// 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 glsl import ( "fmt" "go/constant" "go/token" "regexp" "sort" "strings" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) type GLSLVersion int const ( GLSLVersionDefault GLSLVersion = iota GLSLVersionES100 GLSLVersionES300 ) // utilFunctions is GLSL utility functions for old GLSL versions. const utilFunctions = `int modInt(int x, int y) { return x - y*(x/y); }` func VertexPrelude(version GLSLVersion) string { switch version { case GLSLVersionDefault: return utilFunctions case GLSLVersionES100: return utilFunctions case GLSLVersionES300: return `#version 300 es` } return "" } func FragmentPrelude(version GLSLVersion) string { var prefix string switch version { case GLSLVersionES100: prefix = `#extension GL_OES_standard_derivatives : enable` + "\n\n" case GLSLVersionES300: prefix = `#version 300 es` + "\n\n" } prelude := prefix + `#if defined(GL_ES) precision highp float; #else #define lowp #define mediump #define highp #endif` if version == GLSLVersionDefault || version == GLSLVersionES100 { prelude += "\n\n" + utilFunctions } return prelude } type compileContext struct { version GLSLVersion structNames map[string]string structTypes []shaderir.Type } func (c *compileContext) structName(p *shaderir.Program, t *shaderir.Type) string { if t.Main != shaderir.Struct { panic("glsl: the given type at structName must be a struct") } s := t.String() if n, ok := c.structNames[s]; ok { return n } n := fmt.Sprintf("S%d", len(c.structNames)) c.structNames[s] = n c.structTypes = append(c.structTypes, *t) return n } func Compile(p *shaderir.Program, version GLSLVersion) (vertexShader, fragmentShader string) { c := &compileContext{ version: version, structNames: map[string]string{}, } indexToFunc := map[int]*shaderir.Func{} for _, f := range p.Funcs { f := f indexToFunc[f.Index] = &f } // Vertex func var vslines []string { vslines = append(vslines, strings.Split(VertexPrelude(version), "\n")...) vslines = append(vslines, "{{.Structs}}") if len(p.Uniforms) > 0 || p.TextureNum > 0 || len(p.Attributes) > 0 || len(p.Varyings) > 0 { vslines = append(vslines, "") for i, t := range p.Uniforms { vslines = append(vslines, fmt.Sprintf("uniform %s;", c.glslVarDecl(p, &t, fmt.Sprintf("U%d", i)))) } for i := 0; i < p.TextureNum; i++ { vslines = append(vslines, fmt.Sprintf("uniform sampler2D T%d;", i)) } for i, t := range p.Attributes { keyword := "attribute" if version == GLSLVersionES300 { keyword = "in" } vslines = append(vslines, fmt.Sprintf("%s %s;", keyword, c.glslVarDecl(p, &t, fmt.Sprintf("A%d", i)))) } for i, t := range p.Varyings { keyword := "varying" if version == GLSLVersionES300 { keyword = "out" } vslines = append(vslines, fmt.Sprintf("%s %s;", keyword, c.glslVarDecl(p, &t, fmt.Sprintf("V%d", i)))) } } var funcs []*shaderir.Func if p.VertexFunc.Block != nil { indices := p.ReferredFuncIndicesInVertexShader() sort.Ints(indices) funcs = make([]*shaderir.Func, 0, len(indices)) for _, idx := range indices { funcs = append(funcs, indexToFunc[idx]) } } else { // When a vertex entry point is not defined, allow to put all the functions. This is useful for testing. funcs = make([]*shaderir.Func, 0, len(p.Funcs)) for _, f := range p.Funcs { f := f funcs = append(funcs, &f) } } if len(funcs) > 0 { vslines = append(vslines, "") for _, f := range funcs { vslines = append(vslines, c.glslFunc(p, f, true)...) } for _, f := range funcs { if len(vslines) > 0 && vslines[len(vslines)-1] != "" { vslines = append(vslines, "") } vslines = append(vslines, c.glslFunc(p, f, false)...) } } // Add a dummy function to just touch uniform array variable's elements (#1754). // Without this, the first elements of a uniform array might not be initialized correctly on some environments. var touchedUniforms []string for i, t := range p.Uniforms { if t.Main != shaderir.Array { continue } if t.Length <= 1 { continue } str := fmt.Sprintf("U%d[%d]", i, t.Length-1) switch t.Sub[0].Main { case shaderir.Vec2, shaderir.Vec3, shaderir.Vec4: str += ".x" case shaderir.Mat2, shaderir.Mat3, shaderir.Mat4: str += "[0][0]" } str = "float(" + str + ")" touchedUniforms = append(touchedUniforms, str) } var touchUniformsFunc []string if len(touchedUniforms) > 0 { touchUniformsFunc = append(touchUniformsFunc, "float touchUniforms() {") touchUniformsFunc = append(touchUniformsFunc, fmt.Sprintf("\treturn %s;", strings.Join(touchedUniforms, " + "))) touchUniformsFunc = append(touchUniformsFunc, "}") } if p.VertexFunc.Block != nil && len(p.VertexFunc.Block.Stmts) > 0 { if len(touchUniformsFunc) > 0 { vslines = append(vslines, "") vslines = append(vslines, touchUniformsFunc...) } vslines = append(vslines, "") vslines = append(vslines, "void main(void) {") if len(touchUniformsFunc) > 0 { vslines = append(vslines, "\ttouchUniforms();") } vslines = append(vslines, c.glslBlock(p, p.VertexFunc.Block, p.VertexFunc.Block, 0)...) vslines = append(vslines, "}") } } // Fragment func var fslines []string { fslines = append(fslines, strings.Split(FragmentPrelude(version), "\n")...) fslines = append(fslines, "", "{{.Structs}}") if len(p.Uniforms) > 0 || p.TextureNum > 0 || len(p.Varyings) > 0 { fslines = append(fslines, "") for i, t := range p.Uniforms { fslines = append(fslines, fmt.Sprintf("uniform %s;", c.glslVarDecl(p, &t, fmt.Sprintf("U%d", i)))) } for i := 0; i < p.TextureNum; i++ { fslines = append(fslines, fmt.Sprintf("uniform sampler2D T%d;", i)) } for i, t := range p.Varyings { keyword := "varying" if version == GLSLVersionES300 { keyword = "in" } fslines = append(fslines, fmt.Sprintf("%s %s;", keyword, c.glslVarDecl(p, &t, fmt.Sprintf("V%d", i)))) } } if version == GLSLVersionES300 { fslines = append(fslines, "out vec4 fragColor;") } var funcs []*shaderir.Func if p.VertexFunc.Block != nil { indices := p.ReferredFuncIndicesInFragmentShader() sort.Ints(indices) funcs = make([]*shaderir.Func, 0, len(indices)) for _, idx := range indices { funcs = append(funcs, indexToFunc[idx]) } } else { // When a fragment entry point is not defined, allow to put all the functions. This is useful for testing. funcs = make([]*shaderir.Func, 0, len(p.Funcs)) for _, f := range p.Funcs { f := f funcs = append(funcs, &f) } } if len(funcs) > 0 { fslines = append(fslines, "") for _, f := range funcs { fslines = append(fslines, c.glslFunc(p, f, true)...) } for _, f := range funcs { if len(fslines) > 0 && fslines[len(fslines)-1] != "" { fslines = append(fslines, "") } fslines = append(fslines, c.glslFunc(p, f, false)...) } } if p.FragmentFunc.Block != nil && len(p.FragmentFunc.Block.Stmts) > 0 { fslines = append(fslines, "") fslines = append(fslines, "void main(void) {") fslines = append(fslines, c.glslBlock(p, p.FragmentFunc.Block, p.FragmentFunc.Block, 0)...) fslines = append(fslines, "}") } } vs := strings.Join(vslines, "\n") fs := strings.Join(fslines, "\n") // Struct types are determined after converting the program. if