mirror of
https://github.com/hajimehoshi/ebiten.git
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044d41dd2d
This is a preparation to distinguish Hadamard product and matrix product for HLSL. Updates #1007
508 lines
15 KiB
Go
508 lines
15 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 msl
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import (
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"fmt"
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"go/constant"
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"go/token"
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"regexp"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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const (
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vertexOut = "varyings"
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fragmentOut = "out"
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)
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type compileContext struct {
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structNames map[string]string
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structTypes []shaderir.Type
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}
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func (c *compileContext) structName(p *shaderir.Program, t *shaderir.Type) string {
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if t.Main != shaderir.Struct {
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panic("msl: the given type at structName must be a struct")
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}
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s := t.String()
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if n, ok := c.structNames[s]; ok {
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return n
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}
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n := fmt.Sprintf("S%d", len(c.structNames))
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c.structNames[s] = n
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c.structTypes = append(c.structTypes, *t)
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return n
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}
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const Prelude = `#include <metal_stdlib>
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using namespace metal;
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constexpr sampler texture_sampler{filter::nearest};
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template<typename T>
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T mod(T x, T y) {
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return x - y * floor(x/y);
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}`
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func Compile(p *shaderir.Program, vertex, fragment string) (shader string) {
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c := &compileContext{
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structNames: map[string]string{},
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}
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var lines []string
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lines = append(lines, strings.Split(Prelude, "\n")...)
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lines = append(lines, "", "{{.Structs}}")
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if len(p.Attributes) > 0 {
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lines = append(lines, "")
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lines = append(lines, "struct Attributes {")
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for i, a := range p.Attributes {
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lines = append(lines, fmt.Sprintf("\t%s;", c.varDecl(p, &a, fmt.Sprintf("M%d", i), true, false)))
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}
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lines = append(lines, "};")
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}
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if len(p.Varyings) > 0 {
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lines = append(lines, "")
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lines = append(lines, "struct Varyings {")
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lines = append(lines, "\tfloat4 Position [[position]];")
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for i, v := range p.Varyings {
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lines = append(lines, fmt.Sprintf("\t%s;", c.varDecl(p, &v, fmt.Sprintf("M%d", i), false, false)))
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}
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lines = append(lines, "};")
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}
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if len(p.Funcs) > 0 {
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lines = append(lines, "")
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for _, f := range p.Funcs {
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lines = append(lines, c.function(p, &f, true)...)
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}
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for _, f := range p.Funcs {
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if len(lines) > 0 && lines[len(lines)-1] != "" {
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lines = append(lines, "")
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}
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lines = append(lines, c.function(p, &f, false)...)
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}
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}
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if p.VertexFunc.Block != nil && len(p.VertexFunc.Block.Stmts) > 0 {
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lines = append(lines, "")
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lines = append(lines,
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fmt.Sprintf("vertex Varyings %s(", vertex),
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"\tuint vid [[vertex_id]],",
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"\tconst device Attributes* attributes [[buffer(0)]]")
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for i, u := range p.Uniforms {
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.varDecl(p, &u, fmt.Sprintf("U%d", i), false, true), i+1))
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}
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for i := 0; i < p.TextureNum; i++ {
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\ttexture2d<float> T%[1]d [[texture(%[1]d)]]", i))
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}
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lines[len(lines)-1] += ") {"
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lines = append(lines, fmt.Sprintf("\tVaryings %s = {};", vertexOut))
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lines = append(lines, c.block(p, p.VertexFunc.Block, p.VertexFunc.Block, 0)...)
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if last := fmt.Sprintf("\treturn %s;", vertexOut); lines[len(lines)-1] != last {
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lines = append(lines, last)
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}
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lines = append(lines, "}")
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}
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if p.FragmentFunc.Block != nil && len(p.FragmentFunc.Block.Stmts) > 0 {
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lines = append(lines, "")
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lines = append(lines,
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fmt.Sprintf("fragment float4 %s(", fragment),
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"\tVaryings varyings [[stage_in]]")
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for i, u := range p.Uniforms {
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\tconstant %s [[buffer(%d)]]", c.varDecl(p, &u, fmt.Sprintf("U%d", i), false, true), i+1))
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}
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for i := 0; i < p.TextureNum; i++ {
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lines[len(lines)-1] += ","
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lines = append(lines, fmt.Sprintf("\ttexture2d<float> T%[1]d [[texture(%[1]d)]]", i))
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}
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lines[len(lines)-1] += ") {"
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lines = append(lines, fmt.Sprintf("\tfloat4 %s = float4(0);", fragmentOut))
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lines = append(lines, c.block(p, p.FragmentFunc.Block, p.FragmentFunc.Block, 0)...)
