mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Add internal/shaderir/glsl
This commit is contained in:
parent
28af45bf0f
commit
8bac08cbd9
@ -19,6 +19,7 @@ import (
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/shaderir"
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"github.com/hajimehoshi/ebiten/internal/shaderir/glsl"
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)
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type Shader struct {
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@ -51,7 +52,7 @@ func (s *Shader) Dispose() {
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}
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func (s *Shader) compile() error {
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vssrc, fssrc := s.ir.Glsl()
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vssrc, fssrc := glsl.Compile(s.ir)
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vs, err := s.graphics.context.newShader(vertexShader, vssrc)
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if err != nil {
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@ -24,12 +24,12 @@ import (
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"testing"
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. "github.com/hajimehoshi/ebiten/internal/shader"
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"github.com/hajimehoshi/ebiten/internal/shaderir"
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"github.com/hajimehoshi/ebiten/internal/shaderir/glsl"
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)
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func normalize(str string) string {
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if strings.HasPrefix(str, shaderir.GlslFragmentPrelude) {
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str = str[len(shaderir.GlslFragmentPrelude):]
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if strings.HasPrefix(str, glsl.FragmentPrelude) {
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str = str[len(glsl.FragmentPrelude):]
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}
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return strings.TrimSpace(str)
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}
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@ -114,7 +114,7 @@ func TestCompile(t *testing.T) {
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t.Error(err)
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return
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}
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vs, fs := s.Glsl()
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vs, fs := glsl.Compile(s)
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if got, want := normalize(vs), normalize(string(tc.VS)); got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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@ -12,16 +12,18 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package shaderir
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package glsl
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import (
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"fmt"
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"go/constant"
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"go/token"
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"strings"
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"github.com/hajimehoshi/ebiten/internal/shaderir"
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)
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const GlslFragmentPrelude = `#if defined(GL_ES)
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const FragmentPrelude = `#if defined(GL_ES)
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precision highp float;
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#else
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#define lowp
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@ -66,23 +68,29 @@ func isValidSwizzling(s string) bool {
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return false
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}
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func (p *Program) structName(t *Type) string {
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if t.Main != Struct {
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type compileContext struct {
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structNames map[string]string
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structTypes []shaderir.Type
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}
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func (c *compileContext) structName(p *shaderir.Program, t *shaderir.Type) string {
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if t.Main != shaderir.Struct {
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panic("shaderir: the given type at structName must be a struct")
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}
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s := t.serialize()
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if n, ok := p.structNames[s]; ok {
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s := t.String()
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if n, ok := c.structNames[s]; ok {
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return n
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}
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n := fmt.Sprintf("S%d", len(p.structNames))
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p.structNames[s] = n
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p.structTypes = append(p.structTypes, *t)
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n := fmt.Sprintf("S%d", len(c.structNames))
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c.structNames[s] = n
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c.structTypes = append(c.structTypes, *t)
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return n
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}
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func (p *Program) Glsl() (vertexShader, fragmentShader string) {
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p.structNames = map[string]string{}
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p.structTypes = nil
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func Compile(p *shaderir.Program) (vertexShader, fragmentShader string) {
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c := &compileContext{
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structNames: map[string]string{},
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}
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// Vertex func
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var vslines []string
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@ -92,16 +100,16 @@ func (p *Program) Glsl() (vertexShader, fragmentShader string) {
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vslines = append(vslines, "")
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}
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for i, t := range p.Uniforms {
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vslines = append(vslines, fmt.Sprintf("uniform %s;", p.glslVarDecl(&t, fmt.Sprintf("U%d", i))))
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vslines = append(vslines, fmt.Sprintf("uniform %s;", c.glslVarDecl(p, &t, fmt.Sprintf("U%d", i))))
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}
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for i := 0; i < p.TextureNum; i++ {
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vslines = append(vslines, fmt.Sprintf("uniform sampler2D T%d;", i))
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}
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for i, t := range p.Attributes {
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vslines = append(vslines, fmt.Sprintf("attribute %s;", p.glslVarDecl(&t, fmt.Sprintf("A%d", i))))
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vslines = append(vslines, fmt.Sprintf("attribute %s;", c.glslVarDecl(p, &t, fmt.Sprintf("A%d", i))))
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}
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for i, t := range p.Varyings {
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vslines = append(vslines, fmt.Sprintf("varying %s;", p.glslVarDecl(&t, fmt.Sprintf("V%d", i))))
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vslines = append(vslines, fmt.Sprintf("varying %s;", c.glslVarDecl(p, &t, fmt.Sprintf("V%d", i))))
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}
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}
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if len(p.Funcs) > 0 {
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@ -109,13 +117,13 @@ func (p *Program) Glsl() (vertexShader, fragmentShader string) {
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vslines = append(vslines, "")
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}
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for _, f := range p.Funcs {
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vslines = append(vslines, p.glslFunc(&f, true)...)
