mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
e6d4eac218
Closes #3111
547 lines
15 KiB
Go
547 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 shader
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import (
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"fmt"
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"go/ast"
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gconstant "go/constant"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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func (cs *compileState) parseType(block *block, fname string, expr ast.Expr) (shaderir.Type, bool) {
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switch t := expr.(type) {
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case *ast.Ident:
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switch t.Name {
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case "bool":
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return shaderir.Type{Main: shaderir.Bool}, true
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case "int":
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return shaderir.Type{Main: shaderir.Int}, true
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case "float":
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return shaderir.Type{Main: shaderir.Float}, true
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case "vec2":
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return shaderir.Type{Main: shaderir.Vec2}, true
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case "vec3":
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return shaderir.Type{Main: shaderir.Vec3}, true
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case "vec4":
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return shaderir.Type{Main: shaderir.Vec4}, true
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case "ivec2":
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return shaderir.Type{Main: shaderir.IVec2}, true
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case "ivec3":
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return shaderir.Type{Main: shaderir.IVec3}, true
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case "ivec4":
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return shaderir.Type{Main: shaderir.IVec4}, true
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case "mat2":
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return shaderir.Type{Main: shaderir.Mat2}, true
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case "mat3":
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return shaderir.Type{Main: shaderir.Mat3}, true
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case "mat4":
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return shaderir.Type{Main: shaderir.Mat4}, true
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default:
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cs.addError(t.Pos(), fmt.Sprintf("unexpected type: %s", t.Name))
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return shaderir.Type{}, false
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}
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case *ast.ArrayType:
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if t.Len == nil {
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cs.addError(t.Pos(), "array length must be specified")
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return shaderir.Type{}, false
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}
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var length int
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if _, ok := t.Len.(*ast.Ellipsis); ok {
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length = -1 // Determine the length later.
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} else {
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exprs, _, _, ok := cs.parseExpr(block, fname, t.Len, true)
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if !ok {
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return shaderir.Type{}, false
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}
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if len(exprs) != 1 {
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cs.addError(t.Pos(), "invalid length of array")
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return shaderir.Type{}, false
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}
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if exprs[0].Type != shaderir.NumberExpr {
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cs.addError(t.Pos(), "length of array must be a constant number")
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return shaderir.Type{}, false
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}
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l, ok := gconstant.Int64Val(exprs[0].Const)
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if !ok {
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cs.addError(t.Pos(), "length of array must be an integer")
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return shaderir.Type{}, false
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}
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if l < 0 {
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cs.addError(t.Pos(), fmt.Sprintf("invalid length array %d", l))
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return shaderir.Type{}, false
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}
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length = int(l)
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}
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elm, ok := cs.parseType(block, fname, t.Elt)
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if !ok {
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return shaderir.Type{}, false
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}
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if elm.Main == shaderir.Array {
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cs.addError(t.Pos(), "array of array is forbidden")
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return shaderir.Type{}, false
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}
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return shaderir.Type{
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Main: shaderir.Array,
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Sub: []shaderir.Type{elm},
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Length: length,
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}, true
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case *ast.StructType:
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cs.addError(t.Pos(), "struct is not implemented")
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return shaderir.Type{}, false
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default:
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cs.addError(t.Pos(), fmt.Sprintf("unepxected type: %v", t))
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return shaderir.Type{}, false
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}
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}
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func isFloat(expr shaderir.Expr, t shaderir.Type) bool {
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if expr.Const != nil {
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if t.Main == shaderir.Float {
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return true
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}
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if canTruncateToFloat(expr.Const) {
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return true
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}
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return false
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}
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if t.Main == shaderir.Float {
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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 isInt(expr shaderir.Expr, t shaderir.Type) bool {
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if expr.Const != nil {
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if t.Main == shaderir.Float {
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return true