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if last := fmt.Sprintf("\treturn %s;", fragmentOut); lines[len(lines)-1] != last {
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lines = append(lines, last)
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}
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lines = append(lines, "}")
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}
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ls := strings.Join(lines, "\n")
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// Struct types are determined after converting the program.
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if len(c.structTypes) > 0 {
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var stlines []string
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for i, t := range c.structTypes {
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stlines = append(stlines, fmt.Sprintf("struct S%d {", i))
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for j, st := range t.Sub {
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stlines = append(stlines, fmt.Sprintf("\t%s;", c.varDecl(p, &st, fmt.Sprintf("M%d", j), false, false)))
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}
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stlines = append(stlines, "};")
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}
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ls = strings.ReplaceAll(ls, "{{.Structs}}", strings.Join(stlines, "\n"))
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} else {
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ls = strings.ReplaceAll(ls, "{{.Structs}}", "")
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}
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nls := regexp.MustCompile(`\n\n+`)
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ls = nls.ReplaceAllString(ls, "\n\n")
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ls = strings.TrimSpace(ls) + "\n"
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return ls
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}
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func (c *compileContext) typ(p *shaderir.Program, t *shaderir.Type, packed bool, ref bool) string {
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switch t.Main {
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case shaderir.None:
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return "void"
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case shaderir.Struct:
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return c.structName(p, t)
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default:
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return typeString(t, packed, ref)
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}
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}
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func (c *compileContext) varDecl(p *shaderir.Program, t *shaderir.Type, varname string, packed bool, ref bool) string {
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switch t.Main {
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case shaderir.None:
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return "?(none)"
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case shaderir.Struct:
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s := c.structName(p, t)
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if ref {
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s += "&"
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}
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return fmt.Sprintf("%s %s", s, varname)
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default:
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t := typeString(t, packed, ref)
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return fmt.Sprintf("%s %s", t, varname)
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}
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}
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func (c *compileContext) varInit(p *shaderir.Program, t *shaderir.Type) string {
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switch t.Main {
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case shaderir.None:
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return "?(none)"
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case shaderir.Array:
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return "{}"
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case shaderir.Struct:
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return "{}"
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case shaderir.Bool:
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return "false"
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case shaderir.Int:
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return "0"
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case shaderir.Float, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4, shaderir.Mat2, shaderir.Mat3, shaderir.Mat4:
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return fmt.Sprintf("%s(0)", basicTypeString(t.Main, false))
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default:
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t := c.typ(p, t, false, false)
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panic(fmt.Sprintf("?(unexpected type: %s)", t))
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}
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}
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func (c *compileContext) function(p *shaderir.Program, f *shaderir.Func, prototype bool) []string {
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var args []string
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// Uniform variables and texture variables. In Metal, non-const global variables are not available.
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for i, u := range p.Uniforms {
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args = append(args, "constant "+c.varDecl(p, &u, fmt.Sprintf("U%d", i), false, true))
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}
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for i := 0; i < p.TextureNum; i++ {
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args = append(args, fmt.Sprintf("texture2d<float> T%d", i))
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}
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var idx int
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for _, t := range f.InParams {
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args = append(args, c.varDecl(p, &t, fmt.Sprintf("l%d", idx), false, false))
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idx++
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}
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for _, t := range f.OutParams {
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args = append(args, "thread "+c.varDecl(p, &t, fmt.Sprintf("l%d", idx), false, true))
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idx++
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}
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argsstr := "void"
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if len(args) > 0 {
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argsstr = strings.Join(args, ", ")
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}
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t := c.typ(p, &f.Return, false, false)
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sig := fmt.Sprintf("%s F%d(%s)", t, f.Index, argsstr)
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var lines []string
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if prototype {
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lines = append(lines, fmt.Sprintf("%s;", sig))
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return lines
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}
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lines = append(lines, fmt.Sprintf("%s {", sig))
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lines = append(lines, c.block(p, f.Block, f.Block, 0)...)
