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shaderir/glsl, shaderir/metal: Bug fix: Wrong local variables with multiple 'for' statements
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parent
80361443cc
commit
2707915376
@ -330,13 +330,6 @@ func (c *compileContext) glslBlock(p *shaderir.Program, topBlock, block *shaderi
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localVarIndex++
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}
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// For's variable is special and defiend in the for statement.
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for _, s := range block.Stmts {
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if s.Type == shaderir.For {
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localVarIndex++
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}
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}
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var glslExpr func(e *shaderir.Expr) string
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glslExpr = func(e *shaderir.Expr) string {
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switch e.Type {
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@ -447,7 +440,9 @@ func (c *compileContext) glslBlock(p *shaderir.Program, topBlock, block *shaderi
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end := constantToNumberLiteral(ct, s.ForEnd)
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t0, t1 := typeString(&t)
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lines = append(lines, fmt.Sprintf("%sfor (%s %s%s = %s; %s %s %s; %s) {", idt, t0, v, t1, init, v, op, end, delta))
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lines = append(lines, c.glslBlock(p, topBlock, s.Blocks[0], level+1, localVarIndex)...)
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// For's variable is special and defiend in the for statement.
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// Add 1 to the number of the local variables.
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lines = append(lines, c.glslBlock(p, topBlock, s.Blocks[0], level+1, localVarIndex+1)...)
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lines = append(lines, fmt.Sprintf("%s}", idt))
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case shaderir.Continue:
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lines = append(lines, idt+"continue;")
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@ -757,6 +757,101 @@ void F0(float l0, float l1, thread float& l2) {
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int l4 = 0;
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l2 = l4;
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}
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}`,
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},
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{
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Name: "For3",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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Block: block(
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nil,
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forStmt(
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3,
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0,
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100,
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LessThanOp,
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1,
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block(
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[]Type{
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{Main: Int},
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},
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assignStmt(
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localVariableExpr(2),
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localVariableExpr(4),
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),
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),
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),
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forStmt(
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3,
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0,
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100,
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LessThanOp,
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1,
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block(
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[]Type{
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{Main: Int},
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},
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assignStmt(
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localVariableExpr(2),
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localVariableExpr(4),
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),
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),
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),
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),
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},
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},
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},
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GlslVS: `void F0(in float l0, in float l1, out float l2);
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void F0(in float l0, in float l1, out float l2) {
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for (int l3 = 0; l3 < 100; l3++) {
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int l4 = 0;
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l2 = l4;
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}
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for (int l3 = 0; l3 < 100; l3++) {
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int l4 = 0;
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l2 = l4;
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}
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}`,
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GlslFS: glslPrelude + `
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void F0(in float l0, in float l1, out float l2);
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void F0(in float l0, in float l1, out float l2) {
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for (int l3 = 0; l3 < 100; l3++) {
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int l4 = 0;
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l2 = l4;
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}
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for (int l3 = 0; l3 < 100; l3++) {
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int l4 = 0;
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l2 = l4;
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}
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}`,
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Metal: `#include <metal_stdlib>
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using namespace metal;
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constexpr sampler texture_sampler{filter::nearest};
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void F0(float l0, float l1, thread float& l2);
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void F0(float l0, float l1, thread float& l2) {
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for (int l3 = 0; l3 < 100; l3++) {
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int l4 = 0;
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l2 = l4;
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}
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for (int l3 = 0; l3 < 100; l3++) {
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int l4 = 0;
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l2 = l4;
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}
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}`,
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},
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{
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@ -327,13 +327,6 @@ func (c *compileContext) metalBlock(p *shaderir.Program, topBlock, block *shader
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localVarIndex++
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}
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// For's variable is special and defiend in the for statement.
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for _, s := range block.Stmts {
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if s.Type == shaderir.For {
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localVarIndex++
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}
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}
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var metalExpr func(e *shaderir.Expr) string
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metalExpr = func(e *shaderir.Expr) string {
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switch e.Type {
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@ -455,7 +448,9 @@ func (c *compileContext) metalBlock(p *shaderir.Program, topBlock, block *shader
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end := constantToNumberLiteral(ct, s.ForEnd)
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ts := typeString(&t, false, false)
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lines = append(lines, fmt.Sprintf("%sfor (%s %s = %s; %s %s %s; %s) {", idt, ts, v, init, v, op, end, delta))
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lines = append(lines, c.metalBlock(p, topBlock, s.Blocks[0], level+1, localVarIndex)...)
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// For's variable is special and defiend in the for statement.
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// Add 1 to the number of the local variables.
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lines = append(lines, c.metalBlock(p, topBlock, s.Blocks[0], level+1, localVarIndex+1)...)
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lines = append(lines, fmt.Sprintf("%s}", idt))
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case shaderir.Continue:
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lines = append(lines, idt+"continue;")
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