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vslines = append(vslines, c.glslFunc(p, &f, true)...)
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}
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for _, f := range p.Funcs {
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if len(vslines) > 0 && vslines[len(vslines)-1] != "" {
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vslines = append(vslines, "")
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}
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vslines = append(vslines, p.glslFunc(&f, false)...)
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vslines = append(vslines, c.glslFunc(p, &f, false)...)
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}
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}
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@ -124,7 +132,7 @@ func (p *Program) Glsl() (vertexShader, fragmentShader string) {
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vslines = append(vslines, "")
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}
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vslines = append(vslines, "void main(void) {")
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vslines = append(vslines, p.glslBlock(&p.VertexFunc.Block, &p.VertexFunc.Block, 0, 0)...)
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vslines = append(vslines, c.glslBlock(p, &p.VertexFunc.Block, &p.VertexFunc.Block, 0, 0)...)
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vslines = append(vslines, "}")
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}
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}
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@ -137,13 +145,13 @@ func (p *Program) Glsl() (vertexShader, fragmentShader string) {
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fslines = append(fslines, "")
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}
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for i, t := range p.Uniforms {
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fslines = append(fslines, fmt.Sprintf("uniform %s;", p.glslVarDecl(&t, fmt.Sprintf("U%d", i))))
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fslines = append(fslines, fmt.Sprintf("uniform %s;", c.glslVarDecl(p, &t, fmt.Sprintf("U%d", i))))
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}
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for i := 0; i < p.TextureNum; i++ {
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fslines = append(fslines, fmt.Sprintf("uniform sampler2D T%d;", i))
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}
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for i, t := range p.Varyings {
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fslines = append(fslines, fmt.Sprintf("varying %s;", p.glslVarDecl(&t, fmt.Sprintf("V%d", i))))
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fslines = append(fslines, fmt.Sprintf("varying %s;", c.glslVarDecl(p, &t, fmt.Sprintf("V%d", i))))
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}
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}
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if len(p.Funcs) > 0 {
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@ -151,13 +159,13 @@ func (p *Program) Glsl() (vertexShader, fragmentShader string) {
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fslines = append(fslines, "")
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}
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for _, f := range p.Funcs {
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fslines = append(fslines, p.glslFunc(&f, true)...)
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fslines = append(fslines, c.glslFunc(p, &f, true)...)
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}
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for _, f := range p.Funcs {
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if len(fslines) > 0 && fslines[len(fslines)-1] != "" {
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fslines = append(fslines, "")
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}
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fslines = append(fslines, p.glslFunc(&f, false)...)
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fslines = append(fslines, c.glslFunc(p, &f, false)...)
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}
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}
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@ -166,21 +174,21 @@ func (p *Program) Glsl() (vertexShader, fragmentShader string) {
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fslines = append(fslines, "")
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}
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fslines = append(fslines, "void main(void) {")
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fslines = append(fslines, p.glslBlock(&p.FragmentFunc.Block, &p.FragmentFunc.Block, 0, 0)...)
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fslines = append(fslines, c.glslBlock(p, &p.FragmentFunc.Block, &p.FragmentFunc.Block, 0, 0)...)
