Hajime Hoshi
b28b323920
internal/shaderir: use parentheses for vector equal operators
2022-08-21 04:19:56 +09:00
Hajime Hoshi
590147acda
internal/shader: add type checks for the builtin function texture2D
...
Note that texture2D is usually not called by users.
Closes #2184
2022-08-19 02:27:40 +09:00
Hajime Hoshi
7a94cbbd62
internal/shader: add refract
...
Closes #2255
2022-08-19 01:48:35 +09:00
Hajime Hoshi
3aad4fada1
internal/shaderir: add comments
...
Updates #2253
2022-08-18 17:46:53 +09:00
Hajime Hoshi
b211b79a5c
internal/shader: use a return statement in a fragment shader entrypoint
...
Updates #2247
2022-08-17 22:02:13 +09:00
Hajime Hoshi
bf4648eb35
internal/shaderir: fix a wrong comment
2022-08-17 17:43:59 +09:00
Hajime Hoshi
cf92158e33
ebiten: bug fix: add an indirect function call for a fragment shader
...
Closes #2245
Closes #2247
2022-08-17 16:37:37 +09:00
Hajime Hoshi
205245b094
internal/shader: implement a new built-in function discard
...
Closes #1969
2022-08-09 11:31:59 +09:00
Hajime Hoshi
16ff5c5039
internal/shaderir: change the naming convention: Num -> Count
2022-07-13 02:02:48 +09:00
Hajime Hoshi
a5179b9491
internal/shaderir/glsl: bug fix: test failures with OpenGL
...
Updates #2186
2022-07-09 02:43:48 +09:00
Hajime Hoshi
c01821ca5c
internal/shader: use all functions for vector comparisons
...
Updates #2186
2022-07-09 02:30:16 +09:00
Hajime Hoshi
5c63c4a4aa
internal/graphicsdriver/metal: support macOS 10.12 by removing packed types
...
From the Metal shading language specification [1] Table 2.2.3, attribute
variables in Ebitengine's vertices don't have to be packed. Then, we can
remove `packed` types.
[1] https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
Closes #2107
2022-05-28 23:57:59 +09:00
Hajime Hoshi
2d912a2387
internal/shaderir/hlsl: bug fix: wrong offset of uniform array variables
...
Closes #2038
2022-03-27 01:49:52 +09:00
Hajime Hoshi
d30a31b16c
internal/shaderir/hlsl: add function forward declarations
2022-03-26 19:10:03 +09:00
Hajime Hoshi
dcccd27629
internal/shaderir/msl: bug fix: mod for a vector and a scalar didn't work
...
Updates #2029
2022-03-26 02:57:38 +09:00
Hajime Hoshi
52376170a4
internal/shaderir: bug fix: float4x4(x) initialized all the components unexpectedly
...
See https://docs.microsoft.com/en-us/windows/win32/direct3d9/casting-and-conversion#parameter-value-modifiers
Updates #1007
2022-03-26 02:05:35 +09:00
Hajime Hoshi
cfd0de5c41
internal/shaderir: make outputs for unexpected operators consistent
2022-03-26 01:40:02 +09:00
Hajime Hoshi
4893b13acc
internal/shaderir: add internal/shaderir/hlsl
...
Updates #1007
2022-03-26 01:31:05 +09:00
Hajime Hoshi
a617576879
internal/shaderir: replace Mul with ComponentWiseMul and MatrixMul
...
This is a preparation for DirectX / HLSL.
Updates #1007
2022-03-13 19:17:46 +09:00
Hajime Hoshi
044d41dd2d
internal/shaderir: change Op from string to int
...
This is a preparation to distinguish Hadamard product and matrix
product for HLSL.
Updates #1007
2022-03-13 16:20:04 +09:00
Hajime Hoshi
98e2d86ea3
internal/shaderir/msl: refactoring
2022-03-12 00:18:55 +09:00
Hajime Hoshi
5715539a0f
internal/shaderir/glsl, internal/shaderir/msl: refactoring
2022-03-11 15:18:38 +09:00
Hajime Hoshi
e63709a2a5
internal/shaderir/glsl: refactoring
2022-03-11 02:03:15 +09:00
Hajime Hoshi
6f00221051
internal/shaderir/msl: rename the package name
...