len(c.structTypes) > 0 { var stlines []string for i, t := range c.structTypes { stlines = append(stlines, fmt.Sprintf("struct S%d {", i)) for j, st := range t.Sub { stlines = append(stlines, fmt.Sprintf("\t%s;", c.glslVarDecl(p, &st, fmt.Sprintf("M%d", j)))) } stlines = append(stlines, "};") } st := strings.Join(stlines, "\n") vs = strings.ReplaceAll(vs, "{{.Structs}}", st) fs = strings.ReplaceAll(fs, "{{.Structs}}", st) } else { vs = strings.ReplaceAll(vs, "{{.Structs}}", "") fs = strings.ReplaceAll(fs, "{{.Structs}}", "") } nls := regexp.MustCompile(`\n\n+`) vs = nls.ReplaceAllString(vs, "\n\n") fs = nls.ReplaceAllString(fs, "\n\n") vs = strings.TrimSpace(vs) + "\n" fs = strings.TrimSpace(fs) + "\n" return vs, fs } func (c *compileContext) glslType(p *shaderir.Program, t *shaderir.Type) (string, string) { switch t.Main { case shaderir.None: return "void", "" case shaderir.Struct: return c.structName(p, t), "" default: return typeString(t) } } func (c *compileContext) glslVarDecl(p *shaderir.Program, t *shaderir.Type, varname string) string { switch t.Main { case shaderir.None: return "?(none)" case shaderir.Struct: return fmt.Sprintf("%s %s", c.structName(p, t), varname) default: t0, t1 := typeString(t) return fmt.Sprintf("%s %s%s", t0, varname, t1) } } func (c *compileContext) glslVarInit(p *shaderir.Program, t *shaderir.Type) string { switch t.Main { case shaderir.None: return "?(none)" case shaderir.Array: init := c.glslVarInit(p, &t.Sub[0]) es := make([]string, 0, t.Length) for i := 0; i < t.Length; i++ { es = append(es, init) } t0, t1 := typeString(t) return fmt.Sprintf("%s%s(%s)", t0, t1, strings.Join(es, ", ")) case shaderir.Struct: panic("not implemented") case shaderir.Bool: return "false" case shaderir.Int: return "0" case shaderir.Float, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4, shaderir.Mat2, shaderir.Mat3, shaderir.Mat4: return fmt.Sprintf("%s(0)", basicTypeString(t.Main)) default: t0, t1 := c.glslType(p, t) panic(fmt.Sprintf("?(unexpected type: %s%s)", t0, t1)) } } func (c *compileContext) glslFunc(p *shaderir.Program, f *shaderir.Func, prototype bool) []string { var args []string var idx int for _, t := range f.InParams { args = append(args, "in "+c.glslVarDecl(p, &t, fmt.Sprintf("l%d", idx))) idx++ } for _, t := range f.OutParams { args = append(args, "out "+c.glslVarDecl(p, &t, fmt.Sprintf("l%d", idx))) idx++ } argsstr := "void" if len(args) > 0 { argsstr = strings.Join(args, ", ") } t0, t1 := c.glslType(p, &f.Return) sig := fmt.Sprintf("%s%s F%d(%s)", t0, t1, f.Index, argsstr) var lines []string if prototype { lines = append(lines, fmt.Sprintf("%s;", sig)) return lines } lines = append(lines, fmt.Sprintf("%s {", sig)) lines = append(lines, c.glslBlock(p, f.Block, f.Block, 0)...) lines = append(lines, "}") return lines } func constantToNumberLiteral(t shaderir.ConstType, v constant.Value) string { switch t { case shaderir.ConstTypeNone: if v.Kind() == constant.Bool { if constant.BoolVal(v) { return "true" } return "false" } fallthrough case shaderir.ConstTypeFloat: if i := constant.ToInt(v); i.Kind() == constant.Int { x, _ := constant.Int64Val(i) return fmt.Sprintf("%d.0", x) } if i := constant.ToFloat(v); i.Kind() == constant.Float { x, _ := constant.Float64Val(i) return fmt.Sprintf("%.10e", x) } case shaderir.ConstTypeInt: if i := constant.ToInt(v); i.Kind() == constant.Int { x, _ := constant.Int64Val(i) return fmt.Sprintf("%d", x) } } return fmt.Sprintf("?