ebiten/internal/shader/shader.go
2020-05-09 18:05:55 +09:00

309 lines
6.8 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
constant bool
init string
}
type function struct {
name string
}
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
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}
}
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)
sh.parseTopLevelConstant(s)
}
case token.VAR:
for _, s := range d.Specs {
s := s.(*ast.ValueSpec)
sh.parseTopLevelVariable(s)
}
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) parseTopLevelVariable(vs *ast.ValueSpec) {
t, err := parseType(vs.Type)
if err != nil {
s.addError(vs.Type.Pos(), err.Error())
return
}
for _, n := range vs.Names {
name := n.Name
val := variable{
name: name,
typ: t,
}
// TODO: Parse initial value.
if 'A' <= name[0] && name[0] <= 'Z' {
s.uniforms = append(s.uniforms, val)
} else {
s.globals = append(s.globals, val)
}
}
}
func (s *Shader) parseTopLevelConstant(vs *ast.ValueSpec) {
t, err := parseType(vs.Type)
if err != nil {
s.addError(vs.Type.Pos(), err.Error())
return
}
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
}
init = v.Value // TODO: This should be math/big.Int or Float.
default:
// TODO: Parse the expression.
}
name := n.Name
val := variable{
name: name,
typ: t, // TODO: Treat consts without types
constant: true,
init: init,
}
s.globals = append(s.globals, val)
}
}
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
}
f := function{
name: d.Name.Name,
}
sh.funcs = append(sh.funcs, f)
}
// 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 {
prefix := "var"
if g.constant {
prefix = "const"
}
init := ""
if g.init != "" {
init = " = " + g.init
}
lines = append(lines, fmt.Sprintf("%s %s %s%s", prefix, g.name, g.typ, init))
}
for _, f := range s.funcs {
lines = append(lines, fmt.Sprintf("func %s", f.name))
}
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"
}