ebiten/internal/shader/shader.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"
"go/token"
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"strconv"
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"strings"
"github.com/hajimehoshi/ebiten/internal/shaderir"
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)
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type variable struct {
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name string
typ shaderir.Type
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}
type constant struct {
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name string
typ shaderir.Type
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init ast.Expr
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}
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type function struct {
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name string
block *block
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ir shaderir.Func
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}
type compileState struct {
fs *token.FileSet
vertexEntry string
fragmentEntry string
ir shaderir.Program
// uniforms is a collection of uniform variable names.
uniforms []string
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funcs []function
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global block
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varyingParsed bool
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errs []string
}
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func (cs *compileState) findFunction(name string) (int, bool) {
for i, f := range cs.funcs {
if f.name == name {
return i, true
}
}
return 0, false
}
func (cs *compileState) findUniformVariable(name string) (int, bool) {
for i, u := range cs.uniforms {
if u == name {
return i, true
}
}
return 0, false
}
type typ struct {
name string
ir shaderir.Type
}
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type block struct {
types []typ
vars []variable
consts []constant
pos token.Pos
outer *block
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ir shaderir.Block
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}
func (b *block) findLocalVariable(name string) (int, shaderir.Type, bool) {
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idx := 0
for outer := b.outer; outer != nil; outer = outer.outer {
idx += len(outer.vars)
}
for i, v := range b.vars {
if v.name == name {
return idx + i, v.typ, true
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}
}
if b.outer != nil {
return b.outer.findLocalVariable(name)
}
return 0, shaderir.Type{}, false
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}
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type ParseError struct {
errs []string
}
func (p *ParseError) Error() string {
return strings.Join(p.errs, "\n")
}
func Compile(fs *token.FileSet, f *ast.File, vertexEntry, fragmentEntry string) (*shaderir.Program, error) {
s := &compileState{
fs: fs,
vertexEntry: vertexEntry,
fragmentEntry: fragmentEntry,
}
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s.parse(f)
if len(s.errs) > 0 {
return nil, &ParseError{s.errs}
}
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// TODO: Resolve identifiers?
// TODO: Resolve constants
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// TODO: Make a call graph and reorder the elements.
return &s.ir, nil
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}
func (s *compileState) addError(pos token.Pos, str string) {
p := s.fs.Position(pos)
s.errs = append(s.errs, fmt.Sprintf("%s: %s", p, str))
}
func (cs *compileState) parse(f *ast.File) {
// Parse GenDecl for global variables, and then parse functions.
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for _, d := range f.Decls {
if _, ok := d.(*ast.FuncDecl); !ok {
cs.parseDecl(&cs.global, d)
}
}
// Sort the uniform variable so that special variable starting with __ should come first.
var unames []string
var utypes []shaderir.Type
for i, u := range cs.uniforms {
if strings.HasPrefix(u, "__") {
unames = append(unames, u)
utypes = append(utypes, cs.ir.Uniforms[i])
}
}
for i, u := range cs.uniforms {
if !strings.HasPrefix(u, "__") {
unames = append(unames, u)
utypes = append(utypes, cs.ir.Uniforms[i])
}
}
cs.uniforms = unames
cs.ir.Uniforms = utypes
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// Parse function names so that any other function call the others.
// The function data is provisional and will be updated soon.
for _, d := range f.Decls {
fd, ok := d.(*ast.FuncDecl)
if !ok {
continue
}
n := fd.Name.Name
if n == cs.vertexEntry {
continue
}
if n == cs.fragmentEntry {
continue
}
inParams, outParams := cs.parseFuncParams(fd)
var inT, outT []shaderir.Type
for _, v := range inParams {
inT = append(inT, v.typ)
}
for _, v := range outParams {
outT = append(outT, v.typ)
}
cs.funcs = append(cs.funcs, function{
name: n,
ir: shaderir.Func{
Index: len(cs.funcs),
InParams: inT,
OutParams: outT,
},
})
}
// Parse functions.
for _, d := range f.Decls {
if _, ok := d.(*ast.FuncDecl); ok {
cs.parseDecl(&cs.global, d)
}
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}
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if len(cs.errs) > 0 {
return
}
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for _, f := range cs.funcs {
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cs.ir.Funcs = append(cs.ir.Funcs, f.ir)
}
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}
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func (cs *compileState) parseDecl(b *block, d ast.Decl) {
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switch d := d.(type) {
case *ast.GenDecl:
switch d.Tok {
case token.TYPE:
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// TODO: Parse other types
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for _, s := range d.Specs {
s := s.(*ast.TypeSpec)
t := cs.parseType(s.Type)
b.types = append(b.types, typ{
name: s.Name.Name,
ir: t,
})
}
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case token.CONST:
for _, s := range d.Specs {
s := s.(*ast.ValueSpec)
cs := cs.parseConstant(s)
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b.consts = append(b.consts, cs...)