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}
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if canTruncateToInteger(expr.Const) {
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return true
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}
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return false
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}
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if t.Main == shaderir.Int {
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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 checkArgsForBoolBuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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if len(args) != 1 {
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return fmt.Errorf("number of bool's arguments must be 1 but %d", len(args))
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}
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if argts[0].Main == shaderir.Bool {
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return nil
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}
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if args[0].Const != nil && args[0].Const.Kind() == gconstant.Bool {
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return nil
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}
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return fmt.Errorf("invalid arguments for bool: (%s)", argts[0].String())
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}
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func checkArgsForIntBuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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if len(args) != 1 {
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return fmt.Errorf("number of int's arguments must be 1 but %d", len(args))
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}
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if argts[0].Main == shaderir.Int || argts[0].Main == shaderir.Float {
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return nil
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}
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if args[0].Const != nil && gconstant.ToInt(args[0].Const).Kind() != gconstant.Unknown {
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return nil
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}
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return fmt.Errorf("invalid arguments for int: (%s)", argts[0].String())
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}
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func checkArgsForFloatBuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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if len(args) != 1 {
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return fmt.Errorf("number of float's arguments must be 1 but %d", len(args))
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}
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if argts[0].Main == shaderir.Int || argts[0].Main == shaderir.Float {
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return nil
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}
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if args[0].Const != nil && gconstant.ToFloat(args[0].Const).Kind() != gconstant.Unknown {
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return nil
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}
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return fmt.Errorf("invalid arguments for float: (%s)", argts[0].String())
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}
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func checkArgsForVec2BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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switch len(args) {
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case 1:
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if isFloat(args[0], argts[0]) {
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return nil
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}
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// Allow any vectors to perform a cast-like function.
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if (argts[0].IsFloatVector() || argts[0].IsIntVector()) && argts[0].VectorElementCount() == 2 {
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return nil
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}
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case 2:
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if isFloat(args[0], argts[0]) && isFloat(args[1], argts[1]) {
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return nil
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}
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default:
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return fmt.Errorf("invalid number of arguments for vec2")
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}
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var str []string
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for _, t := range argts {
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str = append(str, t.String())
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}
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return fmt.Errorf("invalid arguments for vec2: (%s)", strings.Join(str, ", "))
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}
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func checkArgsForVec3BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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switch len(args) {
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case 1:
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if isFloat(args[0], argts[0]) {
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return nil
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}
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// Allow any vectors to perform a cast-like function.
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if (argts[0].IsFloatVector() || argts[0].IsIntVector()) && argts[0].VectorElementCount() == 3 {
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return nil
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}
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case 2:
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if isFloat(args[0], argts[0]) && argts[1].IsFloatVector() && argts[1].VectorElementCount() == 2 {
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return nil
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}
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if argts[0].IsFloatVector() && argts[0].VectorElementCount() == 2 && isFloat(args[1], argts[1]) {
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return nil
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}
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case 3:
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if isFloat(args[0], argts[0]) && isFloat(args[1], argts[1]) && isFloat(args[2], argts[2]) {
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return nil
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}
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default:
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return fmt.Errorf("invalid number of arguments for vec3")
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}
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var str []string
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for _, t := range argts {
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str = append(str, t.String())
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}
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return fmt.Errorf("invalid arguments for vec3: (%s)", strings.Join(str, ", "))
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}
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func checkArgsForVec4BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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switch len(args) {
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case 1:
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if isFloat(args[0], argts[0]) {
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return nil
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}
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// Allow any vectors to perform a cast-like function.
