ebiten/internal/shaderir/check.go

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// Copyright 2023 The Ebitengine 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 (
"go/constant"
)
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func ResolveUntypedConstsForBinaryOp(lhs, rhs constant.Value, lhst, rhst Type) (newLhs, newRhs constant.Value, ok bool) {
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if lhst.Main == None && rhst.Main == None {
if lhs.Kind() == rhs.Kind() {
return lhs, rhs, true
}
if lhs.Kind() == constant.Float && constant.ToFloat(rhs).Kind() != constant.Unknown {
return lhs, constant.ToFloat(rhs), true
}
if rhs.Kind() == constant.Float && constant.ToFloat(lhs).Kind() != constant.Unknown {
return constant.ToFloat(lhs), rhs, true
}
if lhs.Kind() == constant.Int && constant.ToInt(rhs).Kind() != constant.Unknown {
return lhs, constant.ToInt(rhs), true
}
if rhs.Kind() == constant.Int && constant.ToInt(lhs).Kind() != constant.Unknown {
return constant.ToInt(lhs), rhs, true
}
return nil, nil, false
}
if lhst.Main == None {
if (rhst.Main == Float || rhst.IsFloatVector() || rhst.IsMatrix()) && constant.ToFloat(lhs).Kind() != constant.Unknown {
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return constant.ToFloat(lhs), rhs, true
}
if (rhst.Main == Int || rhst.IsIntVector()) && constant.ToInt(lhs).Kind() != constant.Unknown {
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return constant.ToInt(lhs), rhs, true
}
if rhst.Main == Bool && lhs.Kind() == constant.Bool {
return lhs, rhs, true
}
return nil, nil, false
}
if rhst.Main == None {
if (lhst.Main == Float || lhst.IsFloatVector() || lhst.IsMatrix()) && constant.ToFloat(rhs).Kind() != constant.Unknown {
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return lhs, constant.ToFloat(rhs), true
}
if (lhst.Main == Int || lhst.IsIntVector()) && constant.ToInt(rhs).Kind() != constant.Unknown {
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return lhs, constant.ToInt(rhs), true
}
if lhst.Main == Bool && rhs.Kind() == constant.Bool {
return lhs, rhs, true
}
return nil, nil, false
}
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// lhst and rhst might not match, but this has nothing to do with resolving untyped consts.
return lhs, rhs, true
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}
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func TypeFromBinaryOp(op Op, lhst, rhst Type, lhsConst, rhsConst constant.Value) (Type, bool) {
// If both are untyped consts, compare the constants and try to truncate them if necessary.
if lhst.Main == None && rhst.Main == None {
// Assume that the constant types are already adjusted.
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if lhsConst.Kind() != rhsConst.Kind() {
panic("shaderir: const types for a binary op must be adjusted")
}
if op == AndAnd || op == OrOr {
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if lhsConst.Kind() == constant.Bool && rhsConst.Kind() == constant.Bool {
return Type{Main: Bool}, true
}
return Type{}, false
}
// For %, both operands must be integers if both are constants. Truncatable to an integer is not enough.
if op == ModOp {
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if lhsConst.Kind() == constant.Int && rhsConst.Kind() == constant.Int {
return Type{Main: Int}, true
}
return Type{}, false
}
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if op == And || op == Or || op == Xor {
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if lhsConst.Kind() == constant.Int && rhsConst.Kind() == constant.Int {
return Type{Main: Int}, true
}
return Type{}, false
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}
if op == EqualOp || op == NotEqualOp || op == LessThanOp || op == LessThanEqualOp || op == GreaterThanOp || op == GreaterThanEqualOp {
return Type{Main: Bool}, true
}
if lhst.Main == Float || rhst.Main == Float {
return Type{Main: Float}, true
}
if lhst.Main == Int || rhst.Main == Int {
return Type{Main: Int}, true
}
if lhst.Main == Bool || rhst.Main == Bool {
return Type{Main: Bool}, true
}
// If both operands are untyped, keep untyped.
