vendor dependencies, make some changes to how input is done
This commit is contained in:
+580
@@ -0,0 +1,580 @@
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// Copyright 2022 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 hlsl
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import (
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"fmt"
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"go/constant"
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"go/token"
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"math"
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"regexp"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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const (
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vsOut = "varyings"
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)
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type compileContext struct {
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structNames map[string]string
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structTypes []shaderir.Type
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unit shaderir.Unit
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}
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func (c *compileContext) structName(p *shaderir.Program, t *shaderir.Type) string {
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if t.Main != shaderir.Struct {
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panic("hlsl: the given type at structName must be a struct")
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}
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s := t.String()
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if n, ok := c.structNames[s]; ok {
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return n
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}
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n := fmt.Sprintf("S%d", len(c.structNames))
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if c.structNames == nil {
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c.structNames = map[string]string{}
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}
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c.structNames[s] = n
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c.structTypes = append(c.structTypes, *t)
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return n
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}
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const Prelude = `struct Varyings {
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float4 Position : SV_POSITION;
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float2 M0 : TEXCOORD0;
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float4 M1 : COLOR;
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};
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float mod(float x, float y) {
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return x - y * floor(x/y);
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}
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float2 mod(float2 x, float2 y) {
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return x - y * floor(x/y);
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}
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float3 mod(float3 x, float3 y) {
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return x - y * floor(x/y);
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}
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float4 mod(float4 x, float4 y) {
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return x - y * floor(x/y);
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}
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float2x2 float2x2FromScalar(float x) {
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return float2x2(x, 0, 0, x);
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}
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float3x3 float3x3FromScalar(float x) {
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return float3x3(x, 0, 0, 0, x, 0, 0, 0, x);
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}
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float4x4 float4x4FromScalar(float x) {
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return float4x4(x, 0, 0, 0, 0, x, 0, 0, 0, 0, x, 0, 0, 0, 0, x);
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}`
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func Compile(p *shaderir.Program) (vertexShader, pixelShader string, offsets []int) {
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offsets = calculateMemoryOffsets(p.Uniforms)
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c := &compileContext{
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unit: p.Unit,
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}
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var lines []string
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lines = append(lines, strings.Split(Prelude, "\n")...)
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lines = append(lines, "", "{{.Structs}}")
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if len(p.Uniforms) > 0 {
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lines = append(lines, "")
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lines = append(lines, "cbuffer Uniforms : register(b0) {")
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for i, t := range p.Uniforms {
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// packingoffset is not mandatory, but this is useful to ensure the correct offset is used.
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offset := fmt.Sprintf("c%d", offsets[i]/boundaryInBytes)
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switch offsets[i] % boundaryInBytes {
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case 4:
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offset += ".y"
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case 8:
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offset += ".z"
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case 12:
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offset += ".w"
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}
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lines = append(lines, fmt.Sprintf("\t%s : packoffset(%s);", c.varDecl(p, &t, fmt.Sprintf("U%d", i)), offset))
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}
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lines = append(lines, "}")
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}
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if p.TextureCount > 0 {
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lines = append(lines, "")
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for i := 0; i < p.TextureCount; i++ {
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lines = append(lines, fmt.Sprintf("Texture2D T%[1]d : register(t%[1]d);", i))
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}
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if c.unit == shaderir.Texels {
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lines = append(lines, "SamplerState samp : register(s0);")
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}
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}
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vslines := make([]string, len(lines))
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copy(vslines, lines)
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pslines := make([]string, len(lines))
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copy(pslines, lines)
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var vsfuncs []*shaderir.Func
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if p.VertexFunc.Block != nil {
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vsfuncs = p.ReachableFuncsFromBlock(p.VertexFunc.Block)
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} else {
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// Use all the functions for testing.
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vsfuncs = make([]*shaderir.Func, 0, len(p.Funcs))
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for _, f := range p.Funcs {
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f := f
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vsfuncs = append(vsfuncs, &f)
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}
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}
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if len(vsfuncs) > 0 {
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vslines = append(vslines, "")
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for _, f := range vsfuncs {
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vslines = append(vslines, c.function(p, f, true)...)