(unexpected literal: %s)", v) } func (c *compileContext) localVariableName(p *shaderir.Program, topBlock, block *shaderir.Block, idx int) string { switch topBlock { case p.VertexFunc.Block: na := len(p.Attributes) nv := len(p.Varyings) switch { case idx < na: return fmt.Sprintf("A%d", idx) case idx == na: return "gl_Position" case idx < na+nv+1: return fmt.Sprintf("V%d", idx-na-1) default: return fmt.Sprintf("l%d", idx-(na+nv+1)) } case p.FragmentFunc.Block: nv := len(p.Varyings) switch { case idx == 0: return "gl_FragCoord" case idx < nv+1: return fmt.Sprintf("V%d", idx-1) case idx == nv+1: if c.version == GLSLVersionES300 { return "fragColor" } return "gl_FragColor" default: return fmt.Sprintf("l%d", idx-(nv+2)) } default: return fmt.Sprintf("l%d", idx) } } func (c *compileContext) initVariable(p *shaderir.Program, topBlock, block *shaderir.Block, index int, decl bool, level int) []string { idt := strings.Repeat("\t", level+1) name := c.localVariableName(p, topBlock, block, index) t := p.LocalVariableType(topBlock, block, index) var lines []string switch t.Main { case shaderir.Array: if decl { lines = append(lines, fmt.Sprintf("%s%s;", idt, c.glslVarDecl(p, &t, name))) } init := c.glslVarInit(p, &t.Sub[0]) for i := 0; i < t.Length; i++ { lines = append(lines, fmt.Sprintf("%s%s[%d] = %s;", idt, name, i, init)) } case shaderir.None: // The type is None e.g., when the variable is a for-loop counter. default: if decl { lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.glslVarDecl(p, &t, name), c.glslVarInit(p, &t))) } else { lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, name, c.glslVarInit(p, &t))) } } return lines } func (c *compileContext) glslBlock(p *shaderir.Program, topBlock, block *shaderir.Block, level int) []string { if block == nil { return nil } var lines []string for i := range block.LocalVars { lines = append(lines, c.initVariable(p, topBlock, block, block.LocalVarIndexOffset+i, true, level)...) } var glslExpr func(e *shaderir.Expr) string glslExpr = func(e *shaderir.Expr) string { switch e.Type { case shaderir.NumberExpr: return constantToNumberLiteral(e.ConstType, e.Const) case shaderir.UniformVariable: return fmt.Sprintf("U%d", e.Index) case shaderir.TextureVariable: return fmt.Sprintf("T%d", e.Index) case shaderir.LocalVariable: return c.localVariableName(p, topBlock, block, e.Index) case shaderir.StructMember: return fmt.Sprintf("M%d", e.Index) case shaderir.BuiltinFuncExpr: return c.builtinFuncString(e.BuiltinFunc) case shaderir.SwizzlingExpr: if !shaderir.IsValidSwizzling(e.Swizzling) { return fmt.Sprintf("?(unexpected swizzling: %s)", e.Swizzling) } return e.Swizzling case shaderir.FunctionExpr: return fmt.Sprintf("F%d", e.Index) case shaderir.Unary: var op string switch e.Op { case shaderir.Add, shaderir.Sub, shaderir.NotOp: op = string(e.Op) default: op = fmt.Sprintf("?(unexpected op: %s)", string(e.Op)) } return fmt.Sprintf("%s(%s)", op, glslExpr(&e.Exprs[0])) case shaderir.Binary: if e.Op == shaderir.ModOp && (c.version == GLSLVersionDefault || c.version == GLSLVersionES100) { // '%' is not defined. return fmt.Sprintf("modInt((%s), (%s))", glslExpr(&e.Exprs[0]), glslExpr(&e.Exprs[1])) } return fmt.Sprintf("(%s) %s (%s)", glslExpr(&e.Exprs[0]), e.Op, glslExpr(&e.Exprs[1])) case shaderir.Selection: return fmt.Sprintf("(%s) ? (%s) : (%s)", glslExpr(&e.Exprs[0]), glslExpr(&e.Exprs[1]), glslExpr(&e.Exprs[2])) case shaderir.Call: var args []string for _, exp := range e.Exprs[1:] { args = append(args, glslExpr(&exp)) } // Using parentheses at the callee is illegal. return fmt.Sprintf("%s(%s)", glslExpr(&e.Exprs[0]), strings.Join(args, ", ")) case shaderir.FieldSelector: return fmt.Sprintf("(%s).