ebiten/internal/shader/shader.go
2020-06-03 23:58:05 +09:00

689 lines
16 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"
"strconv"
"strings"
"github.com/hajimehoshi/ebiten/internal/shaderir"
)
const (
vertexEntry = "Vertex"
fragmentEntry = "Fragment"
)
type variable struct {
name string
typ typ
init shaderir.Expr
}
type constant struct {
name string
typ typ
init ast.Expr
}
type function struct {
name string
block *block
ir shaderir.Func
}
type compileState struct {
fs *token.FileSet
ir shaderir.Program
// uniforms is a collection of uniform variable names.
uniforms []string
global block
varyingParsed bool
errs []string
}
func (cs *compileState) findUniformVariable(name string) (int, bool) {
for i, u := range cs.uniforms {
if u == name {
return i, true
}
}
return 0, false
}
type block struct {
types []typ
vars []variable
consts []constant
funcs []function
pos token.Pos
outer *block
ir shaderir.Block
}
func (b *block) findLocalVariable(name string) (int, bool) {
idx := 0
for outer := b.outer; outer != nil; outer = outer.outer {
idx += len(outer.vars)
}
for i, v := range b.vars {
if v.name == name {
return idx + i, true
}
}
if b.outer != nil {
return b.outer.findLocalVariable(name)
}
return 0, false
}
type ParseError struct {
errs []string
}
func (p *ParseError) Error() string {
return strings.Join(p.errs, "\n")
}
func Compile(src []byte) (*shaderir.Program, error) {
fs := token.NewFileSet()
f, err := parser.ParseFile(fs, "", src, parser.AllErrors)
if err != nil {
return nil, err
}
s := &compileState{
fs: fs,
}
s.parse(f)
if len(s.errs) > 0 {
return nil, &ParseError{s.errs}
}
// TODO: Resolve identifiers?
// TODO: Resolve constants
// TODO: Make a call graph and reorder the elements.
return &s.ir, nil
}
func (s *compileState) addError(pos token.Pos, str string) {
p := s.fs.Position(pos)
s.errs = append(s.errs, fmt.Sprintf("%s: %s", p, str))
}
func (cs *compileState) parse(f *ast.File) {
// Parse GenDecl for global variables, and then parse functions.
for _, d := range f.Decls {
if _, ok := d.(*ast.FuncDecl); !ok {
cs.parseDecl(&cs.global, d)
}
}
for _, d := range f.Decls {
if _, ok := d.(*ast.FuncDecl); ok {
cs.parseDecl(&cs.global, d)
}
}
if len(cs.errs) > 0 {
return
}
for _, f := range cs.global.funcs {
cs.ir.Funcs = append(cs.ir.Funcs, f.ir)
}
}
func (cs *compileState) parseDecl(b *block, d ast.Decl) {
switch d := d.(type) {
case *ast.GenDecl:
switch d.Tok {
case token.TYPE:
// TODO: Parse other types
for _, s := range d.Specs {
s := s.(*ast.TypeSpec)
t := cs.parseType(s.Type)
t.name = s.Name.Name
b.types = append(b.types, t)
}
case token.CONST:
for _, s := range d.Specs {
s := s.(*ast.ValueSpec)
cs := cs.parseConstant(s)
b.consts = append(b.consts, cs...)