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}
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for _, f := range vsfuncs {
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if len(vslines) > 0 && vslines[len(vslines)-1] != "" {
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vslines = append(vslines, "")
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}
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vslines = append(vslines, c.function(p, f, false)...)
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}
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}
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if p.VertexFunc.Block != nil && len(p.VertexFunc.Block.Stmts) > 0 {
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vslines = append(vslines, "")
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vslines = append(vslines, "Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR) {")
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vslines = append(vslines, fmt.Sprintf("\tVaryings %s;", vsOut))
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vslines = append(vslines, c.block(p, p.VertexFunc.Block, p.VertexFunc.Block, 0)...)
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if last := fmt.Sprintf("\treturn %s;", vsOut); vslines[len(vslines)-1] != last {
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vslines = append(vslines, last)
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}
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vslines = append(vslines, "}")
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}
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var psfuncs []*shaderir.Func
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if p.FragmentFunc.Block != nil {
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psfuncs = p.ReachableFuncsFromBlock(p.FragmentFunc.Block)
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} else {
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// Use all the functions for testing.
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psfuncs = make([]*shaderir.Func, 0, len(p.Funcs))
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for _, f := range p.Funcs {
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f := f
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psfuncs = append(psfuncs, &f)
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}
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}
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if len(psfuncs) > 0 {
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pslines = append(pslines, "")
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for _, f := range psfuncs {
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pslines = append(pslines, c.function(p, f, true)...)
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}
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for _, f := range psfuncs {
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if len(pslines) > 0 && pslines[len(pslines)-1] != "" {
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pslines = append(pslines, "")
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}
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pslines = append(pslines, c.function(p, f, false)...)
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}
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}
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if p.FragmentFunc.Block != nil && len(p.FragmentFunc.Block.Stmts) > 0 {
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pslines = append(pslines, "")
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pslines = append(pslines, fmt.Sprintf("float4 PSMain(Varyings %s) : SV_TARGET {", vsOut))
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pslines = append(pslines, c.block(p, p.FragmentFunc.Block, p.FragmentFunc.Block, 0)...)
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pslines = append(pslines, "}")
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}
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vertexShader = strings.Join(vslines, "\n")
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pixelShader = strings.Join(pslines, "\n")
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// Struct types are determined after converting the program.
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shaders := []string{vertexShader, pixelShader}
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for i, shader := range shaders {
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if len(c.structTypes) > 0 {
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var stlines []string
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for i, t := range c.structTypes {
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stlines = append(stlines, fmt.Sprintf("struct S%d {", i))
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for j, st := range t.Sub {
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stlines = append(stlines, fmt.Sprintf("\t%s;", c.varDecl(p, &st, fmt.Sprintf("M%d", j))))
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}
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stlines = append(stlines, "};")
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}
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st := strings.Join(stlines, "\n")
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shader = strings.ReplaceAll(shader, "{{.Structs}}", st)
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} else {
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shader = strings.ReplaceAll(shader, "{{.Structs}}", "")
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}
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nls := regexp.MustCompile(`\n\n+`)
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shader = nls.ReplaceAllString(shader, "\n\n")
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shader = strings.TrimSpace(shader) + "\n"
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shaders[i] = shader
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}
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vertexShader = shaders[0]
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pixelShader = shaders[1]
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return
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}
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func (c *compileContext) typ(p *shaderir.Program, t *shaderir.Type) (string, string) {
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switch t.Main {
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case shaderir.None:
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return "void", ""
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case shaderir.Struct:
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return c.structName(p, t), ""
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default:
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return typeString(t)
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}
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}
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func (c *compileContext) varDecl(p *shaderir.Program, t *shaderir.Type, varname string) string {
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switch t.Main {
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case shaderir.None:
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return "?(none)"
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case shaderir.Struct:
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return fmt.Sprintf("%s %s", c.structName(p, t), varname)
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default:
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t0, t1 := typeString(t)
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return fmt.Sprintf("%s %s%s", t0, varname, t1)
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}
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}
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func (c *compileContext) varInit(p *shaderir.Program, t *shaderir.Type) string {
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switch t.Main {
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case shaderir.None:
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return "?(none)"
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case shaderir.Array:
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init := c.varInit(p, &t.Sub[0])
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es := make([]string, 0, t.Length)
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for i := 0; i < t.Length; i++ {
