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internal/shader: bug fix: need to covert constant type correctly for assignments
Closes #2934
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e7bb66bb2f
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@ -582,6 +582,12 @@ func (cs *compileState) assign(block *block, fname string, pos token.Pos, lhs, r
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cs.addError(pos, fmt.Sprintf("cannot use type %s as type %s in variable declaration", rts[i].String(), lts[i].String()))
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cs.addError(pos, fmt.Sprintf("cannot use type %s as type %s in variable declaration", rts[i].String(), lts[i].String()))
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return nil, false
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return nil, false
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}
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}
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switch lts[0].Main {
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case shaderir.Int:
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r[i].Const = gconstant.ToInt(r[i].Const)
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case shaderir.Float:
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r[i].Const = gconstant.ToFloat(r[i].Const)
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}
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}
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}
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if len(lhs) == 1 {
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if len(lhs) == 1 {
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@ -2559,3 +2559,39 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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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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// Issue #2934
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func TestShaderAssignConst(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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a := 0.0
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a = 1
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b, c := 0.0, 0.0
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b, c = 1, 1
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d := 0.0
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d += 1
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return vec4(a, b, c, d)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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dst.DrawRectShader(w, h, s, nil)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}
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if !sameColors(got, want, 2) {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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