/
type.go
82 lines (76 loc) · 1.86 KB
/
type.go
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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 glsl
import (
"fmt"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
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("glsl: 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 "vec2"
case shaderir.Vec3:
return "vec3"
case shaderir.Vec4:
return "vec4"
case shaderir.Mat2:
return "mat2"
case shaderir.Mat3:
return "mat3"
case shaderir.Mat4:
return "mat4"
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.Atan2:
return "atan"
case shaderir.Dfdx:
return "dFdx"
case shaderir.Dfdy:
return "dFdy"
case shaderir.Texture2DF:
if c.version == GLSLVersionES300 {
return "texture"
}
return "texture2D"
default:
return string(f)
}
}