}
case token.VAR:
for _, s := range d.Specs {
s := s.(*ast.ValueSpec)
vs := cs.parseVariable(b, s)
if b == &cs.global {
for i, v := range vs {
if v.name[0] < 'A' || 'Z' < v.name[0] {
cs.addError(s.Names[i].Pos(), fmt.Sprintf("global variables must be exposed: %s", v.name))
}
// TODO: Check init
cs.uniforms = append(cs.uniforms, v.name)
cs.ir.Uniforms = append(cs.ir.Uniforms, v.typ.ir)
}
continue
}
for _, v := range vs {
b.vars = append(b.vars, v)
b.ir.LocalVars = append(b.ir.LocalVars, v.typ.ir)
}
}
case token.IMPORT:
cs.addError(d.Pos(), "import is forbidden")
default:
cs.addError(d.Pos(), "unexpected token")
}
case *ast.FuncDecl:
f := cs.parseFunc(b, d)
if b == &cs.global {
switch d.Name.Name {
case vertexEntry:
cs.ir.VertexFunc.Block = f.ir.Block
case fragmentEntry:
cs.ir.FragmentFunc.Block = f.ir.Block
default:
b.funcs = append(b.funcs, f)
}
} else {
b.funcs = append(b.funcs, f)
}
default:
cs.addError(d.Pos(), "unexpected decl")
}
}
func (s *compileState) parseVariable(block *block, vs *ast.ValueSpec) []variable {
var t typ
if vs.Type != nil {
t = s.parseType(vs.Type)
}
var vars []variable
for i, n := range vs.Names {
var init ast.Expr
if len(vs.Values) > 0 {
init = vs.Values[i]
if t.ir.Main == shaderir.None {
t = s.detectType(block, init)
}
}
name := n.Name
var e shaderir.Expr
if init != nil {
e = s.parseExpr(block, init)
}
vars = append(vars, variable{
name: name,
typ: t,
init: e,
})
}
return vars
}
func (s *compileState) parseConstant(vs *ast.ValueSpec) []constant {
var t typ
if vs.Type != nil {
t = s.parseType(vs.Type)
}
var cs []constant
for i, n := range vs.Names {
cs = append(cs, constant{
name: n.Name,
typ: t,
init: vs.Values[i],
})
}
return cs
}
func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) function {
if d.Name == nil {
cs.addError(d.Pos(), "function must have a name")
return function{}
}
if d.Body == nil {
cs.addError(d.Pos(), "function must have a body")
return function{}
}
var inT []shaderir.Type
var inParams []variable
for _, f := range d.Type.Params.List {
t := cs.parseType(f.Type)
for _, n := range f.Names {
inParams = append(inParams, variable{
name: n.Name,
typ: t,
})
inT = append(inT, t.ir)
}
}
var outT []shaderir.Type
var outParams []variable
if d.Type.Results != nil {
for _, f := range d.Type.Results.List {
t := cs.parseType(f.Type)
if len(f.Names) == 0 {
outParams = append(outParams, variable{
name: "",
typ: t,
})
outT = append(outT, t.ir)
} else {
for _, n := range f.Names {
outParams = append(outParams, variable{
name: n.Name,
typ: t,
})
outT = append(outT, t.ir)
}
}
}
}
checkVaryings := func(types []shaderir.Type) {
if len(cs.ir.Varyings) != len(types) {
cs.addError(d.Pos(), fmt.Sprintf("the number of vertex entry point's returning values and the number of framgent entry point's params must be the same"))
return
}
for i, t := range cs.ir.Varyings {
if t.Main != types[i].Main {
cs.addError(d.Pos(), fmt.Sprintf("vertex entry point's returning value types and framgent entry point's param types must match"))
}
}
}
if block == &cs.global {
switch d.Name.Name {
case vertexEntry:
for _, t := range inT {
cs.ir.Attributes = append(cs.ir.Attributes, t)
}
// The first out-param is treated as gl_Position in GLSL.
if len(outParams) == 0 {
cs.addError(d.Pos(), fmt.Sprintf("vertex entry point must have at least one returning vec4 value for a position"))
return function{}
}
if outT[0].Main != shaderir.Vec4 {
cs.addError(d.Pos(), fmt.Sprintf("vertex entry point must have at least one returning vec4 value for a position"))
return function{}
}
if cs.varyingParsed {
checkVaryings(outT[1:])
} else {
for _, t := range outT[1:] {
// TODO: Check that these params are not arrays or structs
cs.ir.Varyings = append(cs.ir.Varyings, t)
}
}
cs.varyingParsed = true
case fragmentEntry:
if len(inParams) == 0 {
cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have at least one vec4 parameter for a position"))
return function{}
}
if inT[0].Main != shaderir.Vec4 {
cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have at least one vec4 parameter for a position"))
return function{}
}
if len(outParams) != 1 {
cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have one returning vec4 value for a color"))
return function{}
}
if outT[0].Main != shaderir.Vec4 {
cs.addError(d.Pos(), fmt.Sprintf("fragment entry point must have one returning vec4 value for a color"))
return function{}
}
if cs.varyingParsed {
checkVaryings(inT[1:])
} else {
for _, t := range inT[1:] {
cs.ir.Varyings = append(cs.ir.Varyings, t)
}
}
cs.varyingParsed = true
}
}
b := cs.parseBlock(block, d.Body, inParams, outParams)
return function{
name: d.Name.Name,
block: b,
ir: shaderir.Func{
Index: len(cs.ir.Funcs),
InParams: inT,
OutParams: outT,
Block: b.ir,
},
}
}
func (cs *compileState) parseBlock(outer *block, b *ast.BlockStmt, inParams, outParams []variable) *block {
vars := make([]variable, 0, len(inParams)+len(outParams))
vars = append(vars, inParams...)
