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https://github.com/hajimehoshi/ebiten.git
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shader: Analyze blocks and shadowings
This commit is contained in:
parent
5de0493294
commit
6fa7b4bb5a
@ -28,7 +28,7 @@ import (
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type variable struct {
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name string
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typ typ
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init ast.Expr
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init shaderir.Expr
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}
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type constant struct {
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@ -68,6 +68,22 @@ type block struct {
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ir shaderir.Block
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}
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func (b *block) findLocalVariable(name string) (int, bool) {
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idx := 0
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for outer := b.outer; outer != nil; outer = outer.outer {
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idx += len(outer.vars)
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}
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for i, v := range b.vars {
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if v.name == name {
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return idx + i, true
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}
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}
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if b.outer != nil {
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return b.outer.findLocalVariable(name)
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}
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return 0, false
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}
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type ParseError struct {
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errs []string
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}
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@ -106,7 +122,7 @@ func (s *compileState) addError(pos token.Pos, str string) {
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func (cs *compileState) parse(f *ast.File) {
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for _, d := range f.Decls {
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cs.parseDecl(&cs.global, d, true)
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cs.parseDecl(&cs.global, d)
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}
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if len(cs.errs) > 0 {
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@ -118,7 +134,7 @@ func (cs *compileState) parse(f *ast.File) {
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}
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}
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func (cs *compileState) parseDecl(b *block, d ast.Decl, global bool) {
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func (cs *compileState) parseDecl(b *block, d ast.Decl) {
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switch d := d.(type) {
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case *ast.GenDecl:
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switch d.Tok {
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@ -140,18 +156,21 @@ func (cs *compileState) parseDecl(b *block, d ast.Decl, global bool) {
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for _, s := range d.Specs {
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s := s.(*ast.ValueSpec)
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vs := cs.parseVariable(b, s)
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if !global {
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b.vars = append(b.vars, vs...)
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continue
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}
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if b == &cs.global {
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for i, v := range vs {
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if v.name[0] < 'A' || 'Z' < v.name[0] {
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cs.addError(s.Names[i].Pos(), fmt.Sprintf("global variables must be exposed: %s", v.name))
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}
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// TODO: Check RHS
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// TODO: Check init
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cs.uniforms = append(cs.uniforms, v.name)
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cs.ir.Uniforms = append(cs.ir.Uniforms, v.typ.ir)
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}
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continue
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}
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for _, v := range vs {
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b.vars = append(b.vars, v)
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b.ir.LocalVars = append(b.ir.LocalVars, v.typ.ir)
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}
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}
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case token.IMPORT:
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cs.addError(d.Pos(), "import is forbidden")
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@ -181,10 +200,14 @@ func (s *compileState) parseVariable(block *block, vs *ast.ValueSpec) []variable
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}
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}
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name := n.Name
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var e shaderir.Expr
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if init != nil {
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e = s.parseExpr(block, init)
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}
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vars = append(vars, variable{
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name: name,
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typ: t,
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init: init,
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init: e,
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})
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}
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return vars
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@ -298,20 +321,26 @@ func (cs *compileState) parseBlock(outer *block, b *ast.BlockStmt, inParams, out
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}
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case token.ASSIGN:
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// TODO: What about the statement `a,b = b,a?`
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for range l.Rhs {
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/*block.stmts = append(block.stmts, stmt{
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stmtType: stmtAssign,
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exprs: []ast.Expr{l.Lhs[i], l.Rhs[i]},
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})*/
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for i := range l.Rhs {
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block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
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Type: shaderir.Assign,
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Exprs: []shaderir.Expr{
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cs.parseExpr(block, l.Lhs[i]),
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cs.parseExpr(block, l.Rhs[i]),
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},
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})
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}
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}
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case *ast.BlockStmt:
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/*block.stmts = append(block.stmts, stmt{
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stmtType: stmtBlock,
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block: cs.parseBlock(block, l),
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})*/
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b := cs.parseBlock(block, l, nil, nil)
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block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
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Type: shaderir.BlockStmt,
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Blocks: []shaderir.Block{
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b.ir,
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},
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})
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case *ast.DeclStmt:
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cs.parseDecl(block, l.Decl, false)
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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 {
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e := cs.parseExpr(block, r)
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@ -379,18 +408,6 @@ func (s *compileState) detectType(b *block, expr ast.Expr) typ {
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}
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}
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func (b *block) findLocalVariable(name string) (int, bool) {
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for i, v := range b.vars {
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if v.name == name {
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return i, true
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}
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}
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if b.outer != nil {
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return b.outer.findLocalVariable(name)
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}
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return 0, false
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}
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func (cs *compileState) parseExpr(block *block, expr ast.Expr) shaderir.Expr {
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switch e := expr.(type) {
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case *ast.BasicLit:
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@ -36,8 +36,6 @@ var (
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Boo vec4
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)`,
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VS: `uniform vec2 U0;
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uniform vec4 U1;`,
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FS: `uniform vec2 U0;
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uniform vec4 U1;`,
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},
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{
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@ -47,8 +45,6 @@ uniform vec4 U1;`,
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func Foo(foo vec2) vec4 {
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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}`,