}
case token.VAR:
for _, s := range d.Specs {
s := s.(*ast.ValueSpec)
vs, inits, stmts := cs.parseVariable(b, s)
b.ir.Stmts = append(b.ir.Stmts, stmts...)
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if b == &cs.global {
// TODO: Should rhs be ignored?
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for i, v := range vs {
if !strings.HasPrefix(v.name, "__") {
if v.name[0] < 'A' || 'Z' < v.name[0] {
cs.addError(s.Names[i].Pos(), fmt.Sprintf("global variables must be exposed: %s", v.name))
}
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}
cs.uniforms = append(cs.uniforms, v.name)
cs.ir.Uniforms = append(cs.ir.Uniforms, v.typ)
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}
continue
}
base := len(b.vars)
b.vars = append(b.vars, vs...)
if len(inits) > 0 {
for i := range vs {
b.ir.Stmts = append(b.ir.Stmts, shaderir.Stmt{
Type: shaderir.Assign,
Exprs: []shaderir.Expr{
{
Type: shaderir.LocalVariable,
Index: base + i,
},
inits[i],
},
})
}
}
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}
case token.IMPORT:
cs.addError(d.Pos(), "import is forbidden")
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default:
cs.addError(d.Pos(), "unexpected token")
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}
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case *ast.FuncDecl:
f := cs.parseFunc(b, d)
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if b != &cs.global {
cs.addError(d.Pos(), "non-global function is not implemented")
return
}
switch d.Name.Name {
case cs.vertexEntry:
cs.ir.VertexFunc.Block = f.ir.Block
case cs.fragmentEntry:
cs.ir.FragmentFunc.Block = f.ir.Block
default:
// The function is already registered for their names.
for i := range cs.funcs {
if cs.funcs[i].name == d.Name.Name {
// Index is already determined by the provisional parsing.
f.ir.Index = cs.funcs[i].ir.Index
cs.funcs[i] = f
break
}
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}
}
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default:
cs.addError(d.Pos(), "unexpected decl")
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}
}
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// functionReturnTypes returns the original returning value types, if the given expression is call.
//
// Note that parseExpr returns the returning types for IR, not the original function.
func (cs *compileState) functionReturnTypes(block *block, expr ast.Expr) ([]shaderir.Type, bool) {
call, ok := expr.(*ast.CallExpr)
if !ok {
return nil, false
}
ident, ok := call.Fun.(*ast.Ident)
if !ok {
return nil, false
}
for _, f := range cs.funcs {
if f.name == ident.Name {
// 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, true
}
}
return nil, false
}
func (s *compileState) parseVariable(block *block, vs *ast.ValueSpec) ([]variable, []shaderir.Expr, []shaderir.Stmt) {
if len(vs.Names) != len(vs.Values) && len(vs.Values) != 1 && len(vs.Values) != 0 {
s.addError(vs.Pos(), fmt.Sprintf("the numbers of lhs and rhs don't match"))
return nil, nil, nil
}
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var declt shaderir.Type
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if vs.Type != nil {
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declt = s.parseType(vs.Type)
}
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var (
vars []variable
inits []shaderir.Expr
stmts []shaderir.Stmt
)
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for i, n := range vs.Names {
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// TODO: Reduce calls of parseExpr
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var init ast.Expr
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t := declt
switch len(vs.Values) {
case 0:
case 1:
init = vs.Values[0]
if t.Main == shaderir.None {
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ts, ok := s.functionReturnTypes(block, init)
if !ok {
_, ts, _ = s.parseExpr(block, init)
}
if len(ts) != len(vs.Names) {
s.addError(vs.Pos(), fmt.Sprintf("the numbers of lhs and rhs don't match"))
continue
}
t = ts[i]
}
default:
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init = vs.Values[i]
if t.Main == shaderir.None {
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ts, ok := s.functionReturnTypes(block, init)
if !ok {
_, ts, _ = s.parseExpr(block, init)
}
if len(ts) > 1 {
s.addError(vs.Pos(), fmt.Sprintf("the numbers of lhs and rhs don't match"))
}
t = ts[0]
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}
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}
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name := n.Name
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vars = append(vars, variable{
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name: name,
typ: t,
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})
if len(vs.Values) > 1 || (len(vs.Values) == 1 && len(inits) == 0) {
es, _, ss := s.parseExpr(block, init)
inits = append(inits, es...)
stmts = append(stmts, ss...)