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fslines = append(fslines, "}")
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}
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}
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var tmpvslines []string
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tmpfslines := strings.Split(GlslFragmentPrelude, "\n")
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tmpfslines := strings.Split(FragmentPrelude, "\n")
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// Struct types are determined after converting the program.
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var stlines []string
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if len(p.structTypes) > 0 {
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for i, t := range p.structTypes {
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if len(c.structTypes) > 0 {
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for i, t := range c.structTypes {
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stlines = append(stlines, fmt.Sprintf("struct S%d {", i))
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for j, st := range t.Sub {
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stlines = append(stlines, fmt.Sprintf("\t%s;", p.glslVarDecl(&st, fmt.Sprintf("M%d", j))))
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stlines = append(stlines, fmt.Sprintf("\t%s;", c.glslVarDecl(p, &st, fmt.Sprintf("M%d", j))))
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}
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stlines = append(stlines, "};")
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}
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@ -211,76 +219,76 @@ func (p *Program) Glsl() (vertexShader, fragmentShader string) {
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return strings.Join(vslines, "\n") + "\n", strings.Join(fslines, "\n") + "\n"
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}
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func (p *Program) glslType(t *Type) (string, string) {
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func (c *compileContext) glslType(p *shaderir.Program, t *shaderir.Type) (string, string) {
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switch t.Main {
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case None:
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case shaderir.None:
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return "void", ""
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case Struct:
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return p.structName(t), ""
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case shaderir.Struct:
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return c.structName(p, t), ""
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default:
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return t.Glsl()
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return typeString(t)
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}
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}
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func (p *Program) glslVarDecl(t *Type, varname string) string {
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func (c *compileContext) glslVarDecl(p *shaderir.Program, t *shaderir.Type, varname string) string {
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switch t.Main {
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case None:
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case shaderir.None:
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return "?(none)"
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case Struct:
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return fmt.Sprintf("%s %s", p.structName(t), varname)
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case shaderir.Struct:
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return fmt.Sprintf("%s %s", c.structName(p, t), varname)
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default:
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t0, t1 := t.Glsl()
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t0, t1 := typeString(t)
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return fmt.Sprintf("%s %s%s", t0, varname, t1)
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}
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}
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func (p *Program) glslVarInit(t *Type) string {
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func (c *compileContext) glslVarInit(p *shaderir.Program, t *shaderir.Type) string {
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switch t.Main {
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case None:
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case shaderir.None:
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return "?(none)"
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case Array:
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init := p.glslVarInit(&t.Sub[0])
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case shaderir.Array:
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init := c.glslVarInit(p, &t.Sub[0])
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es := make([]string, 0, t.Length)
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for i := 0; i < t.Length; i++ {
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es = append(es, init)
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}
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t0, t1 := t.Glsl()
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t0, t1 := typeString(t)
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return fmt.Sprintf("%s%s(%s)", t0, t1, strings.Join(es, ", "))
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case Struct:
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case shaderir.Struct:
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panic("not implemented")
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case Bool:
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case shaderir.Bool:
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return "false"
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case Int:
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case shaderir.Int:
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return "0"
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case Float:
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case shaderir.Float:
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return "float(0)"
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case Vec2:
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case shaderir.Vec2:
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return "vec2(0)"
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case Vec3:
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case shaderir.Vec3:
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return "vec3(0)"
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case Vec4:
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case shaderir.Vec4:
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return "vec4(0)"
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case Mat2:
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case shaderir.Mat2:
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return "mat2(0)"
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case Mat3:
