internal/shader: add type checks to bool/int/flaot

Updates #2184
This commit is contained in:
Hajime Hoshi 2022-07-08 00:07:32 +09:00
parent faa2ad5c6f
commit a3590cb258
3 changed files with 112 additions and 14 deletions

View File

@ -346,7 +346,15 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr, markLocalVariable
}, },
}, []shaderir.Type{{Main: shaderir.Int}}, stmts, true }, []shaderir.Type{{Main: shaderir.Int}}, stmts, true
case shaderir.IntF: case shaderir.IntF:
if args[0].Type == shaderir.NumberExpr && canTruncateToInteger(args[0].Const) { if len(args) != 1 {
cs.addError(e.Pos(), fmt.Sprintf("number of %s's arguments must be 1 but %d", callee.BuiltinFunc, len(args)))
return nil, nil, nil, false
}
if args[0].Type == shaderir.NumberExpr {
if !canTruncateToInteger(args[0].Const) {
cs.addError(e.Pos(), fmt.Sprintf("cannot convert %s to type int", args[0].Const.String()))
return nil, nil, nil, false
}
return []shaderir.Expr{ return []shaderir.Expr{
{ {
Type: shaderir.NumberExpr, Type: shaderir.NumberExpr,
@ -356,14 +364,20 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr, markLocalVariable
}, []shaderir.Type{{Main: shaderir.Int}}, stmts, true }, []shaderir.Type{{Main: shaderir.Int}}, stmts, true
} }
case shaderir.FloatF: case shaderir.FloatF:
if len(args) != 1 {
cs.addError(e.Pos(), fmt.Sprintf("number of %s's arguments must be 1 but %d", callee.BuiltinFunc, len(args)))
return nil, nil, nil, false
}
if args[0].Type == shaderir.NumberExpr { if args[0].Type == shaderir.NumberExpr {
return []shaderir.Expr{ if args[0].Const.Kind() == gconstant.Int || args[0].Const.Kind() == gconstant.Float {
{ return []shaderir.Expr{
Type: shaderir.NumberExpr, {
Const: gconstant.ToFloat(args[0].Const), Type: shaderir.NumberExpr,
ConstType: shaderir.ConstTypeFloat, Const: gconstant.ToFloat(args[0].Const),
}, ConstType: shaderir.ConstTypeFloat,
}, []shaderir.Type{{Main: shaderir.Float}}, stmts, true },
}, []shaderir.Type{{Main: shaderir.Float}}, stmts, true
}
} }
case shaderir.Atan: case shaderir.Atan:
if len(args) != 1 { if len(args) != 1 {
@ -379,13 +393,22 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr, markLocalVariable
var t shaderir.Type var t shaderir.Type
switch callee.BuiltinFunc { switch callee.BuiltinFunc {
case shaderir.BoolF: case shaderir.BoolF:
// TODO: Check arg types. if err := checkArgsForBoolBuiltinFunc(args, argts); err != nil {
cs.addError(e.Pos(), err.Error())
return nil, nil, nil, false
}
t = shaderir.Type{Main: shaderir.Bool} t = shaderir.Type{Main: shaderir.Bool}
case shaderir.IntF: case shaderir.IntF:
// TODO: Check arg types. if err := checkArgsForIntBuiltinFunc(args, argts); err != nil {
cs.addError(e.Pos(), err.Error())
return nil, nil, nil, false
}
t = shaderir.Type{Main: shaderir.Int} t = shaderir.Type{Main: shaderir.Int}
case shaderir.FloatF: case shaderir.FloatF:
// TODO: Check arg types. if err := checkArgsForFloatBuiltinFunc(args, argts); err != nil {
cs.addError(e.Pos(), err.Error())
return nil, nil, nil, false
}
t = shaderir.Type{Main: shaderir.Float} t = shaderir.Type{Main: shaderir.Float}
case shaderir.Vec2F: case shaderir.Vec2F:
if err := checkArgsForVec2BuiltinFunc(args, argts); err != nil { if err := checkArgsForVec2BuiltinFunc(args, argts); err != nil {