}
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}
if len(inits) > 0 && len(vars) != len(inits) {
s.addError(vs.Pos(), fmt.Sprintf("single-value context and multiple-value context cannot be mixed"))
return nil, nil, nil
}
return vars, inits, stmts
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}
func (s *compileState) parseConstant(vs *ast.ValueSpec) []constant {
var t shaderir.Type
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if vs.Type != nil {
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t = s.parseType(vs.Type)
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}
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var cs []constant
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for i, n := range vs.Names {
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cs = append(cs, constant{
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name: n.Name,
typ: t,
init: vs.Values[i],
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})
}
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return cs
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}
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func (cs *compileState) parseFuncParams(d *ast.FuncDecl) (in, out []variable) {
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for _, f := range d.Type.Params.List {
t := cs.parseType(f.Type)
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for _, n := range f.Names {
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in = append(in, variable{
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name: n.Name,
typ: t,
})
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}
}
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if d.Type.Results == nil {
return
}
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for _, f := range d.Type.Results.List {
t := cs.parseType(f.Type)
if len(f.Names) == 0 {
out = append(out, variable{
name: "",
typ: t,
})
} else {
for _, n := range f.Names {
out = append(out, variable{
name: n.Name,
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typ: t,
})
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}
}
}
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return
}
func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) function {
if d.Name == nil {
cs.addError(d.Pos(), "function must have a name")
return function{}
}
if d.Body == nil {
cs.addError(d.Pos(), "function must have a body")
return function{}
}
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inParams, outParams := cs.parseFuncParams(d)
checkVaryings := func(vs []variable) {
if len(cs.ir.Varyings) != len(vs) {
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cs.addError(d.Pos(), fmt.Sprintf("the number of vertex entry point's returning values and the number of framgent entry point's params must be the same"))
return
}
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for i, t := range cs.ir.Varyings {
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if t.Main != vs[i].typ.Main {
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cs.addError(d.Pos(), fmt.Sprintf("vertex entry point's returning value types and framgent entry point's param types must match"))
}
}
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}
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if block == &cs.global {
switch d.Name.Name {
case cs.vertexEntry:
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for _, v := range inParams {
cs.ir.Attributes = append(cs.ir.Attributes, v.typ)
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}
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// The first out-param is treated as gl_Position in GLSL.
if len(outParams) == 0 {
cs.addError(d.Pos(), fmt.Sprintf("vertex entry point must have at least one returning vec4 value for a position"))
return function{}
}
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if outParams[0].typ.Main != shaderir.Vec4 {
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cs.addError(d.Pos(), fmt.Sprintf("vertex entry point must have at least one returning vec4 value for a position"))
return function{}
}
if cs.varyingParsed {
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checkVaryings(outParams[1:])
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} else {
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for _, v := range outParams[1:] {
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// TODO: Check that these params are not arrays or structs
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cs.ir.Varyings = append(cs.ir.Varyings, v.typ)
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}
}
cs.varyingParsed = true
case cs.fragmentEntry:
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if len(inParams) == 0 {
cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have at least one vec4 parameter for a position"))
return function{}
}
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if inParams[0].typ.Main != shaderir.Vec4 {
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cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have at least one vec4 parameter for a position"))
return function{}
}
if len(outParams) != 1 {
cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have one returning vec4 value for a color"))
return function{}
}
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if outParams[0].typ.Main != shaderir.Vec4 {
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cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have one returning vec4 value for a color"))
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return function{}
}
if cs.varyingParsed {
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checkVaryings(inParams[1:])
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} else {
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for _, v := range inParams[1:] {
cs.ir.Varyings = append(cs.ir.Varyings, v.typ)
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}
}
cs.varyingParsed = true
}
}
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b := cs.parseBlock(block, d.Body, inParams, outParams)
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var inT, outT []shaderir.Type
for _, v := range inParams {
inT = append(inT, v.typ)
}
for _, v := range outParams {
outT = append(outT, v.typ)
}
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return function{
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name: d.Name.Name,
block: b,
ir: shaderir.Func{
InParams: inT,
OutParams: outT,
Block: b.ir,
},
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}
}
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func (cs *compileState) parseBlock(outer *block, b *ast.BlockStmt, inParams, outParams []variable) *block {
vars := make([]variable, 0, len(inParams)+len(outParams))
vars = append(vars, inParams...)
vars = append(vars, outParams...)
