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authorIan Romanick <[email protected]>2010-08-13 09:26:01 -0700
committerIan Romanick <[email protected]>2010-08-13 09:29:39 -0700
commit5b9f3db71996a1296c7da8501dd3b159bfe8c2b2 (patch)
treeebc77070a698921eb376a5c903bc8e5538eb90bd /src
parent3a3cdb909da5b02edf921fcb5a009dfc2868d23d (diff)
glsl2: Eliminate tokens for square matrix short names
MAT2 and MAT2X2, for example, are treated identically by the parser. The language version based error checking (becuase mat2x2 is not available in GLSL 1.10) is already done in the lexer.
Diffstat (limited to 'src')
-rw-r--r--src/glsl/glsl_lexer.lpp6
-rw-r--r--src/glsl/glsl_parser.ypp5
2 files changed, 4 insertions, 7 deletions
diff --git a/src/glsl/glsl_lexer.lpp b/src/glsl/glsl_lexer.lpp
index 7ef537b2487..a96078e481a 100644
--- a/src/glsl/glsl_lexer.lpp
+++ b/src/glsl/glsl_lexer.lpp
@@ -151,9 +151,9 @@ ivec4 return IVEC4;
vec2 return VEC2;
vec3 return VEC3;
vec4 return VEC4;
-mat2 return MAT2;
-mat3 return MAT3;
-mat4 return MAT4;
+mat2 return MAT2X2;
+mat3 return MAT3X3;
+mat4 return MAT4X4;
mat2x2 TOKEN_OR_IDENTIFIER(120, MAT2X2);
mat2x3 TOKEN_OR_IDENTIFIER(120, MAT2X3);
mat2x4 TOKEN_OR_IDENTIFIER(120, MAT2X4);
diff --git a/src/glsl/glsl_parser.ypp b/src/glsl/glsl_parser.ypp
index 7c5dc017d89..30c43d24749 100644
--- a/src/glsl/glsl_parser.ypp
+++ b/src/glsl/glsl_parser.ypp
@@ -80,7 +80,7 @@
%token ATTRIBUTE CONST_TOK BOOL FLOAT INT UINT
%token BREAK CONTINUE DO ELSE FOR IF DISCARD RETURN SWITCH CASE DEFAULT
%token BVEC2 BVEC3 BVEC4 IVEC2 IVEC3 IVEC4 UVEC2 UVEC3 UVEC4 VEC2 VEC3 VEC4
-%token MAT2 MAT3 MAT4 CENTROID IN OUT INOUT UNIFORM VARYING
+%token CENTROID IN OUT INOUT UNIFORM VARYING
%token NOPERSPECTIVE FLAT SMOOTH
%token MAT2X2 MAT2X3 MAT2X4
%token MAT3X2 MAT3X3 MAT3X4
@@ -1101,9 +1101,6 @@ basic_type_specifier_nonarray:
| UVEC2 { $$ = ast_uvec2; }
| UVEC3 { $$ = ast_uvec3; }
| UVEC4 { $$ = ast_uvec4; }
- | MAT2 { $$ = ast_mat2; }
- | MAT3 { $$ = ast_mat3; }
- | MAT4 { $$ = ast_mat4; }
| MAT2X2 { $$ = ast_mat2; }
| MAT2X3 { $$ = ast_mat2x3; }
| MAT2X4 { $$ = ast_mat2x4; }