mirror of
https://github.com/hajimehoshi/ebiten.git
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c01821ca5c
Updates #2186
414 lines
8.5 KiB
Go
414 lines
8.5 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 offers intermediate representation for shader programs.
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package shaderir
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import (
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"go/constant"
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"go/token"
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"strings"
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)
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type Program struct {
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UniformNames []string
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Uniforms []Type
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TextureNum int
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Attributes []Type
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Varyings []Type
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Funcs []Func
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VertexFunc VertexFunc
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FragmentFunc FragmentFunc
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}
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type Func struct {
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Index int
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InParams []Type
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OutParams []Type
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Return Type
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Block *Block
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}
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// VertexFunc takes pseudo params, and the number if len(attributes) + len(varyings) + 1.
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// If 0 <= index < len(attributes), the params are in-params and represent attribute variables.
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// If index == len(attributes), the param is an out-param and repesents the position in vec4 (gl_Position in GLSL)
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// If len(attributes) + 1 <= index < len(attributes) + len(varyings) + 1, the params are out-params and represent
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// varying variables.
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type VertexFunc struct {
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Block *Block
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}
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// FragmentFunc takes pseudo params, and the number is len(varyings) + 2.
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// If index == 0, the param represents the coordinate of the fragment (gl_FragCoord in GLSL).
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// If index == len(varyings), the param represents (index-1)th verying variable.
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// If index == len(varyings)+1, the param is an out-param representing the color of the pixel (gl_FragColor in GLSL).
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type FragmentFunc struct {
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Block *Block
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}
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type Block struct {
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LocalVars []Type
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LocalVarIndexOffset int
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Stmts []Stmt
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}
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type Stmt struct {
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Type StmtType
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Exprs []Expr
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Blocks []*Block
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ForVarType Type
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ForVarIndex int
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ForInit constant.Value
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ForEnd constant.Value
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ForOp Op
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ForDelta constant.Value
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InitIndex int
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}
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type StmtType int
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const (
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ExprStmt StmtType = iota
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BlockStmt
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Assign
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Init
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If
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For
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Continue
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Break
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Return
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Discard
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)
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type ConstType int
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const (
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ConstTypeNone ConstType = iota
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ConstTypeBool
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ConstTypeInt
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ConstTypeFloat
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)
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type Expr struct {
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Type ExprType
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Exprs []Expr
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Const constant.Value
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ConstType ConstType
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BuiltinFunc BuiltinFunc
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Swizzling string
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Index int
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Op Op
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}
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type ExprType int
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const (
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Blank ExprType = iota
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NumberExpr
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UniformVariable
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TextureVariable
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LocalVariable
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StructMember
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BuiltinFuncExpr
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SwizzlingExpr
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FunctionExpr
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Unary
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Binary
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Selection
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Call
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FieldSelector
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Index
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)
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type Op int
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const (
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Add Op = iota
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Sub
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NotOp
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ComponentWiseMul
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MatrixMul
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Div
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ModOp
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LeftShift
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RightShift
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LessThanOp
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LessThanEqualOp
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GreaterThanOp
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GreaterThanEqualOp
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EqualOp
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NotEqualOp
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VectorEqualOp
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VectorNotEqualOp
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And
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Xor
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Or
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AndAnd
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OrOr
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)
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func OpFromToken(t token.Token, lhs, rhs Type) (Op, bool) {
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switch t {
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case token.ADD:
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return Add, true
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case token.SUB:
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return Sub, true
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case token.NOT:
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return NotOp, true
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case token.MUL:
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if lhs.IsMatrix() || rhs.IsMatrix() {
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return MatrixMul, true
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}
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return ComponentWiseMul, true
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case token.QUO:
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return Div, true
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case token.REM:
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return ModOp, true
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case token.SHL:
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return LeftShift, true
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case token.SHR:
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return RightShift, true
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case token.LSS:
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return LessThanOp, true
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case token.LEQ:
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return LessThanEqualOp, true
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case token.GTR:
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return GreaterThanOp, true
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case token.GEQ:
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return GreaterThanEqualOp, true
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case token.EQL:
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if lhs.IsVector() || rhs.IsVector() {
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return VectorEqualOp, true
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}
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return EqualOp, true
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case token.NEQ:
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if lhs.IsVector() || rhs.IsVector() {
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return VectorNotEqualOp, true
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}
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return NotEqualOp, true
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case token.AND:
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return And, true
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case token.XOR:
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return Xor, true
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case token.OR:
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return Or, true
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case token.LAND:
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return AndAnd, true
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case token.LOR:
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return OrOr, true
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}
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return 0, false
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}
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type BuiltinFunc string
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const (
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Len BuiltinFunc = "len"
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Cap BuiltinFunc = "cap"