Updates #2010
2022-03-10 16:25:11 +09:00
Hajime Hoshi
47bfd0db9e
internal/shaderir/metal: rename to msl
...
Closes #2010
2022-03-10 00:14:06 +09:00
Hajime Hoshi
5e5e3c64ac
internal/shaderir/metal: remove a redundant case
2022-03-09 02:54:31 +09:00
Hajime Hoshi
15064dbdc1
internal/shaderir/glsl, internal/shaderir/metal: simplify function names
2022-03-09 01:43:36 +09:00
Hajime Hoshi
df2133186d
internal/shaderir: bug fix: test failures
2022-03-04 19:01:58 +09:00
Hajime Hoshi
3c1e64dd67
internal/shaderir/metal: bug fix: define the 'mod' function correctly
...
Closes #2006
2022-03-04 18:05:44 +09:00
Hajime Hoshi
bf48a0b11a
internal/shaderir: bug fix: test failures
2022-01-12 01:57:06 +09:00
Hajime Hoshi
08ddb4233b
internal/shaderir/glsl: bug fix: % was not available on old GLSLs
...
Use a new utility function modInt instead.
Closes #1951
2022-01-12 01:41:09 +09:00
Hajime Hoshi
00e2b15e2a
shaderir: Bug fix: A wrong argument for fmt.Sprintf
...
This change also improves the result of espcae analysis.
Closes #1863
2021-11-02 00:05:07 +09:00
r3vit
57c45a13e4
Remove dot imports from tests - Remove dot imports ( #1837 )
...
Closes #1824
2021-10-02 19:58:48 +09:00
Hajime Hoshi
d5150a194c
internal/shaderir/glfw: Insert a dummy function to touch uniform array variables
...
Closes #1754
2021-08-15 18:06:41 +09:00
Hajime Hoshi
853c1f2b92
internal/shaderir/glsl: Bug fix: Remove uncalled functions
...
Some built-in functions like dFdx is not available in a vertex shader,
then a function that calls such built-in function should not be in
a vertex shader.
Closes #1701
2021-07-09 20:22:40 +09:00
Hajime Hoshi
dd46221968
graphicsdriver/opengl: Enable dFdx for mobiles
...
Fixes #1404
2020-11-21 19:40:11 +09:00
Hajime Hoshi
b72848dc97
shaderir: Bug fix: Test failures
...
Updates #1404
2020-11-21 19:17:31 +09:00
Hajime Hoshi
b1d7a5f595
shaderir/glsl: Enable dFdx for WebGL
...
With WebGL1, an extension is required for dFdx. On the other hand,
with WebGL2, GLSL ES 300 is required and the extension is forbidden.
This change fixes shaderir/glsl to switch the output depends on the
WebGL version.
This change also adds a new build tag 'ebitenwebgl1' forcing WebGL 1.
Updates #1404
2020-11-21 19:07:54 +09:00
Hajime Hoshi
185e367295
shader: Implement cap function
...
Fixes #1361
2020-10-17 23:36:09 +09:00
Hajime Hoshi
bf515bb594
Update version to v2.0.0-alpha
2020-10-04 04:30:40 +09:00
Hajime Hoshi
3c71eba446
shaderir: Bug fix: Implement atan2 for Metal correctly
...
Fixes #1360
2020-09-22 04:29:34 +09:00
Hajime Hoshi
2fb1033183
shader: Initialize output parameters explicitly
2020-09-12 00:35:14 +09:00
Hajime Hoshi
99dcb14582
shaderir/glsl: Refactoring
2020-09-10 02:11:21 +09:00
Hajime Hoshi
e1ae9bdde0
shaderir/glsl, shaderir/metal: Refactoring
2020-09-10 02:04:28 +09:00
Hajime Hoshi
337f44c916
shader: Add Metal tests
...