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FS: `void F0(in vec2 l0, out vec4 l1) {
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}`,
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},
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{
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@ -61,10 +57,6 @@ func Foo(foo vec2) vec4 {
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VS: `void F0(in vec2 l0, out vec4 l1) {
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l1 = vec4(l0, 0, 1);
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return;
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}`,
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FS: `void F0(in vec2 l0, out vec4 l1) {
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l1 = vec4(l0, 0, 1);
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return;
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}`,
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},
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{
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@ -81,11 +73,36 @@ func Foo(foo vec4) (float, float, float, float) {
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l4 = (l0).w;
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return;
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}`,
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FS: `void F0(in vec4 l0, out float l1, out float l2, out float l3, out float l4) {
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l1 = (l0).x;
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l2 = (l0).y;
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l3 = (l0).z;
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l4 = (l0).w;
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},
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{
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Name: "blocks",
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Src: `package main
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func Foo(foo vec2) vec4 {
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var r vec4
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{
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r.x = foo.x
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var foo vec3
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{
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r.y = foo.y
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var foo vec4
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r.z = foo.z
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}
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}
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return r
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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vec4 l2 = vec4(0.0);
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{
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vec3 l3 = vec3(0.0);
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(l2).x = (l0).x;
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{
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vec4 l4 = vec4(0.0);
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(l2).y = (l3).y;
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(l2).z = (l4).z;
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}
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}
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l1 = l2;
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return;
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}`,
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},
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@ -100,8 +117,10 @@ func Foo(foo vec4) (float, float, float, float) {
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if got, want := vs, tc.VS+"\n"; got != want {
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t.Errorf("%s: got: %v, want: %v", tc.Name, got, want)
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}
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if tc.FS != "" {
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if got, want := fs, tc.FS+"\n"; got != want {
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t.Errorf("%s: got: %v, want: %v", tc.Name, got, want)
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}
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}
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}
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}
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@ -162,6 +162,37 @@ func (p *Program) glslVarDecl(t *Type, varname string) string {
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}
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}
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func (p *Program) glslVarInit(t *Type) string {
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switch t.Main {
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case None:
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return "?(none)"
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case Array:
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panic("not implemented")
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case Struct:
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panic("not implemented")
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case Bool:
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return "false"
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case Int:
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return "0"
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case Float:
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return "0.0"
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case Vec2:
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return "vec2(0.0)"
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case Vec3:
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return "vec3(0.0)"
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case Vec4:
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return "vec4(0.0)"
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case Mat2:
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return "mat2(0.0)"
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case Mat3:
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return "mat3(0.0)"
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case Mat4:
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return "mat4(0.0)"
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default:
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panic(fmt.Sprintf("?(unexpected type: %s)", p.glslType(t)))
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}
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}
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func (p *Program) glslFunc(f *Func) []string {
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var args []string
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var idx int
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@ -195,7 +226,7 @@ func (p *Program) glslBlock(b *Block, level int, localVarIndex int) []string {
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var lines []string
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for _, t := range b.LocalVars {
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lines = append(lines, fmt.Sprintf("%s%s;", idt, p.glslVarDecl(&t, fmt.Sprintf("l%d", localVarIndex))))
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, p.glslVarDecl(&t, fmt.Sprintf("l%d", localVarIndex)), p.glslVarInit(&t)))
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localVarIndex++
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}
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@ -296,12 +296,12 @@ varying vec3 V0;`,
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},
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},
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GlslVS: `void F0(in float l0, inout float l1, out float l2) {
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mat4 l3;
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mat4 l4;
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mat4 l3 = mat4(0.0);
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mat4 l4 = mat4(0.0);
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}`,
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GlslFS: `void F0(in float l0, inout float l1, out float l2) {
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mat4 l3;
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mat4 l4;
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mat4 l3 = mat4(0.0);
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mat4 l4 = mat4(0.0);
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}`,
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},
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{
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@ -337,19 +337,19 @@ varying vec3 V0;`,
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},
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},
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GlslVS: `void F0(in float l0, inout float l1, out float l2) {
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mat4 l3;
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mat4 l4;
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mat4 l3 = mat4(0.0);
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mat4 l4 = mat4(0.0);
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{
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mat4 l5;
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mat4 l6;
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mat4 l5 = mat4(0.0);
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mat4 l6 = mat4(0.0);
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}
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}`,
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GlslFS: `void F0(in float l0, inout float l1, out float l2) {
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mat4 l3;
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mat4 l4;
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mat4 l3 = mat4(0.0);
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mat4 l4 = mat4(0.0);
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{
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mat4 l5;
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mat4 l6;
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mat4 l5 = mat4(0.0);
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mat4 l6 = mat4(0.0);
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}
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}`,
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},
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@ -747,9 +747,9 @@ varying float V0;
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varying vec2 V1;
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void main(void) {
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vec2 l0;
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vec4 l1;
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float l2;
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vec2 l0 = vec2(0.0);
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vec4 l1 = vec4(0.0);
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float l2 = 0.0;
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l1 = V0;
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gl_FragColor = V1;
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l0 = gl_FragCoord;
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