vars = append(vars, outParams...)
block := &block{
vars: vars,
outer: outer,
}
for _, l := range b.List {
switch l := l.(type) {
case *ast.AssignStmt:
switch l.Tok {
case token.DEFINE:
for i, e := range l.Lhs {
v := variable{
name: e.(*ast.Ident).Name,
}
v.typ = cs.detectType(block, l.Rhs[i])
v.init = cs.parseExpr(block, l.Rhs[i])
block.vars = append(block.vars, v)
block.ir.LocalVars = append(block.ir.LocalVars, v.typ.ir)
block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.Assign,
Exprs: []shaderir.Expr{
cs.parseExpr(block, l.Lhs[i]),
v.init,
},
})
}
case token.ASSIGN:
// TODO: What about the statement `a,b = b,a?`
for i := range l.Rhs {
block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.Assign,
Exprs: []shaderir.Expr{
cs.parseExpr(block, l.Lhs[i]),
cs.parseExpr(block, l.Rhs[i]),
},
})
}
}
case *ast.BlockStmt:
b := cs.parseBlock(block, l, nil, nil)
block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.BlockStmt,
Blocks: []shaderir.Block{
b.ir,
},
})
case *ast.DeclStmt:
cs.parseDecl(block, l.Decl)
case *ast.ReturnStmt:
for i, r := range l.Results {
e := cs.parseExpr(block, r)
block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.Assign,
Exprs: []shaderir.Expr{
{
Type: shaderir.LocalVariable,
Index: len(inParams) + i,
},
e,
},
})
}
block.ir.Stmts = append(block.ir.Stmts, shaderir.Stmt{
Type: shaderir.Return,
})
}
}
return block
}
func (s *compileState) detectType(b *block, expr ast.Expr) typ {
switch e := expr.(type) {
case *ast.BasicLit:
switch e.Kind {
case token.FLOAT:
return typ{
ir: shaderir.Type{Main: shaderir.Float},
}
case token.INT:
return typ{
ir: shaderir.Type{Main: shaderir.Int},
}
}
s.addError(expr.Pos(), fmt.Sprintf("unexpected literal: %s", e.Value))
return typ{}
case *ast.CallExpr:
n := e.Fun.(*ast.Ident).Name
f, ok := shaderir.ParseBuiltinFunc(n)
if ok {
switch f {
case shaderir.Vec2F:
return typ{ir: shaderir.Type{Main: shaderir.Vec2}}
case shaderir.Vec3F:
return typ{ir: shaderir.Type{Main: shaderir.Vec3}}
case shaderir.Vec4F:
return typ{ir: shaderir.Type{Main: shaderir.Vec4}}
case shaderir.Mat2F:
return typ{ir: shaderir.Type{Main: shaderir.Mat2}}
case shaderir.Mat3F:
return typ{ir: shaderir.Type{Main: shaderir.Mat3}}
case shaderir.Mat4F:
return typ{ir: shaderir.Type{Main: shaderir.Mat4}}
// TODO: Add more functions
}
}
s.addError(expr.Pos(), fmt.Sprintf("unexpected call: %s", n))
return typ{}
case *ast.CompositeLit:
return s.parseType(e.Type)
case *ast.Ident:
n := e.Name
for _, v := range b.vars {
if v.name == n {
return v.typ
}
}
if b == &s.global {
for i, v := range s.uniforms {
if v == n {
return typ{ir: s.ir.Uniforms[i]}
}
}
}
if b.outer != nil {
return s.detectType(b.outer, e)
}
s.addError(expr.Pos(), fmt.Sprintf("unexpected identity: %s", n))
return typ{}
//case *ast.SelectorExpr:
//return fmt.Sprintf("%s.%s", dumpExpr(e.X), dumpExpr(e.Sel))
default:
s.addError(expr.Pos(), fmt.Sprintf("detecting type not implemented: %#v", expr))
return typ{}
}
}
func (cs *compileState) parseExpr(block *block, expr ast.Expr) shaderir.Expr {