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block := &block{
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vars: vars,
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outer: outer,
}
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defer func() {
for _, v := range block.vars[len(inParams)+len(outParams):] {
block.ir.LocalVars = append(block.ir.LocalVars, v.typ)
}
}()
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for _, l := range b.List {
switch l := l.(type) {
case *ast.AssignStmt:
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switch l.Tok {
case token.DEFINE:
if len(l.Lhs) != len(l.Rhs) && len(l.Rhs) != 1 {
cs.addError(l.Pos(), fmt.Sprintf("single-value context and multiple-value context cannot be mixed"))
return nil
}
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// TODO: Reduce calls of parseExpr
var rhsTypes []shaderir.Type
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for i, e := range l.Lhs {
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v := variable{
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name: e.(*ast.Ident).Name,
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}
if len(l.Lhs) == len(l.Rhs) {
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ts, ok := cs.functionReturnTypes(block, l.Rhs[i])
if !ok {
_, ts, _ = cs.parseExpr(block, l.Rhs[i])
}
if len(ts) > 1 {
cs.addError(l.Pos(), fmt.Sprintf("single-value context and multiple-value context cannot be mixed"))
}
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if len(ts) == 1 {
v.typ = ts[0]
}
} else {
if i == 0 {
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var ok bool
rhsTypes, ok = cs.functionReturnTypes(block, l.Rhs[0])
if !ok {
_, rhsTypes, _ = cs.parseExpr(block, l.Rhs[0])
}
if len(rhsTypes) != len(l.Lhs) {
cs.addError(l.Pos(), fmt.Sprintf("single-value context and multiple-value context cannot be mixed"))
}
}
v.typ = rhsTypes[i]
}
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block.vars = append(block.vars, v)
}
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cs.assign(block, l.Pos(), l.Lhs, l.Rhs)
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case token.ASSIGN:
// TODO: What about the statement `a,b = b,a?`
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if len(l.Lhs) != len(l.Rhs) && len(l.Rhs) != 1 {
cs.addError(l.Pos(), fmt.Sprintf("single-value context and multiple-value context cannot be mixed"))
return nil
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}
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cs.assign(block, l.Pos(), l.Lhs, l.Rhs)
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case token.ADD_ASSIGN, token.SUB_ASSIGN, token.MUL_ASSIGN, token.QUO_ASSIGN, token.REM_ASSIGN:
var op shaderir.Op
switch l.Tok {
case token.ADD_ASSIGN:
op = shaderir.Add
case token.SUB_ASSIGN:
op = shaderir.Sub
case token.MUL_ASSIGN:
op = shaderir.Mul
case token.QUO_ASSIGN:
op = shaderir.Div
case token.REM_ASSIGN:
op = shaderir.ModOp
}
rhs, _, stmts := cs.parseExpr(block, l.Rhs[0])
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block.ir.Stmts = append(block.ir.Stmts, stmts...)
lhs, _, stmts := cs.parseExpr(block, l.Lhs[0])
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block.ir.Stmts = append(block.ir.Stmts, stmts...)
block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.Assign,
Exprs: []shaderir.Expr{
lhs[0],
{
Type: shaderir.Binary,
Op: op,
Exprs: []shaderir.Expr{
lhs[0],
rhs[0],
},
},
},
})
default:
cs.addError(l.Pos(), fmt.Sprintf("unexpected token: %s", l.Tok))
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}
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case *ast.BlockStmt:
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b := cs.parseBlock(block, l, nil, nil)
block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.BlockStmt,
Blocks: []shaderir.Block{
b.ir,
},
})
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case *ast.DeclStmt:
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cs.parseDecl(block, l.Decl)
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case *ast.ReturnStmt:
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for i, r := range l.Results {
exprs, _, stmts := cs.parseExpr(block, r)
block.ir.Stmts = append(block.ir.Stmts, stmts...)
