ebiten/internal/shaderir/hlsl/hlsl.go

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// Copyright 2022 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 hlsl
import (
"fmt"
"go/constant"
"go/token"
"regexp"
"strings"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
const (
vsOut = "varyings"
)
type compileContext struct {
structNames map[string]string
structTypes []shaderir.Type
}
func (c *compileContext) structName(p *shaderir.Program, t *shaderir.Type) string {
if t.Main != shaderir.Struct {
panic("hlsl: the given type at structName must be a struct")
}
s := t.String()
if n, ok := c.structNames[s]; ok {
return n
}
n := fmt.Sprintf("S%d", len(c.structNames))
if c.structNames == nil {
c.structNames = map[string]string{}
}
c.structNames[s] = n
c.structTypes = append(c.structTypes, *t)
return n
}
const Prelude = `struct Varyings {
float4 Position : SV_POSITION;
float2 M0 : TEXCOORD0;
float4 M1 : COLOR;
};
float mod(float x, float y) {
return x - y * floor(x/y);
}
float2 mod(float2 x, float2 y) {
return x - y * floor(x/y);
}
float3 mod(float3 x, float3 y) {
return x - y * floor(x/y);
}
float4 mod(float4 x, float4 y) {
return x - y * floor(x/y);
}
float2x2 float2x2FromScalar(float x) {
return float2x2(x, 0, 0, x);
}
float3x3 float3x3FromScalar(float x) {
return float3x3(x, 0, 0, 0, x, 0, 0, 0, x);
}
float4x4 float4x4FromScalar(float x) {
return float4x4(x, 0, 0, 0, 0, x, 0, 0, 0, 0, x, 0, 0, 0, 0, x);
}`
func Compile(p *shaderir.Program) (string, []int) {
c := &compileContext{}
var lines []string
lines = append(lines, strings.Split(Prelude, "\n")...)
lines = append(lines, "", "{{.Structs}}")
var offsets []int
if len(p.Uniforms) > 0 {
offsets = calculateMemoryOffsets(p.Uniforms)
lines = append(lines, "")
lines = append(lines, "cbuffer Uniforms : register(b0) {")
for i, t := range p.Uniforms {
// packingoffset is not mandatory, but this is useful to ensure the correct offset is used.
offset := fmt.Sprintf("c%d", offsets[i]/boundaryInBytes)
switch offsets[i] % boundaryInBytes {
case 4:
offset += ".y"
case 8:
offset += ".z"
case 12:
offset += ".w"
}
lines = append(lines, fmt.Sprintf("\t%s : packoffset(%s);", c.varDecl(p, &t, fmt.Sprintf("U%d", i)), offset))
}
lines = append(lines, "}")
}
if p.TextureCount > 0 {
lines = append(lines, "")
for i := 0; i < p.TextureCount; i++ {
lines = append(lines, fmt.Sprintf("Texture2D T%[1]d : register(t%[1]d);", i))
}
lines = append(lines, "SamplerState samp : register(s0);")
}
if len(p.Funcs) > 0 {
lines = append(lines, "")
for _, f := range p.Funcs {
lines = append(lines, c.function(p, &f, true)...)
}
for _, f := range p.Funcs {
if len(lines) > 0 && lines[len(lines)-1] != "" {
lines = append(lines, "")
}
lines = append(lines, c.function(p, &f, false)...)
}
}
if p.VertexFunc.Block != nil && len(p.VertexFunc.Block.Stmts) > 0 {
lines = append(lines, "")
lines = append(lines, "Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR) {")
lines = append(lines, fmt.Sprintf("\tVaryings %s;", vsOut))
lines = append(lines, c.block(p, p.VertexFunc.Block, p.VertexFunc.Block, 0)...)
if last := fmt.Sprintf("\treturn %s;", vsOut); lines[len(lines)-1] != last {
lines = append(lines, last)
}
lines = append(lines, "}")
}
if p.FragmentFunc.Block != nil && len(p.FragmentFunc.Block.Stmts) > 0 {
lines = append(lines, "")
lines = append(lines, fmt.Sprintf("float4 PSMain(Varyings %s) : SV_TARGET {", vsOut))
lines = append(lines, c.block(p, p.FragmentFunc.Block, p.FragmentFunc.Block, 0)...)
lines = append(lines, "}")
}
ls := strings.Join(lines, "\n")
// Struct types are determined after converting the program.
