internal/shader: allow less arguments at Fragment

Closes #3073
This commit is contained in:
Hajime Hoshi 2024-08-25 18:57:33 +09:00
parent e2662a8af7
commit 9693ce8382
3 changed files with 111 additions and 2 deletions

View File

@ -170,7 +170,7 @@ var ScreenShaderSource = []byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
func Fragment(dstPos vec4, srcPos vec2) vec4 {
// Blend source colors in a square region, which size is 1/scale.
scale := imageDstSize()/imageSrc0Size()
pos := srcPos
@ -193,7 +193,7 @@ var ClearShaderSource = []byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
func Fragment() vec4 {
return vec4(0)
}
`)

View File

@ -821,6 +821,12 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) (function, bool
inParams, outParams, returnType := cs.parseFuncParams(block, d.Name.Name, d)
if d.Name.Name == cs.fragmentEntry {
if len(inParams) == 0 {
inParams = append(inParams, variable{
name: "_",
typ: shaderir.Type{Main: shaderir.Vec4},
})
}
// The 0th inParams is a special variable for position and is not included in varying variables.
if diff := len(cs.ir.Varyings) - (len(inParams) - 1); diff > 0 {
// inParams is not enough when the vertex shader has more returning values than the fragment shader's arguments.

View File

@ -2682,3 +2682,106 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4, custom vec4) vec4 {
}
}
}
func TestShaderFragmentLessArguments(t *testing.T) {
const w, h = 16, 16
s0, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment() vec4 {
return vec4(1, 0, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
s1, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4) vec4 {
return vec4(0, 1, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
s2, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(dstPos vec4, srcPos vec2) vec4 {
return vec4(0, 0, 1, 1)
}
`))
if err != nil {
t.Fatal(err)
}
dst := ebiten.NewImage(w, h)
for idx, s := range []*ebiten.Shader{s0, s1, s2} {
dst.Clear()
dst.DrawTrianglesShader([]ebiten.Vertex{
{
DstX: 0,
DstY: 0,
SrcX: 0,
SrcY: 0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w,
DstY: 0,
SrcX: w,
SrcY: 0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: 0,
DstY: h,
SrcX: 0,
SrcY: h,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w,
DstY: h,
SrcX: w,
SrcY: h,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
}, []uint16{0, 1, 2, 1, 2, 3}, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
switch idx {
case 0:
want = color.RGBA{R: 0xff, A: 0xff}
case 1:
want = color.RGBA{G: 0xff, A: 0xff}
case 2:
want = color.RGBA{B: 0xff, A: 0xff}
}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
}