Fixes #1340
2020-09-10 01:19:02 +09:00
Hajime Hoshi
031f8376e9
shaderir: Refactoring
2020-09-08 03:51:29 +09:00
Hajime Hoshi
3b040e5f22
Fix test failures
2020-09-08 03:10:59 +09:00
Hajime Hoshi
1786be55f7
shader: Refactoring
2020-09-08 02:43:41 +09:00
Hajime Hoshi
0a0401e217
shader: Refactoring: Simplify calculation of LocalVarIndexOffset
2020-09-08 02:42:43 +09:00
Hajime Hoshi
f61a916e4a
shaderir/glsl: Bug fix: Calculate local variable indices correctly
...
Fixes #1339
2020-09-08 00:19:07 +09:00
Hajime Hoshi
29c7b7687f
shaderir: Add Program.UniformNames
...
Updates #1324
2020-09-06 03:41:17 +09:00
Hajime Hoshi
f5829b2cf3
shader: Check at least one variable on left side of :=
...
Updates #1330
2020-09-03 01:15:41 +09:00
Hajime Hoshi
06ed4f5444
shader: Implement len function
...
Fixes #1279
2020-08-16 02:07:39 +09:00
Hajime Hoshi
f6c3e0579f
shaderir: Adopt the precision 10 for float literals
...
Adopted the same precision of (*math/big.Float).String().
2020-08-13 00:01:16 +09:00
Hajime Hoshi
f71346da6c
shaderir: Add bool/int/float conversion
...
Updates #1289
2020-08-11 23:04:55 +09:00
Hajime Hoshi
5d2606b6a5
shader: Bug fix: Wrong local variable indices in blocks
2020-08-10 01:09:02 +09:00
Hajime Hoshi
dee8690502
shaderir/glsl: Bug fix: Copying an array did not work on GLSL
...
Fixes #1286
2020-08-09 22:18:58 +09:00
Hajime Hoshi
646518f2e8
shaderir: Fix the test side: local variables for 'for' stmts must be reserved
2020-08-09 22:12:35 +09:00
Hajime Hoshi
b73fecae79
shaderir: Add tests for different counter types
2020-08-09 21:44:06 +09:00
Hajime Hoshi
2707915376
shaderir/glsl, shaderir/metal: Bug fix: Wrong local variables with multiple 'for' statements
2020-08-09 20:12:56 +09:00
Hajime Hoshi
80361443cc
shaderir/glsl, shaderir/metal: Bug fix: Wrong local variables in for
2020-08-09 20:06:13 +09:00
Hajime Hoshi
ee9257e626
shaderir: Use pointers for Block
2020-08-09 18:00:55 +09:00
Hajime Hoshi
07514a37c8
shaderir/glsl: Bug fix: Initialize an array
...
Updates #1285
2020-08-09 04:59:29 +09:00
Hajime Hoshi
febdc46ad5
shaderir/metal: Better array initialization
...
Updates #1285
2020-08-09 04:40:15 +09:00
Hajime Hoshi
a536b3ee25
shaderir/metal: Bug fix: Array initialization
...
Updates #1285
2020-08-09 04:22:12 +09:00
Hajime Hoshi
a45e241da1
shaderir/metal: Implement the shader IR compiler for Metal
...
Fixes #1165
2020-08-08 19:14:57 +09:00
Hajime Hoshi
18b3859e20
shaderir: Export IsValidSwizzling
...
This is a preparation for compiling the IR to Metal.
Updates #1165
2020-08-08 19:08:10 +09:00
Hajime Hoshi
00ccc8ad85
shaderir/glsl: Refactoring
2020-08-07 01:53:22 +09:00
Hajime Hoshi
6576a1da76
shaderir/glsl: Refactoring
2020-08-06 17:53:28 +09:00
Hajime Hoshi
6003d85f75
shaderir: Remove some builtin functions
...
'degrees' and 'radians' are not defined in Metal.
2020-08-05 02:06:28 +09:00
Hajime Hoshi
ffee5eb6b8
shaderir/glsl: Fix the panic messages
2020-08-05 01:50:41 +09:00
Hajime Hoshi
c22ec580bc
shaderir: Remove bultin functions for bvec
2020-08-05 01:41:06 +09:00
Hajime Hoshi
8bac08cbd9
Add internal/shaderir/glsl
2020-08-03 23:27:27 +09:00
Hajime Hoshi
79e252c158
shaderir: Refactoring
2020-08-02 00:09:12 +09:00
Hajime Hoshi
fa60e31997
shaderir: Bug fix: Pass tests
2020-08-01 21:22:47 +09:00
Hajime Hoshi
4bd01fd038
graphicsdriver/opengl: Implement shaders for browsers
...