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case shaderir.Mat3:
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return "mat3(0)"
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case Mat4:
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case shaderir.Mat4:
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return "mat4(0)"
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default:
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t0, t1 := p.glslType(t)
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t0, t1 := c.glslType(p, t)
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panic(fmt.Sprintf("?(unexpected type: %s%s)", t0, t1))
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}
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}
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func (p *Program) glslFunc(f *Func, prototype bool) []string {
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func (c *compileContext) glslFunc(p *shaderir.Program, f *shaderir.Func, prototype bool) []string {
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var args []string
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var idx int
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for _, t := range f.InParams {
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args = append(args, "in "+p.glslVarDecl(&t, fmt.Sprintf("l%d", idx)))
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args = append(args, "in "+c.glslVarDecl(p, &t, fmt.Sprintf("l%d", idx)))
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idx++
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}
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for _, t := range f.OutParams {
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args = append(args, "out "+p.glslVarDecl(&t, fmt.Sprintf("l%d", idx)))
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args = append(args, "out "+c.glslVarDecl(p, &t, fmt.Sprintf("l%d", idx)))
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idx++
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}
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argsstr := "void"
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@ -288,7 +296,7 @@ func (p *Program) glslFunc(f *Func, prototype bool) []string {
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argsstr = strings.Join(args, ", ")
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}
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t0, t1 := p.glslType(&f.Return)
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t0, t1 := c.glslType(p, &f.Return)
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sig := fmt.Sprintf("%s%s F%d(%s)", t0, t1, f.Index, argsstr)
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var lines []string
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@ -297,15 +305,15 @@ func (p *Program) glslFunc(f *Func, prototype bool) []string {
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return lines
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}
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lines = append(lines, fmt.Sprintf("%s {", sig))
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lines = append(lines, p.glslBlock(&f.Block, &f.Block, 0, idx)...)
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lines = append(lines, c.glslBlock(p, &f.Block, &f.Block, 0, idx)...)
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lines = append(lines, "}")
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return lines
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}
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func constantToNumberLiteral(t ConstType, v constant.Value) string {
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func constantToNumberLiteral(t shaderir.ConstType, v constant.Value) string {
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switch t {
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case ConstTypeNone:
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case shaderir.ConstTypeNone:
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if v.Kind() == constant.Bool {
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if constant.BoolVal(v) {
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return "true"
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@ -313,7 +321,7 @@ func constantToNumberLiteral(t ConstType, v constant.Value) string {
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return "false"
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}
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fallthrough
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case ConstTypeFloat:
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case shaderir.ConstTypeFloat:
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if i := constant.ToInt(v); i.Kind() == constant.Int {
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x, _ := constant.Int64Val(i)
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return fmt.Sprintf("%d.0", x)
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@ -322,7 +330,7 @@ func constantToNumberLiteral(t ConstType, v constant.Value) string {
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x, _ := constant.Float64Val(i)
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return fmt.Sprintf("%.9e", x)
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}
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case ConstTypeInt:
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case shaderir.ConstTypeInt:
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if i := constant.ToInt(v); i.Kind() == constant.Int {
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x, _ := constant.Int64Val(i)
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return fmt.Sprintf("%d", x)
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@ -331,7 +339,7 @@ func constantToNumberLiteral(t ConstType, v constant.Value) string {
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return fmt.Sprintf("?(unexpected literal: %s)", v)
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}
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func (p *Program) localVariableName(topBlock *Block, idx int) string {
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func localVariableName(p *shaderir.Program, topBlock *shaderir.Block, idx int) string {
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switch topBlock {
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case &p.VertexFunc.Block:
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na := len(p.Attributes)
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@ -363,63 +371,63 @@ func (p *Program) localVariableName(topBlock *Block, idx int) string {
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}
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}
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func (p *Program) glslBlock(topBlock, block *Block, level int, localVarIndex int) []string {
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func (c *compileContext) glslBlock(p *shaderir.Program, topBlock, block *shaderir.Block, level int, localVarIndex int) []string {
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idt := strings.Repeat("\t", level+1)
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var lines []string
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for _, t := range block.LocalVars {
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// The type is None e.g., when the variable is a for-loop counter.