if len(exprs) == 0 {
continue
}
if len(exprs) > 1 {
cs.addError(r.Pos(), "multiple-context with return is not implemented yet")
continue
}
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block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.Assign,
Exprs: []shaderir.Expr{
{
Type: shaderir.LocalVariable,
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Index: len(inParams) + i,
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},
exprs[0],
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},
})
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}
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block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.Return,
})
case *ast.ExprStmt:
exprs, _, stmts := cs.parseExpr(block, l.X)
block.ir.Stmts = append(block.ir.Stmts, stmts...)
for _, expr := range exprs {
if expr.Type != shaderir.Call {
continue
}
block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.ExprStmt,
Exprs: []shaderir.Expr{expr},
})
}
default:
cs.addError(l.Pos(), fmt.Sprintf("unexpected statement: %#v", l))
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}
}
return block
}
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func (cs *compileState) assign(block *block, pos token.Pos, lhs, rhs []ast.Expr) {
var rhsExprs []shaderir.Expr
for i := range lhs {
// Prase RHS first for the order of the statements.
if len(lhs) == len(rhs) {
rhs, _, stmts := cs.parseExpr(block, rhs[i])
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if len(rhs) > 1 {
cs.addError(pos, fmt.Sprintf("single-value context and multiple-value context cannot be mixed"))
}
block.ir.Stmts = append(block.ir.Stmts, stmts...)
lhs, _, stmts := cs.parseExpr(block, lhs[i])
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block.ir.Stmts = append(block.ir.Stmts, stmts...)
block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.Assign,
Exprs: []shaderir.Expr{lhs[0], rhs[0]},
})
} else {
if i == 0 {
var stmts []shaderir.Stmt
rhsExprs, _, stmts = cs.parseExpr(block, rhs[0])
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if len(rhsExprs) != len(lhs) {
cs.addError(pos, fmt.Sprintf("single-value context and multiple-value context cannot be mixed"))
}
block.ir.Stmts = append(block.ir.Stmts, stmts...)
}
lhs, _, stmts := cs.parseExpr(block, lhs[i])
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block.ir.Stmts = append(block.ir.Stmts, stmts...)
block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.Assign,
Exprs: []shaderir.Expr{lhs[0], rhsExprs[i]},
})
}
}
}
func (cs *compileState) parseExpr(block *block, expr ast.Expr) ([]shaderir.Expr, []shaderir.Type, []shaderir.Stmt) {
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switch e := expr.(type) {
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case *ast.BasicLit:
switch e.Kind {
case token.INT:
v, err := strconv.ParseInt(e.Value, 10, 32)
if err != nil {
cs.addError(e.Pos(), fmt.Sprintf("unexpected literal: %s", e.Value))
return nil, nil, nil
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}
return []shaderir.Expr{
{
Type: shaderir.IntExpr,
Int: int32(v),
},
}, []shaderir.Type{{Main: shaderir.Int}}, nil
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case token.FLOAT:
v, err := strconv.ParseFloat(e.Value, 32)
if err != nil {
cs.addError(e.Pos(), fmt.Sprintf("unexpected literal: %s", e.Value))
return nil, nil, nil
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}
return []shaderir.Expr{
{
Type: shaderir.FloatExpr,
Float: float32(v),
},
}, []shaderir.Type{{Main: shaderir.Float}}, nil
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default:
cs.addError(e.Pos(), fmt.Sprintf("literal not implemented: %#v", e))
}
case *ast.BinaryExpr:
var op shaderir.Op
switch e.Op {
case token.ADD:
op = shaderir.Add
case token.SUB:
op = shaderir.Sub
case token.NOT:
op = shaderir.NotOp
case token.MUL:
op = shaderir.Mul
case token.QUO:
op = shaderir.Div
case token.REM:
op = shaderir.ModOp
case token.SHL:
op = shaderir.LeftShift
case token.SHR:
op = shaderir.RightShift
case token.LSS:
op = shaderir.LessThanOp
case token.LEQ:
op = shaderir.LessThanEqualOp
case token.GTR:
op = shaderir.GreaterThanOp
case token.GEQ:
op = shaderir.GreaterThanEqualOp
case token.EQL:
op = shaderir.EqualOp
case token.NEQ:
op = shaderir.NotEqualOp
case token.AND:
op = shaderir.And
case token.XOR:
op = shaderir.Xor
case token.OR:
op = shaderir.Or
case token.LAND:
op = shaderir.AndAnd
case token.LOR:
op = shaderir.OrOr
default:
cs.addError(e.Pos(), fmt.Sprintf("unexpected operator: %s", e.Op))
return nil, nil, nil
}
var stmts []shaderir.Stmt
// Prase RHS first for the order of the statements.