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es = append(es, init)
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}
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t0, t1 := typeString(t)
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return fmt.Sprintf("%s%s(%s)", t0, t1, strings.Join(es, ", "))
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case shaderir.Struct:
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panic("not implemented")
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case shaderir.Bool:
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return "false"
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case shaderir.Int, shaderir.IVec2, shaderir.IVec3, shaderir.IVec4:
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return "0"
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case shaderir.Float, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4, shaderir.Mat2, shaderir.Mat3, shaderir.Mat4:
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return "0.0"
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default:
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t0, t1 := c.typ(p, t)
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panic(fmt.Sprintf("?(unexpected type: %s%s)", t0, t1))
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}
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}
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func (c *compileContext) function(p *shaderir.Program, f *shaderir.Func, prototype bool) []string {
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var args []string
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var idx int
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for _, t := range f.InParams {
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args = append(args, "in "+c.varDecl(p, &t, fmt.Sprintf("l%d", idx)))
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idx++
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}
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for _, t := range f.OutParams {
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args = append(args, "out "+c.varDecl(p, &t, fmt.Sprintf("l%d", idx)))
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idx++
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}
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argsstr := "void"
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if len(args) > 0 {
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argsstr = strings.Join(args, ", ")
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}
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t0, t1 := c.typ(p, &f.Return)
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sig := fmt.Sprintf("%s%s F%d(%s)", t0, t1, f.Index, argsstr)
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var lines []string
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if prototype {
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lines = append(lines, fmt.Sprintf("%s;", sig))
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return lines
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}
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lines = append(lines, fmt.Sprintf("%s {", sig))
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lines = append(lines, c.block(p, f.Block, f.Block, 0)...)
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lines = append(lines, "}")
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return lines
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}
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func constantToNumberLiteral(v constant.Value) string {
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switch v.Kind() {
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case constant.Bool:
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if constant.BoolVal(v) {
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return "true"
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}
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return "false"
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case constant.Int:
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x, _ := constant.Int64Val(v)
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return fmt.Sprintf("%d", x)
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case constant.Float:
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x, _ := constant.Float64Val(v)
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if i := math.Floor(x); i == x {
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return fmt.Sprintf("%d.0", int64(i))
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}
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return fmt.Sprintf("%.10e", x)
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}
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return fmt.Sprintf("?(unexpected literal: %s)", v)
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}
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func (c *compileContext) localVariableName(p *shaderir.Program, topBlock *shaderir.Block, idx int) string {
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switch topBlock {
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case p.VertexFunc.Block:
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na := len(p.Attributes)
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nv := len(p.Varyings)
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switch {
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case idx < na:
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return fmt.Sprintf("A%d", idx)
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case idx == na:
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return fmt.Sprintf("%s.Position", vsOut)
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case idx < na+nv+1:
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return fmt.Sprintf("%s.M%d", vsOut, idx-na-1)
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default:
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return fmt.Sprintf("l%d", idx-(na+nv+1))
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}
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case p.FragmentFunc.Block:
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nv := len(p.Varyings)
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switch {
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case idx == 0:
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return fmt.Sprintf("%s.Position", vsOut)
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case idx < nv+1:
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return fmt.Sprintf("%s.M%d", vsOut, idx-1)
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default:
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return fmt.Sprintf("l%d", idx-(nv+1))
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}
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default:
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return fmt.Sprintf("l%d", idx)
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}
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}
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func (c *compileContext) initVariable(p *shaderir.Program, topBlock, block *shaderir.Block, index int, decl bool, level int) []string {
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idt := strings.Repeat("\t", level+1)
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name := c.localVariableName(p, topBlock, index)
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t := p.LocalVariableType(topBlock, block, index)
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var lines []string
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switch t.Main {
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case shaderir.Array:
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if decl {
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lines = append(lines, fmt.Sprintf("%s%s;", idt, c.varDecl(p, &t, name)))
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}
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init := c.varInit(p, &t.Sub[0])
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for i := 0; i < t.Length; i++ {
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lines = append(lines, fmt.Sprintf("%s%s[%d] = %s;", idt, name, i, init))
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}
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case shaderir.None:
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// The type is None e.g., when the variable is a for-loop counter.
