mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2025-01-24 18:02:02 +01:00
shader: Implement function call
This commit is contained in:
parent
2ffbd49602
commit
c986da8970
@ -53,6 +53,8 @@ type compileState struct {
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// uniforms is a collection of uniform variable names.
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uniforms []string
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funcs []function
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global block
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varyingParsed bool
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@ -60,6 +62,15 @@ type compileState struct {
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errs []string
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}
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func (cs *compileState) findFunction(name string) (int, bool) {
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for i, f := range cs.funcs {
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if f.name == name {
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return i, true
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}
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}
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return 0, false
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}
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func (cs *compileState) findUniformVariable(name string) (int, bool) {
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for i, u := range cs.uniforms {
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if u == name {
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@ -78,7 +89,6 @@ type block struct {
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types []typ
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vars []variable
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consts []constant
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funcs []function
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pos token.Pos
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outer *block
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@ -159,6 +169,40 @@ func (cs *compileState) parse(f *ast.File) {
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cs.uniforms = unames
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cs.ir.Uniforms = utypes
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// Parse function names so that any other function call the others.
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// The function data is provisional and will be updated soon.
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for _, d := range f.Decls {
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fd, ok := d.(*ast.FuncDecl)
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if !ok {
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continue
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}
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n := fd.Name.Name
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if n == cs.vertexEntry {
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continue
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}
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if n == cs.fragmentEntry {
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continue
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}
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inParams, outParams := cs.parseFuncParams(fd)
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var inT, outT []shaderir.Type
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for _, v := range inParams {
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inT = append(inT, v.typ)
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}
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for _, v := range outParams {
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outT = append(outT, v.typ)
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}
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cs.funcs = append(cs.funcs, function{
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name: n,
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ir: shaderir.Func{
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Index: len(cs.funcs),
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InParams: inT,
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OutParams: outT,
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},
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})
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}
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// Parse functions.
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for _, d := range f.Decls {
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if _, ok := d.(*ast.FuncDecl); ok {
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@ -170,7 +214,7 @@ func (cs *compileState) parse(f *ast.File) {
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return
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}
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for _, f := range cs.global.funcs {
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for _, f := range cs.funcs {
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cs.ir.Funcs = append(cs.ir.Funcs, f.ir)
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}
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}
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@ -237,17 +281,25 @@ func (cs *compileState) parseDecl(b *block, d ast.Decl) {
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}
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case *ast.FuncDecl:
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f := cs.parseFunc(b, d)
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if b == &cs.global {
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switch d.Name.Name {
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case cs.vertexEntry:
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cs.ir.VertexFunc.Block = f.ir.Block
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case cs.fragmentEntry:
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cs.ir.FragmentFunc.Block = f.ir.Block
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default:
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b.funcs = append(b.funcs, f)
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if b != &cs.global {
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cs.addError(d.Pos(), "non-global function is not implemented")
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return
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}
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switch d.Name.Name {
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case cs.vertexEntry:
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cs.ir.VertexFunc.Block = f.ir.Block
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case cs.fragmentEntry:
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cs.ir.FragmentFunc.Block = f.ir.Block
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default:
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// The function is already registered for their names.
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for i := range cs.funcs {
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if cs.funcs[i].name == d.Name.Name {
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// Index is already determined by the provisional parsing.
