// 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 shader import ( "fmt" "go/ast" gconstant "go/constant" "go/token" "github.com/hajimehoshi/ebiten/internal/shaderir" ) func (cs *compileState) parseExpr(block *block, expr ast.Expr) ([]shaderir.Expr, []shaderir.Type, []shaderir.Stmt, bool) { switch e := expr.(type) { case *ast.BasicLit: switch e.Kind { case token.INT: return []shaderir.Expr{ { Type: shaderir.NumberExpr, Const: gconstant.MakeFromLiteral(e.Value, e.Kind, 0), }, }, []shaderir.Type{{Main: shaderir.Int}}, nil, true case token.FLOAT: return []shaderir.Expr{ { Type: shaderir.NumberExpr, Const: gconstant.MakeFromLiteral(e.Value, e.Kind, 0), }, }, []shaderir.Type{{Main: shaderir.Float}}, nil, true default: cs.addError(e.Pos(), fmt.Sprintf("literal not implemented: %#v", e)) } case *ast.BinaryExpr: var stmts []shaderir.Stmt // Prase LHS first for the order of the statements. lhs, ts, ss, ok := cs.parseExpr(block, e.X) if !ok { return nil, nil, nil, false } if len(lhs) != 1 { cs.addError(e.Pos(), fmt.Sprintf("multiple-value context is not available at a binary operator: %s", e.X)) return nil, nil, nil, false } stmts = append(stmts, ss...) lhst := ts[0] rhs, ts, ss, ok := cs.parseExpr(block, e.Y) if !ok { return nil, nil, nil, false } if len(rhs) != 1 { cs.addError(e.Pos(), fmt.Sprintf("multiple-value context is not available at a binary operator: %s", e.Y)) return nil, nil, nil, false } stmts = append(stmts, ss...) rhst := ts[0] if lhs[0].Type == shaderir.NumberExpr && rhs[0].Type == shaderir.NumberExpr { op := e.Op // https://golang.org/pkg/go/constant/#BinaryOp // "To force integer division of Int operands, use op == token.QUO_ASSIGN instead of // token.QUO; the result is guaranteed to be Int in this case." if op == token.QUO && lhs[0].Const.Kind() == gconstant.Int && rhs[0].Const.Kind() == gconstant.Int { op = token.QUO_ASSIGN } v := gconstant.BinaryOp(lhs[0].Const, op, rhs[0].Const) t := shaderir.Type{Main: shaderir.Int} if v.Kind() == gconstant.Float { t = shaderir.Type{Main: shaderir.Float} } return []shaderir.Expr{ { Type: shaderir.NumberExpr, Const: v, }, }, []shaderir.Type{t}, stmts, true } op, ok := shaderir.OpFromToken(e.Op) if !ok { cs.addError(e.Pos(), fmt.Sprintf("unexpected operator: %s", e.Op)) return nil, nil, nil, false } var t shaderir.Type switch { case op == shaderir.LessThanOp || op == shaderir.LessThanEqualOp || op == shaderir.GreaterThanOp || op == shaderir.GreaterThanEqualOp || op == shaderir.EqualOp || op == shaderir.NotEqualOp || op == shaderir.AndAnd || op == shaderir.OrOr: t = shaderir.Type{Main: shaderir.Bool} case lhst.Equal(&rhst): t = lhst case lhst.Main == shaderir.Float || lhst.Main == shaderir.Int: switch rhst.Main { case shaderir.Int: t = lhst case shaderir.Float, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4, shaderir.Mat2, shaderir.Mat3, shaderir.Mat4: t = rhst default: cs.addError(e.Pos(), fmt.Sprintf("types don't match: %s %s %s", lhst.String(), e.Op, rhst.String())) return nil, nil, nil, false } case rhst.Main == shaderir.Float || rhst.Main == shaderir.Int: switch lhst.Main { case shaderir.Int: t = rhst case shaderir.Float, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4, shaderir.Mat2, shaderir.Mat3, shaderir.Mat4: t = lhst default: cs.addError(e.Pos(), fmt.Sprintf("types don't match: %s %s %s", lhst.String(), e.Op, rhst.String())) return nil, nil, nil, false } case lhst.Main == shaderir.Vec2 && rhst.Main == shaderir.Mat2 || lhst.Main == shaderir.Mat2 && rhst.Main == shaderir.Vec2: t = shaderir.Type{Main: shaderir.Vec2} case lhst.Main == shaderir.Vec3 && rhst.Main == shaderir.Mat3 || lhst.Main == shaderir.Mat3 && rhst.Main == shaderir.Vec3: t = shaderir.Type{Main: shaderir.Vec3} case lhst.Main == shaderir.Vec4 && rhst.Main == shaderir.Mat4 || lhst.Main == shaderir.Mat4 && rhst.Main == shaderir.Vec4: t = shaderir.Type{Main: shaderir.Vec4} default: cs.addError(e.Pos(), fmt.Sprintf("invalid expression: %s %s %s", lhst.String(), e.Op, rhst.String())) return nil, nil, nil, false } return []shaderir.Expr{ { Type: shaderir.Binary, Op: op, Exprs: []shaderir.Expr{lhs[0], rhs[0]}, }, }, []shaderir.Type{t}, stmts, true case *ast.CallExpr: var ( callee shaderir.Expr args []shaderir.Expr argts []shaderir.Type stmts []shaderir.Stmt ) // Parse the argument first for the order of the statements. for _, a := range e.Args { es, ts, ss, ok := cs.parseExpr(block, a) if !ok { return nil, nil, nil, false } if len(es) > 1 && len(e.Args) > 1 { cs.addError(e.Pos(), fmt.Sprintf("single-value context and multiple-value context cannot be mixed: %s", e.Fun)) return nil, nil, nil, false } args = append(args, es...) argts = append(argts, ts...) stmts = append(stmts, ss...) } // TODO: When len(ss) is not 0? es, _, ss, ok := cs.parseExpr(block, e.Fun) if !ok { return nil, nil, nil, false } if len(es) != 1 { cs.addError(e.Pos(), fmt.Sprintf("multiple-value context is not available at a callee: %s", e.Fun)) return nil, nil, nil, false } callee = es[0] stmts = append(stmts, ss...) // For built-in functions, we can call this in this position. Return an expression for the function // call. if callee.Type == shaderir.BuiltinFuncExpr { var t shaderir.Type switch callee.BuiltinFunc { case shaderir.Vec2F: t = shaderir.Type{Main: shaderir.Vec2} case shaderir.Vec3F: t = shaderir.Type{Main: shaderir.Vec3} case shaderir.Vec4F: t = shaderir.Type{Main: shaderir.Vec4} case shaderir.Mat2F: t = shaderir.Type{Main: shaderir.Mat2} case shaderir.Mat3F: t = shaderir.Type{Main: shaderir.Mat3} case shaderir.Mat4F: t = shaderir.Type{Main: shaderir.Mat4} case shaderir.Step: t = argts[1] case shaderir.Smoothstep: t = argts[2] case shaderir.Length, shaderir.Distance, shaderir.Dot: t = shaderir.Type{Main: shaderir.Float} case shaderir.Cross: t = shaderir.Type{Main: shaderir.Vec3} case shaderir.Texture2DF: t = shaderir.Type{Main: shaderir.Vec4} default: t = argts[0] } return []shaderir.Expr{ { Type: shaderir.Call, Exprs: append([]shaderir.Expr{callee}, args...), }, }, []shaderir.Type{t}, stmts, true } if callee.Type != shaderir.FunctionExpr { cs.addError(e.Pos(), fmt.Sprintf("function callee must be a funciton name but %s", e.Fun)) return nil, nil, nil, false } f := cs.funcs[callee.Index] var outParams []int for _, p := range f.ir.OutParams { idx := len(block.vars) block.vars = append(block.vars, variable{ typ: p, }) args = append(args, shaderir.Expr{ Type: shaderir.LocalVariable, Index: idx, }) outParams = append(outParams, idx) } if t := f.ir.Return; t.Main != shaderir.None { if len(outParams) != 0 { cs.addError(e.Pos(), fmt.Sprintf("a function returning value cannot have out-params so far: %s", e.Fun)) return nil, nil, nil, false } idx := len(block.vars) block.vars = append(block.vars, variable{ typ: t, }) // Calling the function should be done eariler to treat out-params correctly. stmts = append(stmts, shaderir.Stmt{ Type: shaderir.Assign, Exprs: []shaderir.Expr{ { Type: shaderir.LocalVariable, Index: idx, }, { Type: shaderir.Call, Exprs: append([]shaderir.Expr{callee}, args...), }, }, }) // The actual expression here is just a local variable that includes the result of the // function call. return []shaderir.Expr{ { Type: shaderir.LocalVariable, Index: idx, }, }, []shaderir.Type{t}, stmts, true } // Even if the function doesn't return anything, calling the function should be done eariler to keep // the evaluation order. stmts = append(stmts, shaderir.Stmt{ Type: shaderir.ExprStmt, Exprs: []shaderir.Expr{ { Type: shaderir.Call, Exprs: append([]shaderir.Expr{callee}, args...), }, }, }) if len(outParams) == 0 { // TODO: Is this an error? } var exprs []shaderir.Expr for _, p := range outParams { exprs = append(exprs, shaderir.Expr{ Type: shaderir.LocalVariable, Index: p, }) } return exprs, f.ir.OutParams, stmts, true case *ast.Ident: if e.Name == "true" || e.Name == "false" { return []shaderir.Expr{ { Type: shaderir.NumberExpr, Const: gconstant.MakeBool(e.Name == "true"), }, }, []shaderir.Type{{Main: shaderir.Bool}}, nil, true } if i, t, ok := block.findLocalVariable(e.Name); ok { return []shaderir.Expr{ { Type: shaderir.LocalVariable, Index: i, }, }, []shaderir.Type{t}, nil, true } if i, ok := cs.findFunction(e.Name); ok { return []shaderir.Expr{ { Type: shaderir.FunctionExpr, Index: i, }, }, nil, nil, true } if i, ok := cs.findUniformVariable(e.Name); ok { return []shaderir.Expr{ { Type: shaderir.UniformVariable, Index: i, }, }, []shaderir.Type{cs.ir.Uniforms[i]}, nil, true } if f, ok := shaderir.ParseBuiltinFunc(e.Name); ok { return []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: f, }, }, nil, nil, true } cs.addError(e.Pos(), fmt.Sprintf("unexpected identifier: %s", e.Name)) case *ast.ParenExpr: return cs.parseExpr(block, e.X) case *ast.SelectorExpr: exprs, _, stmts, ok := cs.parseExpr(block, e.X) if !ok { return nil, nil, nil, false } if len(exprs) != 1 { cs.addError(e.Pos(), fmt.Sprintf("multiple-value context is not available at a selector: %s", e.X)) return nil, nil, nil, false } var t shaderir.Type switch len(e.Sel.Name) { case 1: t.Main = shaderir.Float case 2: t.Main = shaderir.Vec2 case 3: t.Main = shaderir.Vec3 case 4: t.Main = shaderir.Vec4 default: cs.addError(e.Pos(), fmt.Sprintf("unexpected swizzling: %s", e.Sel.Name)) return nil, nil, nil, false } return []shaderir.Expr{ { Type: shaderir.FieldSelector, Exprs: []shaderir.Expr{ exprs[0], { Type: shaderir.SwizzlingExpr, Swizzling: e.Sel.Name, }, }, }, }, []shaderir.Type{t}, stmts, true case *ast.UnaryExpr: exprs, t, stmts, ok := cs.parseExpr(block, e.X) if !ok { return nil, nil, nil, false } if len(exprs) != 1 { cs.addError(e.Pos(), fmt.Sprintf("multiple-value context is not available at a unary operator: %s", e.X)) return nil, nil, nil, false } if exprs[0].Type == shaderir.NumberExpr { v := gconstant.UnaryOp(e.Op, exprs[0].Const, 0) t := shaderir.Type{Main: shaderir.Int} if v.Kind() == gconstant.Float { t = shaderir.Type{Main: shaderir.Float} } return []shaderir.Expr{ { Type: shaderir.NumberExpr, Const: v, }, }, []shaderir.Type{t}, stmts, true } var op shaderir.Op switch e.Op { case token.ADD: op = shaderir.Add case token.SUB: op = shaderir.Sub case token.NOT: op = shaderir.NotOp default: cs.addError(e.Pos(), fmt.Sprintf("unexpected operator: %s", e.Op)) return nil, nil, nil, false } return []shaderir.Expr{ { Type: shaderir.Unary, Op: op, Exprs: exprs, }, }, t, stmts, true default: cs.addError(e.Pos(), fmt.Sprintf("expression not implemented: %#v", e)) } return nil, nil, nil, false }