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default:
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if decl {
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.varDecl(p, &t, name), c.varInit(p, &t)))
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} else {
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, name, c.varInit(p, &t)))
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}
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}
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return lines
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}
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func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Block, level int) []string {
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if block == nil {
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return nil
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}
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var lines []string
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for i := range block.LocalVars {
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lines = append(lines, c.initVariable(p, topBlock, block, block.LocalVarIndexOffset+i, true, level)...)
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}
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var expr func(e *shaderir.Expr) string
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expr = func(e *shaderir.Expr) string {
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switch e.Type {
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case shaderir.NumberExpr:
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return constantToNumberLiteral(e.Const)
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case shaderir.UniformVariable:
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return fmt.Sprintf("U%d", e.Index)
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case shaderir.TextureVariable:
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return fmt.Sprintf("T%d", e.Index)
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case shaderir.LocalVariable:
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return c.localVariableName(p, topBlock, e.Index)
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case shaderir.StructMember:
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return fmt.Sprintf("M%d", e.Index)
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case shaderir.BuiltinFuncExpr:
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return c.builtinFuncString(e.BuiltinFunc)
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case shaderir.SwizzlingExpr:
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if !shaderir.IsValidSwizzling(e.Swizzling) {
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return fmt.Sprintf("?(unexpected swizzling: %s)", e.Swizzling)
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}
|
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return e.Swizzling
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case shaderir.FunctionExpr:
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return fmt.Sprintf("F%d", e.Index)
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case shaderir.Unary:
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var op string
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switch e.Op {
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case shaderir.Add, shaderir.Sub, shaderir.NotOp:
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op = opString(e.Op)
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default:
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op = fmt.Sprintf("?(unexpected op: %d)", e.Op)
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}
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return fmt.Sprintf("%s(%s)", op, expr(&e.Exprs[0]))
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case shaderir.Binary:
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switch e.Op {
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case shaderir.VectorEqualOp:
|
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return fmt.Sprintf("all((%s) == (%s))", expr(&e.Exprs[0]), expr(&e.Exprs[1]))
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case shaderir.VectorNotEqualOp:
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return fmt.Sprintf("!all((%s) == (%s))", expr(&e.Exprs[0]), expr(&e.Exprs[1]))
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case shaderir.MatrixMul:
|
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// If either is a matrix, use the mul function.
|
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// Swap the order of the lhs and the rhs since matrices are row-major in HLSL.
|
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return fmt.Sprintf("mul(%s, %s)", expr(&e.Exprs[1]), expr(&e.Exprs[0]))
|
||||
}
|
||||
return fmt.Sprintf("(%s) %s (%s)", expr(&e.Exprs[0]), opString(e.Op), expr(&e.Exprs[1]))
|
||||
case shaderir.Selection:
|
||||
return fmt.Sprintf("(%s) ? (%s) : (%s)", expr(&e.Exprs[0]), expr(&e.Exprs[1]), expr(&e.Exprs[2]))
|
||||
case shaderir.Call:
|
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callee := e.Exprs[0]
|
||||
var args []string
|
||||
for _, exp := range e.Exprs[1:] {
|
||||
args = append(args, expr(&exp))
|
||||
}
|
||||
if callee.Type == shaderir.BuiltinFuncExpr {
|
||||
switch callee.BuiltinFunc {
|
||||
case shaderir.Vec2F, shaderir.Vec3F, shaderir.Vec4F, shaderir.IVec2F, shaderir.IVec3F, shaderir.IVec4F:
|
||||
if len(args) == 1 {
|
||||
// Use casting. For example, `float4(1)` doesn't work.
