ebiten/internal/shaderir/type.go

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// Copyright 2020 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package shaderir
import (
"fmt"
"strings"
)
type Type struct {
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Main BasicType
Sub []Type
Length int
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}
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func (t *Type) Equal(rhs *Type) bool {
if t.Main != rhs.Main {
return false
}
if t.Length != rhs.Length {
return false
}
if len(t.Sub) != len(rhs.Sub) {
return false
}
for i, s := range t.Sub {
if !s.Equal(&rhs.Sub[i]) {
return false
}
}
return true
}
func (t *Type) String() string {
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switch t.Main {
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case None:
return "none"
case Bool:
return "bool"
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case Int:
return "int"
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case Float:
return "float"
case Vec2:
return "vec2"
case Vec3:
return "vec3"
case Vec4:
return "vec4"
case Mat2:
return "mat2"
case Mat3:
return "mat3"
case Mat4:
return "mat4"
case Array:
return fmt.Sprintf("[%d]%s", t.Length, t.Sub[0].String())
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case Struct:
str := "struct{"
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sub := make([]string, 0, len(t.Sub))
for _, st := range t.Sub {
sub = append(sub, st.String())
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}
str += strings.Join(sub, ",")
str += "}"
return str
default:
return fmt.Sprintf("?(unknown type: %d)", t.Main)
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}
}
func (t *Type) Uint32Count() int {
switch t.Main {
case Int:
return 1
case Float:
return 1
case Vec2:
return 2
case Vec3:
return 3
case Vec4:
return 4
case Mat2:
return 4
case Mat3:
return 9
case Mat4:
return 16
case Array:
return t.Length * t.Sub[0].Uint32Count()
default: // TODO: Parse a struct correctly
return -1
}
}
func (t *Type) IsVector() bool {
switch t.Main {
case Vec2, Vec3, Vec4:
return true
}
return false
}
func (t *Type) IsMatrix() bool {
switch t.Main {
case Mat2, Mat3, Mat4:
return true
}
return false
}
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type BasicType int
const (
None BasicType = iota
Bool
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Int
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Float
Vec2
Vec3
Vec4
Mat2
Mat3
Mat4
Texture
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Array
Struct
)
func descendantLocalVars(block, target *Block) ([]Type, bool) {
if block == target {
return block.LocalVars, true
}
var ts []Type
for _, s := range block.Stmts {
for _, b := range s.Blocks {
if ts2, found := descendantLocalVars(b, target); found {
n := b.LocalVarIndexOffset - block.LocalVarIndexOffset
ts = append(ts, block.LocalVars[:n]...)
ts = append(ts, ts2...)
return ts, true
}
}
}
return nil, false
}
func localVariableType(p *Program, topBlock, block *Block, absidx int) Type {
// TODO: Rename this function (truly-local variable?)
var ts []Type
for _, f := range p.Funcs {
if f.Block == topBlock {
ts = append(f.InParams, f.OutParams...)
break
}
}
ts2, _ := descendantLocalVars(topBlock, block)
ts = append(ts, ts2...)
return ts[absidx]
}
func (p *Program) LocalVariableType(topBlock, block *Block, idx int) Type {
switch topBlock {
case p.VertexFunc.Block:
na := len(p.Attributes)
nv := len(p.Varyings)
switch {
case idx < na:
return p.Attributes[idx]
case idx == na:
return Type{Main: Vec4}
case idx < na+nv+1:
return p.Varyings[idx-na-1]
default:
return localVariableType(p, topBlock, block, idx-(na+nv+1))
}
case p.FragmentFunc.Block:
nv := len(p.Varyings)
switch {
case idx == 0:
return Type{Main: Vec4}
case idx < nv+1:
return p.Varyings[idx-1]
default:
return localVariableType(p, topBlock, block, idx-(nv+1))
}
default:
return localVariableType(p, topBlock, block, idx)
}
}