mirror of
https://github.com/hajimehoshi/ebiten.git
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255 lines
7.0 KiB
Go
255 lines
7.0 KiB
Go
// Copyright 2023 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package shaderir
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import (
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"go/constant"
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)
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func ResolveUntypedConstsForBinaryOp(lhs, rhs constant.Value, lhst, rhst Type) (newLhs, newRhs constant.Value, ok bool) {
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if lhst.Main == None && rhst.Main == None {
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if lhs.Kind() == rhs.Kind() {
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return lhs, rhs, true
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}
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if lhs.Kind() == constant.Float && constant.ToFloat(rhs).Kind() != constant.Unknown {
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return lhs, constant.ToFloat(rhs), true
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}
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if rhs.Kind() == constant.Float && constant.ToFloat(lhs).Kind() != constant.Unknown {
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return constant.ToFloat(lhs), rhs, true
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}
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if lhs.Kind() == constant.Int && constant.ToInt(rhs).Kind() != constant.Unknown {
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return lhs, constant.ToInt(rhs), true
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}
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if rhs.Kind() == constant.Int && constant.ToInt(lhs).Kind() != constant.Unknown {
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return constant.ToInt(lhs), rhs, true
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}
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return nil, nil, false
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}
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if lhst.Main == None {
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if (rhst.Main == Float || rhst.IsFloatVector() || rhst.IsMatrix()) && constant.ToFloat(lhs).Kind() != constant.Unknown {
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return constant.ToFloat(lhs), rhs, true
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}
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if (rhst.Main == Int || rhst.IsIntVector()) && constant.ToInt(lhs).Kind() != constant.Unknown {
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return constant.ToInt(lhs), rhs, true
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}
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if rhst.Main == Bool && lhs.Kind() == constant.Bool {
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return lhs, rhs, true
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}
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return nil, nil, false
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}
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if rhst.Main == None {
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if (lhst.Main == Float || lhst.IsFloatVector() || lhst.IsMatrix()) && constant.ToFloat(rhs).Kind() != constant.Unknown {
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return lhs, constant.ToFloat(rhs), true
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}
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if (lhst.Main == Int || lhst.IsIntVector()) && constant.ToInt(rhs).Kind() != constant.Unknown {
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return lhs, constant.ToInt(rhs), true
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}
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if lhst.Main == Bool && rhs.Kind() == constant.Bool {
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return lhs, rhs, true
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}
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return nil, nil, false
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}
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// lhst and rhst might not match, but this has nothing to do with resolving untyped consts.
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return lhs, rhs, true
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}
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func TypeFromBinaryOp(op Op, lhst, rhst Type, lhsConst, rhsConst constant.Value) (Type, bool) {
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// If both are untyped consts, compare the constants and try to truncate them if necessary.
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if lhst.Main == None && rhst.Main == None {
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// Assume that the constant types are already adjusted.
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if lhsConst.Kind() != rhsConst.Kind() {
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panic("shaderir: const types for a binary op must be adjusted")
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}
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if op == AndAnd || op == OrOr {
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if lhsConst.Kind() == constant.Bool && rhsConst.Kind() == constant.Bool {
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return Type{Main: Bool}, true
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}
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return Type{}, false
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}
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// For %, both operands must be integers if both are constants. Truncatable to an integer is not enough.
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if op == ModOp {
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if lhsConst.Kind() == constant.Int && rhsConst.Kind() == constant.Int {
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return Type{Main: Int}, true
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}
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return Type{}, false
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}
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if op == And || op == Or || op == Xor {
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if lhsConst.Kind() == constant.Int && rhsConst.Kind() == constant.Int {
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return Type{Main: Int}, true
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}
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return Type{}, false
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}
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if op == EqualOp || op == NotEqualOp || op == LessThanOp || op == LessThanEqualOp || op == GreaterThanOp || op == GreaterThanEqualOp {
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return Type{Main: Bool}, true
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}
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if lhst.Main == Float || rhst.Main == Float {
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return Type{Main: Float}, true
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}
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if lhst.Main == Int || rhst.Main == Int {
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return Type{Main: Int}, true
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}
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if lhst.Main == Bool || rhst.Main == Bool {
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return Type{Main: Bool}, true
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}
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// If both operands are untyped, keep untyped.