switch e := expr.(type) {
case *ast.BasicLit:
switch e.Kind {
case token.INT:
v, err := strconv.ParseInt(e.Value, 10, 32)
if err != nil {
cs.addError(e.Pos(), fmt.Sprintf("unexpected literal: %s", e.Value))
return shaderir.Expr{}
}
return shaderir.Expr{
Type: shaderir.IntExpr,
Int: int32(v),
}
case token.FLOAT:
v, err := strconv.ParseFloat(e.Value, 32)
if err != nil {
cs.addError(e.Pos(), fmt.Sprintf("unexpected literal: %s", e.Value))
return shaderir.Expr{}
}
return shaderir.Expr{
Type: shaderir.FloatExpr,
Float: float32(v),
}
default:
cs.addError(e.Pos(), fmt.Sprintf("literal not implemented: %#v", e))
}
case *ast.BinaryExpr:
var op shaderir.Op
switch e.Op {
case token.ADD:
op = shaderir.Add
case token.SUB:
op = shaderir.Sub
case token.NOT:
op = shaderir.NotOp
case token.MUL:
op = shaderir.Mul
case token.QUO:
op = shaderir.Div
case token.REM:
op = shaderir.ModOp
case token.SHL:
op = shaderir.LeftShift
case token.SHR:
op = shaderir.RightShift
case token.LSS:
op = shaderir.LessThanOp
case token.LEQ:
op = shaderir.LessThanEqualOp
case token.GTR:
op = shaderir.GreaterThanOp
case token.GEQ:
op = shaderir.GreaterThanEqualOp
case token.EQL:
op = shaderir.EqualOp
case token.NEQ:
op = shaderir.NotEqualOp
case token.AND:
op = shaderir.And
case token.XOR:
op = shaderir.Xor
case token.OR:
op = shaderir.Or
case token.LAND:
op = shaderir.AndAnd
case token.LOR:
op = shaderir.OrOr
default:
cs.addError(e.Pos(), fmt.Sprintf("unexpected operator: %s", e.Op))
return shaderir.Expr{}
}
return shaderir.Expr{
Type: shaderir.Binary,
Op: op,
Exprs: []shaderir.Expr{
cs.parseExpr(block, e.X),
cs.parseExpr(block, e.Y),
},
}
case *ast.CallExpr:
exprs := []shaderir.Expr{
cs.parseExpr(block, e.Fun),
}
for _, a := range e.Args {
e := cs.parseExpr(block, a)
// TODO: Convert integer literals to float literals if necessary.
exprs = append(exprs, e)
}
return shaderir.Expr{
Type: shaderir.Call,
Exprs: exprs,
}
case *ast.Ident:
if i, ok := block.findLocalVariable(e.Name); ok {
return shaderir.Expr{
Type: shaderir.LocalVariable,
Index: i,
}
}
if i, ok := cs.findUniformVariable(e.Name); ok {
return shaderir.Expr{
Type: shaderir.UniformVariable,
Index: i,
}
}
if f, ok := shaderir.ParseBuiltinFunc(e.Name); ok {
return shaderir.Expr{
Type: shaderir.BuiltinFuncExpr,
BuiltinFunc: f,
}
}
cs.addError(e.Pos(), fmt.Sprintf("unexpected identifier: %s", e.Name))
case *ast.SelectorExpr:
return shaderir.Expr{
Type: shaderir.FieldSelector,
Exprs: []shaderir.Expr{
cs.parseExpr(block, e.X),
{
Type: shaderir.SwizzlingExpr,
Swizzling: e.Sel.Name,
},
},
}
case *ast.UnaryExpr:
var op shaderir.Op
switch e.Op {
case token.ADD:
op = shaderir.Add
case token.SUB:
op = shaderir.Sub
case token.NOT:
op = shaderir.NotOp
default:
cs.addError(e.Pos(), fmt.Sprintf("unexpected operator: %s", e.Op))
return shaderir.Expr{}
}
return shaderir.Expr{
Type: shaderir.Unary,
Op: op,
Exprs: []shaderir.Expr{
cs.parseExpr(block, e.X),
},
}
default:
cs.addError(e.Pos(), fmt.Sprintf("expression not implemented: %#v", e))
}
return shaderir.Expr{}
}