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4021c24534
Textures cannot be treated as a regular variable, then they should be treated differently from other uniform variables. Add a new function texture0At replacing texture2D. Updates #1239
136 lines
2.3 KiB
Go
136 lines
2.3 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
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import (
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"fmt"
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"strings"
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)
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type Type struct {
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Main BasicType
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Sub []Type
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Length int
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}
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func (t *Type) Equal(rhs *Type) bool {
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if t.Main != rhs.Main {
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return false
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}
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if t.Length != rhs.Length {
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return false
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}
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if len(t.Sub) != len(rhs.Sub) {
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return false
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}
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for i, s := range t.Sub {
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if !s.Equal(&rhs.Sub[i]) {
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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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func (t *Type) String() string {
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switch t.Main {
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case None:
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return "none"
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case Bool:
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return "bool"
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case Int:
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return "int"
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case Float:
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return "float"
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case Vec2:
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return "vec2"
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case Vec3:
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return "vec3"
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case Vec4:
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return "vec4"
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case Mat2:
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return "mat2"
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case Mat3:
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return "mat3"
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case Mat4:
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return "mat4"
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case Array:
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return fmt.Sprintf("%s[%d]", t.Sub[0].String(), t.Length)
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case Struct:
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str := "struct{"
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sub := make([]string, 0, len(t.Sub))
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for _, st := range t.Sub {
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sub = append(sub, st.String())
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}
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str += strings.Join(sub, ",")
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str += "}"
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return str
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default:
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return fmt.Sprintf("?(unknown type: %d)", t)
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}
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}
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func (t *Type) serialize() string {
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return t.String()
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}
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type BasicType int
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const (
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None BasicType = iota
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Bool
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Int
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Float
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Vec2
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Vec3
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Vec4
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Mat2
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Mat3
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Mat4
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Array
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Struct
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)
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func (t BasicType) Glsl() string {
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switch t {
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case None:
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return "?(none)"
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case Bool:
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return "bool"
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case Int:
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return "int"
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case Float:
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return "float"
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case Vec2:
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return "vec2"
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case Vec3:
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return "vec3"
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case Vec4:
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return "vec4"
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case Mat2:
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return "mat2"
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case Mat3:
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return "mat3"
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case Mat4:
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return "mat4"
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case Array:
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// First-class array is not available on GLSL ES 2.
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return "?(array)"
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case Struct:
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return "?(struct)"
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default:
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return fmt.Sprintf("?(unknown type: %d)", t)
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}
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}
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