|
||||
return fmt.Sprintf("(%s)(%s)", expr(&e.Exprs[0]), args[0])
|
||||
}
|
||||
case shaderir.Mat2F:
|
||||
if len(args) == 1 {
|
||||
// In HSLS, casting a scalar to a matrix initializes all the components.
|
||||
// There seems no easy way to have an identity matrix.
|
||||
return fmt.Sprintf("float2x2FromScalar(%s)", args[0])
|
||||
}
|
||||
case shaderir.Mat3F:
|
||||
if len(args) == 1 {
|
||||
return fmt.Sprintf("float3x3FromScalar(%s)", args[0])
|
||||
}
|
||||
case shaderir.Mat4F:
|
||||
if len(args) == 1 {
|
||||
return fmt.Sprintf("float4x4FromScalar(%s)", args[0])
|
||||
}
|
||||
case shaderir.TexelAt:
|
||||
switch c.unit {
|
||||
case shaderir.Pixels:
|
||||
return fmt.Sprintf("%s.Load(int3(%s, 0))", args[0], strings.Join(args[1:], ", "))
|
||||
case shaderir.Texels:
|
||||
return fmt.Sprintf("%s.Sample(samp, %s)", args[0], strings.Join(args[1:], ", "))
|
||||
default:
|
||||
panic(fmt.Sprintf("hlsl: unexpected unit: %d", p.Unit))
|
||||
}
|
||||
}
|
||||
}
|
||||
return fmt.Sprintf("%s(%s)", expr(&e.Exprs[0]), strings.Join(args, ", "))
|
||||
case shaderir.FieldSelector:
|
||||
return fmt.Sprintf("(%s).%s", expr(&e.Exprs[0]), expr(&e.Exprs[1]))
|
||||
case shaderir.Index:
|
||||
return fmt.Sprintf("(%s)[%s]", expr(&e.Exprs[0]), expr(&e.Exprs[1]))
|
||||
default:
|
||||
return fmt.Sprintf("?(unexpected expr: %d)", e.Type)
|
||||
}
|
||||
}
|
||||
|
||||
idt := strings.Repeat("\t", level+1)
|
||||
for _, s := range block.Stmts {
|
||||
switch s.Type {
|
||||
case shaderir.ExprStmt:
|
||||
lines = append(lines, fmt.Sprintf("%s%s;", idt, expr(&s.Exprs[0])))
|
||||
case shaderir.BlockStmt:
|
||||
lines = append(lines, idt+"{")
|
||||
lines = append(lines, c.block(p, topBlock, s.Blocks[0], level+1)...)
|
||||
lines = append(lines, idt+"}")
|
||||
case shaderir.Assign:
|
||||
lhs := s.Exprs[0]
|
||||
rhs := s.Exprs[1]
|
||||
if lhs.Type == shaderir.LocalVariable {
|
||||
if t := p.LocalVariableType(topBlock, block, lhs.Index); t.Main == shaderir.Array {
|
||||
for i := 0; i < t.Length; i++ {
|
||||
lines = append(lines, fmt.Sprintf("%[1]s%[2]s[%[3]d] = %[4]s[%[3]d];", idt, expr(&lhs), i, expr(&rhs)))
|
||||
}
|
||||
continue
|
||||
}
|
||||
}
|
||||
lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, expr(&lhs), expr(&rhs)))
|
||||
case shaderir.Init:
|
||||
lines = append(lines, c.initVariable(p, topBlock, block, s.InitIndex, false, level)...)