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return Type{}, true
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}
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// Both types must not be untyped.
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if lhst.Main == None || rhst.Main == None {
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panic("shaderir: cannot resolve untyped values")
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}
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if op == AndAnd || op == OrOr {
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if lhst.Main == Bool && rhst.Main == Bool {
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return Type{Main: Bool}, true
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}
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return Type{}, false
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}
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if op == VectorEqualOp || op == VectorNotEqualOp {
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if (lhst.IsFloatVector() || lhst.IsIntVector()) && (rhst.IsFloatVector() || lhst.IsIntVector()) && lhst.Equal(&rhst) {
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return Type{Main: Bool}, true
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}
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return Type{}, false
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}
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if op == LessThanOp || op == LessThanEqualOp || op == GreaterThanOp || op == GreaterThanEqualOp {
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if (lhst.Main == Int && rhst.Main == Int) || (lhst.Main == Float && rhst.Main == Float) {
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return Type{Main: Bool}, true
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}
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return Type{}, false
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}
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// Comparing matrices are forbidden (#2187).
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if op == EqualOp || op == NotEqualOp {
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if lhst.IsMatrix() || rhst.IsMatrix() {
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return Type{}, false
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}
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if lhst.Equal(&rhst) {
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return Type{Main: Bool}, true
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}
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return Type{}, false
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}
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if op == Div && rhst.IsMatrix() {
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return Type{}, false
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}
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if op == ModOp {
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if lhst.Main == IVec2 && rhst.Main == IVec2 {
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return Type{Main: IVec2}, true
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}
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if lhst.Main == IVec3 && rhst.Main == IVec3 {
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return Type{Main: IVec3}, true
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}
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if lhst.Main == IVec4 && rhst.Main == IVec4 {
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return Type{Main: IVec4}, true
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}
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if (lhst.Main == Int || lhst.IsIntVector()) && rhst.Main == Int {
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return lhst, true
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}
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return Type{}, false
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}
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if op == And || op == Or || op == Xor {
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if lhst.Main == Int && rhst.Main == Int {
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return Type{Main: Int}, true
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}
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if lhst.Main == IVec2 && rhst.Main == IVec2 {
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return Type{Main: IVec2}, true
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}
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if lhst.Main == IVec3 && rhst.Main == IVec3 {
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return Type{Main: IVec3}, true
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}
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if lhst.Main == IVec4 && rhst.Main == IVec4 {
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return Type{Main: IVec4}, true
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}
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if lhst.IsIntVector() && rhst.Main == Int {
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return lhst, true
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}
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if lhst.Main == Int && rhst.IsIntVector() {
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return rhst, true
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}
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return Type{}, false
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}
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if lhst.Equal(&rhst) {
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if lhst.Main == None {
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return rhst, true
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}
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return lhst, true
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}
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if op == MatrixMul {
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if lhst.IsMatrix() && rhst.Main == Float {
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return lhst, true
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}
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if lhst.Main == Mat2 && rhst.Main == Vec2 {
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return rhst, true
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}
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if lhst.Main == Mat3 && rhst.Main == Vec3 {
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return rhst, true
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}
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if lhst.Main == Mat4 && rhst.Main == Vec4 {
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return rhst, true
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}
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if lhst.Main == Float && rhst.IsMatrix() {
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return rhst, true
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}
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if lhst.Main == Vec2 && rhst.Main == Mat2 {
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return lhst, true
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}
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if lhst.Main == Vec3 && rhst.Main == Mat3 {
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return lhst, true
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}
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if lhst.Main == Vec4 && rhst.Main == Mat4 {
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return lhst, true
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}
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return Type{}, false
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}
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if op == Div {
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if lhst.IsMatrix() && rhst.Main == Float {
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return lhst, true
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}
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// fallback
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}
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if lhst.IsFloatVector() && rhst.Main == Float {
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return lhst, true
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}
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if lhst.Main == Float && rhst.IsFloatVector() {
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return rhst, true
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}
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if lhst.IsIntVector() && rhst.Main == Int {
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return lhst, true
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}
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if lhst.Main == Int && rhst.IsIntVector() {
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return rhst, true
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}
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return Type{}, false
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}
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