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glsl: Rework reserved word/keyword handling in the lexer.
This consolidates the TOKEN_OR_IDENTIFIER and RESERVED_WORD macros into a single KEYWORD macro. The old TOKEN_OR_IDENTIFIER macros handled the case of a word going from an identifier to a keyword; the RESERVED_WORD macro handled a word going from a reserved word to a language keyword. However, neither could properly handle samplerBuffer (for example), which is an identifier in 1.10 and 1.20, a reserved word in 1.30, and a keyword in 1.40 and on. Furthermore, the existing macros didn't properly handle reserved words in GLSL ES 1.00. The best they could do was return a token (rather than an identifier), resulting in an obtuse parser error, rather than a user-friendly "you used a reserved word" error message.
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1 changed files with 122 additions and 117 deletions
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@ -36,36 +36,42 @@
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#define YY_USER_INIT yylineno = 0; yycolumn = 0;
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#define TOKEN_OR_IDENTIFIER(version, token) \
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do { \
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if (yyextra->language_version >= version) { \
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return token; \
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} else { \
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yylval->identifier = strdup(yytext); \
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return IDENTIFIER; \
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} \
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} while (0)
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/* Handle reserved words in GLSL ES (version 100) */
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#define TOKEN_OR_IDENTIFIER_ES(version, token) \
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do { \
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if (yyextra->es_shader) { \
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return token; \
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} else { \
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TOKEN_OR_IDENTIFIER(version, token); \
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} \
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} while (0)
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#define RESERVED_WORD(version, token) \
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/* A macro for handling reserved words and keywords across language versions.
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*
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* Certain words start out as identifiers, become reserved words in
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* later language revisions, and finally become language keywords.
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*
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* For example, consider the following lexer rule:
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* samplerBuffer KEYWORD(130, 140, SAMPLERBUFFER)
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*
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* This means that "samplerBuffer" will be treated as:
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* - a keyword (SAMPLERBUFFER token) ...in GLSL >= 1.40
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* - a reserved word - error ...in GLSL >= 1.30
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* - an identifier ...in GLSL < 1.30
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*/
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#define KEYWORD(reserved_version, allowed_version, token) \
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do { \
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if (yyextra->language_version >= version) { \
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if (yyextra->language_version >= allowed_version) { \
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return token; \
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} else { \
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} else if (yyextra->language_version >= reserved_version) { \
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_mesa_glsl_error(yylloc, yyextra, \
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"Illegal use of reserved word `%s'", yytext); \
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return ERROR_TOK; \
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} else { \
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yylval->identifier = strdup(yytext); \
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return IDENTIFIER; \
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} \
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} while (0)
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/* The ES macro can be used in KEYWORD checks:
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*
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* word KEYWORD(110 || ES, 400, TOKEN)
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* ...means the word is reserved in GLSL ES 1.00, while
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*
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* word KEYWORD(110, 130 || ES, TOKEN)
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* ...means the word is a legal keyword in GLSL ES 1.00.
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*/
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#define ES yyextra->es_shader
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%}
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%option bison-bridge bison-locations reentrant noyywrap
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@ -161,7 +167,7 @@ const return CONST_TOK;
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bool return BOOL_TOK;
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float return FLOAT_TOK;
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int return INT_TOK;
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uint TOKEN_OR_IDENTIFIER(130, UINT_TOK);
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uint KEYWORD(130, 130, UINT_TOK);
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break return BREAK;
