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"
gconstant "go/constant"
"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
func (cs *compileState) parseType(block *block, fname string, expr ast.Expr) (shaderir.Type, bool) {
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switch t := expr.(type) {
case *ast.Ident:
switch t.Name {
case "bool":
return shaderir.Type{Main: shaderir.Bool}, true
case "int":
return shaderir.Type{Main: shaderir.Int}, true
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case "float":
return shaderir.Type{Main: shaderir.Float}, true
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case "vec2":
return shaderir.Type{Main: shaderir.Vec2}, true
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case "vec3":
return shaderir.Type{Main: shaderir.Vec3}, true
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case "vec4":
return shaderir.Type{Main: shaderir.Vec4}, true
case "ivec2":
return shaderir.Type{Main: shaderir.IVec2}, true
case "ivec3":
return shaderir.Type{Main: shaderir.IVec3}, true
case "ivec4":
return shaderir.Type{Main: shaderir.IVec4}, true
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case "mat2":
return shaderir.Type{Main: shaderir.Mat2}, true
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case "mat3":
return shaderir.Type{Main: shaderir.Mat3}, true
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case "mat4":
return shaderir.Type{Main: shaderir.Mat4}, true
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default:
cs.addError(t.Pos(), fmt.Sprintf("unexpected type: %s", t.Name))
return shaderir.Type{}, false
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}
case *ast.ArrayType:
if t.Len == nil {
cs.addError(t.Pos(), "array length must be specified")
return shaderir.Type{}, false
}
var length int
if _, ok := t.Len.(*ast.Ellipsis); ok {
length = -1 // Determine the length later.
} else {
exprs, _, _, ok := cs.parseExpr(block, fname, t.Len, true)
if !ok {
return shaderir.Type{}, false
}
if len(exprs) != 1 {
cs.addError(t.Pos(), "invalid length of array")
return shaderir.Type{}, false
}
if exprs[0].Type != shaderir.NumberExpr {
cs.addError(t.Pos(), "length of array must be a constant number")
return shaderir.Type{}, false
}
l, ok := gconstant.Int64Val(exprs[0].Const)
if !ok {
cs.addError(t.Pos(), "length of array must be an integer")
return shaderir.Type{}, false
}
length = int(l)
}
elm, ok := cs.parseType(block, fname, t.Elt)
if !ok {
return shaderir.Type{}, false
}
if elm.Main == shaderir.Array {
cs.addError(t.Pos(), "array of array is forbidden")
return shaderir.Type{}, false
}
return shaderir.Type{
Main: shaderir.Array,
Sub: []shaderir.Type{elm},
Length: length,
}, true
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case *ast.StructType:
cs.addError(t.Pos(), "struct is not implemented")
return shaderir.Type{}, false
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default:
cs.addError(t.Pos(), fmt.Sprintf("unepxected type: %v", t))
return shaderir.Type{}, false
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}
}
func canBeFloatImplicitly(expr shaderir.Expr, t shaderir.Type) bool {
// TODO: For integers, should only constants be allowed?
if t.Main == shaderir.Int {
return true
}
if t.Main == shaderir.Float {
return true
}
if expr.Const != nil {
if expr.Const.Kind() == gconstant.Int {
return true
}
if expr.Const.Kind() == gconstant.Float {
return true
}
}
return false
}
func checkArgsForBoolBuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
if len(args) != 1 {
return fmt.Errorf("number of bool's arguments must be 1 but %d", len(args))
}
if argts[0].Main == shaderir.Bool {
return nil
}
if args[0].Const != nil && args[0].Const.Kind() == gconstant.Bool {
return nil
}
return fmt.Errorf("invalid arguments for bool: (%s)", argts[0].String())
}
func checkArgsForIntBuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
if len(args) != 1 {
return fmt.Errorf("number of int's arguments must be 1 but %d", len(args))
}
if argts[0].Main == shaderir.Int || argts[0].Main == shaderir.Float {
return nil
}
if args[0].Const != nil && canTruncateToInteger(args[0].Const) {
return nil
}
return fmt.Errorf("invalid arguments for int: (%s)", argts[0].String())
}
func checkArgsForFloatBuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
if len(args) != 1 {
return fmt.Errorf("number of float's arguments must be 1 but %d", len(args))
}
if canBeFloatImplicitly(args[0], argts[0]) {
return nil
}
return fmt.Errorf("invalid arguments for float: (%s)", argts[0].String())
}
func checkArgsForVec2BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
switch len(args) {
case 1:
if canBeFloatImplicitly(args[0], argts[0]) {
return nil
}
if argts[0].IsVector() && argts[0].VectorElementCount() == 2 {
return nil
}
case 2:
if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) {
return nil
}