rhs, t0, ss := cs.parseExpr(block, e.Y)
if len(rhs) != 1 {
cs.addError(e.Pos(), fmt.Sprintf("multiple-value context is not available at a binary operator: %s", e.Y))
return nil, nil, nil
}
stmts = append(stmts, ss...)
lhs, t1, ss := cs.parseExpr(block, e.X)
if len(lhs) != 1 {
cs.addError(e.Pos(), fmt.Sprintf("multiple-value context is not available at a binary operator: %s", e.X))
return nil, nil, nil
}
stmts = append(stmts, ss...)
// TODO: Check the compatibility of t0 and t1
_ = t1
return []shaderir.Expr{
{
Type: shaderir.Binary,
Op: op,
Exprs: []shaderir.Expr{lhs[0], rhs[0]},
},
}, t0, stmts
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case *ast.CallExpr:
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var (
callee shaderir.Expr
args []shaderir.Expr
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argts []shaderir.Type
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stmts []shaderir.Stmt
)
// Parse the argument first for the order of the statements.
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for _, a := range e.Args {
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es, ts, ss := cs.parseExpr(block, a)
if len(es) > 1 && len(e.Args) > 1 {
cs.addError(e.Pos(), fmt.Sprintf("single-value context and multiple-value context cannot be mixed: %s", e.Fun))
return nil, nil, nil
}
args = append(args, es...)
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argts = append(argts, ts...)
stmts = append(stmts, ss...)
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}
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// TODO: When len(ss) is not 0?
es, _, ss := cs.parseExpr(block, e.Fun)
if len(es) != 1 {
cs.addError(e.Pos(), fmt.Sprintf("multiple-value context is not available at a callee: %s", e.Fun))
return nil, nil, nil
}
callee = es[0]
stmts = append(stmts, ss...)
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// For built-in functions, we can call this in this position. Return an expression for the function
// call.
if callee.Type == shaderir.BuiltinFuncExpr {
var t shaderir.Type
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switch callee.BuiltinFunc {
case shaderir.Vec2F:
t = shaderir.Type{Main: shaderir.Vec2}
case shaderir.Vec3F:
t = shaderir.Type{Main: shaderir.Vec3}
case shaderir.Vec4F:
t = shaderir.Type{Main: shaderir.Vec4}
case shaderir.Mat2F:
t = shaderir.Type{Main: shaderir.Mat2}
case shaderir.Mat3F:
t = shaderir.Type{Main: shaderir.Mat3}
case shaderir.Mat4F:
t = shaderir.Type{Main: shaderir.Mat4}
case shaderir.Step:
t = argts[1]
case shaderir.Smoothstep:
t = argts[2]
case shaderir.Length, shaderir.Distance, shaderir.Dot:
t = shaderir.Type{Main: shaderir.Float}
case shaderir.Cross:
t = shaderir.Type{Main: shaderir.Vec3}
case shaderir.Texture2DF:
t = shaderir.Type{Main: shaderir.Vec4}
default:
t = argts[0]
}
return []shaderir.Expr{
{
Type: shaderir.Call,
Exprs: append([]shaderir.Expr{callee}, args...),
},
}, []shaderir.Type{t}, stmts
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}
if callee.Type != shaderir.FunctionExpr {
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cs.addError(e.Pos(), fmt.Sprintf("function callee must be a funciton name but %s", e.Fun))
return nil, nil, nil
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}
f := cs.funcs[callee.Index]
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var outParams []int
for _, p := range f.ir.OutParams {
idx := len(block.vars)
block.vars = append(block.vars, variable{
typ: p,
})
args = append(args, shaderir.Expr{
Type: shaderir.LocalVariable,
Index: idx,
})
outParams = append(outParams, idx)
}
if t := f.ir.Return; t.Main != shaderir.None {
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if len(outParams) != 0 {
cs.addError(e.Pos(), fmt.Sprintf("a function returning value cannot have out-params so far: %s", e.Fun))
return nil, nil, nil
}
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idx := len(block.vars)
block.vars = append(block.vars, variable{
typ: t,
})
// Calling the function should be done eariler to treat out-params correctly.
