ebiten/internal/shader/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 shader
import (
"fmt"
"go/ast"
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"go/token"
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"github.com/hajimehoshi/ebiten/internal/shaderir"
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)
// TODO: What about array types?
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func (cs *compileState) parseType(expr ast.Expr) shaderir.Type {
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switch t := expr.(type) {
case *ast.Ident:
switch t.Name {
case "bool":
return shaderir.Type{Main: shaderir.Bool}
case "int":
return shaderir.Type{Main: shaderir.Int}
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case "float":
return shaderir.Type{Main: shaderir.Float}
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case "vec2":
return shaderir.Type{Main: shaderir.Vec2}
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case "vec3":
return shaderir.Type{Main: shaderir.Vec3}
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case "vec4":
return shaderir.Type{Main: shaderir.Vec4}
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case "mat2":
return shaderir.Type{Main: shaderir.Mat2}
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case "mat3":
return shaderir.Type{Main: shaderir.Mat3}
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case "mat4":
return shaderir.Type{Main: shaderir.Mat4}
case "texture2d":
return shaderir.Type{Main: shaderir.Texture2D}
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default:
cs.addError(t.Pos(), fmt.Sprintf("unexpected type: %s", t.Name))
return shaderir.Type{}
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}
case *ast.StructType:
cs.addError(t.Pos(), "struct is not implemented")
return shaderir.Type{}
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default:
cs.addError(t.Pos(), fmt.Sprintf("unepxected type: %v", t))
return shaderir.Type{}
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}
}
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func (cs *compileState) detectType(b *block, expr ast.Expr) []shaderir.Type {
switch e := expr.(type) {
case *ast.BasicLit:
switch e.Kind {
case token.FLOAT:
return []shaderir.Type{{Main: shaderir.Float}}
case token.INT:
return []shaderir.Type{{Main: shaderir.Int}}
}
cs.addError(expr.Pos(), fmt.Sprintf("unexpected literal: %s", e.Value))
return nil
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case *ast.BinaryExpr:
t1, t2 := cs.detectType(b, e.X), cs.detectType(b, e.Y)
if len(t1) != 1 || len(t2) != 1 {
cs.addError(expr.Pos(), fmt.Sprintf("binary operator cannot be used for multiple-value context: %v", expr))
return nil
}
if !t1[0].Equal(&t2[0]) {
// TODO: Move this checker to shaderir
if t1[0].Main == shaderir.Float {
switch t2[0].Main {
case shaderir.Vec2, shaderir.Vec3, shaderir.Vec4:
return t2
}
}
if t2[0].Main == shaderir.Float {
switch t1[0].Main {
case shaderir.Vec2, shaderir.Vec3, shaderir.Vec4:
return t1
}
}
cs.addError(expr.Pos(), fmt.Sprintf("types between a binary operator don't match"))
return nil
}
return t1
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case *ast.CallExpr:
n := e.Fun.(*ast.Ident).Name
f, ok := shaderir.ParseBuiltinFunc(n)
if ok {
switch f {
case shaderir.Vec2F:
return []shaderir.Type{{Main: shaderir.Vec2}}
case shaderir.Vec3F:
return []shaderir.Type{{Main: shaderir.Vec3}}
case shaderir.Vec4F:
return []shaderir.Type{{Main: shaderir.Vec4}}
case shaderir.Mat2F:
return []shaderir.Type{{Main: shaderir.Mat2}}
case shaderir.Mat3F:
return []shaderir.Type{{Main: shaderir.Mat3}}
case shaderir.Mat4F:
return []shaderir.Type{{Main: shaderir.Mat4}}
default:
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// TODO: Add more functions
cs.addError(expr.Pos(), fmt.Sprintf("detecting types is not implemented for: %s", n))
}
}
for _, f := range cs.funcs {
if f.name == n {
// TODO: Is it correct to combine out-params and return param?
ts := f.ir.OutParams
if f.ir.Return.Main != shaderir.None {
ts = append(ts, f.ir.Return)
}
return ts
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}
}
cs.addError(expr.Pos(), fmt.Sprintf("unexpected call: %s", n))
return nil
case *ast.CompositeLit:
return []shaderir.Type{cs.parseType(e.Type)}
case *ast.Ident:
n := e.Name
for _, v := range b.vars {
if v.name == n {
return []shaderir.Type{v.typ}
}
}
if b == &cs.global {
for i, v := range cs.uniforms {
if v == n {
return []shaderir.Type{cs.ir.Uniforms[i]}
}
}
}
if b.outer != nil {
return cs.detectType(b.outer, e)
}
cs.addError(expr.Pos(), fmt.Sprintf("unexpected identifier: %s", n))
return nil
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case *ast.SelectorExpr:
t := cs.detectType(b, e.X)
if len(t) != 1 {
cs.addError(expr.Pos(), fmt.Sprintf("selector is not available in multiple-value context: %v", e.X))
return nil
}
switch t[0].Main {
case shaderir.Vec2, shaderir.Vec3, shaderir.Vec4:
switch len(e.Sel.Name) {
case 1:
return []shaderir.Type{{Main: shaderir.Float}}
case 2:
return []shaderir.Type{{Main: shaderir.Vec2}}
case 3:
return []shaderir.Type{{Main: shaderir.Float}}
case 4:
return []shaderir.Type{{Main: shaderir.Float}}
default:
cs.addError(expr.Pos(), fmt.Sprintf("invalid selector: %s", e.Sel.Name))
}
return nil
case shaderir.Struct:
cs.addError(expr.Pos(), fmt.Sprintf("selector for a struct is not implemented yet"))
return nil
default:
cs.addError(expr.Pos(), fmt.Sprintf("selector is not available for: %v", expr))
return nil
}
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default:
cs.addError(expr.Pos(), fmt.Sprintf("detecting type not implemented: %#v", expr))
return nil
}
}