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continue return CONTINUE;
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@ -179,36 +185,35 @@ bvec4 return BVEC4;
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ivec2 return IVEC2;
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ivec3 return IVEC3;
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ivec4 return IVEC4;
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uvec2 TOKEN_OR_IDENTIFIER(130, UVEC2);
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uvec3 TOKEN_OR_IDENTIFIER(130, UVEC3);
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uvec4 TOKEN_OR_IDENTIFIER(130, UVEC4);
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uvec2 KEYWORD(130, 130, UVEC2);
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uvec3 KEYWORD(130, 130, UVEC3);
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uvec4 KEYWORD(130, 130, UVEC4);
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vec2 return VEC2;
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vec3 return VEC3;
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vec4 return VEC4;
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mat2 return MAT2X2;
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mat3 return MAT3X3;
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mat4 return MAT4X4;
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mat2x2 TOKEN_OR_IDENTIFIER(120, MAT2X2);
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mat2x3 TOKEN_OR_IDENTIFIER(120, MAT2X3);
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mat2x4 TOKEN_OR_IDENTIFIER(120, MAT2X4);
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mat3x2 TOKEN_OR_IDENTIFIER(120, MAT3X2);
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mat3x3 TOKEN_OR_IDENTIFIER(120, MAT3X3);
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mat3x4 TOKEN_OR_IDENTIFIER(120, MAT3X4);
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mat4x2 TOKEN_OR_IDENTIFIER(120, MAT4X2);
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mat4x3 TOKEN_OR_IDENTIFIER(120, MAT4X3);
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mat4x4 TOKEN_OR_IDENTIFIER(120, MAT4X4);
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mat2x2 KEYWORD(120, 120, MAT2X2);
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mat2x3 KEYWORD(120, 120, MAT2X3);
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mat2x4 KEYWORD(120, 120, MAT2X4);
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mat3x2 KEYWORD(120, 120, MAT3X2);
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mat3x3 KEYWORD(120, 120, MAT3X3);
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mat3x4 KEYWORD(120, 120, MAT3X4);
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mat4x2 KEYWORD(120, 120, MAT4X2);
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mat4x3 KEYWORD(120, 120, MAT4X3);
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mat4x4 KEYWORD(120, 120, MAT4X4);
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in return IN_TOK;
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out return OUT_TOK;
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inout return INOUT_TOK;
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uniform return UNIFORM;
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varying return VARYING;
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centroid TOKEN_OR_IDENTIFIER(120, CENTROID);
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invariant TOKEN_OR_IDENTIFIER_ES(120, INVARIANT);
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flat TOKEN_OR_IDENTIFIER_ES(130, FLAT);
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smooth TOKEN_OR_IDENTIFIER(130, SMOOTH);
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noperspective TOKEN_OR_IDENTIFIER(130, NOPERSPECTIVE);
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centroid KEYWORD(120, 120, CENTROID);
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invariant KEYWORD(120 || ES, 120 || ES, INVARIANT);
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flat KEYWORD(130 || ES, 130, FLAT);
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smooth KEYWORD(130, 130, SMOOTH);
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noperspective KEYWORD(130, 130, NOPERSPECTIVE);
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sampler1D return SAMPLER1D;
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sampler2D return SAMPLER2D;
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@ -299,87 +304,87 @@ false {
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/* Reserved words in GLSL 1.10. */
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asm RESERVED_WORD(999, ASM);
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class RESERVED_WORD(999, CLASS);
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union RESERVED_WORD(999, UNION);
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enum RESERVED_WORD(999, ENUM);
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typedef RESERVED_WORD(999, TYPEDEF);
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template RESERVED_WORD(999, TEMPLATE);
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this RESERVED_WORD(999, THIS);
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packed RESERVED_WORD(999, PACKED_TOK);
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goto RESERVED_WORD(999, GOTO);
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switch RESERVED_WORD(130, SWITCH);
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default RESERVED_WORD(130, DEFAULT);
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inline RESERVED_WORD(999, INLINE_TOK);
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noinline RESERVED_WORD(999, NOINLINE);
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volatile RESERVED_WORD(999, VOLATILE);
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public RESERVED_WORD(999, PUBLIC_TOK);
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static RESERVED_WORD(999, STATIC);
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extern RESERVED_WORD(999, EXTERN);
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external RESERVED_WORD(999, EXTERNAL);
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interface RESERVED_WORD(999, INTERFACE);
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long RESERVED_WORD(999, LONG_TOK);
