mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
parent
f89277fd85
commit
faa2ad5c6f
@ -406,13 +406,22 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr, markLocalVariable
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}
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}
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t = shaderir.Type{Main: shaderir.Vec4}
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t = shaderir.Type{Main: shaderir.Vec4}
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case shaderir.Mat2F:
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case shaderir.Mat2F:
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// TODO: Check arg types.
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if err := checkArgsForMat2BuiltinFunc(args, argts); err != nil {
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cs.addError(e.Pos(), err.Error())
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return nil, nil, nil, false
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}
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t = shaderir.Type{Main: shaderir.Mat2}
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t = shaderir.Type{Main: shaderir.Mat2}
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case shaderir.Mat3F:
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case shaderir.Mat3F:
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// TODO: Check arg types.
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if err := checkArgsForMat3BuiltinFunc(args, argts); err != nil {
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cs.addError(e.Pos(), err.Error())
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return nil, nil, nil, false
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}
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t = shaderir.Type{Main: shaderir.Mat3}
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t = shaderir.Type{Main: shaderir.Mat3}
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case shaderir.Mat4F:
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case shaderir.Mat4F:
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// TODO: Check arg types.
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if err := checkArgsForMat4BuiltinFunc(args, argts); err != nil {
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cs.addError(e.Pos(), err.Error())
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return nil, nil, nil, false
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}
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t = shaderir.Type{Main: shaderir.Mat4}
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t = shaderir.Type{Main: shaderir.Mat4}
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case shaderir.Step:
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case shaderir.Step:
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// TODO: Check arg types.
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// TODO: Check arg types.
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@ -1415,6 +1415,84 @@ func TestSyntaxBuiltinFuncType(t *testing.T) {
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{stmt: "a := vec4(1, vec4(1)); _ = a", err: true},
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{stmt: "a := vec4(1, vec4(1)); _ = a", err: true},
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{stmt: "a := vec4(vec4(1), vec4(1), vec4(1), vec4(1)); _ = a", err: true},
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{stmt: "a := vec4(vec4(1), vec4(1), vec4(1), vec4(1)); _ = a", err: true},
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{stmt: "a := vec4(1, 1, 1, 1, 1); _ = a", err: true},
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{stmt: "a := vec4(1, 1, 1, 1, 1); _ = a", err: true},
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{stmt: "a := mat2(1); _ = a", err: false},
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{stmt: "a := mat2(1.0); _ = a", err: false},
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{stmt: "i := 1; a := mat2(i); _ = a", err: false},
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{stmt: "i := 1.0; a := mat2(i); _ = a", err: false},
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{stmt: "a := mat2(mat2(1)); _ = a", err: false},
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{stmt: "a := mat2(vec2(1)); _ = a", err: true},
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{stmt: "a := mat2(mat3(1)); _ = a", err: true},
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{stmt: "a := mat2(mat4(1)); _ = a", err: true},
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{stmt: "a := mat2(vec2(1), vec2(1)); _ = a", err: false},
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{stmt: "a := mat2(1, 1); _ = a", err: true},
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{stmt: "a := mat2(1, vec2(1)); _ = a", err: true},
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{stmt: "a := mat2(vec2(1), vec3(1)); _ = a", err: true},
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{stmt: "a := mat2(mat2(1), mat2(1)); _ = a", err: true},
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{stmt: "a := mat2(1, 1, 1, 1); _ = a", err: false},
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{stmt: "a := mat2(1.0, 1.0, 1.0, 1.0); _ = a", err: false},
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{stmt: "i := 1; a := mat2(i, i, i, i); _ = a", err: false},
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{stmt: "i := 1.0; a := mat2(i, i, i, i); _ = a", err: false},
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{stmt: "a := mat2(vec2(1), vec2(1), vec2(1), vec2(1)); _ = a", err: true},
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{stmt: "a := mat2(1, 1, 1, vec2(1)); _ = a", err: true},
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{stmt: "a := mat2(1, 1, 1, vec3(1)); _ = a", err: true},
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{stmt: "a := mat2(mat2(1), mat2(1), mat2(1), mat2(1)); _ = a", err: true},
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{stmt: "a := mat2(1, 1, 1); _ = a", err: true},
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{stmt: "a := mat2(1, 1, 1, 1, 1); _ = a", err: true},
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{stmt: "a := mat3(1); _ = a", err: false},
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{stmt: "a := mat3(1.0); _ = a", err: false},
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{stmt: "i := 1; a := mat3(i); _ = a", err: false},
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{stmt: "i := 1.0; a := mat3(i); _ = a", err: false},
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{stmt: "a := mat3(mat3(1)); _ = a", err: false},
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{stmt: "a := mat3(vec2(1)); _ = a", err: true},
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{stmt: "a := mat3(mat2(1)); _ = a", err: true},
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{stmt: "a := mat3(mat4(1)); _ = a", err: true},
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{stmt: "a := mat3(vec3(1), vec3(1), vec3(1)); _ = a", err: false},
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{stmt: "a := mat3(1, 1, 1); _ = a", err: true},