stmts = append(stmts, shaderir.Stmt{
Type: shaderir.Assign,
Exprs: []shaderir.Expr{
{
Type: shaderir.LocalVariable,
Index: idx,
},
{
Type: shaderir.Call,
Exprs: append([]shaderir.Expr{callee}, args...),
},
},
})
// The actual expression here is just a local variable that includes the result of the
// function call.
return []shaderir.Expr{
{
Type: shaderir.LocalVariable,
Index: idx,
},
}, []shaderir.Type{t}, stmts
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}
// Even if the function doesn't return anything, calling the function should be done eariler to keep
// the evaluation order.
stmts = append(stmts, shaderir.Stmt{
Type: shaderir.ExprStmt,
Exprs: []shaderir.Expr{
{
Type: shaderir.Call,
Exprs: append([]shaderir.Expr{callee}, args...),
},
},
})
if len(outParams) == 0 {
// TODO: Is this an error?
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}
var exprs []shaderir.Expr
for _, p := range outParams {
exprs = append(exprs, shaderir.Expr{
Type: shaderir.LocalVariable,
Index: p,
})
}
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return exprs, f.ir.OutParams, stmts
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case *ast.Ident:
if i, t, ok := block.findLocalVariable(e.Name); ok {
return []shaderir.Expr{
{
Type: shaderir.LocalVariable,
Index: i,
},
}, []shaderir.Type{t}, nil
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}
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if i, ok := cs.findFunction(e.Name); ok {
return []shaderir.Expr{
{
Type: shaderir.FunctionExpr,
Index: i,
},
}, nil, nil
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}
if i, ok := cs.findUniformVariable(e.Name); ok {
return []shaderir.Expr{
{
Type: shaderir.UniformVariable,
Index: i,
},
}, []shaderir.Type{cs.ir.Uniforms[i]}, nil
}
if f, ok := shaderir.ParseBuiltinFunc(e.Name); ok {
return []shaderir.Expr{
{
Type: shaderir.BuiltinFuncExpr,
BuiltinFunc: f,
},
}, nil, nil
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}
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cs.addError(e.Pos(), fmt.Sprintf("unexpected identifier: %s", e.Name))
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case *ast.SelectorExpr:
exprs, _, stmts := cs.parseExpr(block, e.X)
if len(exprs) != 1 {
cs.addError(e.Pos(), fmt.Sprintf("multiple-value context is not available at a selector: %s", e.X))
return nil, nil, nil
}
var t shaderir.Type
switch len(e.Sel.Name) {
case 1:
t.Main = shaderir.Float
case 2:
t.Main = shaderir.Vec2
case 3:
t.Main = shaderir.Vec3
case 4:
t.Main = shaderir.Vec4
default:
cs.addError(e.Pos(), fmt.Sprintf("unexpected swizzling: %s", e.Sel.Name))
return nil, nil, nil
}
return []shaderir.Expr{
{
Type: shaderir.FieldSelector,
Exprs: []shaderir.Expr{
exprs[0],
{
Type: shaderir.SwizzlingExpr,
Swizzling: e.Sel.Name,
},
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},
},
}, []shaderir.Type{t}, stmts
case *ast.UnaryExpr:
var op shaderir.Op
switch e.Op {
case token.ADD:
op = shaderir.Add
case token.SUB:
op = shaderir.Sub
case token.NOT:
op = shaderir.NotOp
default:
cs.addError(e.Pos(), fmt.Sprintf("unexpected operator: %s", e.Op))
return nil, nil, nil
}
exprs, t, stmts := cs.parseExpr(block, e.X)
if len(exprs) != 1 {
cs.addError(e.Pos(), fmt.Sprintf("multiple-value context is not available at a unary operator: %s", e.X))
return nil, nil, nil
}
return []shaderir.Expr{
{
Type: shaderir.Unary,
Op: op,
Exprs: exprs,
},
}, t, stmts
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default:
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cs.addError(e.Pos(), fmt.Sprintf("expression not implemented: %#v", e))
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}
return nil, nil, nil
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}