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