if len(c.structTypes) > 0 {
var stlines []string
for i, t := range c.structTypes {
stlines = append(stlines, fmt.Sprintf("struct S%d {", i))
for j, st := range t.Sub {
stlines = append(stlines, fmt.Sprintf("\t%s;", c.varDecl(p, &st, fmt.Sprintf("M%d", j))))
}
stlines = append(stlines, "};")
}
st := strings.Join(stlines, "\n")
ls = strings.ReplaceAll(ls, "{{.Structs}}", st)
} else {
ls = strings.ReplaceAll(ls, "{{.Structs}}", "")
}
nls := regexp.MustCompile(`\n\n+`)
ls = nls.ReplaceAllString(ls, "\n\n")
ls = strings.TrimSpace(ls) + "\n"
return ls, offsets
}
func (c *compileContext) typ(p *shaderir.Program, t *shaderir.Type) (string, string) {
switch t.Main {
case shaderir.None:
return "void", ""
case shaderir.Struct:
return c.structName(p, t), ""
default:
return typeString(t)
}
}
func (c *compileContext) varDecl(p *shaderir.Program, t *shaderir.Type, varname string) string {
switch t.Main {
case shaderir.None:
return "?(none)"
case shaderir.Struct:
return fmt.Sprintf("%s %s", c.structName(p, t), varname)
default:
t0, t1 := typeString(t)
return fmt.Sprintf("%s %s%s", t0, varname, t1)
}
}
func (c *compileContext) varInit(p *shaderir.Program, t *shaderir.Type) string {
switch t.Main {
case shaderir.None:
return "?(none)"
case shaderir.Array:
init := c.varInit(p, &t.Sub[0])
es := make([]string, 0, t.Length)
for i := 0; i < t.Length; i++ {
es = append(es, init)
}
t0, t1 := typeString(t)
return fmt.Sprintf("%s%s(%s)", t0, t1, strings.Join(es, ", "))
case shaderir.Struct:
panic("not implemented")
case shaderir.Bool:
return "false"
case shaderir.Int, shaderir.IVec2, shaderir.IVec3, shaderir.IVec4:
return "0"
case shaderir.Float, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4, shaderir.Mat2, shaderir.Mat3, shaderir.Mat4:
return "0.0"
default:
t0, t1 := c.typ(p, t)
panic(fmt.Sprintf("?(unexpected type: %s%s)", t0, t1))
}
}
func (c *compileContext) function(p *shaderir.Program, f *shaderir.Func, prototype bool) []string {
var args []string
var idx int
for _, t := range f.InParams {
args = append(args, "in "+c.varDecl(p, &t, fmt.Sprintf("l%d", idx)))
idx++
}
for _, t := range f.OutParams {
args = append(args, "out "+c.varDecl(p, &t, fmt.Sprintf("l%d", idx)))
idx++
}
argsstr := "void"
if len(args) > 0 {
argsstr = strings.Join(args, ", ")
}
t0, t1 := c.typ(p, &f.Return)
sig := fmt.Sprintf("%s%s F%d(%s)", t0, t1, f.Index, argsstr)
var lines []string
if prototype {
lines = append(lines, fmt.Sprintf("%s;", sig))
return lines
}
lines = append(lines, fmt.Sprintf("%s {", sig))
lines = append(lines, c.block(p, f.Block, f.Block, 0)...)
lines = append(lines, "}")
return lines
}
func constantToNumberLiteral(t shaderir.ConstType, v constant.Value) string {
switch t {
case shaderir.ConstTypeNone:
if v.Kind() == constant.Bool {
if constant.BoolVal(v) {
return "true"
}
return "false"
}
fallthrough
case shaderir.ConstTypeFloat:
if i := constant.ToInt(v); i.Kind() == constant.Int {
x, _ := constant.Int64Val(i)
return fmt.Sprintf("%d.0", x)
}
if i := constant.ToFloat(v); i.Kind() == constant.Float {
x, _ := constant.Float64Val(i)
return fmt.Sprintf("%.10e", x)
}
case shaderir.ConstTypeInt:
if i := constant.ToInt(v); i.Kind() == constant.Int {
x, _ := constant.Int64Val(i)
return fmt.Sprintf("%d", x)
}
}
return fmt.Sprintf("?(unexpected literal: %s)", v)
}
func (c *compileContext) localVariableName(p *shaderir.Program, topBlock *shaderir.Block, idx int) string {
switch topBlock {
case p.VertexFunc.Block:
na := len(p.Attributes)
nv := len(p.Varyings)
switch {
case idx < na:
return fmt.Sprintf("A%d", idx)
case idx == na:
return fmt.Sprintf("%s.Position", vsOut)
case idx < na+nv+1:
return fmt.Sprintf("%s.M%d", vsOut, idx-na-1)
default:
return fmt.Sprintf("l%d", idx-(na+nv+1))
}
case p.FragmentFunc.Block:
nv := len(p.Varyings)
switch {
case idx == 0:
return fmt.Sprintf("%s.Position", vsOut)
case idx < nv+1:
return fmt.Sprintf("%s.M%d", vsOut, idx-1)
default:
return fmt.Sprintf("l%d", idx-(nv+1))
}
default:
return fmt.Sprintf("l%d", idx)
}
}
func (c *compileContext) initVariable(p *shaderir.Program, topBlock, block *shaderir.Block, index int, decl bool, level int) []string {
idt := strings.Repeat("\t", level+1)
name := c.localVariableName(p, topBlock, index)
t := p.LocalVariableType(topBlock, block, index)
var lines []string
switch t.Main {
case shaderir.Array:
if decl {
lines = append(lines, fmt.Sprintf("%s%s;", idt, c.varDecl(p, &t, name)))
}
init := c.varInit(p, &t.Sub[0])
for i := 0; i < t.Length; i++ {
lines = append(lines, fmt.Sprintf("%s%s[%d] = %s;", idt, name, i, init))
}
case shaderir.None:
// The type is None e.g., when the variable is a for-loop counter.
