// 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 offers intermediate representation for shader programs. package shaderir import ( "go/constant" "go/token" "sort" "strings" ) type Program struct { UniformNames []string Uniforms []Type TextureNum int Attributes []Type Varyings []Type Funcs []Func VertexFunc VertexFunc FragmentFunc FragmentFunc reachableUniforms map[int]struct{} } type Func struct { Index int InParams []Type OutParams []Type Return Type Block *Block } // VertexFunc takes pseudo params, and the number if len(attributes) + len(varyings) + 1. // If 0 <= index < len(attributes), the params are in-params and represent attribute variables. // If index == len(attributes), the param is an out-param and repesents the position in vec4 (gl_Position in GLSL) // If len(attributes) + 1 <= index < len(attributes) + len(varyings) + 1, the params are out-params and represent // varying variables. type VertexFunc struct { Block *Block } // FragmentFunc takes pseudo params, and the number is len(varyings) + 2. // If index == 0, the param represents the coordinate of the fragment (gl_FragCoord in GLSL). // If 0 < index <= len(varyings), the param represents (index-1)th verying variable. type FragmentFunc struct { Block *Block } type Block struct { LocalVars []Type LocalVarIndexOffset int Stmts []Stmt } type Stmt struct { Type StmtType Exprs []Expr Blocks []*Block ForVarType Type ForVarIndex int ForInit constant.Value ForEnd constant.Value ForOp Op ForDelta constant.Value InitIndex int } type StmtType int const ( ExprStmt StmtType = iota BlockStmt Assign Init If For Continue Break Return Discard ) type ConstType int const ( ConstTypeNone ConstType = iota ConstTypeBool ConstTypeInt ConstTypeFloat ) type Expr struct { Type ExprType Exprs []Expr Const constant.Value ConstType ConstType BuiltinFunc BuiltinFunc Swizzling string Index int Op Op } type ExprType int const ( Blank ExprType = iota NumberExpr UniformVariable TextureVariable LocalVariable StructMember BuiltinFuncExpr SwizzlingExpr FunctionExpr Unary Binary Selection Call FieldSelector Index ) type Op int const ( Add Op = iota Sub NotOp ComponentWiseMul MatrixMul Div ModOp LeftShift RightShift LessThanOp LessThanEqualOp GreaterThanOp GreaterThanEqualOp EqualOp NotEqualOp VectorEqualOp VectorNotEqualOp And Xor Or AndAnd OrOr ) func OpFromToken(t token.Token, lhs, rhs Type) (Op, bool) { switch t { case token.ADD: return Add, true case token.SUB: return Sub, true case token.NOT: return NotOp, true case token.MUL: if lhs.IsMatrix() || rhs.IsMatrix() { return MatrixMul, true } return ComponentWiseMul, true case token.QUO: return Div, true case token.REM: return ModOp, true case token.SHL: return LeftShift, true case token.SHR: return RightShift, true case token.LSS: return LessThanOp, true case token.LEQ: return LessThanEqualOp, true case token.GTR: return GreaterThanOp, true case token.GEQ: return GreaterThanEqualOp, true case token.EQL: if lhs.IsVector() || rhs.IsVector() { return VectorEqualOp, true } return EqualOp, true case token.NEQ: if lhs.IsVector() || rhs.IsVector() { return VectorNotEqualOp, true } return NotEqualOp, true case token.AND: return And, true case token.XOR: return Xor, true case token.OR: return Or, true case token.LAND: return AndAnd, true case token.LOR: return OrOr, true } return 0, false } type BuiltinFunc string const ( Len BuiltinFunc = "len" Cap BuiltinFunc = "cap" BoolF BuiltinFunc = "bool" IntF BuiltinFunc = "int" FloatF BuiltinFunc = "float" Vec2F BuiltinFunc = "vec2" Vec3F BuiltinFunc = "vec3" Vec4F BuiltinFunc = "vec4" Mat2F BuiltinFunc = "mat2" Mat3F BuiltinFunc = "mat3" Mat4F BuiltinFunc = "mat4" Radians BuiltinFunc = "radians" // This function is not used yet (#2253) Degrees BuiltinFunc = "degrees" // This function is not used yet (#2253) Sin BuiltinFunc = "sin" Cos BuiltinFunc = "cos" Tan BuiltinFunc = "tan" Asin BuiltinFunc = "asin" Acos BuiltinFunc = "acos" Atan BuiltinFunc = "atan" Atan2 BuiltinFunc = "atan2" Pow BuiltinFunc = "pow" Exp BuiltinFunc = "exp" Log