Add shader package

Updates #482
This commit is contained in:
Hajime Hoshi 2020-05-09 00:46:01 +09:00
parent 4fa52dcc56
commit b3df3a7864
3 changed files with 347 additions and 0 deletions

169
internal/shader/shader.go Normal file
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// 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 shader
import (
"fmt"
"go/ast"
"go/parser"
"go/token"
"regexp"
"sort"
"strings"
)
const (
varyingStructName = "VertexOut"
)
var (
kageTagRe = regexp.MustCompile("^`" + `kage:\"(.+)\"` + "`$")
)
type nameAndType struct {
name string
typ typ
}
type Shader struct {
// position is the field name of VertexOut that represents a vertex position (gl_Position in GLSL).
position nameAndType
// varyings is a set of varying variables.
varyings []nameAndType
errs []string
}
type ParseError struct {
errs []string
}
func (p *ParseError) Error() string {
return strings.Join(p.errs, "\n")
}
func NewShader(src []byte) (*Shader, error) {
f, err := parser.ParseFile(token.NewFileSet(), "", src, parser.AllErrors)
if err != nil {
return nil, err
}
s := &Shader{}
s.parse(f)
if len(s.errs) > 0 {
return nil, &ParseError{s.errs}
}
// TODO: Make a call graph and reorder the elements.
return s, nil
}
func (s *Shader) parse(f *ast.File) {
// TODO: Accumulate errors
for name, obj := range f.Scope.Objects {
switch name {
case varyingStructName:
s.parseVaryingStruct(obj)
}
}
}
func (sh *Shader) parseVaryingStruct(obj *ast.Object) {
name := obj.Name
if obj.Kind != ast.Typ {
sh.errs = append(sh.errs, fmt.Sprintf("%s must be a type but %s", name, obj.Kind))
return
}
t := obj.Decl.(*ast.TypeSpec).Type
s, ok := t.(*ast.StructType)
if !ok {
sh.errs = append(sh.errs, fmt.Sprintf("%s must be a struct but not", name))
return
}
for _, f := range s.Fields.List {
if f.Tag != nil {
tag := f.Tag.Value
m := kageTagRe.FindStringSubmatch(tag)
if m == nil {
sh.errs = append(sh.errs, fmt.Sprintf("invalid struct tag: %s", tag))
continue
}
if m[1] != "position" {
sh.errs = append(sh.errs, fmt.Sprintf("struct tag value must be position in %s but %s", varyingStructName, m[1]))
continue
}
if len(f.Names) != 1 {
sh.errs = append(sh.errs, fmt.Sprintf("position members must be one"))
continue
}
t, err := parseType(f.Type)
if err != nil {
sh.errs = append(sh.errs, err.Error())
continue
}
if t != typVec4 {
sh.errs = append(sh.errs, fmt.Sprintf("position must be vec4 but %s", t))
continue
}
sh.position = nameAndType{
name: f.Names[0].Name,
typ: t,
}
continue
}
t, err := parseType(f.Type)
if err != nil {
sh.errs = append(sh.errs, err.Error())
continue
}
if !t.numeric() {
sh.errs = append(sh.errs, fmt.Sprintf("members in %s must be numeric but %s", varyingStructName, t))
continue
}
for _, n := range f.Names {
sh.varyings = append(sh.varyings, nameAndType{
name: n.Name,
typ: t,
})
}
}
sort.Slice(sh.varyings, func(a, b int) bool {
return sh.varyings[a].name < sh.varyings[b].name
})
}
// Dump dumps the shader state in an intermediate language.
func (s *Shader) Dump() string {
var lines []string
lines = append(lines, fmt.Sprintf("var %s varying %s // position", s.position.name, s.position.typ))
for _, v := range s.varyings {
lines = append(lines, fmt.Sprintf("var %s varying %s", v.name, v.typ))
}
return strings.Join(lines, "\n") + "\n"
}
func (s *Shader) GlslVertex() string {
var lines []string
for _, v := range s.varyings {
// TODO: variable names must be escaped not to conflict with keywords.
lines = append(lines, fmt.Sprintf("varying %s %s;", v.typ.glslString(), v.name))
}
return strings.Join(lines, "\n") + "\n"
}

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// 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 shader_test
import (
"testing"
. "github.com/hajimehoshi/ebiten/internal/shader"
)
func TestGlsl(t *testing.T) {
tests := []struct {
In string
Dump string
}{
{
In: `package main
type VertexOut struct {
Position vec4 ` + "`kage:\"position\"`" + `
TexCoord vec2
Color vec4
}
`,
Dump: `var Position varying vec4 // position
var Color varying vec4
var TexCoord varying vec2
`,
},
}
for _, tc := range tests {
s, err := NewShader([]byte(tc.In))
if err != nil {
t.Error(err)
continue
}
if got, want := s.Dump(), tc.Dump; got != want {
t.Errorf("got: %v, want: %v", got, want)
}
}
}

125
internal/shader/type.go Normal file
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// 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 shader
import (
"fmt"
"go/ast"
)
type typ int
// TODO: What about array types?
const (
typBool typ = iota
typInt
typFloat
typVec2
typVec3
typVec4
typMat2
typMat3
typMat4
typSampler2d
)
func parseType(expr ast.Expr) (typ, error) {
switch t := expr.(type) {
case *ast.Ident:
switch t.Name {
case "bool":
return typBool, nil
case "int":
return typInt, nil
case "float":
return typFloat, nil
case "vec2":
return typVec2, nil
case "vec3":
return typVec3, nil
case "vec4":
return typVec4, nil
case "mat2":
return typMat2, nil
case "mat3":
return typMat3, nil
case "mat4":
return typMat4, nil
case "sampler2d":
return typSampler2d, nil
}
// TODO: Parse array types
}
return 0, fmt.Errorf("invalid type: %s", expr)
}
func (t typ) String() string {
switch t {
case typBool:
return "bool"
case typInt:
return "int"
case typFloat:
return "float"
case typVec2:
return "vec2"
case typVec3:
return "vec3"
case typVec4:
return "vec4"
case typMat2:
return "mat2"
case typMat3:
return "mat3"
case typMat4:
return "mat4"
case typSampler2d:
return "sampler2d"
default:
return fmt.Sprintf("unknown(%d)", t)
}
}
func (t typ) numeric() bool {
return t != typSampler2d
}
func (t typ) glslString() string {
switch t {
case typBool:
return "bool"
case typInt:
return "int"
case typFloat:
return "float"
case typVec2:
return "vec2"
case typVec3:
return "vec3"
case typVec4:
return "vec4"
case typMat2:
return "mat2"
case typMat3:
return "mat3"
case typMat4:
return "mat4"
case typSampler2d:
return "?(sampler2d)"
default:
return fmt.Sprintf("?(%d)", t)
}
}