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if (argts[0].IsFloatVector() || argts[0].IsIntVector()) && argts[0].VectorElementCount() == 4 {
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return nil
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}
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case 2:
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if isFloat(args[0], argts[0]) && argts[1].IsFloatVector() && argts[1].VectorElementCount() == 3 {
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return nil
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}
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if argts[0].IsFloatVector() && argts[0].VectorElementCount() == 2 && argts[1].IsFloatVector() && argts[1].VectorElementCount() == 2 {
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return nil
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}
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if argts[0].IsFloatVector() && argts[0].VectorElementCount() == 3 && isFloat(args[1], argts[1]) {
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return nil
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}
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case 3:
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if isFloat(args[0], argts[0]) && isFloat(args[1], argts[1]) && argts[2].IsFloatVector() && argts[2].VectorElementCount() == 2 {
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return nil
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}
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if isFloat(args[0], argts[0]) && argts[1].IsFloatVector() && argts[1].VectorElementCount() == 2 && isFloat(args[2], argts[2]) {
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return nil
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}
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if argts[0].IsFloatVector() && argts[0].VectorElementCount() == 2 && isFloat(args[1], argts[1]) && isFloat(args[2], argts[2]) {
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return nil
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}
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case 4:
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if isFloat(args[0], argts[0]) && isFloat(args[1], argts[1]) && isFloat(args[2], argts[2]) && isFloat(args[3], argts[3]) {
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return nil
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}
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default:
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return fmt.Errorf("invalid number of arguments for vec4")
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}
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var str []string
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for _, t := range argts {
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str = append(str, t.String())
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}
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return fmt.Errorf("invalid arguments for vec4: (%s)", strings.Join(str, ", "))
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}
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func checkArgsForIVec2BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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switch len(args) {
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case 1:
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if isInt(args[0], argts[0]) {
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return nil
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}
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// Allow any vectors to perform a cast-like function.
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if (argts[0].IsFloatVector() || argts[0].IsIntVector()) && argts[0].VectorElementCount() == 2 {
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return nil
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}
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case 2:
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if isInt(args[0], argts[0]) && isInt(args[1], argts[1]) {
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return nil
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}
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default:
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return fmt.Errorf("invalid number of arguments for vec2")
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}
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var str []string
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for _, t := range argts {
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str = append(str, t.String())
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}
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return fmt.Errorf("invalid arguments for ivec2: (%s)", strings.Join(str, ", "))
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}
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func checkArgsForIVec3BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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switch len(args) {
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case 1:
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if isInt(args[0], argts[0]) {
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return nil
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}
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// Allow any vectors to perform a cast-like function.
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if (argts[0].IsFloatVector() || argts[0].IsIntVector()) && argts[0].VectorElementCount() == 3 {
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return nil
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}
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case 2:
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if isInt(args[0], argts[0]) && argts[1].IsIntVector() && argts[1].VectorElementCount() == 2 {
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return nil
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}
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if argts[0].IsIntVector() && argts[0].VectorElementCount() == 2 && isInt(args[1], argts[1]) {
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return nil
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}
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case 3:
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if isInt(args[0], argts[0]) && isInt(args[1], argts[1]) && isInt(args[2], argts[2]) {
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return nil
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}
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default:
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return fmt.Errorf("invalid number of arguments for vec3")
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}
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var str []string
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for _, t := range argts {
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str = append(str, t.String())
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}
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return fmt.Errorf("invalid arguments for ivec3: (%s)", strings.Join(str, ", "))
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}
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func checkArgsForIVec4BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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switch len(args) {
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case 1:
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if isInt(args[0], argts[0]) {
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return nil
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}
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// Allow any vectors to perform a cast-like function.
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if (argts[0].IsFloatVector() || argts[0].IsIntVector()) && argts[0].VectorElementCount() == 4 {
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return nil