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{stmt: "a := mat3(1, 1, vec3(1)); _ = a", err: true},
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{stmt: "a := mat3(vec3(1), vec3(1), vec4(1)); _ = a", err: true},
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{stmt: "a := mat3(mat3(1), mat3(1), mat3(1)); _ = a", err: true},
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{stmt: "a := mat3(1, 1, 1, 1, 1, 1, 1, 1, 1); _ = a", err: false},
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{stmt: "a := mat3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0); _ = a", err: false},
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{stmt: "i := 1; a := mat3(i, i, i, i, i, i, i, i, i); _ = a", err: false},
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{stmt: "i := 1.0; a := mat3(i, i, i, i, i, i, i, i, i); _ = a", err: false},
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{stmt: "a := mat3(vec3(1), vec3(1), vec3(1), vec3(1), vec3(1), vec3(1), vec3(1), vec3(1), vec3(1)); _ = a", err: true},
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{stmt: "a := mat3(1, 1, 1, 1, 1, 1, 1, 1, vec2(1)); _ = a", err: true},
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{stmt: "a := mat3(1, 1, 1, 1, 1, 1, 1, 1, vec3(1)); _ = a", err: true},
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{stmt: "a := mat3(mat3(1), mat3(1), mat3(1), mat3(1), mat3(1), mat3(1), mat3(1), mat3(1), mat3(1)); _ = a", err: true},
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{stmt: "a := mat3(1, 1, 1, 1, 1, 1, 1, 1); _ = a", err: true},
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{stmt: "a := mat3(1, 1, 1, 1, 1, 1, 1, 1, 1, 1); _ = a", err: true},
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{stmt: "a := mat4(1); _ = a", err: false},
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{stmt: "a := mat4(1.0); _ = a", err: false},
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{stmt: "i := 1; a := mat4(i); _ = a", err: false},
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{stmt: "i := 1.0; a := mat4(i); _ = a", err: false},
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{stmt: "a := mat4(mat4(1)); _ = a", err: false},
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{stmt: "a := mat4(vec2(1)); _ = a", err: true},
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{stmt: "a := mat4(mat2(1)); _ = a", err: true},
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{stmt: "a := mat4(mat3(1)); _ = a", err: true},
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{stmt: "a := mat4(vec4(1), vec4(1), vec4(1), vec4(1)); _ = a", err: false},
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{stmt: "a := mat4(1, 1, 1, 1); _ = a", err: true},
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{stmt: "a := mat4(1, 1, 1, vec4(1)); _ = a", err: true},
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{stmt: "a := mat4(vec4(1), vec4(1), vec4(1), vec2(1)); _ = a", err: true},
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{stmt: "a := mat4(mat4(1), mat4(1), mat4(1), mat4(1)); _ = a", err: true},
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{stmt: "a := mat4(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1); _ = a", err: false},
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{stmt: "a := mat4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0); _ = a", err: false},
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{stmt: "i := 1; a := mat4(i, i, i, i, i, i, i, i, i, i, i, i, i, i, i, i); _ = a", err: false},
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{stmt: "i := 1.0; a := mat4(i, i, i, i, i, i, i, i, i, i, i, i, i, i, i, i); _ = a", err: false},
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{stmt: "a := mat4(vec4(1), vec4(1), vec4(1), vec4(1), vec4(1), vec4(1), vec4(1), vec4(1), vec4(1), vec4(1), vec4(1), vec4(1), vec4(1), vec4(1), vec4(1), vec4(1)); _ = a", err: true},
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{stmt: "a := mat4(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, vec2(1)); _ = a", err: true},
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{stmt: "a := mat4(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, vec3(1)); _ = a", err: true},
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{stmt: "a := mat4(mat4(1), mat4(1), mat4(1), mat4(1), mat4(1), mat4(1), mat4(1), mat4(1), mat4(1), mat4(1), mat4(1), mat4(1), mat4(1), mat4(1), mat4(1), mat4(1)); _ = a", err: true},
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{stmt: "a := mat4(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1); _ = a", err: true},
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{stmt: "a := mat4(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1); _ = a", err: true},
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}
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}
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for _, c := range cases {
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for _, c := range cases {
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@ -18,6 +18,7 @@ import (
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"fmt"
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"fmt"
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"go/ast"
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"go/ast"
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gconstant "go/constant"
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gconstant "go/constant"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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)
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@ -131,15 +132,19 @@ func checkArgsForVec2BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) er
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if argts[0].Main == shaderir.Vec2 {
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if argts[0].Main == shaderir.Vec2 {
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return nil
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return nil
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}
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}
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return fmt.Errorf("invalid arguments for vec2: (%s)", argts[0].String())
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case 2:
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case 2:
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if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) {
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if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) {
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return nil
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return nil
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}
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}
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return fmt.Errorf("invalid arguments for vec2: (%s, %s)", argts[0].String(), argts[1].String())
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default:
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default:
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return fmt.Errorf("too many arguments for vec2")
