function Definition: v1( (void)
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0:109 Function Parameters:
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0:113 Function Definition: v2( (void)
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0:113 Function Parameters:
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0:115 Sequence
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0:115 Branch: Return with expression
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0:115 Function Call: v1( (void)
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0:? Linker Objects
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0:? 'i' (smooth in 4-component vector of float)
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0:? 'o' (out 4-component vector of float)
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@ -75,7 +75,6 @@ numeral.frag
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../../LunarGLASS/test/Operations.frag
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../../LunarGLASS/test/prepost.frag
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../../LunarGLASS/test/simpleFunctionCall.frag
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../../LunarGLASS/test/solidworks.frag
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../../LunarGLASS/test/structAssignment.frag
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../../LunarGLASS/test/structDeref.frag
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../../LunarGLASS/test/structure.frag
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172
Todo.txt
172
Todo.txt
@ -12,6 +12,31 @@ Testing
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Interfacing
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- finish putting into a glslang namespace
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Shader Linking Validation
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- ensure no static references thrown away
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Cross-stage linking
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- type consistency check of uniform and ins <-> outs, both variables and blocks, stage-specific arrayness matching
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- location/binding/index check
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- matching initializers for uniforms
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- mixed es/non-es profiles
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- statically consumed input not produced by previous stage
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- matching between gl_PerVertex blocks and gl_PerFragment blocks
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- compute shader not with other stages
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Intra-stage linking
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- exactly one main
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- type consistency check of uniforms, globals, ins, and outs, both variables and blocks
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- location/component/binding/index/offset match check
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- location/component aliasing (except desktop vertex shader inputs)
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- geometry shader input array sizes and input layout qualifier declaration
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- compute shader layout(local_size_*) matching
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- mixed es/non-es profiles
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- matching initializers for globals
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- recursion for both functions and subroutines
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- matching redeclarations of interface blocks
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- read or write to both gl_ClipVertex and gl_ClipDistance
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- write to only one of gl_FragColor, gl_FragData, or user-declared
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- 4.4: overlapping transform/feedback offsets, offset/stride overflow checks, and stride matching
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Functionality to Implement/Finish
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ESSL 3.0
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- "const" compile-time constant propagation in the front-end has to be complete, for all built-in functions
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@ -46,6 +71,7 @@ Functionality to Implement/Finish
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rather than relying on gl_MaxVaryingComponents. Also, corrected gl_MaxVaryingComponents to be 60 instead of 64.
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- Added gl_PrimitiveID as an input to fragment shaders.
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- Added gl_FragCoord qualifiers origin_upper_left, and pixel_center_integer to modify the values returned by gl_FragCoord (and have no affect on any other aspect of the pipeline or language).
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- including redeclaration of gl_FragCoord that adds nothing
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- Added support for multi-sample textures through sampler2DMS and sampler2DMSArray support in texelFetch() and textureSize().
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- Broadened interface blocks from just uniforms to in and out interfaces as well.
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- Broaden array usage to include vertex shader inputs (vertex in).
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@ -55,7 +81,153 @@ Functionality to Implement/Finish
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- gl_FragCoord qualifiers use the layout(): origin_upper_left and pixel_center_integer.
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- Broaden structure usage to include geometry inputs and geometry outputs.
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GLSL 4.0
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- tessellation control stage and tessellation evaluation stage. Includes barrier() built-in for synchronization.
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- Polymorphic functions: Run-time selection of what function gets called, through the new keyword subroutine.
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- 64bit floating point numbers with the new type keyword double. Built-in functions extended for doubles, and new function matching rules are added to both allow implicit conversions when calling a function and preserve most existing function matching once doubles are included.
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+ More implicit conversions
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+ float to double, and similarly for all floating-point vector and matrix types
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+ int to uint, and similarly for all integer vector types
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+ int to double, and similarly for all vectors of integers and doubles.
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+ uint to double, and similarly for all vectors of integers and doubles.
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- Cube map array textures and texture functions texture(), textureSize(), textureLod(), and textureGrad().