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lines = append(lines, "}")
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return lines
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}
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func constantToNumberLiteral(t shaderir.ConstType, v constant.Value) string {
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switch t {
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case shaderir.ConstTypeNone:
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if v.Kind() == constant.Bool {
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if constant.BoolVal(v) {
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return "true"
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}
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return "false"
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}
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fallthrough
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case shaderir.ConstTypeFloat:
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if i := constant.ToInt(v); i.Kind() == constant.Int {
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x, _ := constant.Int64Val(i)
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return fmt.Sprintf("%d.0", x)
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}
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if i := constant.ToFloat(v); i.Kind() == constant.Float {
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x, _ := constant.Float64Val(i)
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return fmt.Sprintf("%.10e", x)
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}
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case shaderir.ConstTypeInt:
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if i := constant.ToInt(v); i.Kind() == constant.Int {
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x, _ := constant.Int64Val(i)
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return fmt.Sprintf("%d", x)
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}
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}
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return fmt.Sprintf("?(unexpected literal: %s)", v)
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}
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func localVariableName(p *shaderir.Program, topBlock *shaderir.Block, idx int) string {
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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 fmt.Sprintf("attributes[vid].M%d", idx)
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case idx == na:
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return fmt.Sprintf("%s.Position", vertexOut)
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case idx < na+nv+1:
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return fmt.Sprintf("%s.M%d", vertexOut, idx-na-1)
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default:
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return fmt.Sprintf("l%d", 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 fmt.Sprintf("%s.Position", vertexOut)
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case idx < nv+1:
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return fmt.Sprintf("%s.M%d", vertexOut, idx-1)
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case idx == nv+1:
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return fragmentOut
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default:
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return fmt.Sprintf("l%d", idx-(nv+2))
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}
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default:
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return fmt.Sprintf("l%d", idx)
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}
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}
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func (c *compileContext) initVariable(p *shaderir.Program, topBlock, block *shaderir.Block, index int, decl bool, level int) []string {
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idt := strings.Repeat("\t", level+1)
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name := localVariableName(p, topBlock, index)
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t := p.LocalVariableType(topBlock, block, index)
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var lines []string
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if decl {
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.varDecl(p, &t, name, false, false), c.varInit(p, &t)))
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} else {
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, name, c.varInit(p, &t)))
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}
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return lines
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}
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func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Block, level int) []string {
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if block == nil {
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return nil
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}
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idt := strings.Repeat("\t", level+1)
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var lines []string
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for i, t := range block.LocalVars {
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// The type is None e.g., when the variable is a for-loop counter.
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if t.Main != shaderir.None {
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lines = append(lines, c.initVariable(p, topBlock, block, block.LocalVarIndexOffset+i, true, level)...)
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}
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}
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var expr func(e *shaderir.Expr) string
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expr = func(e *shaderir.Expr) string {
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switch e.Type {
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case shaderir.NumberExpr:
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return constantToNumberLiteral(e.ConstType, e.Const)
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case shaderir.UniformVariable:
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return fmt.Sprintf("U%d", e.Index)
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case shaderir.TextureVariable:
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return fmt.Sprintf("T%d", e.Index)
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case shaderir.LocalVariable:
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return localVariableName(p, topBlock, e.Index)
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case shaderir.StructMember:
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return fmt.Sprintf("M%d", e.Index)
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case shaderir.BuiltinFuncExpr:
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return builtinFuncString(e.BuiltinFunc)
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case shaderir.SwizzlingExpr:
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if !shaderir.IsValidSwizzling(e.Swizzling) {
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return fmt.Sprintf("?(unexpected swizzling: %s)", e.Swizzling)
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}
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return e.Swizzling
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case shaderir.FunctionExpr:
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return fmt.Sprintf("F%d", e.Index)
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case shaderir.Unary:
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var op string
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switch e.Op {
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case shaderir.Add, shaderir.Sub, shaderir.NotOp:
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op = opString(e.Op)
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default:
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op = fmt.Sprintf("?(unexpected op: %d)", e.Op)
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}
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return fmt.Sprintf("%s(%s)", op, expr(&e.Exprs[0]))
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case shaderir.Binary:
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return fmt.Sprintf("(%s) %s (%s)", expr(&e.Exprs[0]), opString(e.Op), expr(&e.Exprs[1]))
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case shaderir.Selection:
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return fmt.Sprintf("(%s) ? (%s) : (%s)", expr(&e.Exprs[0]), expr(&e.Exprs[1]), expr(&e.Exprs[2]))
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case shaderir.Call:
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callee := e.Exprs[0]
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var args []string
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if callee.Type != shaderir.BuiltinFuncExpr {
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for i := range p.Uniforms {
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args = append(args, fmt.Sprintf("U%d", i))
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}
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for i := 0; i < p.TextureNum; i++ {
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args = append(args, fmt.Sprintf("T%d", i))
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}
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}
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for _, exp := range e.Exprs[1:] {
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args = append(args, expr(&exp))
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}
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if callee.Type == shaderir.BuiltinFuncExpr && callee.BuiltinFunc == shaderir.Texture2DF {
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return fmt.Sprintf("%s.sample(texture_sampler, %s)", args[0], strings.Join(args[1:], ", "))
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}
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return fmt.Sprintf("%s(%s)", expr(&callee), strings.Join(args, ", "))
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case shaderir.FieldSelector:
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return fmt.Sprintf("(%s).%s", expr(&e.Exprs[0]), expr(&e.Exprs[1]))
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case shaderir.Index:
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return fmt.Sprintf("(%s)[%s]", expr(&e.Exprs[0]), expr(&e.Exprs[1]))
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default:
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return fmt.Sprintf("?(unexpected expr: %d)", e.Type)
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}
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}
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for _, s := range block.Stmts {
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switch s.Type {
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case shaderir.ExprStmt:
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lines = append(lines, fmt.Sprintf("%s%s;", idt, expr(&s.Exprs[0])))
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case shaderir.BlockStmt:
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lines = append(lines, idt+"{")
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lines = append(lines, c.block(p, topBlock, s.Blocks[0], level+1)...)
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lines = append(lines, idt+"}")
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case shaderir.Assign:
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, expr(&s.Exprs[0]), expr(&s.Exprs[1])))
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case shaderir.Init:
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init := true
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if topBlock == p.VertexFunc.Block {
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// In the vertex function, varying values are the output parameters.
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// These values are represented as a struct and not needed to be initialized.
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na := len(p.Attributes)
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nv := len(p.Varyings)
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if s.InitIndex < na+nv+1 {
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init = false
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}
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}
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if init {
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lines = append(lines, c.initVariable(p, topBlock, block, s.InitIndex, false, level)...)
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}
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case shaderir.If:
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lines = append(lines, fmt.Sprintf("%sif (%s) {", idt, expr(&s.Exprs[0])))
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lines = append(lines, c.block(p, topBlock, s.Blocks[0], level+1)...)
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if len(s.Blocks) > 1 {
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lines = append(lines, fmt.Sprintf("%s} else {", idt))
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lines = append(lines, c.block(p, topBlock, s.Blocks[1], level+1)...)
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}
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lines = append(lines, fmt.Sprintf("%s}", idt))
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case shaderir.For:
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var ct shaderir.ConstType
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switch s.ForVarType.Main {
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case shaderir.Int:
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ct = shaderir.ConstTypeInt
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case shaderir.Float:
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ct = shaderir.ConstTypeFloat
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}
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v := localVariableName(p, topBlock, s.ForVarIndex)
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var delta string
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switch val, _ := constant.Float64Val(s.ForDelta); val {
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case 0:
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delta = fmt.Sprintf("?(unexpected delta: %v)", s.ForDelta)
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case 1:
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delta = fmt.Sprintf("%s++", v)
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case -1:
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delta = fmt.Sprintf("%s--", v)
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default:
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d := s.ForDelta
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if val > 0 {
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delta = fmt.Sprintf("%s += %s", v, constantToNumberLiteral(ct, d))
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} else {
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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 = opString(s.ForOp)
|
|
default:
|
|
op = fmt.Sprintf("?(unexpected op: %d)", s.ForOp)
|
|
}
|
|
|
|
t := s.ForVarType
|
|
init := constantToNumberLiteral(ct, s.ForInit)
|
|
end := constantToNumberLiteral(ct, s.ForEnd)
|
|
ts := typeString(&t, false, false)
|
|
lines = append(lines, fmt.Sprintf("%sfor (%s %s = %s; %s %s %s; %s) {", idt, ts, v, init, v, op, end, delta))
|
|
lines = append(lines, c.block(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:
|
|
switch {
|
|
case topBlock == p.VertexFunc.Block:
|
|
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, vertexOut))
|
|
case topBlock == p.FragmentFunc.Block:
|
|
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, fragmentOut))
|
|
case len(s.Exprs) == 0:
|
|
lines = append(lines, idt+"return;")
|
|
default:
|
|
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, expr(&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
|
|
}
|