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if t.Main != None {
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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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if t.Main != shaderir.None {
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.glslVarDecl(p, &t, fmt.Sprintf("l%d", localVarIndex)), c.glslVarInit(p, &t)))
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}
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localVarIndex++
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}
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var glslExpr func(e *Expr) string
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glslExpr = func(e *Expr) string {
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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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case NumberExpr:
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case shaderir.NumberExpr:
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return constantToNumberLiteral(e.ConstType, e.Const)
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case UniformVariable:
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case shaderir.UniformVariable:
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return fmt.Sprintf("U%d", e.Index)
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case TextureVariable:
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case shaderir.TextureVariable:
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return fmt.Sprintf("T%d", e.Index)
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case LocalVariable:
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return p.localVariableName(topBlock, e.Index)
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case StructMember:
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case shaderir.LocalVariable:
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return localVariableName(p, topBlock, e.Index)
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case shaderir.StructMember:
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return fmt.Sprintf("M%d", e.Index)
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case BuiltinFuncExpr:
|
||||
return e.BuiltinFunc.Glsl()
|
||||
case SwizzlingExpr:
|
||||
case shaderir.BuiltinFuncExpr:
|
||||
return builtinFuncString(e.BuiltinFunc)
|
||||
case shaderir.SwizzlingExpr:
|
||||
if !isValidSwizzling(e.Swizzling) {
|
||||
return fmt.Sprintf("?(unexpected swizzling: %s)", e.Swizzling)
|
||||
}
|
||||
return e.Swizzling
|
||||
case FunctionExpr:
|
||||
case shaderir.FunctionExpr:
|
||||
return fmt.Sprintf("F%d", e.Index)
|
||||
case Unary:
|
||||
case shaderir.Unary:
|
||||
var op string
|
||||
switch e.Op {
|
||||
case Add, Sub, NotOp:
|
||||
case shaderir.Add, shaderir.Sub, shaderir.NotOp:
|
||||
op = string(e.Op)
|
||||
default:
|
||||
op = fmt.Sprintf("?(unexpected op: %s)", string(e.Op))
|
||||
}
|
||||
return fmt.Sprintf("%s(%s)", op, glslExpr(&e.Exprs[0]))
|
||||
case Binary:
|
||||
case shaderir.Binary:
|
||||
return fmt.Sprintf("(%s) %s (%s)", glslExpr(&e.Exprs[0]), e.Op, glslExpr(&e.Exprs[1]))
|
||||
case Selection:
|
||||
case shaderir.Selection:
|
||||
return fmt.Sprintf("(%s) ? (%s) : (%s)", glslExpr(&e.Exprs[0]), glslExpr(&e.Exprs[1]), glslExpr(&e.Exprs[2]))
|
||||
case Call:
|
||||
case shaderir.Call:
|
||||
var args []string
|
||||
for _, exp := range e.Exprs[1:] {
|
||||
args = append(args, glslExpr(&exp))
|
||||
}
|
||||
// Using parentheses at the callee is illegal.
|
||||
return fmt.Sprintf("%s(%s)", glslExpr(&e.Exprs[0]), strings.Join(args, ", "))
|
||||
case FieldSelector:
|
||||
case shaderir.FieldSelector:
|
||||
return fmt.Sprintf("(%s).%s", glslExpr(&e.Exprs[0]), glslExpr(&e.Exprs[1]))
|
||||
case Index:
|
||||
case shaderir.Index:
|
||||
return fmt.Sprintf("(%s)[%s]", glslExpr(&e.Exprs[0]), glslExpr(&e.Exprs[1]))
|
||||
default:
|
||||
return fmt.Sprintf("?(unexpected expr: %d)", e.Type)
|
||||
@ -428,33 +436,33 @@ func (p *Program) glslBlock(topBlock, block *Block, level int, localVarIndex int
|
||||
|
||||
for _, s := range block.Stmts {
|
||||
switch s.Type {
|
||||
case ExprStmt:
|
||||
case shaderir.ExprStmt:
|
||||
lines = append(lines, fmt.Sprintf("%s%s;", idt, glslExpr(&s.Exprs[0])))
|
||||
case BlockStmt:
|
||||
case shaderir.BlockStmt:
|
||||
lines = append(lines, idt+"{")
|
||||
lines = append(lines, p.glslBlock(topBlock, &s.Blocks[0], level+1, localVarIndex)...)
