ebiten/internal/shaderir/glsl.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"
)
func (p *Program) structName(t *Type) string {
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if t.Main != Struct {
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panic("shaderir: the given type at structName must be a struct")
}
s := t.serialize()
if n, ok := p.structNames[s]; ok {
return n
}
n := fmt.Sprintf("S%d", len(p.structNames))
p.structNames[s] = n
p.structTypes = append(p.structTypes, *t)
return n
}
func (p *Program) Glsl() string {
p.structNames = map[string]string{}
p.structTypes = nil
var lines []string
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for i, t := range p.Uniforms {
lines = append(lines, fmt.Sprintf("uniform %s;", p.glslVarDecl(&t, fmt.Sprintf("U%d", i))))
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}
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for i, t := range p.Attributes {
lines = append(lines, fmt.Sprintf("attribute %s;", p.glslVarDecl(&t, fmt.Sprintf("A%d", i))))
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}
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for i, t := range p.Varyings {
lines = append(lines, fmt.Sprintf("varying %s;", p.glslVarDecl(&t, fmt.Sprintf("V%d", i))))
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}
for _, f := range p.Funcs {
lines = append(lines, p.glslFunc(&f)...)
}
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var stLines []string
for i, t := range p.structTypes {
stLines = append(stLines, fmt.Sprintf("struct S%d {", i))
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for j, st := range t.Sub {
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stLines = append(stLines, fmt.Sprintf("\t%s;", p.glslVarDecl(&st, fmt.Sprintf("M%d", j))))
}
stLines = append(stLines, "};")
}
lines = append(stLines, lines...)
return strings.Join(lines, "\n") + "\n"
}
func (p *Program) glslVarDecl(t *Type, varname string) string {
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switch t.Main {
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case None:
return "?(none)"
case Image2D:
panic("not implemented")
case Array:
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panic("not implemented")
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case Struct:
return fmt.Sprintf("%s %s", p.structName(t), varname)
default:
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return fmt.Sprintf("%s %s", t.Main.Glsl(), varname)
}
}
func (p *Program) glslFunc(f *Func) []string {
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var args []string
var idx int
for _, t := range f.InParams {
args = append(args, "in "+p.glslVarDecl(&t, fmt.Sprintf("l%d", idx)))
idx++
}
for _, t := range f.InOutParams {
args = append(args, "inout "+p.glslVarDecl(&t, fmt.Sprintf("l%d", idx)))
idx++
}
for _, t := range f.OutParams {
args = append(args, "out "+p.glslVarDecl(&t, fmt.Sprintf("l%d", idx)))
idx++
}
argsstr := "void"
if len(args) > 0 {
argsstr = strings.Join(args, ", ")
}
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var lines []string
lines = append(lines, fmt.Sprintf("void %s(%s) {", f.Name, argsstr))
lines = append(lines, p.glslBlock(&f.Block, f, 0, idx)...)
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lines = append(lines, "}")
return lines
}
func (p *Program) glslBlock(b *Block, f *Func, level int, localVarIndex int) []string {
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idt := strings.Repeat("\t", level+1)
var lines []string
for _, t := range b.LocalVars {
lines = append(lines, fmt.Sprintf("%s%s;", idt, p.glslVarDecl(&t, fmt.Sprintf("l%d", localVarIndex))))
localVarIndex++
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}
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var glslExpr func(e *Expr) string
glslExpr = func(e *Expr) string {
switch e.Type {
case Literal:
return e.Value
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case VarName:
switch e.Variable.Type {
case Uniform:
return fmt.Sprintf("U%d", e.Variable.Index)
case Attribute:
return fmt.Sprintf("A%d", e.Variable.Index)
case Varying:
return fmt.Sprintf("V%d", e.Variable.Index)
case Local:
return fmt.Sprintf("l%d", e.Variable.Index)
default:
return fmt.Sprintf("?(unexpected variable type: %d)", e.Variable.Type)
}
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case Ident:
return e.Value
case Unary:
return fmt.Sprintf("%s(%s)", e.Op, glslExpr(&e.Exprs[0]))
case Binary:
return fmt.Sprintf("(%s) %s (%s)", glslExpr(&e.Exprs[0]), e.Op, glslExpr(&e.Exprs[1]))
case Call:
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// TODO: Take multiple args
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return fmt.Sprintf("(%s).(%s)", glslExpr(&e.Exprs[0]), glslExpr(&e.Exprs[1]))
case Selector:
return fmt.Sprintf("(%s).%s", glslExpr(&e.Exprs[0]), glslExpr(&e.Exprs[1]))
case Index:
return fmt.Sprintf("(%s)[%s]", glslExpr(&e.Exprs[0]), glslExpr(&e.Exprs[1]))
default:
return fmt.Sprintf("?(unexpected expr: %d)", e.Type)
}
}
for _, s := range b.Stmts {
switch s.Type {
case ExprStmt:
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lines = append(lines, fmt.Sprintf("%s%s;", idt, glslExpr(&s.Exprs[0])))
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case BlockStmt:
lines = append(lines, idt+"{")
lines = append(lines, p.glslBlock(s.Block, f, level+1, localVarIndex)...)
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lines = append(lines, idt+"}")
case Assign:
lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, glslExpr(&s.Exprs[0]), glslExpr(&s.Exprs[1])))
case If:
panic("not implemented")
case For:
panic("not implemented")
case Continue:
lines = append(lines, idt+"continue;")
case Break:
lines = append(lines, idt+"break;")
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case Return:
lines = append(lines, idt+"return;")
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case Discard:
lines = append(lines, idt+"discard;")
default:
lines = append(lines, fmt.Sprintf("%s?(unexpected stmt: %d)", idt, s.Type))
}
}
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return lines
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}
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// TODO: Distinguish regular functions, vertex functions and fragment functions. e.g., Treat gl_Position correctly.