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* glcpp: Fix locations when encounting "#<NEWLINE>".Kenneth Graunke2016-03-101-1/+1
| | | | | | | | | | | | | | | We were failing to reset our location tracking when encountering a NEWLINE in the <HASH> state. Rip the code from the <*>{NEWLINE} rule, which handles this properly. Also, update 146-version-first-hash.c to have proper expectations. When I introduced the test, I didn't verify that the line/column numbers were correct, and it turns out they varied based on the type of newline ending. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94447 Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
* glcpp: Implicitly resolve version after the first non-space/hash token.Kenneth Graunke2016-03-071-0/+3
We resolved the implicit version directive when processing control lines, such as #ifdef, to ensure any built-in macros exist. However, we failed to resolve it when handling ordinary text. For example, int x = __VERSION__; should resolve __VERSION__ to 110, but since we never resolved the implicit version, none of the built-in macros exist, so it was left as is. This also meant we allowed the following shader to slop through: 123 #version 120 Nothing would cause the implicit version to take effect, so when we saw the #version directive, we thought everything was peachy. This patch makes the lexer's per-token action resolve the implicit version on the first non-space/newline/hash token that isn't part of a #version directive, fulfilling the GLSL language spec: "The #version directive must occur in a shader before anything else, except for comments and white space." Because we emit #version as HASH_TOKEN then VERSION_TOKEN, we have to allow HASH_TOKEN to slop through as well, so we don't resolve the implicit version as soon as we see the # character. However, this is fine, because the parser's HASH_TOKEN NEWLINE rule does resolve the version, disallowing cases like: # #version 120 This patch also adds the above shaders as new glcpp tests. Fixes dEQP-GLES2.functional.shaders.preprocessor.predefined_macros. {gl_es_1_vertex,gl_es_1_fragment}. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>