mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 11:48:55 +01:00
125 lines
3.4 KiB
Go
125 lines
3.4 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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"go/token"
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"github.com/hajimehoshi/ebiten/internal/shaderir"
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)
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// TODO: What about array types?
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func (cs *compileState) parseType(expr ast.Expr) shaderir.Type {
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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}
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case "int":
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return shaderir.Type{Main: shaderir.Int}
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case "float":
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return shaderir.Type{Main: shaderir.Float}
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case "vec2":
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return shaderir.Type{Main: shaderir.Vec2}
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case "vec3":
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return shaderir.Type{Main: shaderir.Vec3}
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case "vec4":
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return shaderir.Type{Main: shaderir.Vec4}
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case "mat2":
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return shaderir.Type{Main: shaderir.Mat2}
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case "mat3":
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return shaderir.Type{Main: shaderir.Mat3}
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case "mat4":
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return shaderir.Type{Main: shaderir.Mat4}
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case "texture2d":
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return shaderir.Type{Main: shaderir.Texture2D}
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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{}
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}
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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{}
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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{}
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}
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}
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func (cs *compileState) detectType(b *block, expr ast.Expr) []shaderir.Type {
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switch e := expr.(type) {
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case *ast.BasicLit:
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switch e.Kind {
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case token.FLOAT:
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return []shaderir.Type{{Main: shaderir.Float}}
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case token.INT:
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return []shaderir.Type{{Main: shaderir.Int}}
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}
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cs.addError(expr.Pos(), fmt.Sprintf("unexpected literal: %s", e.Value))
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return nil
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case *ast.CallExpr:
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n := e.Fun.(*ast.Ident).Name
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f, ok := shaderir.ParseBuiltinFunc(n)
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if ok {
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switch f {
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case shaderir.Vec2F:
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return []shaderir.Type{{Main: shaderir.Vec2}}
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case shaderir.Vec3F:
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return []shaderir.Type{{Main: shaderir.Vec3}}
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case shaderir.Vec4F:
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return []shaderir.Type{{Main: shaderir.Vec4}}
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case shaderir.Mat2F:
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return []shaderir.Type{{Main: shaderir.Mat2}}
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case shaderir.Mat3F:
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return []shaderir.Type{{Main: shaderir.Mat3}}
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case shaderir.Mat4F:
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return []shaderir.Type{{Main: shaderir.Mat4}}
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// TODO: Add more functions
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}
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}
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cs.addError(expr.Pos(), fmt.Sprintf("unexpected call: %s", n))
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return nil
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case *ast.CompositeLit:
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return []shaderir.Type{cs.parseType(e.Type)}
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case *ast.Ident:
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n := e.Name
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for _, v := range b.vars {
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if v.name == n {
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return []shaderir.Type{v.typ}
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}
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}
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if b == &cs.global {
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for i, v := range cs.uniforms {
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if v == n {
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return []shaderir.Type{cs.ir.Uniforms[i]}
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}
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}
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}
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if b.outer != nil {
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return cs.detectType(b.outer, e)
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}
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cs.addError(expr.Pos(), fmt.Sprintf("unexpected identifier: %s", n))
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return nil
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//case *ast.SelectorExpr:
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//return fmt.Sprintf("%cs.%s", dumpExpr(e.X), dumpExpr(e.Sel))
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default:
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cs.addError(expr.Pos(), fmt.Sprintf("detecting type not implemented: %#v", expr))
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return nil
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}
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}
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