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return fmt.Errorf("too many arguments for vec2")
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}
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}
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var str []string
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for _, t := range argts {
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str = append(str, t.String())
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}
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return fmt.Errorf("invalid arguments for vec2: (%s)", strings.Join(str, ", "))
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}
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}
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func checkArgsForVec3BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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func checkArgsForVec3BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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@ -155,7 +160,6 @@ func checkArgsForVec3BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) er
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if argts[0].Main == shaderir.Vec3 {
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if argts[0].Main == shaderir.Vec3 {
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return nil
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return nil
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}
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}
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return fmt.Errorf("invalid arguments for vec3: (%s)", argts[0].String())
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case 2:
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case 2:
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if canBeFloatImplicitly(args[0], argts[0]) && argts[1].Main == shaderir.Vec2 {
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if canBeFloatImplicitly(args[0], argts[0]) && argts[1].Main == shaderir.Vec2 {
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return nil
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return nil
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@ -163,15 +167,19 @@ func checkArgsForVec3BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) er
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if argts[0].Main == shaderir.Vec2 && canBeFloatImplicitly(args[1], argts[1]) {
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if argts[0].Main == shaderir.Vec2 && canBeFloatImplicitly(args[1], argts[1]) {
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return nil
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return nil
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}
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}
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return fmt.Errorf("invalid arguments for vec3: (%s, %s)", argts[0].String(), argts[1].String())
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case 3:
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case 3:
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if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) && canBeFloatImplicitly(args[2], argts[2]) {
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if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) && canBeFloatImplicitly(args[2], argts[2]) {
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return nil
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return nil
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}
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}
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return fmt.Errorf("invalid arguments for vec3: (%s, %s, %s)", argts[0].String(), argts[1].String(), argts[2].String())
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default:
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default:
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return fmt.Errorf("too many arguments for vec3")
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return fmt.Errorf("too many arguments for vec3")
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}
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}
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var str []string
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for _, t := range argts {
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str = append(str, t.String())
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}
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return fmt.Errorf("invalid arguments for vec3: (%s)", strings.Join(str, ", "))
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}
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}
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func checkArgsForVec4BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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func checkArgsForVec4BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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@ -187,7 +195,6 @@ func checkArgsForVec4BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) er
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if argts[0].Main == shaderir.Vec4 {
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if argts[0].Main == shaderir.Vec4 {
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return nil
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return nil
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}
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}
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return fmt.Errorf("invalid arguments for vec4: (%s)", argts[0].String())
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case 2:
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case 2:
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if canBeFloatImplicitly(args[0], argts[0]) && argts[1].Main == shaderir.Vec3 {
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if canBeFloatImplicitly(args[0], argts[0]) && argts[1].Main == shaderir.Vec3 {
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return nil
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return nil
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@ -198,7 +205,6 @@ func checkArgsForVec4BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) er
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if argts[0].Main == shaderir.Vec3 && canBeFloatImplicitly(args[1], argts[1]) {
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if argts[0].Main == shaderir.Vec3 && canBeFloatImplicitly(args[1], argts[1]) {
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return nil
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return nil
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}
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}
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return fmt.Errorf("invalid arguments for vec4: (%s, %s)", argts[0].String(), argts[1].String())
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case 3:
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case 3:
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if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) && argts[2].Main == shaderir.Vec2 {