default:
if decl {
lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.varDecl(p, &t, name), c.varInit(p, &t)))
} else {
lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, name, c.varInit(p, &t)))
}
}
return lines
}
func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Block, level int) []string {
if block == nil {
return nil
}
var lines []string
for i := range block.LocalVars {
lines = append(lines, c.initVariable(p, topBlock, block, block.LocalVarIndexOffset+i, true, level)...)
}
var expr func(e *shaderir.Expr) string
expr = func(e *shaderir.Expr) string {
switch e.Type {
case shaderir.NumberExpr:
return constantToNumberLiteral(e.ConstType, e.Const)
case shaderir.UniformVariable:
return fmt.Sprintf("U%d", e.Index)
case shaderir.TextureVariable:
return fmt.Sprintf("T%d", e.Index)
case shaderir.LocalVariable:
return c.localVariableName(p, topBlock, e.Index)
case shaderir.StructMember:
return fmt.Sprintf("M%d", e.Index)
case shaderir.BuiltinFuncExpr:
return c.builtinFuncString(e.BuiltinFunc)
case shaderir.SwizzlingExpr:
if !shaderir.IsValidSwizzling(e.Swizzling) {
return fmt.Sprintf("?(unexpected swizzling: %s)", e.Swizzling)
}
return e.Swizzling
case shaderir.FunctionExpr:
return fmt.Sprintf("F%d", e.Index)
case shaderir.Unary:
var op string
switch e.Op {
case shaderir.Add, shaderir.Sub, shaderir.NotOp:
op = opString(e.Op)
default:
op = fmt.Sprintf("?(unexpected op: %d)", e.Op)
}
return fmt.Sprintf("%s(%s)", op, expr(&e.Exprs[0]))
case shaderir.Binary:
switch e.Op {
case shaderir.VectorEqualOp:
return fmt.Sprintf("all((%s) == (%s))", expr(&e.Exprs[0]), expr(&e.Exprs[1]))
case shaderir.VectorNotEqualOp:
return fmt.Sprintf("!all((%s) == (%s))", expr(&e.Exprs[0]), expr(&e.Exprs[1]))
case shaderir.MatrixMul:
// If either is a matrix, use the mul function.
// Swap the order of the lhs and the rhs since matrices are row-major in HLSL.
return fmt.Sprintf("mul(%s, %s)", expr(&e.Exprs[1]), expr(&e.Exprs[0]))
}
return fmt.Sprintf("(%s) %s (%s)", expr(&e.Exprs[0]), opString(e.Op), expr(&e.Exprs[1]))
case shaderir.Selection:
return fmt.Sprintf("(%s) ? (%s) : (%s)", expr(&e.Exprs[0]), expr(&e.Exprs[1]), expr(&e.Exprs[2]))
case shaderir.Call:
callee := e.Exprs[0]
var args []string
for _, exp := range e.Exprs[1:] {
args = append(args, expr(&exp))
}
if callee.Type == shaderir.BuiltinFuncExpr {
switch callee.BuiltinFunc {
case shaderir.Vec2F, shaderir.Vec3F, shaderir.Vec4F, shaderir.IVec2F, shaderir.IVec3F, shaderir.IVec4F:
if len(args) == 1 {
// Use casting. For example, `float4(1)` doesn't work.
return fmt.Sprintf("(%s)(%s)", expr(&e.Exprs[0]), args[0])
}
case shaderir.Mat2F:
if len(args) == 1 {
// In HSLS, casting a scalar to a matrix initializes all the components.
