// 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" "go/token" "strings" "github.com/hajimehoshi/ebiten/internal/shaderir" ) type variable struct { name string typ shaderir.Type forLoopCounter bool } type constant struct { name string typ shaderir.Type init ast.Expr } type function struct { name string block *block ir shaderir.Func } type compileState struct { fs *token.FileSet vertexEntry string fragmentEntry string ir shaderir.Program // uniforms is a collection of uniform variable names. uniforms []string funcs []function global block varyingParsed bool errs []string } func (cs *compileState) findFunction(name string) (int, bool) { for i, f := range cs.funcs { if f.name == name { return i, true } } return 0, false } func (cs *compileState) findUniformVariable(name string) (int, bool) { for i, u := range cs.uniforms { if u == name { return i, true } } return 0, false } type typ struct { name string ir shaderir.Type } type block struct { types []typ vars []variable consts []constant pos token.Pos outer *block ir *shaderir.Block } func (b *block) totalLocalVariableNum() int { c := len(b.vars) if b.outer != nil { c += b.outer.totalLocalVariableNum() } return c } func (b *block) findLocalVariable(name string) (int, shaderir.Type, bool) { if name == "" || name == "_" { panic("shader: variable name must be non-empty and non-underscore") } idx := 0 for outer := b.outer; outer != nil; outer = outer.outer { idx += len(outer.vars) } for i, v := range b.vars { if v.name == name { return idx + i, v.typ, true } } if b.outer != nil { return b.outer.findLocalVariable(name) } return 0, shaderir.Type{}, false } func (b *block) findLocalVariableByIndex(idx int) (shaderir.Type, bool) { bs := []*block{b} for outer := b.outer; outer != nil; outer = outer.outer { bs = append(bs, outer) } for i := len(bs) - 1; i >= 0; i-- { if len(bs[i].vars) <= idx { idx -= len(bs[i].vars) continue } return bs[i].vars[idx].typ, true } return shaderir.Type{}, false } type ParseError struct { errs []string } func (p *ParseError) Error() string { return strings.Join(p.errs, "\n") } func Compile(fs *token.FileSet, f *ast.File, vertexEntry, fragmentEntry string, textureNum int) (*shaderir.Program, error) { s := &compileState{ fs: fs, vertexEntry: vertexEntry, fragmentEntry: fragmentEntry, } s.global.ir = &shaderir.Block{} s.parse(f) if len(s.errs) > 0 { return nil, &ParseError{s.errs} } // TODO: Resolve identifiers? // TODO: Resolve constants // TODO: Make a call graph and reorder the elements. s.ir.TextureNum = textureNum return &s.ir, nil } func (s *compileState) addError(pos token.Pos, str string) { p := s.fs.Position(pos) s.errs = append(s.errs, fmt.Sprintf("%s: %s", p, str)) } func (cs *compileState) parse(f *ast.File) { // Parse GenDecl for global variables, and then parse functions. for _, d := range f.Decls { if _, ok := d.(*ast.FuncDecl); !ok { ss, ok := cs.parseDecl(&cs.global, d) if !ok { return } cs.global.ir.Stmts = append(cs.global.ir.Stmts, ss...) } } // Sort the uniform variable so that special variable starting with __ should come first. var unames []string var utypes []shaderir.Type for i, u := range cs.uniforms { if strings.HasPrefix(u, "__") { unames = append(unames, u) utypes = append(utypes, cs.ir.Uniforms[i]) } } // TODO: Check len(unames) == graphics.PreservedUniformVariablesNum. Unfortunately this is not true on tests. for i, u := range cs.uniforms { if !strings.HasPrefix(u, "__") { unames = append(unames, u) utypes = append(utypes, cs.ir.Uniforms[i]) } } cs.uniforms = unames cs.ir.Uniforms = utypes // Parse function names so that any other function call the others. // The function data is provisional and will be updated soon. for _, d := range f.Decls { fd, ok := d.