|
||||
case shaderir.If:
|
||||
lines = append(lines, fmt.Sprintf("%sif (%s) {", idt, expr(&s.Exprs[0])))
|
||||
lines = append(lines, c.block(p, topBlock, s.Blocks[0], level+1)...)
|
||||
if len(s.Blocks) > 1 {
|
||||
lines = append(lines, fmt.Sprintf("%s} else {", idt))
|
||||
lines = append(lines, c.block(p, topBlock, s.Blocks[1], level+1)...)
|
||||
}
|
||||
lines = append(lines, fmt.Sprintf("%s}", idt))
|
||||
case shaderir.For:
|
||||
v := c.localVariableName(p, topBlock, s.ForVarIndex)
|
||||
var delta string
|
||||
switch val, _ := constant.Float64Val(s.ForDelta); val {
|
||||
case 0:
|
||||
delta = fmt.Sprintf("?(unexpected delta: %v)", s.ForDelta)
|
||||
case 1:
|
||||
delta = fmt.Sprintf("%s++", v)
|
||||
case -1:
|
||||
delta = fmt.Sprintf("%s--", v)
|
||||
default:
|
||||
d := s.ForDelta
|
||||
if val > 0 {
|
||||
delta = fmt.Sprintf("%s += %s", v, constantToNumberLiteral(d))
|
||||
} else {
|
||||
d = constant.UnaryOp(token.SUB, d, 0)
|
||||
delta = fmt.Sprintf("%s -= %s", v, constantToNumberLiteral(d))
|
||||
}
|
||||
}
|
||||
var op string
|
||||
switch s.ForOp {
|
||||
case shaderir.LessThanOp, shaderir.LessThanEqualOp, shaderir.GreaterThanOp, shaderir.GreaterThanEqualOp, shaderir.EqualOp, shaderir.NotEqualOp:
|
||||
op = opString(s.ForOp)
|
||||
default:
|
||||
op = fmt.Sprintf("?(unexpected op: %d)", s.ForOp)
|
||||
}
|
||||
|
||||
t := s.ForVarType
|
||||
init := constantToNumberLiteral(s.ForInit)
|
||||
end := constantToNumberLiteral(s.ForEnd)
|
||||
t0, t1 := typeString(&t)
|
||||
lines = append(lines, fmt.Sprintf("%sfor (%s %s%s = %s; %s %s %s; %s) {", idt, t0, v, t1, init, v, op, end, delta))
|
||||
lines = append(lines, c.block(p, topBlock, s.Blocks[0], level+1)...)
|
||||
lines = append(lines, fmt.Sprintf("%s}", idt))
|
||||
case shaderir.Continue:
|
||||
lines = append(lines, idt+"continue;")
|
||||
case shaderir.Break:
|
||||
lines = append(lines, idt+"break;")
|
||||
case shaderir.Return:
|
||||
switch {
|
||||
case topBlock == p.VertexFunc.Block:
|
||||
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, vsOut))
|
||||
case len(s.Exprs) == 0:
|
||||
lines = append(lines, idt+"return;")
|
||||
default:
|
||||
lines = append(lines, fmt.Sprintf("%sreturn %s;", idt, expr(&s.Exprs[0])))
|
||||
}
|
||||
case shaderir.Discard:
|
||||
// 'discard' is invoked only in the fragment shader entry point.
|
||||
lines = append(lines, idt+"discard;", idt+"return float4(0.0, 0.0, 0.0, 0.0);")
|
||||
default:
|
||||
lines = append(lines, fmt.Sprintf("%s?(unexpected stmt: %d)", idt, s.Type))
|
||||
}
|
||||
}
|
||||
|
||||
return lines
|
||||
}
|
||||
+106
@@ -0,0 +1,106 @@
|
||||
// Copyright 2022 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 hlsl
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
const boundaryInBytes = 16
|
||||
|
||||
func calculateMemoryOffsets(uniforms []shaderir.Type) []int {
|
||||
// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
|
||||
// https://github.com/microsoft/DirectXShaderCompiler/wiki/Buffer-Packing
|
||||
|
||||
var offsets []int
|
||||
var head int
|
||||
|
||||
align := func(x int) int {
|
||||
if x == 0 {
|
||||
return 0
|
||||
}
|
||||
return ((x-1)/boundaryInBytes + 1) * boundaryInBytes
|
||||
}
|
||||
|
||||
// TODO: Reorder the variables with packoffset.