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- Sampler arrays can take a variable index now, as long as it's value is uniform for all uses.
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- Per-sample shading. Including sample input mask gl_SampleMaskIn[] and per-sample interpolation, with explicit interpolation built-ins interpolateAtCentroid(), interpolateAtSample(), and interpolateAtOffset().
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- New precise qualifier to disallow optimizations that re-order operations or treat different instances of the same operator with different precision.
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- Add a fused multiply andadd built-in, fma(), in relation to the new precise qualifier. (Because “a * b + c” will require two operations under new rules for precise.)
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- Added new built-in floating-point functions
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- frexp() and ldexp()
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- packUnorm2x16(), packUnorm4x8(),packSnorm4x8(), and packDouble2x32()
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- unpackUnorm2x16(), unpackUnorm4x8(),unpackSnorm4x8(), and unpackDouble2x32()
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- Add new built-in integer functions
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- uaddCarry() andusubBorrow()
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- umulExtended() andimulExtended()
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- bitfieldExtract() andbitfieldInsert()
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- bitfieldReverse()
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- bitCount(),findLSB(), andfindMSB()
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- New built-in to query LOD, textureQueryLod().
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- New overloaded function matching algorithm, handling selection from many valid multiple choices.
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- Texture gather functions that return four texels with a single call.
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- textureGather()
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- textureGatherOffset()
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- textureGatherOffsets()
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- Add streams out from geometry shader. Output can be directed to streams through
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- EmitStreamVertex() and EndStreamPrimitive().
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GLSL 4.1
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- Support for partitioning shaders into multiple programs to provide light-weight mixing of different shader stages.
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(GL_ARB_separate_shader_objects)
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- layout qualifiers
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- redeclaration of input/output blocks
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- ...
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- Add 64-bit floating-point attributes for vertex shader inputs.
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- Support viewport arrays so where the geometry shader selects which viewport array will transform its output.
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GLSL 4.2
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- Add 420-style function signature matching rules
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+ Move these previously deprecated features to be only in the compatibility profile:
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+ The keyword attribute for vertex shader inputs. (Use in instead.)
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+ The keyword varying for inputs and outputs. (Use in and out instead.)
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+ The original texturing built-in functions. (Use the new forms instead.)
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+ The built-in variables gl_FragColor and gl_FragData. (Use out instead.)
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+ Built-in constants related to these.
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+ Change from ASCII to UTF-8 for the language character set and also allow any characters inside comments (except the byte value 0),
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including '\'.
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+ Add line-continuation using '\', as in C++.
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+ ES convergence
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+ Clarify that .xyzwxy.xy is illegal, as it temporarily makes a “vec6”.
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+ Clarify that return statements only accept values (no return of a void function).
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- Add image types (GL_ARB_shader_image_load_store)
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+ 33 new types, all with “image” in their name, correspond to the non-shadow texture types
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+ addition of memory qualifiers: coherent,volatile, restrict, readonly, and writeonly
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- can read/write/modify images from a shader, through new built-in functions
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- qualifiers can act independently on the opaque shader variable and the backing image, so extra qualifiers can be used to separately qualify these
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+ Variables declared in if and else statements are scoped only to the end of those statements, especially for non-compound statements
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Note, this is not backward compatible, it may depend on #version.
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- Allow implicit conversions of return values to the declared type of the function.
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- The const keyword can be used to declare variables within a function body with initializer expressions that are not constant expressions.
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+ Qualifiers on variable declarations no longer have to follow a strict order. The layout qualifier can be used multiple times, and multiple parameter qualifiers can be used.
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+ Parameter qualifiers can include precision and memory qualifiers.
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- Add a new atomic_uint type to support atomic counters. Also, add built-in functions for manipulating atomic counters.
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- atomicCounterIncrement, atomicCounterDecrement, and atomicCounter
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- Add layout qualifier identifiers binding and offset to bind units to sampler and image variable declarations, atomic counters, and uniform blocks.
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- Add built-in functions to pack/unpack 16 bit floating-point numbers (ARB_shading_language_pack2f).