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f.ir.Index = cs.funcs[i].ir.Index
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cs.funcs[i] = f
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break
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}
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}
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} else {
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b.funcs = append(b.funcs, f)
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}
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default:
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cs.addError(d.Pos(), "unexpected decl")
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@ -305,6 +357,40 @@ func (s *compileState) parseConstant(vs *ast.ValueSpec) []constant {
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return cs
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}
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func (cs *compileState) parseFuncParams(d *ast.FuncDecl) (in, out []variable) {
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for _, f := range d.Type.Params.List {
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t := cs.parseType(f.Type)
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for _, n := range f.Names {
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in = append(in, variable{
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name: n.Name,
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typ: t,
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})
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}
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}
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if d.Type.Results == nil {
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return
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}
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for _, f := range d.Type.Results.List {
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t := cs.parseType(f.Type)
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if len(f.Names) == 0 {
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out = append(out, variable{
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name: "",
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typ: t,
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})
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} else {
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for _, n := range f.Names {
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out = append(out, variable{
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name: n.Name,
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typ: t,
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})
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}
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}
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}
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return
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}
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func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) function {
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if d.Name == nil {
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cs.addError(d.Pos(), "function must have a name")
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@ -315,51 +401,15 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) function {
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return function{}
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}
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var inT []shaderir.Type
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var inParams []variable
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inParams, outParams := cs.parseFuncParams(d)
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for _, f := range d.Type.Params.List {
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t := cs.parseType(f.Type)
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for _, n := range f.Names {
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inParams = append(inParams, variable{
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name: n.Name,
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typ: t,
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})
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inT = append(inT, t)
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}
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}
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var outT []shaderir.Type
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var outParams []variable
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if d.Type.Results != nil {
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for _, f := range d.Type.Results.List {
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t := cs.parseType(f.Type)
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if len(f.Names) == 0 {
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outParams = append(outParams, variable{
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name: "",
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typ: t,
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})
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outT = append(outT, t)
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} else {
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for _, n := range f.Names {
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outParams = append(outParams, variable{
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name: n.Name,
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typ: t,
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})
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outT = append(outT, t)
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}
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}
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}
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}
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checkVaryings := func(types []shaderir.Type) {
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if len(cs.ir.Varyings) != len(types) {
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checkVaryings := func(vs []variable) {
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if len(cs.ir.Varyings) != len(vs) {
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cs.addError(d.Pos(), fmt.Sprintf("the number of vertex entry point's returning values and the number of framgent entry point's params must be the same"))
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return
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}
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for i, t := range cs.ir.Varyings {
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if t.Main != types[i].Main {
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if t.Main != vs[i].typ.Main {
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cs.addError(d.Pos(), fmt.Sprintf("vertex entry point's returning value types and framgent entry point's param types must match"))
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}
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}
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@ -368,8 +418,8 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) function {
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if block == &cs.global {
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switch d.Name.Name {
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case cs.vertexEntry:
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for _, t := range inT {
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cs.ir.Attributes = append(cs.ir.Attributes, t)
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for _, v := range inParams {
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cs.ir.Attributes = append(cs.ir.Attributes, v.typ)
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}
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// The first out-param is treated as gl_Position in GLSL.
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@ -377,17 +427,17 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) function {
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cs.addError(d.Pos(), fmt.Sprintf("vertex entry point must have at least one returning vec4 value for a position"))
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return function{}
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}
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if outT[0].Main != shaderir.Vec4 {
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if outParams[0].typ.Main != shaderir.Vec4 {
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cs.addError(d.Pos(), fmt.Sprintf("vertex entry point must have at least one returning vec4 value for a position"))
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return function{}
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}
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if cs.varyingParsed {
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checkVaryings(outT[1:])
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checkVaryings(outParams[1:])
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} else {
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for _, t := range outT[1:] {
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for _, v := range outParams[1:] {
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// TODO: Check that these params are not arrays or structs
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cs.ir.Varyings = append(cs.ir.Varyings, t)
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cs.ir.Varyings = append(cs.ir.Varyings, v.typ)
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}
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}
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cs.varyingParsed = true
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@ -396,7 +446,7 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) function {
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cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have at least one vec4 parameter for a position"))
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return function{}
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}
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if inT[0].Main != shaderir.Vec4 {
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if inParams[0].typ.Main != shaderir.Vec4 {
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cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have at least one vec4 parameter for a position"))
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return function{}
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}
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@ -405,16 +455,16 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) function {
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cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have one returning vec4 value for a color"))
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return function{}
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}
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if outT[0].Main != shaderir.Vec4 {
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if outParams[0].typ.Main != shaderir.Vec4 {
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cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have one returning vec4 value for a color"))
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return function{}
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}
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if cs.varyingParsed {
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checkVaryings(inT[1:])
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checkVaryings(inParams[1:])
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} else {
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for _, t := range inT[1:] {
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cs.ir.Varyings = append(cs.ir.Varyings, t)
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for _, v := range inParams[1:] {
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cs.ir.Varyings = append(cs.ir.Varyings, v.typ)
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}
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}
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cs.varyingParsed = true
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@ -423,11 +473,18 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) function {
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b := cs.parseBlock(block, d.Body, inParams, outParams)
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var inT, outT []shaderir.Type
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for _, v := range inParams {
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inT = append(inT, v.typ)
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}
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for _, v := range outParams {
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outT = append(outT, v.typ)
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}
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return function{
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name: d.Name.Name,
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block: b,
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ir: shaderir.Func{
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Index: len(cs.ir.Funcs),
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InParams: inT,
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OutParams: outT,
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Block: b.ir,
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@ -666,27 +723,104 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr) (shaderir.Expr, [
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Exprs: []shaderir.Expr{lhs, rhs},
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}, stmts
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case *ast.CallExpr:
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var exprs []shaderir.Expr
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var stmts []shaderir.Stmt
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var (
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callee shaderir.Expr
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args []shaderir.Expr
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stmts []shaderir.Stmt
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)
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// Parse the argument first for the order of the statements.
