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https://github.com/hajimehoshi/ebiten.git
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shader: Initialize output parameters explicitly
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parent
404a662383
commit
2fb1033183
@ -724,6 +724,15 @@ func (cs *compileState) parseBlock(outer *block, fname string, stmts []ast.Stmt,
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}
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}()
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if outer.outer == nil && len(outParams) > 0 && outParams[0].name != "" {
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for i := range outParams {
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block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
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Type: shaderir.Init,
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InitIndex: len(inParams) + i,
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})
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}
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}
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for _, stmt := range stmts {
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ss, ok := cs.parseStmt(block, fname, stmt, inParams, outParams)
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if !ok {
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@ -379,10 +379,12 @@ func (cs *compileState) parseStmt(block *block, fname string, stmt ast.Stmt, inP
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case *ast.ReturnStmt:
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if len(stmt.Results) != len(outParams) {
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if !(len(stmt.Results) == 0 && len(outParams) > 0 && outParams[0].name != "") {
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// TODO: Implenet multiple-value context.
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cs.addError(stmt.Pos(), fmt.Sprintf("the number of returning variables must be %d but %d", len(outParams), len(stmt.Results)))
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return nil, false
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}
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}
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for i, r := range stmt.Results {
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exprs, ts, ss, ok := cs.parseExpr(block, r)
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8
internal/shader/testdata/out.expected.metal
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8
internal/shader/testdata/out.expected.metal
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@ -0,0 +1,8 @@
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void F0(thread float& l0, thread array<float, 4>& l1, thread float4& l2);
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void F0(thread float& l0, thread array<float, 4>& l1, thread float4& l2) {
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l0 = float(0);
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l1 = {};
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l2 = float4(0);
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return;
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}
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11
internal/shader/testdata/out.expected.vs
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11
internal/shader/testdata/out.expected.vs
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@ -0,0 +1,11 @@
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void F0(out float l0, out float l1[4], out vec4 l2);
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void F0(out float l0, out float l1[4], out vec4 l2) {
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l0 = float(0);
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l1[0] = float(0);
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l1[1] = float(0);
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l1[2] = float(0);
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l1[3] = float(0);
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l2 = vec4(0);
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return;
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}
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5
internal/shader/testdata/out.go
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5
internal/shader/testdata/out.go
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@ -0,0 +1,5 @@
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package main
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func Foo() (a float, b [4]float, c vec4) {
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return
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}
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8
internal/shader/testdata/return.expected.vs
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8
internal/shader/testdata/return.expected.vs
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@ -0,0 +1,8 @@
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void F0(in vec2 l0, out vec3 l1, out vec4 l2);
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void F0(in vec2 l0, out vec3 l1, out vec4 l2) {
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l1 = vec3(0);
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l2 = vec4(0);
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l1 = vec3(1.0);
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return;
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}
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6
internal/shader/testdata/return.go
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6
internal/shader/testdata/return.go
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@ -0,0 +1,6 @@
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package main
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func Foo(a vec2) (b vec3, c vec4) {
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b = vec3(1)
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return
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}
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3
internal/shader/testdata/vertex.expected.vs
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3
internal/shader/testdata/vertex.expected.vs
vendored
@ -7,6 +7,9 @@ varying vec4 V1;
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void main(void) {
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mat4 l0 = mat4(0);
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gl_Position = vec4(0);
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V0 = vec2(0);
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V1 = vec4(0);
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l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0);
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gl_Position = (l0) * (vec4(A0, 0.0, 1.0));
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V0 = A1;
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@ -7,6 +7,9 @@ varying vec4 V1;
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void main(void) {
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mat4 l0 = mat4(0);
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gl_Position = vec4(0);
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V0 = vec2(0);
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V1 = vec4(0);
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l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0);
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gl_Position = (l0) * (vec4(A0, 0.0, 1.0));
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V0 = A1;
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@ -414,6 +414,8 @@ func (c *compileContext) glslBlock(p *shaderir.Program, topBlock, block *shaderi
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}
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}
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, glslExpr(&lhs), glslExpr(&rhs)))
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case shaderir.Init:
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lines = append(lines, c.initVariable(p, topBlock, block, s.InitIndex, false, level)...)
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case shaderir.If:
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lines = append(lines, fmt.Sprintf("%sif (%s) {", idt, glslExpr(&s.Exprs[0])))
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lines = append(lines, c.glslBlock(p, topBlock, s.Blocks[0], level+1)...)
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@ -313,10 +313,10 @@ func localVariableName(p *shaderir.Program, topBlock *shaderir.Block, idx int) s
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func (c *compileContext) initVariable(p *shaderir.Program, topBlock, block *shaderir.Block, index int, decl bool, level int) []string {
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idt := strings.Repeat("\t", level+1)
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name := localVariableName(p, topBlock, index)
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t := p.LocalVariableType(topBlock, block, index)
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var lines []string
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name := localVariableName(p, topBlock, index)
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if decl {
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.metalVarDecl(p, &t, name, false, false), c.metalVarInit(p, &t)))
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} else {
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@ -412,6 +412,20 @@ func (c *compileContext) metalBlock(p *shaderir.Program, topBlock, block *shader
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lines = append(lines, idt+"}")
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case shaderir.Assign:
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, metalExpr(&s.Exprs[0]), metalExpr(&s.Exprs[1])))
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case shaderir.Init:
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init := true
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if topBlock == p.VertexFunc.Block {
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// In the vertex function, varying values are the output parameters.
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// These values are represented as a struct and not needed to be initialized.
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na := len(p.Attributes)
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nv := len(p.Varyings)
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if s.InitIndex < na+nv+1 {
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init = false
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}
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}
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if init {
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lines = append(lines, c.initVariable(p, topBlock, block, s.InitIndex, false, level)...)
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}
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case shaderir.If:
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lines = append(lines, fmt.Sprintf("%sif (%s) {", idt, metalExpr(&s.Exprs[0])))
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lines = append(lines, c.metalBlock(p, topBlock, s.Blocks[0], level+1)...)
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@ -73,6 +73,7 @@ type Stmt struct {
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ForEnd constant.Value
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ForOp Op
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ForDelta constant.Value
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InitIndex int
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}
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type StmtType int
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@ -81,6 +82,7 @@ const (
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ExprStmt StmtType = iota
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BlockStmt
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Assign
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Init
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If
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For
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Continue
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