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- packHalf2x16 and unpackHalf2x16
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- packSnorm2x16and unpackSnorm2x16
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- Add gl_FragDepthlayout qualifiers to communicate what kind of changes will be made to gl_FragDepth(GL_AMD_conservative depth).
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- Add C-style curly brace initializer lists syntax for initializers. Full initialization of aggregates is required when these are used.
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- Allow .length() to be applied to vectors and matrices, returning the number of components or columns.
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+ Clarify that .length() returns an int type and can be used as a constant integer expression.
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- Allow swizzle operations on scalars.
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- Even the potential for recursion through subroutine uniforms is an error.
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- Positive signed decimal literals, as well as octal and hexadecimal, can set all 32 bits. This includes setting the sign bit to create a negative value.
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- Make GLSL consistent with the API regarding user clipping, by no longer referring to gl_Positionwhen gl_ClipVertex is not written. Rather, user clipping becomes undefined.
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- Minor consistency fixes, corrections
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- Consistently state structures have members not fields. The period ( . ) is still called the field selector, for all its multiple uses.
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- Remove comment that there is no communication between instantiations of a shader.
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- Clarified that a comma sequence-operator expression cannot be a constant expression. E.g., “(2,3)” is not allowed, semantically, as a valid constant expression 3, even though it is an expression that will evaluate to 3.
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- Use vec2instead of vec3for coordinate in textureGather*(sampler2DRect,...).
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- Clarify that textureGatherOffset() can take non-constants for the offsets.
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GLSL 4.3
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- Add shader storage bufferobjects, as per the ARB_shader_storage_buffer_object extension.
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This includes 1) allowing the last member of a storage buffer block to be an array that does not
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know its size until render time, and 2) read/write memory shared with the application and other
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shader invocations. It also adds the std430layout qualifier for shader storage blocks.
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- Allow .length() on all arrays; returning a compile-time constant or not, depending on how the
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array is sized, as per the ARB_shader_storage_buffer_object extension.
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- Be clear that implicit array sizing is only within a stage, not cross stage.
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- Array clarifications: 1) All arrays are inherently homogeneous, except for arrays of the new
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shader storage buffer objects. 2) Arrays of shader storage buffer objects will be dereferenced
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when the .length() method is used on an unsized array member, so that must a have valid index.
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3) Arrays of other objects (uniform blocks) containing implicitly sized arrays will have the same
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implicit size for all elements of the array.
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- Arrays of arrays are now supported, as per the GL_ARB_arrays_of_arraysextension.
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- Compute shaders are now supported, as per the GL_ARB_compute_shader extension.
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- Added imageSize() built-ins to query the dimensions of an image.
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- Define robust out-of-bounds access behavior when enabled, as per the GL_ARB_robust_buffer_access_behavior extension.
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- All choice of depth or stencil texturing, for a packed depth-stencil texture, as per the
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GL_ARB_stencil_texturing extension.
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- Allow explicit locations/indexes to be assigned to uniform variables and subroutines, as per the
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GL_ARB_explicit_uniform_location extension.
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- Accept ES GLSL shader #version statements, which will request ES functionality for ES GLSL
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versions 100 and 300, as per the GL_ARB_ES3_compatibility extension.
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- Clarified about 90 errors as being either compile time, link time, or either.
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- Clarify and correct scoping rules to what would normally be expected and what was intended.
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(Function parameters and body nest inside global space. Loop variables and body nest inside
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loop scope.)
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- There are no digraphs (trigraphs were already disallowed).
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- Remove the CPP difference that it is a compile-time error to use #if or #elif on expressions
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containing undefined macro names. This reverts back to following expected CPP behavior.
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- Set both gl_MaxFragmentImageUniformsand gl_MaxCombinedImageUniformsto 8.
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- Clarify textureSize() for cube map arrays.
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- For layout qualifiers,
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- make negative output locations a compile-time error, and
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- make indexes outside the range [0,1] a compile-time error.
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- Allow mismatches in interpolation and auxiliary qualification across stages.