View File

@ -1358,6 +1358,33 @@ func TestSyntaxBuiltinFuncType(t *testing.T) {
stmt string stmt string
err bool err bool
}{ }{
{stmt: "a := bool(false); _ = a", err: false},
{stmt: "i := false; a := bool(i); _ = a", err: false},
{stmt: "a := bool(1); _ = a", err: true},
{stmt: "a := bool(1.0); _ = a", err: true},
{stmt: "a := bool(); _ = a", err: true},
{stmt: "a := bool(false, true); _ = a", err: true},
{stmt: "a := int(1); _ = a", err: false},
{stmt: "a := int(1.0); _ = a", err: false},
{stmt: "i := 1; a := int(i); _ = a", err: false},
{stmt: "i := 1.0; a := int(i); _ = a", err: false},
{stmt: "i := 1.1; a := int(i); _ = a", err: false},
{stmt: "a := int(1.1); _ = a", err: true},
{stmt: "a := int(false); _ = a", err: true},
{stmt: "a := int(); _ = a", err: true},
{stmt: "a := int(1, 2); _ = a", err: true},
{stmt: "a := float(1); _ = a", err: false},
{stmt: "a := float(1.0); _ = a", err: false},
{stmt: "a := float(1.1); _ = a", err: false},
{stmt: "i := 1; a := float(i); _ = a", err: false},
{stmt: "i := 1.0; a := float(i); _ = a", err: false},
{stmt: "i := 1.1; a := float(i); _ = a", err: false},
{stmt: "a := float(false); _ = a", err: true},
{stmt: "a := float(); _ = a", err: true},
{stmt: "a := float(1, 2); _ = a", err: true},
{stmt: "a := vec2(1); _ = a", err: false}, {stmt: "a := vec2(1); _ = a", err: false},
{stmt: "a := vec2(1.0); _ = a", err: false}, {stmt: "a := vec2(1.0); _ = a", err: false},
{stmt: "i := 1; a := vec2(i); _ = a", err: false}, {stmt: "i := 1; a := vec2(i); _ = a", err: false},

View File

@ -119,6 +119,54 @@ func canBeFloatImplicitly(expr shaderir.Expr, t shaderir.Type) bool {
return false return false
} }
func checkArgsForBoolBuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
if len(args) != 1 {
return fmt.Errorf("number of bool's arguments must be 1 but %d", len(args))
}
if argts[0].Main == shaderir.Bool {
return nil
}
if args[0].Const != nil && args[0].Const.Kind() == gconstant.Bool {
return nil
}
return fmt.Errorf("invalid arguments for bool: (%s)", argts[0].String())
}
func checkArgsForIntBuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
if len(args) != 1 {
return fmt.Errorf("number of int's arguments must be 1 but %d", len(args))
}
if argts[0].Main == shaderir.Int || argts[0].Main == shaderir.Float {
return nil
}
if args[0].Const != nil && canTruncateToInteger(args[0].Const) {
return nil
}
return fmt.Errorf("invalid arguments for int: (%s)", argts[0].String())
}
func checkArgsForFloatBuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
}
if len(args) != 1 {
return fmt.Errorf("number of float's arguments must be 1 but %d", len(args))
}
if canBeFloatImplicitly(args[0], argts[0]) {
return nil
}
return fmt.Errorf("invalid arguments for float: (%s)", argts[0].String())
}
func checkArgsForVec2BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error { func checkArgsForVec2BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
if len(args) != len(argts) { if len(args) != len(argts) {
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts)) return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
@ -137,7 +185,7 @@ func checkArgsForVec2BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) er
return nil return nil
} }
default: default:
return fmt.Errorf("too many arguments for vec2") return fmt.Errorf("invalid number of arguments for vec2")
} }
var str []string var str []string
@ -172,7 +220,7 @@ func checkArgsForVec3BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) er
return nil return nil
} }
default: default:
return fmt.Errorf("too many arguments for vec3") return fmt.Errorf("invalid number of arguments for vec3")
} }
var str []string var str []string
@ -220,7 +268,7 @@ func checkArgsForVec4BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) er
return nil return nil
} }
default: default:
return fmt.Errorf("too many arguments for vec4") return fmt.Errorf("invalid number of arguments for vec4")
} }
var str []string var str []string