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internal/shaderir: refactoring: use the append pattern
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e4c9d6705c
commit
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@ -14,6 +14,6 @@
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package shaderir
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func (p *Program) ReachableUniformVariablesFromBlock(block *Block) []int {
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return p.reachableUniformVariablesFromBlock(block)
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func (p *Program) AppendReachableUniformVariablesFromBlock(indices []int, block *Block) []int {
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return p.appendReachableUniformVariablesFromBlock(indices, block)
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}
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@ -436,7 +436,7 @@ func walkExprsInExpr(f func(expr *Expr), expr *Expr) {
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}
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}
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func (p *Program) reachableUniformVariablesFromBlock(block *Block) []int {
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func (p *Program) appendReachableUniformVariablesFromBlock(indices []int, block *Block) []int {
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indexToFunc := map[int]*Func{}
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for _, f := range p.Funcs {
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f := f
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@ -444,12 +444,12 @@ func (p *Program) reachableUniformVariablesFromBlock(block *Block) []int {
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}
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visitedFuncs := map[int]struct{}{}
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indices := map[int]struct{}{}
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indicesSet := map[int]struct{}{}
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var f func(expr *Expr)
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f = func(expr *Expr) {
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switch expr.Type {
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case UniformVariable:
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indices[expr.Index] = struct{}{}
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indicesSet[expr.Index] = struct{}{}
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case FunctionExpr:
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if _, ok := visitedFuncs[expr.Index]; ok {
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return
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@ -460,24 +460,21 @@ func (p *Program) reachableUniformVariablesFromBlock(block *Block) []int {
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}
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walkExprs(f, block)
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is := make([]int, 0, len(indices))
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for i := range indices {
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is = append(is, i)
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for i := range indicesSet {
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indices = append(indices, i)
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}
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sort.Ints(is)
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return is
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return indices
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}
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// FilterUniformVariables replaces uniform variables with nil when they are not used.
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// By minimizing uniform variables, more commands can be merged in the graphicscommand package.
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func (p *Program) FilterUniformVariables(uniforms []uint32) {
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if p.uniformMask == nil {
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indices := p.appendReachableUniformVariablesFromBlock(nil, p.VertexFunc.Block)
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indices = p.appendReachableUniformVariablesFromBlock(indices, p.FragmentFunc.Block)
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reachableUniforms := make([]bool, len(p.Uniforms))
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for _, i := range p.reachableUniformVariablesFromBlock(p.VertexFunc.Block) {
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reachableUniforms[i] = true
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}
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for _, i := range p.reachableUniformVariablesFromBlock(p.FragmentFunc.Block) {
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reachableUniforms[i] = true
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for _, idx := range indices {
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reachableUniforms[idx] = true
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}
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for i, typ := range p.Uniforms {
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fs := make([]uint32, typ.Uint32Count())
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@ -15,6 +15,7 @@
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package shaderir_test
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import (
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"sort"
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"testing"
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"github.com/hajimehoshi/ebiten/v2/internal/shader"
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@ -105,7 +106,8 @@ func neverCalled() float {
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if err != nil {
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t.Fatal(err)
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}
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got := ir.ReachableUniformVariablesFromBlock(ir.Funcs[c.index].Block)
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got := ir.AppendReachableUniformVariablesFromBlock(nil, ir.Funcs[c.index].Block)
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sort.Ints(got)
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want := c.expected
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if !areIntSlicesEqual(got, want) {
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t.Errorf("test: %v, got: %v, want: %v", c, got, want)
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