|
||||
// See https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-variable-packoffset
|
||||
for _, u := range uniforms {
|
||||
switch u.Main {
|
||||
case shaderir.Float:
|
||||
offsets = append(offsets, head)
|
||||
head += 4
|
||||
case shaderir.Int:
|
||||
offsets = append(offsets, head)
|
||||
head += 4
|
||||
case shaderir.Vec2, shaderir.IVec2:
|
||||
if head%boundaryInBytes >= 4*3 {
|
||||
head = align(head)
|
||||
}
|
||||
offsets = append(offsets, head)
|
||||
head += 4 * 2
|
||||
case shaderir.Vec3, shaderir.IVec3:
|
||||
if head%boundaryInBytes >= 4*2 {
|
||||
head = align(head)
|
||||
}
|
||||
offsets = append(offsets, head)
|
||||
head += 4 * 3
|
||||
case shaderir.Vec4, shaderir.IVec4:
|
||||
if head%boundaryInBytes >= 4*1 {
|
||||
head = align(head)
|
||||
}
|
||||
offsets = append(offsets, head)
|
||||
head += 4 * 4
|
||||
case shaderir.Mat2:
|
||||
// For matrices, each column is aligned to the boundary.
|
||||
head = align(head)
|
||||
offsets = append(offsets, head)
|
||||
head += 4 * 6
|
||||
case shaderir.Mat3:
|
||||
head = align(head)
|
||||
offsets = append(offsets, head)
|
||||
head += 4 * 11
|
||||
case shaderir.Mat4:
|
||||
head = align(head)
|
||||
offsets = append(offsets, head)
|
||||
head += 4 * 16
|
||||
case shaderir.Array:
|
||||
// Each array is 16-byte aligned.
|
||||
// TODO: What if the array has 2 or more dimensions?
|
||||
head = align(head)
|
||||
offsets = append(offsets, head)
|
||||
n := u.Sub[0].Uint32Count()
|
||||
switch u.Sub[0].Main {
|
||||
case shaderir.Mat2:
|
||||
n = 6
|
||||
case shaderir.Mat3:
|
||||
n = 11
|
||||
case shaderir.Mat4:
|
||||
n = 16
|
||||
}
|
||||
head += (u.Length - 1) * align(4*n)
|
||||
// The last element is not with a padding.
|
||||
head += 4 * n
|
||||
case shaderir.Struct:
|
||||
// TODO: Implement this
|
||||
panic("hlsl: offset for a struct is not implemented yet")
|
||||
default:
|
||||
panic(fmt.Sprintf("hlsl: unexpected type: %s", u.String()))
|
||||
}
|
||||
}
|
||||
|
||||
return offsets
|
||||
}
|
||||
+151
@@ -0,0 +1,151 @@
|
||||
// Copyright 2022 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 hlsl
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
func opString(op shaderir.Op) string {
|
||||
switch op {
|
||||
case shaderir.Add:
|
||||
return "+"
|
||||
case shaderir.Sub:
|
||||
return "-"
|
||||
case shaderir.NotOp:
|
||||
return "!"