(*ast.FuncDecl) if !ok { continue } n := fd.Name.Name if n == cs.vertexEntry { continue } if n == cs.fragmentEntry { continue } inParams, outParams := cs.parseFuncParams(&cs.global, fd) var inT, outT []shaderir.Type for _, v := range inParams { inT = append(inT, v.typ) } for _, v := range outParams { outT = append(outT, v.typ) } cs.funcs = append(cs.funcs, function{ name: n, ir: shaderir.Func{ Index: len(cs.funcs), InParams: inT, OutParams: outT, Block: &shaderir.Block{}, }, }) } // Parse functions. for _, d := range f.Decls { if _, ok := d.(*ast.FuncDecl); ok { ss, ok := cs.parseDecl(&cs.global, d) if !ok { return } cs.global.ir.Stmts = append(cs.global.ir.Stmts, ss...) } } if len(cs.errs) > 0 { return } for _, f := range cs.funcs { cs.ir.Funcs = append(cs.ir.Funcs, f.ir) } } func (cs *compileState) parseDecl(b *block, d ast.Decl) ([]shaderir.Stmt, bool) { var stmts []shaderir.Stmt switch d := d.(type) { case *ast.GenDecl: switch d.Tok { case token.TYPE: // TODO: Parse other types for _, s := range d.Specs { s := s.(*ast.TypeSpec) t, ok := cs.parseType(b, s.Type) if !ok { return nil, false } b.types = append(b.types, typ{ name: s.Name.Name, ir: t, }) } case token.CONST: for _, s := range d.Specs { s := s.(*ast.ValueSpec) cs := cs.parseConstant(b, s) b.consts = append(b.consts, cs...) } case token.VAR: for _, s := range d.Specs { s := s.(*ast.ValueSpec) vs, inits, ss, ok := cs.parseVariable(b, s) if !ok { return nil, false } stmts = append(stmts, ss...) if b == &cs.global { // TODO: Should rhs be ignored? for i, v := range vs { if !strings.HasPrefix(v.name, "__") { if v.name[0] < 'A' || 'Z' < v.name[0] { cs.addError(s.Names[i].Pos(), fmt.Sprintf("global variables must be exposed: %s", v.name)) } } cs.uniforms = append(cs.uniforms, v.name) cs.ir.Uniforms = append(cs.ir.Uniforms, v.typ) } continue } base := b.totalLocalVariableNum() b.vars = append(b.vars, vs...) if len(inits) > 0 { for i := range vs { stmts = append(stmts, shaderir.Stmt{ Type: shaderir.Assign, Exprs: []shaderir.Expr{ { Type: shaderir.LocalVariable, Index: base + i, }, inits[i], }, }) } } } case token.IMPORT: cs.addError(d.Pos(), "import is forbidden") default: cs.addError(d.Pos(), "unexpected token") } case *ast.FuncDecl: f, ok := cs.parseFunc(b, d) if !ok { return nil, false } if b != &cs.global { cs.addError(d.Pos(), "non-global function is not implemented") return nil, false } switch d.Name.Name { case cs.vertexEntry: cs.ir.VertexFunc.Block = f.ir.Block case cs.fragmentEntry: cs.ir.FragmentFunc.Block = f.ir.Block default: // The function is already registered for their names. for i := range cs.funcs { if cs.funcs[i].name == d.Name.Name { // Index is already determined by the provisional parsing. f.ir.Index = cs.funcs[i].ir.Index cs.funcs[i] = f break } } } default: cs.addError(d.Pos(), "unexpected decl") return nil, false } return stmts, true } // functionReturnTypes returns the original returning value types, if the given expression is call. // // Note that parseExpr returns the returning types for IR, not the original function. func (cs *compileState) functionReturnTypes(block *block, expr ast.Expr) ([]shaderir.Type, bool) { call, ok := expr.(*ast.CallExpr) if !ok { return nil, false } ident, ok := call.Fun.