|
||||
lines = append(lines, c.glslBlock(p, topBlock, &s.Blocks[0], level+1, localVarIndex)...)
|
||||
lines = append(lines, idt+"}")
|
||||
case Assign:
|
||||
case shaderir.Assign:
|
||||
// TODO: Give an appropriate context
|
||||
lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, glslExpr(&s.Exprs[0]), glslExpr(&s.Exprs[1])))
|
||||
case If:
|
||||
case shaderir.If:
|
||||
lines = append(lines, fmt.Sprintf("%sif (%s) {", idt, glslExpr(&s.Exprs[0])))
|
||||
lines = append(lines, p.glslBlock(topBlock, &s.Blocks[0], level+1, localVarIndex)...)
|
||||
lines = append(lines, c.glslBlock(p, topBlock, &s.Blocks[0], level+1, localVarIndex)...)
|
||||
if len(s.Blocks) > 1 {
|
||||
lines = append(lines, fmt.Sprintf("%s} else {", idt))
|
||||
lines = append(lines, p.glslBlock(topBlock, &s.Blocks[1], level+1, localVarIndex)...)
|
||||
lines = append(lines, c.glslBlock(p, topBlock, &s.Blocks[1], level+1, localVarIndex)...)
|
||||
}
|
||||
lines = append(lines, fmt.Sprintf("%s}", idt))
|
||||
case For:
|
||||
var ct ConstType
|
||||
case shaderir.For:
|
||||
var ct shaderir.ConstType
|
||||
switch s.ForVarType.Main {
|
||||
case Int:
|
||||
ct = ConstTypeInt
|
||||
case Float:
|
||||
ct = ConstTypeFloat
|
||||
case shaderir.Int:
|
||||
ct = shaderir.ConstTypeInt
|
||||
case shaderir.Float:
|
||||
ct = shaderir.ConstTypeFloat
|
||||
}
|
||||
|
||||
v := p.localVariableName(topBlock, s.ForVarIndex)
|
||||
v := localVariableName(p, topBlock, s.ForVarIndex)
|
||||
var delta string
|
||||
switch val, _ := constant.Float64Val(s.ForDelta); val {
|
||||
case 0:
|
||||
@ -474,7 +482,7 @@ func (p *Program) glslBlock(topBlock, block *Block, level int, localVarIndex int
|
||||
}
|
||||
var op string
|
||||
switch s.ForOp {
|
||||
case LessThanOp, LessThanEqualOp, GreaterThanOp, GreaterThanEqualOp, EqualOp, NotEqualOp:
|
||||
case shaderir.LessThanOp, shaderir.LessThanEqualOp, shaderir.GreaterThanOp, shaderir.GreaterThanEqualOp, shaderir.EqualOp, shaderir.NotEqualOp:
|
||||
op = string(s.ForOp)
|
||||
default:
|
||||
op = fmt.Sprintf("?(unexpected op: %s)", string(s.ForOp))
|
||||
@ -483,22 +491,22 @@ func (p *Program) glslBlock(topBlock, block *Block, level int, localVarIndex int
|
||||
t := s.ForVarType
|
||||
init := constantToNumberLiteral(ct, s.ForInit)
|
||||
end := constantToNumberLiteral(ct, s.ForEnd)
|
||||
t0, t1 := t.Glsl()
|
||||
t0, t1 := typeString(&t)
|
||||
lines = append(lines, fmt.Sprintf("%sfor (%s %s%s = %s; %s %s %s; %s) {", idt, t0, v, t1, init, v, op, end, delta))
|
||||
lines = append(lines, p.glslBlock(topBlock, &s.Blocks[0], level+1, localVarIndex)...)
|
||||
lines = append(lines, c.glslBlock(p, topBlock, &s.Blocks[0], level+1, localVarIndex)...)