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if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) && argts[2].Main == shaderir.Vec2 {
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return nil
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return nil
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@ -209,13 +215,134 @@ func checkArgsForVec4BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) er
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if argts[0].Main == shaderir.Vec2 && canBeFloatImplicitly(args[1], argts[1]) && canBeFloatImplicitly(args[2], argts[2]) {
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if argts[0].Main == shaderir.Vec2 && canBeFloatImplicitly(args[1], argts[1]) && canBeFloatImplicitly(args[2], argts[2]) {
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return nil
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return nil
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}
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}
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return fmt.Errorf("invalid arguments for vec4: (%s, %s, %s)", argts[0].String(), argts[1].String(), argts[2].String())
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case 4:
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case 4:
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if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) && canBeFloatImplicitly(args[2], argts[2]) && canBeFloatImplicitly(args[3], argts[3]) {
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if canBeFloatImplicitly(args[0], argts[0]) && canBeFloatImplicitly(args[1], argts[1]) && canBeFloatImplicitly(args[2], argts[2]) && canBeFloatImplicitly(args[3], argts[3]) {
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return nil
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return nil
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}
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}
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return fmt.Errorf("invalid arguments for vec4: (%s, %s, %s, %s)", argts[0].String(), argts[1].String(), argts[2].String(), argts[3].String())
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default:
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default:
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return fmt.Errorf("too many arguments for vec4")
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return fmt.Errorf("too many arguments for vec4")
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}
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}
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var str []string
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for _, t := range argts {
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str = append(str, t.String())
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}
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return fmt.Errorf("invalid arguments for vec4: (%s)", strings.Join(str, ", "))
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}
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func checkArgsForMat2BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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switch len(args) {
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case 1:
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if canBeFloatImplicitly(args[0], argts[0]) {
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return nil
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}
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if argts[0].Main == shaderir.Mat2 {
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return nil
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}
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case 2:
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if argts[0].Main == shaderir.Vec2 && argts[1].Main == shaderir.Vec2 {
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return nil
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}
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case 4:
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ok := true
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for i := range argts {
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if !canBeFloatImplicitly(args[i], argts[i]) {
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ok = false
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break
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}
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}
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if ok {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
return fmt.Errorf("invalid number of arguments for mat2")
|
||||||
|
}
|
||||||
|
|
||||||
|
var str []string
|
||||||
|
for _, t := range argts {
|
||||||
|
str = append(str, t.String())
|
||||||
|
}
|
||||||
|
return fmt.Errorf("invalid arguments for mat2: (%s)", strings.Join(str, ", "))
|
||||||
|
}
|
||||||
|
|
||||||
|
func checkArgsForMat3BuiltinFunc(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))
|
||||||
|
}
|
||||||
|
|
||||||
|
switch len(args) {
|
||||||
|
case 1:
|
||||||
|
if canBeFloatImplicitly(args[0], argts[0]) {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
if argts[0].Main == shaderir.Mat3 {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
case 3:
|
||||||
|
if argts[0].Main == shaderir.Vec3 && argts[1].Main == shaderir.Vec3 && argts[2].Main == shaderir.Vec3 {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
case 9:
|
||||||
|
ok := true
|
||||||
|
for i := range argts {
|
||||||
|
if !canBeFloatImplicitly(args[i], argts[i]) {
|
||||||
|
ok = false
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if ok {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
return fmt.Errorf("invalid number of arguments for mat3")
|
||||||
|
}
|
||||||
|
|
||||||
|
var str []string
|
||||||
|
for _, t := range argts {
|
||||||
|
str = append(str, t.String())
|
||||||
|
}
|
||||||
|
return fmt.Errorf("invalid arguments for mat3: (%s)", strings.Join(str, ", "))
|
||||||
|
}
|
||||||
|
|
||||||
|
func checkArgsForMat4BuiltinFunc(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))
|
||||||
|
}
|
||||||
|
|
||||||
|
switch len(args) {
|
||||||
|
case 1:
|
||||||
|
if canBeFloatImplicitly(args[0], argts[0]) {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
if argts[0].Main == shaderir.Mat4 {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
case 4:
|
||||||
|
if argts[0].Main == shaderir.Vec4 && argts[1].Main == shaderir.Vec4 && argts[2].Main == shaderir.Vec4 && argts[3].Main == shaderir.Vec4 {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
case 16:
|
||||||
|
ok := true
|
||||||
|
for i := range argts {
|
||||||
|
if !canBeFloatImplicitly(args[i], argts[i]) {
|
||||||
|
ok = false
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if ok {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
return fmt.Errorf("invalid number of arguments for mat4")
|
||||||
|
}
|
||||||
|
|
||||||
|
var str []string
|
||||||
|
for _, t := range argts {
|
||||||
|
str = append(str, t.String())
|
||||||
|
}
|
||||||
|
return fmt.Errorf("invalid arguments for mat4: (%s)", strings.Join(str, ", "))
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user