Fixes #1166
2020-08-01 20:27:46 +09:00
Hajime Hoshi
bab05874cd
shaderir: Remove unnecessary empty lines
2020-08-01 19:04:10 +09:00
Hajime Hoshi
a4334c5464
shader: Use arrays at uniform variables
...
Fixes #1274
2020-08-01 17:22:10 +09:00
Hajime Hoshi
da5642cd0e
graphicsdriver/opengl: Add type checks of uniform variables
2020-08-01 02:01:51 +09:00
Hajime Hoshi
004b279e4f
shader: Add array initialization
...
Updates #1235
2020-07-29 22:43:51 +09:00
Hajime Hoshi
d9c54bc0d0
shader: Implement an array variable
...
Updates #1235
2020-07-29 02:27:05 +09:00
Hajime Hoshi
a43efb66b2
shaderir: Bug fix: Function prototypes were required for GLSL
...
Fixes #1267
2020-07-28 00:04:03 +09:00
Hajime Hoshi
c8fa937a0a
shaderir: Format
2020-07-20 02:12:31 +09:00
Hajime Hoshi
385ff8efdf
shader: Bug fix: Wrong local variable names at for-loop
...
Fixes #1245
2020-07-13 22:49:15 +09:00
Hajime Hoshi
2ca551cdc6
shader: Implement 'for' statement
...
Fixes #1230
2020-07-13 01:44:05 +09:00
Hajime Hoshi
f95ca46c99
shaderir: Add Stmt.ForVarType and use constant.Value
...
Updates #1230
2020-07-12 22:31:12 +09:00
Hajime Hoshi
291d69500b
shaderir: Add Stmt.ForVarIndex
...
Updates #1230
2020-07-12 21:55:07 +09:00
Hajime Hoshi
202bb34bac
shaderir: Add builtin funcs dfdx, dfdy, fwidth
...
Fixes #1242
2020-07-11 21:50:10 +09:00
Hajime Hoshi
aecd29325e
shaderir: Bug fix: Wrong function names for some bulitin funcs
2020-07-11 21:46:21 +09:00
Hajime Hoshi
776de77744
shaderir: Remove and rename some builtin functions
...
Apparently matrixCompMult and outerProduct are not portable.
We adopted the naming rule foobar instead of fooBar.
2020-07-11 21:43:24 +09:00
Hajime Hoshi
4021c24534
shader: Separate uniform variables and texture variabls
...
Textures cannot be treated as a regular variable, then they should
be treated differently from other uniform variables.
Add a new function texture0At replacing texture2D.
Updates #1239
2020-07-08 01:12:07 +09:00
Hajime Hoshi
98ae0826c7
shaderir: Bug fix: Early-returns in the entry points didn't work
...
Fixes #1238
2020-07-05 17:57:57 +09:00
Hajime Hoshi
380b7382ac
shader: Add 'if'
...
Updates #1230
2020-07-05 02:33:49 +09:00
Hajime Hoshi
912135d1e7
shaderir: Use constant.Value for number literals
...
Updates #1190
2020-06-21 01:30:23 +09:00
Hajime Hoshi
4b5de9f445
shaderir: Refactoring: Add OpFromToken
2020-06-20 23:27:54 +09:00
Hajime Hoshi
28948a9976
shaderir: Add (*Type).serialize again
2020-06-20 21:08:08 +09:00
Hajime Hoshi
255da0367f
shader: Bug fix: a binary expression for an int and a float did not work
2020-06-20 18:10:23 +09:00
Hajime Hoshi
afb4e6dc3d
shaderir: Misspelling
2020-06-18 01:28:17 +09:00
Hajime Hoshi
2869885816
shaderir: Fix the initial variable values on GLSL
...
This is for consistency with number literals we are introducing.
Updates #1190
2020-06-17 01:59:02 +09:00
Hajime Hoshi
f39c591252
shader: Enable more Go syntax
2020-06-11 01:13:03 +09:00