|
||||
lines = append(lines, fmt.Sprintf("%s}", idt))
|
||||
case Continue:
|
||||
case shaderir.Continue:
|
||||
lines = append(lines, idt+"continue;")
|
||||
case Break:
|
||||
case shaderir.Break:
|
||||
lines = append(lines, idt+"break;")
|
||||
case Return:
|
||||
case shaderir.Return:
|
||||
if len(s.Exprs) == 0 {
|
||||
lines = append(lines, idt+"return;")
|
||||
} else {
|
||||
// TODO: Give an appropriate context.
|
||||
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, glslExpr(&s.Exprs[0])))
|
||||
}
|
||||
case Discard:
|
||||
case shaderir.Discard:
|
||||
lines = append(lines, idt+"discard;")
|
||||
default:
|
||||
lines = append(lines, fmt.Sprintf("%s?(unexpected stmt: %d)", idt, s.Type))
|
85
internal/shaderir/glsl/type.go
Normal file
85
internal/shaderir/glsl/type.go
Normal file
@ -0,0 +1,85 @@
|
||||
// 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 glsl
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/internal/shaderir"
|
||||
)
|
||||
|
||||
func typeString(t *shaderir.Type) (string, string) {
|
||||
switch t.Main {
|
||||
case shaderir.Array:
|
||||
t0, t1 := typeString(&t.Sub[0])
|
||||
return t0 + t1, fmt.Sprintf("[%d]", t.Length)
|
||||
case shaderir.Struct:
|
||||
panic("shaderir: a struct is not implemented")
|
||||
default:
|
||||
return basicTypeString(t.Main), ""
|
||||
}
|
||||
}
|
||||
|
||||
func basicTypeString(t shaderir.BasicType) string {
|
||||
switch t {
|
||||
case shaderir.None:
|
||||
return "?(none)"
|
||||
case shaderir.Bool:
|
||||
return "bool"
|
||||
case shaderir.Int:
|
||||
return "int"
|
||||
case shaderir.Float:
|
||||
return "float"
|
||||
case shaderir.Vec2:
|
||||
return "vec2"
|
||||
case shaderir.Vec3:
|
||||
return "vec3"
|
||||
case shaderir.Vec4:
|
||||
return "vec4"
|
||||
case shaderir.Mat2:
|
||||
return "mat2"
|
||||
case shaderir.Mat3:
|
||||
return "mat3"
|
||||
case shaderir.Mat4:
|
||||
return "mat4"
|
||||
case shaderir.Array:
|
||||
return "?(array)"
|
||||
case shaderir.Struct:
|
||||
return "?(struct)"
|
||||
default:
|
||||
return fmt.Sprintf("?(unknown type: %d)", t)
|
||||
}
|
||||
}
|
||||
|
||||
func builtinFuncString(f shaderir.BuiltinFunc) string {
|
||||
switch f {
|
||||
case shaderir.LessThan:
|
||||
return "lessThan"
|
||||
case shaderir.LessThanEqual:
|
||||
return "lessThanEqual"
|
||||
case shaderir.GreaterThan:
|
||||
return "greaterThan"
|
||||
case shaderir.GreaterThanEqual:
|
||||
return "greaterThanEqual"
|
||||
case shaderir.NotEqual:
|
||||
return "notEqual"
|
||||
case shaderir.Dfdx:
|
||||
return "dFdx"
|
||||
case shaderir.Dfdy:
|
||||
return "dFdy"
|
||||
default:
|
||||
return string(f)
|
||||
}
|
||||
}
|
@ -19,6 +19,7 @@ import (
|
||||
"testing"
|
||||
|
||||
. "github.com/hajimehoshi/ebiten/internal/shaderir"
|
||||
"github.com/hajimehoshi/ebiten/internal/shaderir/glsl"
|
||||
)
|
||||
|
||||
func block(localVars []Type, stmts ...Stmt) Block {
|
||||