// There seems no easy way to have an identity matrix.
return fmt.Sprintf("float2x2FromScalar(%s)", args[0])
}
case shaderir.Mat3F:
if len(args) == 1 {
return fmt.Sprintf("float3x3FromScalar(%s)", args[0])
}
case shaderir.Mat4F:
if len(args) == 1 {
return fmt.Sprintf("float4x4FromScalar(%s)", args[0])
}
case shaderir.Texture2DF:
return fmt.Sprintf("%s.Sample(samp, %s)", args[0], strings.Join(args[1:], ", "))
}
}
return fmt.Sprintf("%s(%s)", expr(&e.Exprs[0]), strings.Join(args, ", "))
case shaderir.FieldSelector:
return fmt.Sprintf("(%s).%s", expr(&e.Exprs[0]), expr(&e.Exprs[1]))
case shaderir.Index:
return fmt.Sprintf("(%s)[%s]", expr(&e.Exprs[0]), expr(&e.Exprs[1]))
default:
return fmt.Sprintf("?(unexpected expr: %d)", e.Type)
}
}
idt := strings.Repeat("\t", level+1)
for _, s := range block.Stmts {
switch s.Type {
case shaderir.ExprStmt:
lines = append(lines, fmt.Sprintf("%s%s;", idt, expr(&s.Exprs[0])))
case shaderir.BlockStmt:
lines = append(lines, idt+"{")
lines = append(lines, c.block(p, topBlock, s.Blocks[0], level+1)...)
lines = append(lines, idt+"}")
case shaderir.Assign:
lhs := s.Exprs[0]
rhs := s.Exprs[1]
if lhs.Type == shaderir.LocalVariable {
if t := p.LocalVariableType(topBlock, block, lhs.Index); t.Main == shaderir.Array {
for i := 0; i < t.Length; i++ {
lines = append(lines, fmt.Sprintf("%[1]s%[2]s[%[3]d] = %[4]s[%[3]d];", idt, expr(&lhs), i, expr(&rhs)))
}
continue
}
}
lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, expr(&lhs), expr(&rhs)))
case shaderir.Init:
lines = append(lines, c.initVariable(p, topBlock, block, s.InitIndex, false, level)...)
case shaderir.If:
lines = append(lines, fmt.Sprintf("%sif (%s) {", idt, expr(&s.Exprs[0])))
lines = append(lines, c.block(p, topBlock, s.Blocks[0], level+1)...)
if len(s.Blocks) > 1 {
lines = append(lines, fmt.Sprintf("%s} else {", idt))
lines = append(lines, c.block(p, topBlock, s.Blocks[1], level+1)...)
}
lines = append(lines, fmt.Sprintf("%s}", idt))
case shaderir.For:
var ct shaderir.ConstType
switch s.ForVarType.Main {
case shaderir.Int:
ct = shaderir.ConstTypeInt
case shaderir.Float:
ct = shaderir.ConstTypeFloat
}
v := c.localVariableName(p, topBlock, s.ForVarIndex)
var delta string
switch val, _ := constant.Float64Val(s.ForDelta); val {
case 0:
delta = fmt.Sprintf("?(unexpected delta: %v)", s.ForDelta)
case 1:
delta = fmt.Sprintf("%s++", v)
case -1:
delta = fmt.Sprintf("%s--", v)
default:
d := s.ForDelta
if val > 0 {
delta = fmt.Sprintf("%s += %s", v, constantToNumberLiteral(ct, d))
} else {
d = constant.UnaryOp(token.SUB, d, 0)
delta = fmt.Sprintf("%s -= %s", v, constantToNumberLiteral(ct, d))
}
}
var op string
switch s.ForOp {
case shaderir.LessThanOp, shaderir.LessThanEqualOp, shaderir.GreaterThanOp, shaderir.GreaterThanEqualOp, shaderir.EqualOp, shaderir.NotEqualOp:
op = opString(s.ForOp)
default:
op = fmt.Sprintf("?(unexpected op: %d)", s.ForOp)
}
t := s.ForVarType
init := constantToNumberLiteral(ct, s.ForInit)
end := constantToNumberLiteral(ct, s.ForEnd)
t0, t1 := typeString(&t)
lines = append(lines, fmt.Sprintf("%sfor (%s %s%s = %s; %s %s %s; %s) {", idt, t0, v, t1, init, v, op, end, delta))
lines = append(lines, c.block(p, topBlock, s.Blocks[0], level+1)...)
lines = append(lines, fmt.Sprintf("%s}", idt))
case shaderir.Continue:
lines = append(lines, idt+"continue;")
case shaderir.Break:
lines = append(lines, idt+"break;")
case shaderir.Return:
switch {
case topBlock == p.VertexFunc.Block:
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, vsOut))
case len(s.Exprs) == 0:
lines = append(lines, idt+"return;")
default:
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, expr(&s.Exprs[0])))
}
case shaderir.Discard:
// 'discard' is invoked only in the fragment shader entry point.
lines = append(lines, idt+"discard;", idt+"return float4(0.0, 0.0, 0.0, 0.0);")
default:
lines = append(lines, fmt.Sprintf("%s?(unexpected stmt: %d)", idt, s.Type))
}
}
return lines
}