BuiltinFunc = "log" Exp2 BuiltinFunc = "exp2" Log2 BuiltinFunc = "log2" Sqrt BuiltinFunc = "sqrt" Inversesqrt BuiltinFunc = "inversesqrt" Abs BuiltinFunc = "abs" Sign BuiltinFunc = "sign" Floor BuiltinFunc = "floor" Ceil BuiltinFunc = "ceil" Fract BuiltinFunc = "fract" Mod BuiltinFunc = "mod" Min BuiltinFunc = "min" Max BuiltinFunc = "max" Clamp BuiltinFunc = "clamp" Mix BuiltinFunc = "mix" Step BuiltinFunc = "step" Smoothstep BuiltinFunc = "smoothstep" Length BuiltinFunc = "length" Distance BuiltinFunc = "distance" Dot BuiltinFunc = "dot" Cross BuiltinFunc = "cross" Normalize BuiltinFunc = "normalize" Faceforward BuiltinFunc = "faceforward" Reflect BuiltinFunc = "reflect" Refract BuiltinFunc = "refract" Transpose BuiltinFunc = "transpose" Texture2DF BuiltinFunc = "texture2D" Dfdx BuiltinFunc = "dfdx" Dfdy BuiltinFunc = "dfdy" Fwidth BuiltinFunc = "fwidth" DiscardF BuiltinFunc = "discard" ) func ParseBuiltinFunc(str string) (BuiltinFunc, bool) { switch BuiltinFunc(str) { case Len, Cap, BoolF, IntF, FloatF, Vec2F, Vec3F, Vec4F, Mat2F, Mat3F, Mat4F, Sin, Cos, Tan, Asin, Acos, Atan, Atan2, Pow, Exp, Log, Exp2, Log2, Sqrt, Inversesqrt, Abs, Sign, Floor, Ceil, Fract, Mod, Min, Max, Clamp, Mix, Step, Smoothstep, Length, Distance, Dot, Cross, Normalize, Faceforward, Reflect, Refract, Transpose, Texture2DF, Dfdx, Dfdy, Fwidth, DiscardF: return BuiltinFunc(str), true } return "", false } func IsValidSwizzling(s string) bool { if len(s) < 1 || 4 < len(s) { return false } const ( xyzw = "xyzw" rgba = "rgba" strq = "strq" ) switch { case strings.IndexByte(xyzw, s[0]) >= 0: for _, c := range s { if strings.IndexRune(xyzw, c) == -1 { return false } } return true case strings.IndexByte(rgba, s[0]) >= 0: for _, c := range s { if strings.IndexRune(rgba, c) == -1 { return false } } return true case strings.IndexByte(strq, s[0]) >= 0: for _, c := range s { if strings.IndexRune(strq, c) == -1 { return false } } return true } return false } func (p *Program) ReachableFuncsFromBlock(block *Block) []*Func { indexToFunc := map[int]*Func{} for _, f := range p.Funcs { f := f indexToFunc[f.Index] = &f } visited := map[int]struct{}{} var indices []int var f func(expr *Expr) f = func(expr *Expr) { if expr.Type != FunctionExpr { return } if _, ok := visited[expr.Index]; ok { return } indices = append(indices, expr.Index) visited[expr.Index] = struct{}{} walkExprs(f, indexToFunc[expr.Index].Block) } walkExprs(f, block) sort.Ints(indices) funcs := make([]*Func, 0, len(indices)) for _, i := range indices { funcs = append(funcs, indexToFunc[i]) } return funcs } func walkExprs(f func(expr *Expr), block *Block) { if block == nil { return } for _, s := range block.Stmts { for _, e := range s.Exprs { walkExprsInExpr(f, &e) } for _, b := range s.Blocks { walkExprs(f, b) } } } func walkExprsInExpr(f func(expr *Expr), expr *Expr) { if expr == nil { return } f(expr) for _, e := range expr.Exprs { walkExprsInExpr(f, &e) } } func (p *Program) reachableUniformVariablesFromBlock(block *Block) []int { indexToFunc := map[int]*Func{} for _, f := range p.Funcs { f := f indexToFunc[f.Index] = &f } visitedFuncs := map[int]struct{}{} indices := map[int]struct{}{} var f func(expr *Expr) f = func(expr *Expr) { switch expr.Type { case UniformVariable: indices[expr.Index] = struct{}{} case FunctionExpr: if _, ok := visitedFuncs[expr.Index]; ok { return } visitedFuncs[expr.Index] = struct{}{} walkExprs(f, indexToFunc[expr.Index].Block) } } walkExprs(f, block) is := make([]int, 0, len(indices)) for i := range indices { is = append(is, i) } sort.Ints(is) return is } func (p *Program) FilterUniformVariables(uniforms [][]uint32) { if p.reachableUniforms == nil { p.reachableUniforms = map[int]struct{}{} for _, i := range p.reachableUniformVariablesFromBlock(p.VertexFunc.Block) { p.reachableUniforms[i] = struct{}{} } for _, i := range p.reachableUniformVariablesFromBlock(p.FragmentFunc.Block) { p.reachableUniforms[i] = struct{}{} } } for i := range uniforms { if _, ok := p.reachableUniforms[i]; !ok { uniforms[i] = nil } } }