@ -149,7 +150,7 @@ func fieldSelectorExpr(a, b Expr) Expr {
|
||||
}
|
||||
|
||||
func TestOutput(t *testing.T) {
|
||||
prelude := GlslFragmentPrelude + "\n"
|
||||
prelude := glsl.FragmentPrelude + "\n"
|
||||
|
||||
tests := []struct {
|
||||
Name string
|
||||
@ -161,7 +162,7 @@ func TestOutput(t *testing.T) {
|
||||
Name: "Empty",
|
||||
Program: Program{},
|
||||
GlslVS: ``,
|
||||
GlslFS: GlslFragmentPrelude,
|
||||
GlslFS: glsl.FragmentPrelude,
|
||||
},
|
||||
{
|
||||
Name: "Uniform",
|
||||
@ -821,7 +822,7 @@ void main(void) {
|
||||
for _, tc := range tests {
|
||||
tc := tc
|
||||
t.Run(tc.Name, func(t *testing.T) {
|
||||
vs, fs := tc.Program.Glsl()
|
||||
vs, fs := glsl.Compile(&tc.Program)
|
||||
{
|
||||
got := vs
|
||||
want := tc.GlslVS + "\n"
|
||||
|
@ -28,9 +28,6 @@ type Program struct {
|
||||
Funcs []Func
|
||||
VertexFunc VertexFunc
|
||||
FragmentFunc FragmentFunc
|
||||
|
||||
structNames map[string]string
|
||||
structTypes []Type
|
||||
}
|
||||
|
||||
type Func struct {
|
||||
@ -315,24 +312,3 @@ func ParseBuiltinFunc(str string) (BuiltinFunc, bool) {
|
||||
}
|
||||
return "", false
|
||||
}
|
||||
|
||||
func (f BuiltinFunc) Glsl() string {
|
||||
switch f {
|
||||
case LessThan:
|
||||
return "lessThan"
|
||||
case LessThanEqual:
|
||||
return "lessThanEqual"
|
||||
case GreaterThan:
|
||||
return "greaterThan"
|
||||
case GreaterThanEqual:
|
||||
return "greaterThanEqual"
|
||||
case NotEqual:
|
||||
return "notEqual"
|
||||
case Dfdx:
|
||||
return "dFdx"
|
||||
case Dfdy:
|
||||
return "dFdy"
|
||||
default:
|
||||
return string(f)
|
||||
}
|
||||
}
|
||||
|
@ -81,22 +81,6 @@ func (t *Type) String() string {
|
||||
}
|
||||
}
|
||||
|
||||
func (t *Type) serialize() string {
|
||||
return t.String()
|
||||
}
|
||||
|
||||
func (t *Type) Glsl() (string, string) {
|
||||
switch t.Main {
|
||||
case Array:
|
||||
t0, t1 := t.Sub[0].Glsl()
|
||||
return t0 + t1, fmt.Sprintf("[%d]", t.Length)
|
||||
case Struct:
|
||||
panic("shaderir: a struct is not implemented")
|
||||
default:
|
||||
return t.Main.glsl(), ""
|
||||
}
|
||||
}
|
||||
|
||||
func (t *Type) FloatNum() int {
|
||||
switch t.Main {
|
||||
case Float:
|
||||
@ -136,34 +120,3 @@ const (
|
||||
Array
|
||||
Struct
|
||||
)
|
||||
|
||||
func (t BasicType) glsl() string {
|
||||
switch t {
|
||||
case None:
|
||||
return "?(none)"
|
||||
case Bool:
|
||||
return "bool"
|
||||
case Int:
|
||||
return "int"
|
||||
case Float:
|
||||
return "float"
|
||||
case Vec2:
|
||||
return "vec2"
|
||||
case Vec3:
|
||||
return "vec3"
|
||||
case Vec4:
|
||||
return "vec4"
|
||||
case Mat2:
|
||||
return "mat2"
|
||||
case Mat3:
|
||||
return "mat3"
|
||||
case Mat4:
|
||||
return "mat4"
|
||||
case Array:
|
||||
return "?(array)"
|
||||
case Struct:
|
||||
return "?(struct)"
|
||||
default:
|
||||
return fmt.Sprintf("?(unknown type: %d)", t)
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user