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short RESERVED_WORD(999, SHORT_TOK);
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double RESERVED_WORD(999, DOUBLE_TOK);
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half RESERVED_WORD(999, HALF);
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fixed RESERVED_WORD(999, FIXED_TOK);
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unsigned RESERVED_WORD(999, UNSIGNED);
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input RESERVED_WORD(999, INPUT_TOK);
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output RESERVED_WORD(999, OUTPUT);
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hvec2 RESERVED_WORD(999, HVEC2);
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hvec3 RESERVED_WORD(999, HVEC3);
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hvec4 RESERVED_WORD(999, HVEC4);
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dvec2 RESERVED_WORD(999, DVEC2);
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dvec3 RESERVED_WORD(999, DVEC3);
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dvec4 RESERVED_WORD(999, DVEC4);
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fvec2 RESERVED_WORD(999, FVEC2);
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fvec3 RESERVED_WORD(999, FVEC3);
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fvec4 RESERVED_WORD(999, FVEC4);
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asm KEYWORD(110 || ES, 999, ASM);
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class KEYWORD(110 || ES, 999, CLASS);
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union KEYWORD(110 || ES, 999, UNION);
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enum KEYWORD(110 || ES, 999, ENUM);
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typedef KEYWORD(110 || ES, 999, TYPEDEF);
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template KEYWORD(110 || ES, 999, TEMPLATE);
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this KEYWORD(110 || ES, 999, THIS);
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packed KEYWORD(110 || ES, 999, PACKED_TOK);
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goto KEYWORD(110 || ES, 999, GOTO);
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switch KEYWORD(110 || ES, 130, SWITCH);
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default KEYWORD(110 || ES, 130, DEFAULT);
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inline KEYWORD(110 || ES, 999, INLINE_TOK);
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noinline KEYWORD(110 || ES, 999, NOINLINE);
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volatile KEYWORD(110 || ES, 999, VOLATILE);
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public KEYWORD(110 || ES, 999, PUBLIC_TOK);
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static KEYWORD(110 || ES, 999, STATIC);
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extern KEYWORD(110 || ES, 999, EXTERN);
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external KEYWORD(110 || ES, 999, EXTERNAL);
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interface KEYWORD(110 || ES, 999, INTERFACE);
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long KEYWORD(110 || ES, 999, LONG_TOK);
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short KEYWORD(110 || ES, 999, SHORT_TOK);
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double KEYWORD(110 || ES, 400, DOUBLE_TOK);
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half KEYWORD(110 || ES, 999, HALF);
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fixed KEYWORD(110 || ES, 999, FIXED_TOK);
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unsigned KEYWORD(110 || ES, 999, UNSIGNED);
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input KEYWORD(110 || ES, 999, INPUT_TOK);
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output KEYWORD(110 || ES, 999, OUTPUT);
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hvec2 KEYWORD(110 || ES, 999, HVEC2);
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hvec3 KEYWORD(110 || ES, 999, HVEC3);
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hvec4 KEYWORD(110 || ES, 999, HVEC4);
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dvec2 KEYWORD(110 || ES, 400, DVEC2);
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dvec3 KEYWORD(110 || ES, 400, DVEC3);
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dvec4 KEYWORD(110 || ES, 400, DVEC4);
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fvec2 KEYWORD(110 || ES, 999, FVEC2);
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fvec3 KEYWORD(110 || ES, 999, FVEC3);
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fvec4 KEYWORD(110 || ES, 999, FVEC4);
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sampler2DRect return SAMPLER2DRECT;
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sampler3DRect RESERVED_WORD(999, SAMPLER3DRECT);
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sampler3DRect KEYWORD(110 || ES, 999, SAMPLER3DRECT);
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sampler2DRectShadow return SAMPLER2DRECTSHADOW;
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sizeof RESERVED_WORD(999, SIZEOF);
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cast RESERVED_WORD(999, CAST);
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namespace RESERVED_WORD(999, NAMESPACE);
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using RESERVED_WORD(999, USING);
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sizeof KEYWORD(110 || ES, 999, SIZEOF);
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cast KEYWORD(110 || ES, 999, CAST);
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namespace KEYWORD(110 || ES, 999, NAMESPACE);
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using KEYWORD(110 || ES, 999, USING);
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/* Additional reserved words in GLSL 1.20. */
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lowp TOKEN_OR_IDENTIFIER_ES(120, LOWP);
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mediump TOKEN_OR_IDENTIFIER_ES(120, MEDIUMP);
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highp TOKEN_OR_IDENTIFIER_ES(120, HIGHP);
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precision TOKEN_OR_IDENTIFIER_ES(120, PRECISION);
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lowp KEYWORD(120, 130 || ES, LOWP);
