mirror of
https://github.com/hajimehoshi/ebiten.git
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a617576879
This is a preparation for DirectX / HLSL. Updates #1007
197 lines
3.7 KiB
Go
197 lines
3.7 KiB
Go
// Copyright 2020 The Ebiten 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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"fmt"
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"strings"
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)
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type Type struct {
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Main BasicType
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Sub []Type
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Length int
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}
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func (t *Type) Equal(rhs *Type) bool {
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if t.Main != rhs.Main {
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return false
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}
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if t.Length != rhs.Length {
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return false
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}
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if len(t.Sub) != len(rhs.Sub) {
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return false
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}
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for i, s := range t.Sub {
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if !s.Equal(&rhs.Sub[i]) {
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return false
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}
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}
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return true
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}
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func (t *Type) String() string {
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switch t.Main {
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case None:
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return "none"
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case Bool:
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return "bool"
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case Int:
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return "int"
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case Float:
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return "float"
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case Vec2:
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return "vec2"
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case Vec3:
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return "vec3"
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case Vec4:
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return "vec4"
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case Mat2:
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return "mat2"
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case Mat3:
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return "mat3"
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case Mat4:
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return "mat4"
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case Array:
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return fmt.Sprintf("%s[%d]", t.Sub[0].String(), t.Length)
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case Struct:
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str := "struct{"
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sub := make([]string, 0, len(t.Sub))
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for _, st := range t.Sub {
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sub = append(sub, st.String())
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}
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str += strings.Join(sub, ",")
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str += "}"
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return str
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default:
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return fmt.Sprintf("?(unknown type: %d)", t.Main)
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}
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}
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func (t *Type) FloatNum() int {
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switch t.Main {
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case Float:
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return 1
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case Vec2:
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return 2
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case Vec3:
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return 3
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case Vec4:
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return 4
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case Mat2:
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return 4
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case Mat3:
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return 9
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case Mat4:
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return 16
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case Array:
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return t.Length * t.Sub[0].FloatNum()
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default: // TODO: Parse a struct correctly
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return -1
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}
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}
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func (t *Type) IsMatrix() bool {
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switch t.Main {
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case Mat2, Mat3, Mat4:
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return true
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}
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return false
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}
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type BasicType int
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const (
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None BasicType = iota
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Bool
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Int
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Float
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Vec2
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Vec3
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Vec4
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Mat2
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Mat3
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Mat4
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Array
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Struct
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)
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func descendantLocalVars(block, target *Block) ([]Type, bool) {
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if block == target {
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return block.LocalVars, true
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}
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var ts []Type
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for _, s := range block.Stmts {
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for _, b := range s.Blocks {
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if ts2, found := descendantLocalVars(b, target); found {
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n := b.LocalVarIndexOffset - block.LocalVarIndexOffset
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ts = append(ts, block.LocalVars[:n]...)
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ts = append(ts, ts2...)
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return ts, true
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}
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}
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}
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return nil, false
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}
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func localVariableType(p *Program, topBlock, block *Block, absidx int) Type {
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// TODO: Rename this function (truly-local variable?)
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var ts []Type
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for _, f := range p.Funcs {
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if f.Block == topBlock {
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ts = append(f.InParams, f.OutParams...)
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break
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}
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}
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ts2, _ := descendantLocalVars(topBlock, block)
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ts = append(ts, ts2...)
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return ts[absidx]
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}
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func (p *Program) LocalVariableType(topBlock, block *Block, idx int) Type {
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switch topBlock {
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case p.VertexFunc.Block:
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na := len(p.Attributes)
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nv := len(p.Varyings)
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switch {
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case idx < na:
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return p.Attributes[idx]
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case idx == na:
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return Type{Main: Vec4}
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case idx < na+nv+1:
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return p.Varyings[idx-na-1]
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default:
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return localVariableType(p, topBlock, block, idx-(na+nv+1))
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}
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case p.FragmentFunc.Block:
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nv := len(p.Varyings)
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switch {
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case idx == 0:
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return Type{Main: Vec4}
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case idx < nv+1:
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return p.Varyings[idx-1]
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case idx == nv+1:
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return Type{Main: Vec4}
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default:
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return localVariableType(p, topBlock, block, idx-(nv+2))
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}
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default:
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return localVariableType(p, topBlock, block, idx)
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}
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}
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