// 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" "strings" "github.com/hajimehoshi/ebiten/internal/shaderir" ) const FragmentPrelude = `#if defined(GL_ES) precision highp float; #else #define lowp #define mediump #define highp #endif` type compileContext struct { 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) (vertexShader, fragmentShader string) { c := &compileContext{ structNames: map[string]string{}, } // Vertex func var vslines []string { 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 { vslines = append(vslines, fmt.Sprintf("attribute %s;", c.glslVarDecl(p, &t, fmt.Sprintf("A%d", i)))) } for i, t := range p.Varyings { vslines = append(vslines, fmt.Sprintf("varying %s;", c.glslVarDecl(p, &t, fmt.Sprintf("V%d", i)))) } } if len(p.Funcs) > 0 { vslines = append(vslines, "") for _, f := range p.Funcs { vslines = append(vslines, c.glslFunc(p, &f, true)...) } for _, f := range p.Funcs { if len(vslines) > 0 && vslines[len(vslines)-1] != "" { vslines = append(vslines, "") } vslines = append(vslines, c.glslFunc(p, &f, false)...) } } if p.VertexFunc.Block != nil && len(p.VertexFunc.Block.Stmts) > 0 { vslines = append(vslines, "") vslines = append(vslines, "void main(void) {") 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, "\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 { fslines = append(fslines, fmt.Sprintf("varying %s;", c.glslVarDecl(p, &t, fmt.Sprintf("V%d", i)))) } } if len(p.Funcs) > 0 { fslines = append(fslines, "") for _, f := range p.Funcs { fslines = append(fslines, c.glslFunc(p, &f, true)...) } for _, f := range p.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 descendantLocalVars(block, target *shaderir.Block) ([]shaderir.Type, bool) { if block == target { return block.LocalVars, true } var ts []shaderir.Type for _, s := range block.Stmts { for _, b := range s.Blocks { if ts2, found := descendantLocalVars(b, target); found { ts = append(ts, block.LocalVars...) ts = append(ts, ts2...) return ts, true } } } return nil, false } func localVariableType(p *shaderir.Program, topBlock, block *shaderir.Block, absidx int) shaderir.Type { var ts []shaderir.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 localVariable(p *shaderir.Program, topBlock, block *shaderir.Block, idx int) (string, shaderir.Type) { switch topBlock { case p.VertexFunc.Block: na := len(p.Attributes) nv := len(p.Varyings) switch { case idx < na: return fmt.Sprintf("A%d", idx), p.Attributes[idx] case idx == na: return "gl_Position", shaderir.Type{Main: shaderir.Vec4} case idx < na+nv+1: return fmt.Sprintf("V%d", idx-na-1), p.Varyings[idx-na-1] default: return fmt.Sprintf("l%d", idx-(na+nv+1)), localVariableType(p, topBlock, block, idx-(na+nv+1)) } case p.FragmentFunc.Block: nv := len(p.Varyings) switch { case idx == 0: return "gl_FragCoord", shaderir.Type{Main: shaderir.Vec4} case idx < nv+1: return fmt.Sprintf("V%d", idx-1), p.Varyings[idx-1] case idx == nv+1: return "gl_FragColor", shaderir.Type{Main: shaderir.Vec4} default: return fmt.Sprintf("l%d", idx-(nv+2)), localVariableType(p, topBlock, block, idx-(nv+2)) } default: return fmt.Sprintf("l%d", idx), localVariableType(p, topBlock, block, idx) } } func (c *compileContext) glslBlock(p *shaderir.Program, topBlock, block *shaderir.Block, level int) []string { if block == nil { return nil } idt := strings.Repeat("\t", level+1) var lines []string for i, t := range block.LocalVars { name := fmt.Sprintf("l%d", block.LocalVarIndexOffset+i) switch t.Main { case shaderir.Array: 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: lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.glslVarDecl(p, &t, name), c.glslVarInit(p, &t))) } } 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: n, _ := localVariable(p, topBlock, block, e.Index) return n case shaderir.StructMember: return fmt.Sprintf("M%d", e.Index) case shaderir.BuiltinFuncExpr: return 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: 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) } } 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 := localVariable(p, 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.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, _ := localVariable(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 }