default:
return fmt.Errorf("invalid number of arguments for vec2")
}
var str []string
for _, t := range argts {
str = append(str, t.String())
}
return fmt.Errorf("invalid arguments for vec2: (%s)", strings.Join(str, ", "))
}
func checkArgsForVec3BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
switch len(args) {
case 1:
if canBeFloatImplicitly(args[0], argts[0]) {
return nil
}
if argts[0].IsVector() && argts[0].VectorElementCount() == 3 {
return nil
}
case 2:
if canBeFloatImplicitly(args[0], argts[0]) && argts[1].IsVector() && argts[1].VectorElementCount() == 2 {
return nil
}
if argts[0].IsVector() && argts[0].VectorElementCount() == 2 && canBeFloatImplicitly(args[1], argts[1]) {
return nil
}
case 3:
if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) && canBeFloatImplicitly(args[2], argts[2]) {
return nil
}
default:
return fmt.Errorf("invalid number of arguments for vec3")
}
var str []string
for _, t := range argts {
str = append(str, t.String())
}
return fmt.Errorf("invalid arguments for vec3: (%s)", strings.Join(str, ", "))
}
func checkArgsForVec4BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
switch len(args) {
case 1:
if canBeFloatImplicitly(args[0], argts[0]) {
return nil
}
if argts[0].IsVector() && argts[0].VectorElementCount() == 4 {
return nil
}
case 2:
if canBeFloatImplicitly(args[0], argts[0]) && argts[1].IsVector() && argts[1].VectorElementCount() == 3 {
return nil
}
if argts[0].IsVector() && argts[0].VectorElementCount() == 2 && argts[1].IsVector() && argts[1].VectorElementCount() == 2 {
return nil
}
if argts[0].IsVector() && argts[0].VectorElementCount() == 3 && canBeFloatImplicitly(args[1], argts[1]) {
return nil
}
case 3:
if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) && argts[2].IsVector() && argts[2].VectorElementCount() == 2 {
return nil
}
if canBeFloatImplicitly(args[0], argts[0]) && argts[1].IsVector() && argts[1].VectorElementCount() == 2 && canBeFloatImplicitly(args[2], argts[2]) {
return nil
}
if argts[0].IsVector() && argts[0].VectorElementCount() == 2 && canBeFloatImplicitly(args[1], argts[1]) && canBeFloatImplicitly(args[2], argts[2]) {
return nil
}
case 4:
if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) && canBeFloatImplicitly(args[2], argts[2]) && canBeFloatImplicitly(args[3], argts[3]) {
return nil
}
default:
return fmt.Errorf("invalid number of arguments for vec4")
}
var str []string
for _, t := range argts {
str = append(str, t.String())
}
return fmt.Errorf("invalid arguments for vec4: (%s)", strings.Join(str, ", "))
}
func checkArgsForMat2BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
switch len(args) {
case 1:
if canBeFloatImplicitly(args[0], argts[0]) {
return nil
}
if argts[0].Main == shaderir.Mat2 {
return nil
}
case 2:
if argts[0].IsVector() && argts[0].VectorElementCount() == 2 && argts[1].IsVector() && argts[1].VectorElementCount() == 2 {
return nil
}
case 4:
ok := true
for i := range argts {
if !canBeFloatImplicitly(args[i], argts[i]) {
ok = false
break
}
}
if ok {
return nil
}
default:
return fmt.Errorf("invalid number of arguments for mat2")
}
var str []string
for _, t := range argts {
str = append(str, t.String())
}
return fmt.Errorf("invalid arguments for mat2: (%s)", strings.Join(str, ", "))
}
func checkArgsForMat3BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
switch len(args) {
case 1:
if canBeFloatImplicitly(args[0], argts[0]) {
return nil
}
if argts[0].Main == shaderir.Mat3 {
return nil
}
case 3:
if argts[0].IsVector() && argts[0].VectorElementCount() == 3 &&
argts[1].IsVector() && argts[1].VectorElementCount() == 3 &&
argts[2].IsVector() && argts[2].VectorElementCount() == 3 {
return nil
}
case 9:
ok := true
for i := range argts {
if !canBeFloatImplicitly(args[i], argts[i]) {
ok = false
break
}
}
if ok {
return nil
}
default:
return fmt.Errorf("invalid number of arguments for mat3")
}
var str []string
for _, t := range argts {
str = append(str, t.String())
}
return fmt.Errorf("invalid arguments for mat3: (%s)", strings.Join(str, ", "))
}
func checkArgsForMat4BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
switch len(args) {
case 1:
if canBeFloatImplicitly(args[0], argts[0]) {
return nil
}
if argts[0].Main == shaderir.Mat4 {
return nil
}
case 4:
if argts[0].IsVector() && argts[0].VectorElementCount() == 4 &&
argts[1].IsVector() && argts[1].VectorElementCount() == 4 &&
argts[2].IsVector() && argts[2].VectorElementCount() == 4 &&
argts[3].IsVector() && argts[3].VectorElementCount() == 4 {
return nil
}
case 16:
ok := true
for i := range argts {
if !canBeFloatImplicitly(args[i], argts[i]) {
ok = false
break
}
}
if ok {
return nil
}
default:
return fmt.Errorf("invalid number of arguments for mat4")
}
var str []string
for _, t := range argts {
str = append(str, t.String())
}
return fmt.Errorf("invalid arguments for mat4: (%s)", strings.Join(str, ", "))
}