%s", glslExpr(&e.Exprs[0]), glslExpr(&e.Exprs[1])) case shaderir.Index: return fmt.Sprintf("(%s)[%s]", glslExpr(&e.Exprs[0]), glslExpr(&e.Exprs[1])) default: return fmt.Sprintf("?(unexpected expr: %d)", e.Type) } } idt := strings.Repeat("\t", level+1) for _, s := range block.Stmts { switch s.Type { case shaderir.ExprStmt: lines = append(lines, fmt.Sprintf("%s%s;", idt, glslExpr(&s.Exprs[0]))) case shaderir.BlockStmt: lines = append(lines, idt+"{") lines = append(lines, c.glslBlock(p, topBlock, s.Blocks[0], level+1)...) lines = append(lines, idt+"}") case shaderir.Assign: lhs := s.Exprs[0] rhs := s.Exprs[1] if lhs.Type == shaderir.LocalVariable { if t := p.LocalVariableType(topBlock, block, lhs.Index); t.Main == shaderir.Array { for i := 0; i < t.Length; i++ { lines = append(lines, fmt.Sprintf("%[1]s%[2]s[%[3]d] = %[4]s[%[3]d];", idt, glslExpr(&lhs), i, glslExpr(&rhs))) } continue } } lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, glslExpr(&lhs), glslExpr(&rhs))) case shaderir.Init: lines = append(lines, c.initVariable(p, topBlock, block, s.InitIndex, false, level)...) case shaderir.If: lines = append(lines, fmt.Sprintf("%sif (%s) {", idt, glslExpr(&s.Exprs[0]))) lines = append(lines, c.glslBlock(p, topBlock, s.Blocks[0], level+1)...) if len(s.Blocks) > 1 { lines = append(lines, fmt.Sprintf("%s} else {", idt)) lines = append(lines, c.glslBlock(p, topBlock, s.Blocks[1], level+1)...) } lines = append(lines, fmt.Sprintf("%s}", idt)) case shaderir.For: var ct shaderir.ConstType switch s.ForVarType.Main { case shaderir.Int: ct = shaderir.ConstTypeInt case shaderir.Float: ct = shaderir.ConstTypeFloat } v := c.localVariableName(p, topBlock, block, s.ForVarIndex) var delta string switch val, _ := constant.Float64Val(s.ForDelta); val { case 0: delta = fmt.Sprintf("?(unexpected delta: %v)", s.ForDelta) case 1: delta = fmt.Sprintf("%s++", v) case -1: delta = fmt.Sprintf("%s--", v) default: d := s.ForDelta if val > 0 { delta = fmt.Sprintf("%s += %s", v, constantToNumberLiteral(ct, d)) } else { d = constant.UnaryOp(token.SUB, d, 0) delta = fmt.Sprintf("%s -= %s", v, constantToNumberLiteral(ct, d)) } } var op string switch s.ForOp { case shaderir.LessThanOp, shaderir.LessThanEqualOp, shaderir.GreaterThanOp, shaderir.GreaterThanEqualOp, shaderir.EqualOp, shaderir.NotEqualOp: op = string(s.ForOp) default: op = fmt.Sprintf("?(unexpected op: %s)", string(s.ForOp)) } t := s.ForVarType init := constantToNumberLiteral(ct, s.ForInit) end := constantToNumberLiteral(ct, s.ForEnd) t0, t1 := typeString(&t) lines = append(lines, fmt.Sprintf("%sfor (%s %s%s = %s; %s %s %s; %s) {", idt, t0, v, t1, init, v, op, end, delta)) lines = append(lines, c.glslBlock(p, topBlock, s.Blocks[0], level+1)...) lines = append(lines, fmt.Sprintf("%s}", idt)) case shaderir.Continue: lines = append(lines, idt+"continue;") case shaderir.Break: lines = append(lines, idt+"break;") case shaderir.Return: if len(s.Exprs) == 0 { lines = append(lines, idt+"return;") } else { lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, glslExpr(&s.Exprs[0]))) } case shaderir.Discard: lines = append(lines, idt+"discard;") default: lines = append(lines, fmt.Sprintf("%s?(unexpected stmt: %d)", idt, s.Type)) } } return lines }