ebiten/internal/shader/shader.go
2020-05-10 00:39:26 +09:00

453 lines
9.5 KiB
Go

// 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/parser"
"go/token"
"regexp"
"sort"
"strings"
)
const (
varyingStructName = "VertexOut"
)
var (
kageTagRe = regexp.MustCompile("^`" + `kage:\"(.+)\"` + "`$")
)
type variable struct {
name string
typ typ
init string
}
type constant struct {
name string
typ typ
init string
}
type function struct {
name string
args []variable
rets []variable
body *block
}
type Shader struct {
fs *token.FileSet
// position is the field name of VertexOut that represents a vertex position (gl_Position in GLSL).
position variable
// varyings is a collection of varying variables.
varyings []variable
// uniforms is a collection of uniform variables.
uniforms []variable
// globals is a collection of global variables.
globals []variable
constants []constant
funcs []function
errs []string
}
type ParseError struct {
errs []string
}
func (p *ParseError) Error() string {
return strings.Join(p.errs, "\n")
}
func NewShader(src []byte) (*Shader, error) {
fs := token.NewFileSet()
f, err := parser.ParseFile(fs, "", src, parser.AllErrors)
if err != nil {
return nil, err
}
s := &Shader{
fs: fs,
}
s.parse(f)
if len(s.errs) > 0 {
return nil, &ParseError{s.errs}
}
// TODO: Resolve identifiers?
// TODO: Resolve constants
sort.Slice(s.varyings, func(a, b int) bool {
return s.varyings[a].name < s.varyings[b].name
})
sort.Slice(s.uniforms, func(a, b int) bool {
return s.uniforms[a].name < s.uniforms[b].name
})
sort.Slice(s.globals, func(a, b int) bool {
return s.globals[a].name < s.globals[b].name
})
// TODO: Make a call graph and reorder the elements.
return s, nil
}
func (s *Shader) addError(pos token.Pos, str string) {
p := s.fs.Position(pos)
s.errs = append(s.errs, fmt.Sprintf("%s: %s", p, str))
}
func (sh *Shader) parse(f *ast.File) {
for _, d := range f.Decls {
switch d := d.(type) {
case *ast.GenDecl:
switch d.Tok {
case token.TYPE:
// TODO: Parse regular structs or other types
for _, s := range d.Specs {
s := s.(*ast.TypeSpec)
if s.Name.Name == varyingStructName {
sh.parseVaryingStruct(s)
}
}
case token.CONST:
for _, s := range d.Specs {
s := s.(*ast.ValueSpec)
cs := sh.parseConstant(s)
sh.constants = append(sh.constants, cs...)
}
case token.VAR:
for _, s := range d.Specs {
s := s.(*ast.ValueSpec)
vs := sh.parseVariable(s)
for _, v := range vs {
if 'A' <= v.name[0] && v.name[0] <= 'Z' {
sh.uniforms = append(sh.uniforms, v)
} else {
sh.globals = append(sh.globals, v)
}
}
}
case token.IMPORT:
sh.addError(d.Pos(), "import is forbidden")
default:
sh.addError(d.Pos(), "unexpected token")
}
case *ast.FuncDecl:
sh.parseFunc(d)
default:
sh.addError(d.Pos(), "unexpected decl")
}
}
}
func (sh *Shader) parseVaryingStruct(t *ast.TypeSpec) {
s, ok := t.Type.(*ast.StructType)
if !ok {
sh.addError(t.Type.Pos(), fmt.Sprintf("%s must be a struct but not", t.Name))
return
}
for _, f := range s.Fields.List {
if f.Tag != nil {
tag := f.Tag.Value
m := kageTagRe.FindStringSubmatch(tag)
if m == nil {
sh.addError(f.Tag.Pos(), fmt.Sprintf("invalid struct tag: %s", tag))
continue
}
if m[1] != "position" {
sh.addError(f.Tag.Pos(), fmt.Sprintf("struct tag value must be position in %s but %s", varyingStructName, m[1]))
continue
}
if len(f.Names) != 1 {
sh.addError(f.Pos(), fmt.Sprintf("position members must be one"))
continue
}
t, err := parseType(f.Type)
if err != nil {
sh.addError(f.Type.Pos(), err.Error())
continue
}
if t != typVec4 {
sh.addError(f.Type.Pos(), fmt.Sprintf("position must be vec4 but %s", t))
continue
}
sh.position = variable{
name: f.Names[0].Name,
typ: t,
}
continue
}
t, err := parseType(f.Type)
if err != nil {
sh.addError(f.Type.Pos(), err.Error())
continue
}
if !t.numeric() {
sh.addError(f.Type.Pos(), fmt.Sprintf("members in %s must be numeric but %s", varyingStructName, t))
continue
}
for _, n := range f.Names {
sh.varyings = append(sh.varyings, variable{
name: n.Name,
typ: t,
})
}
}
}
func (s *Shader) parseVariable(vs *ast.ValueSpec) []variable {
var t typ
if vs.Type != nil {
var err error
t, err = parseType(vs.Type)
if err != nil {
s.addError(vs.Type.Pos(), err.Error())
return nil
}
}
var vars []variable
for _, n := range vs.Names {
name := n.Name
vars = append(vars, variable{
name: name,
typ: t,
})
}
return vars
}
func (s *Shader) parseConstant(vs *ast.ValueSpec) []constant {
var t typ
if vs.Type != nil {
var err error
t, err = parseType(vs.Type)
if err != nil {
s.addError(vs.Type.Pos(), err.Error())
return nil
}
}
var cs []constant
for i, n := range vs.Names {
v := vs.Values[i]
var init string
switch v := v.(type) {
case *ast.BasicLit:
if v.Kind != token.INT && v.Kind != token.FLOAT {
s.addError(v.Pos(), fmt.Sprintf("literal must be int or float but %s", v.Kind))
return cs
}
init = v.Value // TODO: This should be go/constant.Value
default:
// TODO: Parse the expression.