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BoolF BuiltinFunc = "bool"
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IntF BuiltinFunc = "int"
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FloatF BuiltinFunc = "float"
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Vec2F BuiltinFunc = "vec2"
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Vec3F BuiltinFunc = "vec3"
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Vec4F BuiltinFunc = "vec4"
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Mat2F BuiltinFunc = "mat2"
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Mat3F BuiltinFunc = "mat3"
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Mat4F BuiltinFunc = "mat4"
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Radians BuiltinFunc = "radians"
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Degrees BuiltinFunc = "degrees"
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Sin BuiltinFunc = "sin"
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Cos BuiltinFunc = "cos"
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Tan BuiltinFunc = "tan"
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Asin BuiltinFunc = "asin"
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Acos BuiltinFunc = "acos"
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Atan BuiltinFunc = "atan"
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Atan2 BuiltinFunc = "atan2"
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Pow BuiltinFunc = "pow"
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Exp BuiltinFunc = "exp"
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Log BuiltinFunc = "log"
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Exp2 BuiltinFunc = "exp2"
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Log2 BuiltinFunc = "log2"
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Sqrt BuiltinFunc = "sqrt"
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Inversesqrt BuiltinFunc = "inversesqrt"
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Abs BuiltinFunc = "abs"
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Sign BuiltinFunc = "sign"
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Floor BuiltinFunc = "floor"
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Ceil BuiltinFunc = "ceil"
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Fract BuiltinFunc = "fract"
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Mod BuiltinFunc = "mod"
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Min BuiltinFunc = "min"
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Max BuiltinFunc = "max"
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Clamp BuiltinFunc = "clamp"
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Mix BuiltinFunc = "mix"
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Step BuiltinFunc = "step"
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Smoothstep BuiltinFunc = "smoothstep"
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Length BuiltinFunc = "length"
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Distance BuiltinFunc = "distance"
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Dot BuiltinFunc = "dot"
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Cross BuiltinFunc = "cross"
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Normalize BuiltinFunc = "normalize"
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Faceforward BuiltinFunc = "faceforward"
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Reflect BuiltinFunc = "reflect"
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Transpose BuiltinFunc = "transpose"
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Texture2DF BuiltinFunc = "texture2D"
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Dfdx BuiltinFunc = "dfdx"
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Dfdy BuiltinFunc = "dfdy"
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Fwidth BuiltinFunc = "fwidth"
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)
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func ParseBuiltinFunc(str string) (BuiltinFunc, bool) {
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switch BuiltinFunc(str) {
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case Len,
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Cap,
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BoolF,
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IntF,
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FloatF,
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Vec2F,
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Vec3F,
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Vec4F,
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Mat2F,
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Mat3F,
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Mat4F,
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Sin,
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Cos,
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Tan,
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Asin,
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Acos,
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Atan,
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Atan2,
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Pow,
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Exp,
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Log,
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Exp2,
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Log2,
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Sqrt,
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Inversesqrt,
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Abs,
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Sign,
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Floor,
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Ceil,
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Fract,
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Mod,
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Min,
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Max,
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Clamp,
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Mix,
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Step,
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Smoothstep,
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Length,
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Distance,
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Dot,
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Cross,
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Normalize,
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Faceforward,
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Reflect,
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Transpose,
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Texture2DF,
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Dfdx,
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Dfdy,
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Fwidth:
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return BuiltinFunc(str), true
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}
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return "", false
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}
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func IsValidSwizzling(s string) bool {
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if len(s) < 1 || 4 < len(s) {
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return false
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}
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const (
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xyzw = "xyzw"
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rgba = "rgba"
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strq = "strq"
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)
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switch {
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case strings.IndexByte(xyzw, s[0]) >= 0:
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for _, c := range s {
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if strings.IndexRune(xyzw, c) == -1 {
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return false
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}
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}
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return true
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case strings.IndexByte(rgba, s[0]) >= 0:
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for _, c := range s {
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if strings.IndexRune(rgba, c) == -1 {
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return false
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}
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}
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return true
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case strings.IndexByte(strq, s[0]) >= 0:
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for _, c := range s {
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if strings.IndexRune(strq, c) == -1 {
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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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return false
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}
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func (p *Program) ReferredFuncIndicesInVertexShader() []int {
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return p.referredFuncIndicesInBlockEntryPoint(p.VertexFunc.Block)
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}
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func (p *Program) ReferredFuncIndicesInFragmentShader() []int {
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return p.referredFuncIndicesInBlockEntryPoint(p.FragmentFunc.Block)
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}
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func (p *Program) referredFuncIndicesInBlockEntryPoint(b *Block) []int {
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indexToFunc := map[int]*Func{}
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for _, f := range p.Funcs {
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f := f
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indexToFunc[f.Index] = &f
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}
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visited := map[int]struct{}{}
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return referredFuncIndicesInBlock(b, indexToFunc, visited)
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}
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func referredFuncIndicesInBlock(b *Block, indexToFunc map[int]*Func, visited map[int]struct{}) []int {
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if b == nil {
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return nil
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}
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var fs []int
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for _, s := range b.Stmts {
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for _, e := range s.Exprs {
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fs = append(fs, referredFuncIndicesInExpr(&e, indexToFunc, visited)...)
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}
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for _, bb := range s.Blocks {
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fs = append(fs, referredFuncIndicesInBlock(bb, indexToFunc, visited)...)
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}
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}
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return fs
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}
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func referredFuncIndicesInExpr(e *Expr, indexToFunc map[int]*Func, visited map[int]struct{}) []int {
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var fs []int
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if e.Type == FunctionExpr {
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if _, ok := visited[e.Index]; !ok {
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fs = append(fs, e.Index)
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visited[e.Index] = struct{}{}
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fs = append(fs, referredFuncIndicesInBlock(indexToFunc[e.Index].Block, indexToFunc, visited)...)
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}
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}
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for _, ee := range e.Exprs {
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fs = append(fs, referredFuncIndicesInExpr(&ee, indexToFunc, visited)...)
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}
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return fs
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}
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