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- Remove cross-version linking restrictions.
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- Add textureQueryLevels() built-ins to query the number of mipmap levels, as per the
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GL_ARB_texture_query_levels extension.
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- Make gl_Layer and gl_ViewportIndex also be inputs to the fragment shader, as per the
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GL_ARB_fragment_layer_viewport extension.
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- Be explicit that compile-time constant expressions evaluating on the host may get a different
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value than the same expression on the target. Also reinforce that compile-time constant
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expressions are evaluated as if precise and invariantwere used.
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- Add more examples and rules to be more specific about the required behavior of the precise
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qualifier.
|
||||
- Clarify fragment output variables cannot be double precision.
|
||||
- Clarify that “floating-point” generally means both single- and double-precision and be more
|
||||
consistent with that.
|
||||
- Be clear that early_fragment_tests is only needed in one fragment-stage compilation unit.
|
||||
- Allow the new shared keyword to be in layout-qualifier-id, allowing backward compatibility
|
||||
with the shared identifier that was previously used.
|
||||
+ Added overlooked texture function float textureOffset (sampler2DArrayShadow sampler, vec4 P, vec2 offset [, float bias] ).
|
||||
+ Add missing type in grammar, ATOMIC_UINT, and missing qualifiers COHERENT, VOLATILE, RESTRICT, READONLY, and WRITEONLY.
|
||||
- do version checking for the above
|
||||
+ Add missing initializer lists to grammar.
|
||||
GLSL 4.4
|
||||
- Incorporate the ARB_enhanced_layouts extension, which adds
|
||||
- compile-time constant expressions for layout qualifier integers
|
||||
- new offset and align layout qualifiers for control over buffer block layouts
|
||||
- add location layout qualifier for input and output blocks and block members
|
||||
- new componentlayout qualifier for finer-grained layout control of input and output variables and blocks
|
||||
- new xfb_buffer, xfb_stride, and xfb_offsetlayout qualifiers to allow the shader to control
|
||||
transform feedback buffering.
|
||||
+ Bug 10530: To be consistent with ES, include sample types as valid in a precision statement.
|
||||
Note the defaults are irrelevant, as precision qualifiers are not required or have any meaning.
|
||||
|
@ -187,7 +187,7 @@ extern int yylex(YYSTYPE*, TParseContext&);
|
||||
%type <interm.intermNode> declaration external_declaration
|
||||
%type <interm.intermNode> for_init_statement compound_statement_no_new_scope
|
||||
%type <interm.nodePair> selection_rest_statement for_rest_statement
|
||||
%type <interm.intermNode> iteration_statement jump_statement statement_no_new_scope
|
||||
%type <interm.intermNode> iteration_statement jump_statement statement_no_new_scope statement_scoped
|
||||
%type <interm> single_declaration init_declarator_list
|
||||
|
||||
%type <interm> parameter_declaration parameter_declarator parameter_type_specifier
|
||||
@ -2599,6 +2599,10 @@ statement_no_new_scope
|
||||
| simple_statement { $$ = $1; }
|
||||
;
|
||||
|
||||
statement_scoped
|
||||
: compound_statement { $$ = $1; }
|
||||
| { parseContext.symbolTable.push(); } simple_statement { parseContext.symbolTable.pop(&parseContext.defaultPrecision[0]); } { $$ = $2; }
|
||||
|
||||
compound_statement_no_new_scope
|
||||
// Statement that doesn't create a new scope, for selection_statement, iteration_statement
|
||||
: LEFT_BRACE RIGHT_BRACE {
|
||||
@ -2643,11 +2647,11 @@ selection_statement
|
||||
;
|
||||
|
||||
selection_rest_statement
|
||||
: statement ELSE statement {
|
||||
: statement_scoped ELSE statement_scoped {
|
||||
$$.node1 = $1;
|
||||
$$.node2 = $3;
|
||||
}
|
||||
| statement {
|
||||
| statement_scoped {
|
||||
$$.node1 = $1;
|
||||
$$.node2 = 0;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user