}
cs = append(cs, constant{
name: n.Name,
typ: t,
init: init,
})
}
return cs
}
func (sh *Shader) parseFunc(d *ast.FuncDecl) {
if d.Name == nil {
sh.addError(d.Pos(), "function must have a name")
return
}
if d.Body == nil {
sh.addError(d.Pos(), "function must have a body")
return
}
var args []variable
for _, f := range d.Type.Params.List {
t, err := parseType(f.Type)
if err != nil {
sh.addError(f.Type.Pos(), err.Error())
continue
}
for _, n := range f.Names {
args = append(args, variable{
name: n.Name,
typ: t,
})
}
}
var rets []variable
for _, f := range d.Type.Results.List {
t, err := parseType(f.Type)
if err != nil {
sh.addError(f.Type.Pos(), err.Error())
continue
}
if len(f.Names) == 0 {
rets = append(rets, variable{
name: "",
typ: t,
})
} else {
for _, n := range f.Names {
rets = append(rets, variable{
name: n.Name,
typ: t,
})
}
}
}
f := function{
name: d.Name.Name,
args: args,
rets: rets,
body: sh.parseBlock(d.Body),
}
sh.funcs = append(sh.funcs, f)
}
func (sh *Shader) parseBlock(b *ast.BlockStmt) *block {
block := &block{}
for _, l := range b.List {
switch l := l.(type) {
case *ast.AssignStmt:
if l.Tok == token.DEFINE {
for _, s := range l.Lhs {
ident := s.(*ast.Ident)
block.vars = append(block.vars, variable{
name: ident.Name,
})
}
} else {
// TODO
}
case *ast.DeclStmt:
switch d := l.Decl.(type) {
case *ast.GenDecl:
switch d.Tok {
case token.VAR:
for _, s := range d.Specs {
s := s.(*ast.ValueSpec)
vs := sh.parseVariable(s)
block.vars = append(block.vars, vs...)
}
}
}
case *ast.ReturnStmt:
var exprs []expr
for _, r := range l.Results {
exprs = append(exprs, sh.parseExpr(r))
}
block.stmts = append(block.stmts, stmt{
stmtType: stmtReturn,
exprs: exprs,
})
default:
}
}
sort.Slice(block.vars, func(a, b int) bool {
return block.vars[a].name < block.vars[b].name
})
return block
}
func (sh *Shader) parseExpr(e ast.Expr) expr {
switch e := e.(type) {
case *ast.Ident:
return expr{
exprType: exprIdent,
value: e.Name,
}
}
return expr{}
}
// Dump dumps the shader state in an intermediate language.
func (s *Shader) Dump() string {
var lines []string
lines = append(lines, fmt.Sprintf("var %s varying %s // position", s.position.name, s.position.typ))
for _, v := range s.varyings {
lines = append(lines, fmt.Sprintf("var %s varying %s", v.name, v.typ))
}
for _, u := range s.uniforms {
lines = append(lines, fmt.Sprintf("var %s uniform %s", u.name, u.typ))
}
for _, g := range s.globals {
init := ""
if g.init != "" {
init = " = " + g.init
}
lines = append(lines, fmt.Sprintf("var %s %s%s", g.name, g.typ, init))
}
for _, g := range s.constants {
lines = append(lines, fmt.Sprintf("const %s %s = %s", g.name, g.typ, g.init))
}
for _, f := range s.funcs {
var args []string
for _, a := range f.args {
args = append(args, fmt.Sprintf("%s %s", a.name, a.typ))
}
var rets []string
for _, r := range f.rets {
name := r.name
if name == "" {
name = "_"
}
rets = append(rets, fmt.Sprintf("%s %s", name, r.typ))
}
l := fmt.Sprintf("func %s(%s)", f.name, strings.Join(args, ", "))
if len(rets) > 0 {
l += " (" + strings.Join(rets, ", ") + ")"
}
l += " {"
lines = append(lines, l)
lines = append(lines, f.body.dump(1)...)
lines = append(lines, "}")
}
return strings.Join(lines, "\n") + "\n"
}
func (s *Shader) GlslVertex() string {
var lines []string
for _, v := range s.varyings {
// TODO: variable names must be escaped not to conflict with keywords.
lines = append(lines, fmt.Sprintf("varying %s %s;", v.typ.glslString(), v.name))
}
return strings.Join(lines, "\n") + "\n"
}