// Copyright 2020 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package shaderir import ( "fmt" "strings" ) type Type struct { Main BasicType Sub []Type Length int } func (t *Type) Equal(rhs *Type) bool { if t.Main != rhs.Main { return false } if t.Length != rhs.Length { return false } if len(t.Sub) != len(rhs.Sub) { return false } for i, s := range t.Sub { if !s.Equal(&rhs.Sub[i]) { return false } } return true } func (t *Type) String() string { switch t.Main { case None: return "none" case Bool: return "bool" case Int: return "int" case Float: return "float" case Vec2: return "vec2" case Vec3: return "vec3" case Vec4: return "vec4" case Mat2: return "mat2" case Mat3: return "mat3" case Mat4: return "mat4" case Array: return fmt.Sprintf("[%d]%s", t.Length, t.Sub[0].String()) case Struct: str := "struct{" sub := make([]string, 0, len(t.Sub)) for _, st := range t.Sub { sub = append(sub, st.String()) } str += strings.Join(sub, ",") str += "}" return str default: return fmt.Sprintf("?(unknown type: %d)", t.Main) } } func (t *Type) Uint32Count() int { switch t.Main { case Int: return 1 case Float: return 1 case Vec2: return 2 case Vec3: return 3 case Vec4: return 4 case Mat2: return 4 case Mat3: return 9 case Mat4: return 16 case Array: return t.Length * t.Sub[0].Uint32Count() default: // TODO: Parse a struct correctly return -1 } } func (t *Type) IsVector() bool { switch t.Main { case Vec2, Vec3, Vec4: return true } return false } func (t *Type) IsMatrix() bool { switch t.Main { case Mat2, Mat3, Mat4: return true } return false } type BasicType int const ( None BasicType = iota Bool Int Float Vec2 Vec3 Vec4 Mat2 Mat3 Mat4 Texture Array Struct ) func descendantLocalVars(block, target *Block) ([]Type, bool) { if block == target { return block.LocalVars, true } var ts []Type for _, s := range block.Stmts { for _, b := range s.Blocks { if ts2, found := descendantLocalVars(b, target); found { n := b.LocalVarIndexOffset - block.LocalVarIndexOffset ts = append(ts, block.LocalVars[:n]...) ts = append(ts, ts2...) return ts, true } } } return nil, false } func localVariableType(p *Program, topBlock, block *Block, absidx int) Type { // TODO: Rename this function (truly-local variable?) var ts []Type for _, f := range p.Funcs { if f.Block == topBlock { ts = append(f.InParams, f.OutParams...) break } } ts2, _ := descendantLocalVars(topBlock, block) ts = append(ts, ts2...) return ts[absidx] } func (p *Program) LocalVariableType(topBlock, block *Block, idx int) Type { switch topBlock { case p.VertexFunc.Block: na := len(p.Attributes) nv := len(p.Varyings) switch { case idx < na: return p.Attributes[idx] case idx == na: return Type{Main: Vec4} case idx < na+nv+1: return p.Varyings[idx-na-1] default: return localVariableType(p, topBlock, block, idx-(na+nv+1)) } case p.FragmentFunc.Block: nv := len(p.Varyings) switch { case idx == 0: return Type{Main: Vec4} case idx < nv+1: return p.Varyings[idx-1] default: return localVariableType(p, topBlock, block, idx-(nv+1)) } default: return localVariableType(p, topBlock, block, idx) } }