|
||||
case shaderir.ComponentWiseMul:
|
||||
return "*"
|
||||
case shaderir.Div:
|
||||
return "/"
|
||||
case shaderir.ModOp:
|
||||
return "%"
|
||||
case shaderir.LeftShift:
|
||||
return "<<"
|
||||
case shaderir.RightShift:
|
||||
return ">>"
|
||||
case shaderir.LessThanOp:
|
||||
return "<"
|
||||
case shaderir.LessThanEqualOp:
|
||||
return "<="
|
||||
case shaderir.GreaterThanOp:
|
||||
return ">"
|
||||
case shaderir.GreaterThanEqualOp:
|
||||
return ">="
|
||||
case shaderir.EqualOp:
|
||||
return "=="
|
||||
case shaderir.NotEqualOp:
|
||||
return "!="
|
||||
case shaderir.And:
|
||||
return "&"
|
||||
case shaderir.Xor:
|
||||
return "^"
|
||||
case shaderir.Or:
|
||||
return "|"
|
||||
case shaderir.AndAnd:
|
||||
return "&&"
|
||||
case shaderir.OrOr:
|
||||
return "||"
|
||||
}
|
||||
return fmt.Sprintf("?(unexpected operator: %d)", op)
|
||||
}
|
||||
|
||||
func typeString(t *shaderir.Type) (string, string) {
|
||||
switch t.Main {
|
||||
case shaderir.Array:
|
||||
t0, t1 := typeString(&t.Sub[0])
|
||||
return t0 + t1, fmt.Sprintf("[%d]", t.Length)
|
||||
case shaderir.Struct:
|
||||
panic("hlsl: a struct is not implemented")
|
||||
default:
|
||||
return basicTypeString(t.Main), ""
|
||||
}
|
||||
}
|
||||
|
||||
func basicTypeString(t shaderir.BasicType) string {
|
||||
switch t {
|
||||
case shaderir.None:
|
||||
return "?(none)"
|
||||
case shaderir.Bool:
|
||||
return "bool"
|
||||
case shaderir.Int:
|
||||
return "int"
|
||||
case shaderir.Float:
|
||||
return "float"
|
||||
case shaderir.Vec2:
|
||||
return "float2"
|
||||
case shaderir.Vec3:
|
||||
return "float3"
|
||||
case shaderir.Vec4:
|
||||
return "float4"
|
||||
case shaderir.IVec2:
|
||||
return "int2"
|
||||
case shaderir.IVec3:
|
||||
return "int3"
|
||||
case shaderir.IVec4:
|
||||
return "int4"
|
||||
case shaderir.Mat2:
|
||||
return "float2x2"
|
||||
case shaderir.Mat3:
|
||||
return "float3x3"
|
||||
case shaderir.Mat4:
|
||||
return "float4x4"
|
||||
case shaderir.Array:
|
||||
return "?(array)"
|
||||
case shaderir.Struct:
|
||||
return "?(struct)"
|
||||
default:
|
||||
return fmt.Sprintf("?(unknown type: %d)", t)
|
||||
}
|
||||
}
|
||||
|
||||
func (c *compileContext) builtinFuncString(f shaderir.BuiltinFunc) string {
|
||||
switch f {
|
||||
case shaderir.Vec2F:
|
||||
return "float2"
|
||||
case shaderir.Vec3F:
|
||||
return "float3"
|
||||
case shaderir.Vec4F:
|
||||
return "float4"
|
||||
case shaderir.IVec2F:
|
||||
return "int2"
|
||||
case shaderir.IVec3F:
|
||||
return "int3"
|
||||
case shaderir.IVec4F:
|
||||
return "int4"
|
||||
case shaderir.Mat2F:
|
||||
return "float2x2"
|
||||
case shaderir.Mat3F:
|
||||
return "float3x3"
|
||||
case shaderir.Mat4F:
|
||||
return "float4x4"
|
||||
case shaderir.Inversesqrt:
|
||||
return "rsqrt"
|
||||
case shaderir.Fract:
|
||||
return "frac"
|
||||
case shaderir.Mix:
|
||||
return "lerp"
|
||||
case shaderir.Dfdx:
|
||||
return "ddx"
|
||||
case shaderir.Dfdy:
|
||||
return "ddy"
|
||||
case shaderir.TexelAt:
|
||||
return "?(__texelAt)"
|
||||
default:
|
||||
return string(f)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user