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for _, a := range e.Args {
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e, ss := cs.parseExpr(block, a)
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// TODO: Convert integer literals to float literals if necessary.
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exprs = append(exprs, e)
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args = append(args, e)
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stmts = append(stmts, ss...)
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}
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// TODO: When len(stmts) is not 0?
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// TODO: When len(ss) is not 0?
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expr, ss := cs.parseExpr(block, e.Fun)
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exprs = append([]shaderir.Expr{expr}, exprs...)
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callee = expr
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stmts = append(stmts, ss...)
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// TODO: Return statements to call the function separately.
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return shaderir.Expr{
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Type: shaderir.Call,
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Exprs: exprs,
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}, stmts
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// For built-in functions, we can call this in this position. Return an expression for the function
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// call.
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if expr.Type == shaderir.BuiltinFuncExpr {
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return shaderir.Expr{
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Type: shaderir.Call,
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Exprs: append([]shaderir.Expr{callee}, args...),
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}, stmts
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}
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if expr.Type != shaderir.FunctionExpr {
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cs.addError(e.Pos(), fmt.Sprintf("function callee must be a funciton name but %s", e.Fun))
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}
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f := cs.funcs[expr.Index]
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var outParams []int
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for _, p := range f.ir.OutParams {
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idx := len(block.vars)
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block.vars = append(block.vars, variable{
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typ: p,
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})
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block.ir.LocalVars = append(block.ir.LocalVars, p)
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args = append(args, shaderir.Expr{
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Type: shaderir.LocalVariable,
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Index: idx,
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})
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outParams = append(outParams, idx)
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}
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if t := f.ir.Return; t.Main != shaderir.None {
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idx := len(block.vars)
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block.vars = append(block.vars, variable{
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typ: t,
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})
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// Calling the function should be done eariler to treat out-params correctly.
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stmts = append(stmts, shaderir.Stmt{
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Type: shaderir.Assign,
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Exprs: []shaderir.Expr{
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{
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Type: shaderir.LocalVariable,
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Index: idx,
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},
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{
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Type: shaderir.Call,
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Exprs: append([]shaderir.Expr{callee}, args...),
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},
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},
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})
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// The actual expression here is just a local variable that includes the result of the
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// function call.
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return shaderir.Expr{
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Type: shaderir.LocalVariable,
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Index: idx,
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}, stmts
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}
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// Even if the function doesn't return anything, calling the function should be done eariler to keep
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// the evaluation order.
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stmts = append(stmts, shaderir.Stmt{
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Type: shaderir.ExprStmt,
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Exprs: []shaderir.Expr{
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{
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Type: shaderir.Call,
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Exprs: append([]shaderir.Expr{callee}, args...),
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},
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},
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})
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// TODO: What about the other params?
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if len(outParams) > 0 {
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return shaderir.Expr{
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Type: shaderir.LocalVariable,
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Index: outParams[0],
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}, stmts
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}
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// TODO: Is an empty expression work?
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return shaderir.Expr{}, stmts
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case *ast.Ident:
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if i, ok := block.findLocalVariable(e.Name); ok {
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return shaderir.Expr{
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@ -694,6 +828,12 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr) (shaderir.Expr, [
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Index: i,
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}, nil
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}
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if i, ok := cs.findFunction(e.Name); ok {
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return shaderir.Expr{
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Type: shaderir.FunctionExpr,
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Index: i,
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}, nil
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}
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if i, ok := cs.findUniformVariable(e.Name); ok {
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return shaderir.Expr{
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Type: shaderir.UniformVariable,
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@ -183,6 +183,28 @@ func Foo(foo vec2) vec4 {
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l2 = vec4(l0, 0.0, 1.0);
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l1 = l2;
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return;
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}`,
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},
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{
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Name: "call",
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Src: `package main
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func Foo(x vec2) vec2 {
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return Bar(x)
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}
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func Bar(x vec2) vec2 {
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return x
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}`,
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VS: `void F0(in vec2 l0, out vec2 l1) {
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vec2 l2 = vec2(0.0);
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F1(l0, l2);
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l1 = l2;
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return;
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}
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void F1(in vec2 l0, out vec2 l1) {
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l1 = l0;
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return;
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}`,
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},
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{
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