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mediump KEYWORD(120, 130 || ES, MEDIUMP);
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highp KEYWORD(120, 130 || ES, HIGHP);
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precision KEYWORD(120, 130 || ES, PRECISION);
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/* Additional reserved words in GLSL 1.30. */
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common TOKEN_OR_IDENTIFIER(130, COMMON);
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partition TOKEN_OR_IDENTIFIER(130, PARTITION);
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active TOKEN_OR_IDENTIFIER(130, ACTIVE);
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superp TOKEN_OR_IDENTIFIER_ES(130, SUPERP);
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samplerBuffer TOKEN_OR_IDENTIFIER(130, SAMPLERBUFFER);
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filter TOKEN_OR_IDENTIFIER(130, FILTER);
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image1D TOKEN_OR_IDENTIFIER(130, IMAGE1D);
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image2D TOKEN_OR_IDENTIFIER(130, IMAGE2D);
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image3D TOKEN_OR_IDENTIFIER(130, IMAGE3D);
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imageCube TOKEN_OR_IDENTIFIER(130, IMAGECUBE);
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iimage1D TOKEN_OR_IDENTIFIER(130, IIMAGE1D);
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iimage2D TOKEN_OR_IDENTIFIER(130, IIMAGE2D);
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iimage3D TOKEN_OR_IDENTIFIER(130, IIMAGE3D);
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iimageCube TOKEN_OR_IDENTIFIER(130, IIMAGECUBE);
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uimage1D TOKEN_OR_IDENTIFIER(130, UIMAGE1D);
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uimage2D TOKEN_OR_IDENTIFIER(130, UIMAGE2D);
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uimage3D TOKEN_OR_IDENTIFIER(130, UIMAGE3D);
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uimageCube TOKEN_OR_IDENTIFIER(130, UIMAGECUBE);
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image1DArray TOKEN_OR_IDENTIFIER(130, IMAGE1DARRAY);
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image2DArray TOKEN_OR_IDENTIFIER(130, IMAGE2DARRAY);
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iimage1DArray TOKEN_OR_IDENTIFIER(130, IIMAGE1DARRAY);
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iimage2DArray TOKEN_OR_IDENTIFIER(130, IIMAGE2DARRAY);
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uimage1DArray TOKEN_OR_IDENTIFIER(130, UIMAGE1DARRAY);
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uimage2DArray TOKEN_OR_IDENTIFIER(130, UIMAGE2DARRAY);
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image1DShadow TOKEN_OR_IDENTIFIER(130, IMAGE1DSHADOW);
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image2DShadow TOKEN_OR_IDENTIFIER(130, IMAGE2DSHADOW);
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imageBuffer TOKEN_OR_IDENTIFIER(130, IMAGEBUFFER);
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iimageBuffer TOKEN_OR_IDENTIFIER(130, IIMAGEBUFFER);
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uimageBuffer TOKEN_OR_IDENTIFIER(130, UIMAGEBUFFER);
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row_major TOKEN_OR_IDENTIFIER(130, ROW_MAJOR);
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common KEYWORD(130, 999, COMMON);
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partition KEYWORD(130, 999, PARTITION);
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active KEYWORD(130, 999, ACTIVE);
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superp KEYWORD(130 || ES, 999, SUPERP);
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samplerBuffer KEYWORD(130, 140, SAMPLERBUFFER);
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filter KEYWORD(130, 999, FILTER);
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image1D KEYWORD(130, 999, IMAGE1D);
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image2D KEYWORD(130, 999, IMAGE2D);
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image3D KEYWORD(130, 999, IMAGE3D);
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imageCube KEYWORD(130, 999, IMAGECUBE);
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iimage1D KEYWORD(130, 999, IIMAGE1D);
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iimage2D KEYWORD(130, 999, IIMAGE2D);
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iimage3D KEYWORD(130, 999, IIMAGE3D);
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iimageCube KEYWORD(130, 999, IIMAGECUBE);
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uimage1D KEYWORD(130, 999, UIMAGE1D);
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uimage2D KEYWORD(130, 999, UIMAGE2D);
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uimage3D KEYWORD(130, 999, UIMAGE3D);
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uimageCube KEYWORD(130, 999, UIMAGECUBE);
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image1DArray KEYWORD(130, 999, IMAGE1DARRAY);
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image2DArray KEYWORD(130, 999, IMAGE2DARRAY);
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iimage1DArray KEYWORD(130, 999, IIMAGE1DARRAY);
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iimage2DArray KEYWORD(130, 999, IIMAGE2DARRAY);
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uimage1DArray KEYWORD(130, 999, UIMAGE1DARRAY);
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uimage2DArray KEYWORD(130, 999, UIMAGE2DARRAY);
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image1DShadow KEYWORD(130, 999, IMAGE1DSHADOW);
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image2DShadow KEYWORD(130, 999, IMAGE2DSHADOW);
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imageBuffer KEYWORD(130, 999, IMAGEBUFFER);
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iimageBuffer KEYWORD(130, 999, IIMAGEBUFFER);
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uimageBuffer KEYWORD(130, 999, UIMAGEBUFFER);
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row_major KEYWORD(130, 999, ROW_MAJOR);
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[_a-zA-Z][_a-zA-Z0-9]* {
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struct _mesa_glsl_parse_state *state = yyextra;
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