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internal/shader: bug fix: evaluate the builtin float/int functions in the pre-compile phase correctly
Closes #2011
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@ -291,7 +291,9 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr, markLocalVariable
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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 callee.Type == shaderir.BuiltinFuncExpr {
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if callee.BuiltinFunc == shaderir.Len || callee.BuiltinFunc == shaderir.Cap {
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// Process compile-time evaluations.
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switch callee.BuiltinFunc {
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case shaderir.Len, shaderir.Cap:
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if len(args) != 1 {
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cs.addError(e.Pos(), fmt.Sprintf("number of %s's arguments must be 1 but %d", callee.BuiltinFunc, len(args)))
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return nil, nil, nil, false
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@ -307,6 +309,26 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr, markLocalVariable
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ConstType: shaderir.ConstTypeInt,
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},
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}, []shaderir.Type{{Main: shaderir.Int}}, stmts, true
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case shaderir.IntF:
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if args[0].Type == shaderir.NumberExpr && canTruncateToInteger(args[0].Const) {
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return []shaderir.Expr{
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{
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Type: shaderir.NumberExpr,
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Const: gconstant.ToInt(args[0].Const),
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ConstType: shaderir.ConstTypeInt,
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},
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}, []shaderir.Type{{Main: shaderir.Int}}, stmts, true
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}
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case shaderir.FloatF:
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if args[0].Type == shaderir.NumberExpr {
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return []shaderir.Expr{
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{
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Type: shaderir.NumberExpr,
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Const: gconstant.ToFloat(args[0].Const),
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ConstType: shaderir.ConstTypeFloat,
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},
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}, []shaderir.Type{{Main: shaderir.Float}}, stmts, true
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}
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}
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var t shaderir.Type
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