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("%s[%d]", t.Sub[0].String(), t.Length)
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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)
}
}
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func (t *Type) serialize() string {
return t.String()
}
func (t *Type) Glsl() string {
switch t.Main {
case Array:
return fmt.Sprintf("%s[%d]", t.Sub[0].Glsl(), t.Length)
case Struct:
panic("shaderir: a struct is not implemented")
default:
return t.Main.glsl()
}
}
func (t *Type) FloatNum() int {
switch t.Main {
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].FloatNum()
default: // TODO: Parse a struct correctly
return -1
}
}
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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
Array
Struct
)
func (t BasicType) glsl() string {
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switch t {
case None:
return "?(none)"
case Bool:
return "bool"
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case Int:
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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 "?(array)"
case Struct:
return "?(struct)"
default:
return fmt.Sprintf("?(unknown type: %d)", t)
}
}