(*ast.Ident) if !ok { return nil, false } for _, f := range cs.funcs { if f.name == ident.Name { // TODO: Is it correct to combine out-params and return param? ts := f.ir.OutParams if f.ir.Return.Main != shaderir.None { ts = append(ts, f.ir.Return) } return ts, true } } return nil, false } func (s *compileState) parseVariable(block *block, vs *ast.ValueSpec) ([]variable, []shaderir.Expr, []shaderir.Stmt, bool) { if len(vs.Names) != len(vs.Values) && len(vs.Values) != 1 && len(vs.Values) != 0 { s.addError(vs.Pos(), fmt.Sprintf("the numbers of lhs and rhs don't match")) return nil, nil, nil, false } var declt shaderir.Type if vs.Type != nil { var ok bool declt, ok = s.parseType(block, vs.Type) if !ok { return nil, nil, nil, false } } var ( vars []variable inits []shaderir.Expr stmts []shaderir.Stmt ) // These variables are used only in multiple-value context. var inittypes []shaderir.Type var initexprs []shaderir.Expr for i, n := range vs.Names { t := declt switch { case len(vs.Values) == 0: // No initialization case len(vs.Names) == len(vs.Values): // Single-value context init := vs.Values[i] es, origts, ss, ok := s.parseExpr(block, init) if !ok { return nil, nil, nil, false } if t.Main == shaderir.None { ts, ok := s.functionReturnTypes(block, init) if !ok { ts = origts } if len(ts) > 1 { s.addError(vs.Pos(), fmt.Sprintf("the numbers of lhs and rhs don't match")) } t = ts[0] } if es[0].Type == shaderir.NumberExpr { switch t.Main { case shaderir.Int: es[0].ConstType = shaderir.ConstTypeInt case shaderir.Float: es[0].ConstType = shaderir.ConstTypeFloat } } inits = append(inits, es...) stmts = append(stmts, ss...) default: // Multiple-value context if i == 0 { init := vs.Values[0] var ss []shaderir.Stmt var ok bool initexprs, inittypes, ss, ok = s.parseExpr(block, init) if !ok { return nil, nil, nil, false } stmts = append(stmts, ss...) if t.Main == shaderir.None { ts, ok := s.functionReturnTypes(block, init) if ok { inittypes = ts } if len(ts) != len(vs.Names) { s.addError(vs.Pos(), fmt.Sprintf("the numbers of lhs and rhs don't match")) continue } } } if len(inittypes) > 0 { t = inittypes[i] } // Add the same initexprs for each variable. inits = append(inits, initexprs...) } name := n.Name for _, v := range append(block.vars, vars...) { if v.name == name { s.addError(vs.Pos(), fmt.Sprintf("duplicated local variable name: %s", name)) return nil, nil, nil, false } } vars = append(vars, variable{ name: name, typ: t, }) } return vars, inits, stmts, true } func (s *compileState) parseConstant(block *block, vs *ast.ValueSpec) []constant { var t shaderir.Type if vs.Type != nil { var ok bool t, ok = s.parseType(block, vs.Type) if !ok { return nil } } var cs []constant for i, n := range vs.Names { cs = append(cs, constant{ name: n.Name, typ: t, init: vs.Values[i], }) } return cs } func (cs *compileState) parseFuncParams(block *block, d *ast.FuncDecl) (in, out []variable) { for _, f := range d.Type.Params.List { t, ok := cs.parseType(block, f.Type) if !ok { return } for _, n := range f.Names { in = append(in, variable{ name: n.Name, typ: t, }) } } if d.Type.Results == nil { return } for _, f := range d.Type.Results.List { t, ok := cs.parseType(block, f.Type) if !ok { return } if len(f.Names) == 0 { out = append(out, variable{ name: "", typ: t, }) } else { for _, n := range f.Names { out = append(out, variable{ name: n.Name, typ: t, }) } } } return } func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) (function, bool) { if d.Name == nil { cs.addError(d.Pos(), "function must have a name") return function{}, false } if d.Body == nil { cs.addError(d.Pos(), "function must have a body") return function{}, false } inParams, outParams := cs.parseFuncParams(block, d) checkVaryings := func(vs []variable) { if len(cs.ir.Varyings) != len(vs) { cs.addError(d.Pos(), fmt.Sprintf("the number of vertex entry point's returning values and the number of framgent entry point's params must