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}
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case 2:
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if isInt(args[0], argts[0]) && argts[1].IsIntVector() && argts[1].VectorElementCount() == 3 {
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return nil
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}
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if argts[0].IsIntVector() && argts[0].VectorElementCount() == 2 && argts[1].IsIntVector() && argts[1].VectorElementCount() == 2 {
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return nil
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}
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if argts[0].IsIntVector() && argts[0].VectorElementCount() == 3 && isInt(args[1], argts[1]) {
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return nil
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}
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case 3:
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if isInt(args[0], argts[0]) && isInt(args[1], argts[1]) && argts[2].IsIntVector() && argts[2].VectorElementCount() == 2 {
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return nil
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}
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if isInt(args[0], argts[0]) && argts[1].IsIntVector() && argts[1].VectorElementCount() == 2 && isInt(args[2], argts[2]) {
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return nil
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}
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if argts[0].IsIntVector() && argts[0].VectorElementCount() == 2 && isInt(args[1], argts[1]) && isInt(args[2], argts[2]) {
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return nil
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}
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case 4:
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if isInt(args[0], argts[0]) && isInt(args[1], argts[1]) && isInt(args[2], argts[2]) && isInt(args[3], argts[3]) {
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return nil
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}
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default:
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return fmt.Errorf("invalid number of arguments for vec4")
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}
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var str []string
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for _, t := range argts {
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str = append(str, t.String())
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}
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return fmt.Errorf("invalid arguments for ivec4: (%s)", strings.Join(str, ", "))
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}
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func checkArgsForMat2BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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switch len(args) {
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case 1:
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if isFloat(args[0], argts[0]) {
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return nil
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}
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if argts[0].Main == shaderir.Mat2 {
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return nil
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}
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case 2:
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if argts[0].IsFloatVector() && argts[0].VectorElementCount() == 2 && argts[1].IsFloatVector() && argts[1].VectorElementCount() == 2 {
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return nil
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}
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case 4:
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ok := true
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for i := range argts {
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if !isFloat(args[i], argts[i]) {
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ok = false
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break
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}
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}
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if ok {
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return nil
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}
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default:
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return fmt.Errorf("invalid number of arguments for mat2")
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}
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var str []string
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for _, t := range argts {
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str = append(str, t.String())
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}
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return fmt.Errorf("invalid arguments for mat2: (%s)", strings.Join(str, ", "))
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}
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func checkArgsForMat3BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
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if len(args) != len(argts) {
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return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
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}
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switch len(args) {
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case 1:
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if isFloat(args[0], argts[0]) {
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return nil
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}
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if argts[0].Main == shaderir.Mat3 {
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return nil
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}
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case 3:
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if argts[0].IsFloatVector() && argts[0].VectorElementCount() == 3 &&
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argts[1].IsFloatVector() && argts[1].VectorElementCount() == 3 &&
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argts[2].IsFloatVector() && argts[2].VectorElementCount() == 3 {
|
|
return nil
|
|
}
|
|
case 9:
|
|
ok := true
|
|
for i := range argts {
|
|
if !isFloat(args[i], argts[i]) {
|
|
ok = false
|
|
break
|
|
}
|
|
}
|
|
if ok {
|
|
return nil
|
|
}
|
|
default:
|
|
return fmt.Errorf("invalid number of arguments for mat3")
|
|
}
|
|
|
|
var str []string
|
|
for _, t := range argts {
|
|
str = append(str, t.String())
|
|
}
|
|
return fmt.Errorf("invalid arguments for mat3: (%s)", strings.Join(str, ", "))
|
|
}
|
|
|
|
func checkArgsForMat4BuiltinFunc(args []shaderir.Expr, argts []shaderir.Type) error {
|
|
if len(args) != len(argts) {
|
|
return fmt.Errorf("the number of arguments and types doesn't match: %d vs %d", len(args), len(argts))
|
|
}
|
|
|
|
switch len(args) {
|
|
case 1:
|
|
if isFloat(args[0], argts[0]) {
|
|
return nil
|
|
}
|
|
if argts[0].Main == shaderir.Mat4 {
|
|
return nil
|
|
}
|
|
case 4:
|
|
if argts[0].IsFloatVector() && argts[0].VectorElementCount() == 4 &&
|
|
argts[1].IsFloatVector() && argts[1].VectorElementCount() == 4 &&
|
|
argts[2].IsFloatVector() && argts[2].VectorElementCount() == 4 &&
|
|
argts[3].IsFloatVector() && argts[3].VectorElementCount() == 4 {
|
|
return nil
|
|
}
|
|
case 16:
|
|
ok := true
|
|
for i := range argts {
|
|
if !isFloat(args[i], argts[i]) {
|
|
ok = false
|
|
break
|
|
}
|
|
}
|
|
if ok {
|
|
return nil
|
|
}
|
|
default:
|
|
return fmt.Errorf("invalid number of arguments for mat4")
|
|
}
|
|
|
|
var str []string
|
|
for _, t := range argts {
|
|
str = append(str, t.String())
|
|
}
|
|
return fmt.Errorf("invalid arguments for mat4: (%s)", strings.Join(str, ", "))
|
|
}
|