return Type{}, true
}
// Both types must not be untyped.
if lhst.Main == None || rhst.Main == None {
panic("shaderir: cannot resolve untyped values")
}
if op == AndAnd || op == OrOr {
if lhst.Main == Bool && rhst.Main == Bool {
return Type{Main: Bool}, true
}
return Type{}, false
}
if op == VectorEqualOp || op == VectorNotEqualOp {
if (lhst.IsFloatVector() || lhst.IsIntVector()) && (rhst.IsFloatVector() || lhst.IsIntVector()) && lhst.Equal(&rhst) {
return Type{Main: Bool}, true
}
return Type{}, false
}
if op == LessThanOp || op == LessThanEqualOp || op == GreaterThanOp || op == GreaterThanEqualOp {
if (lhst.Main == Int && rhst.Main == Int) || (lhst.Main == Float && rhst.Main == Float) {
return Type{Main: Bool}, true
}
return Type{}, false
}
// Comparing matrices are forbidden (#2187).
if op == EqualOp || op == NotEqualOp {
if lhst.IsMatrix() || rhst.IsMatrix() {
return Type{}, false
}
if lhst.Equal(&rhst) {
return Type{Main: Bool}, true
}
return Type{}, false
}
if op == Div && rhst.IsMatrix() {
return Type{}, false
}
if op == ModOp {
if lhst.Main == IVec2 && rhst.Main == IVec2 {
return Type{Main: IVec2}, true
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}
if lhst.Main == IVec3 && rhst.Main == IVec3 {
return Type{Main: IVec3}, true
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}
if lhst.Main == IVec4 && rhst.Main == IVec4 {
return Type{Main: IVec4}, true
}
if (lhst.Main == Int || lhst.IsIntVector()) && rhst.Main == Int {
return lhst, true
}
return Type{}, false
}
if op == And || op == Or || op == Xor {
if lhst.Main == Int && rhst.Main == Int {
return Type{Main: Int}, true
}
if lhst.Main == IVec2 && rhst.Main == IVec2 {
return Type{Main: IVec2}, true
}
if lhst.Main == IVec3 && rhst.Main == IVec3 {
return Type{Main: IVec3}, true
}
if lhst.Main == IVec4 && rhst.Main == IVec4 {
return Type{Main: IVec4}, true
}
if lhst.IsIntVector() && rhst.Main == Int {
return lhst, true
}
if lhst.Main == Int && rhst.IsIntVector() {
return rhst, true
}
return Type{}, false
}
if lhst.Equal(&rhst) {
if lhst.Main == None {
return rhst, true
}
return lhst, true
}
if op == MatrixMul {
if lhst.IsMatrix() && rhst.Main == Float {
return lhst, true
}
if lhst.Main == Mat2 && rhst.Main == Vec2 {
return rhst, true
}
if lhst.Main == Mat3 && rhst.Main == Vec3 {
return rhst, true
}
if lhst.Main == Mat4 && rhst.Main == Vec4 {
return rhst, true
}
if lhst.Main == Float && rhst.IsMatrix() {
return rhst, true
}
if lhst.Main == Vec2 && rhst.Main == Mat2 {
return lhst, true
}
if lhst.Main == Vec3 && rhst.Main == Mat3 {
return lhst, true
}
if lhst.Main == Vec4 && rhst.Main == Mat4 {
return lhst, true
}
return Type{}, false
}
if op == Div {
if lhst.IsMatrix() && rhst.Main == Float {
return lhst, true
}
// fallback
}
if lhst.IsFloatVector() && rhst.Main == Float {
return lhst, true
}
if lhst.Main == Float && rhst.IsFloatVector() {
return rhst, true
}
if lhst.IsIntVector() && rhst.Main == Int {
return lhst, true
}
if lhst.Main == Int && rhst.IsIntVector() {
return rhst, true
}
return Type{}, false
}