be the same")) return } for i, t := range cs.ir.Varyings { if t.Main != vs[i].typ.Main { cs.addError(d.Pos(), fmt.Sprintf("vertex entry point's returning value types and framgent entry point's param types must match")) } } } if block == &cs.global { switch d.Name.Name { case cs.vertexEntry: for _, v := range inParams { cs.ir.Attributes = append(cs.ir.Attributes, v.typ) } // The first out-param is treated as gl_Position in GLSL. if len(outParams) == 0 { cs.addError(d.Pos(), fmt.Sprintf("vertex entry point must have at least one returning vec4 value for a position")) return function{}, false } if outParams[0].typ.Main != shaderir.Vec4 { cs.addError(d.Pos(), fmt.Sprintf("vertex entry point must have at least one returning vec4 value for a position")) return function{}, false } if cs.varyingParsed { checkVaryings(outParams[1:]) } else { for _, v := range outParams[1:] { // TODO: Check that these params are not arrays or structs cs.ir.Varyings = append(cs.ir.Varyings, v.typ) } } cs.varyingParsed = true case cs.fragmentEntry: if len(inParams) == 0 { cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have at least one vec4 parameter for a position")) return function{}, false } if inParams[0].typ.Main != shaderir.Vec4 { cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have at least one vec4 parameter for a position")) return function{}, false } if len(outParams) != 1 { cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have one returning vec4 value for a color")) return function{}, false } if outParams[0].typ.Main != shaderir.Vec4 { cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have one returning vec4 value for a color")) return function{}, false } if cs.varyingParsed { checkVaryings(inParams[1:]) } else { for _, v := range inParams[1:] { cs.ir.Varyings = append(cs.ir.Varyings, v.typ) } } cs.varyingParsed = true } } b, ok := cs.parseBlock(block, d.Name.Name, d.Body.List, inParams, outParams) if !ok { return function{}, false } var inT, outT []shaderir.Type for _, v := range inParams { inT = append(inT, v.typ) } for _, v := range outParams { outT = append(outT, v.typ) } return function{ name: d.Name.Name, block: b, ir: shaderir.Func{ InParams: inT, OutParams: outT, Block: b.ir, }, }, true } func (cs *compileState) parseBlock(outer *block, fname string, stmts []ast.Stmt, inParams, outParams []variable) (*block, bool) { var vars []variable if outer == &cs.global { vars = make([]variable, 0, len(inParams)+len(outParams)) vars = append(vars, inParams...) vars = append(vars, outParams...) } var offset int switch { case outer.outer == nil && fname == cs.vertexEntry: offset = 0 case outer.outer == nil && fname == cs.fragmentEntry: offset = 0 case outer.outer == nil: offset = len(inParams) + len(outParams) default: for b := outer; b != nil; b = b.outer { offset += len(b.vars) } if fname == cs.vertexEntry { offset -= len(cs.ir.Attributes) offset-- // position offset -= len(cs.ir.Varyings) } if fname == cs.fragmentEntry { offset-- // position offset -= len(cs.ir.Varyings) offset-- // color } } block := &block{ vars: vars, outer: outer, ir: &shaderir.Block{ LocalVarIndexOffset: offset, }, } defer func() { var offset int if outer == &cs.global { offset = len(inParams) + len(outParams) } for _, v := range block.vars[offset:] { if v.forLoopCounter { block.ir.LocalVars = append(block.ir.LocalVars, shaderir.Type{}) continue } block.ir.LocalVars = append(block.ir.LocalVars, v.typ) } }() for _, stmt := range stmts { ss, ok := cs.parseStmt(block, fname, stmt, inParams, outParams) if !ok { return nil, false } block.ir.Stmts = append(block.ir.Stmts, ss...) } return block, true }