/
type.go
111 lines (105 loc) · 2.4 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 metal
import (
"fmt"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
func typeString(t *shaderir.Type, packed bool, ref bool) string {
switch t.Main {
case shaderir.Array:
st := typeString(&t.Sub[0], packed, false)
t := fmt.Sprintf("array<%s, %d>", st, t.Length)
if ref {
t += "&"
}
return t
case shaderir.Struct:
panic("metal: a struct is not implemented")
default:
t := basicTypeString(t.Main, packed)
if ref {
t += "&"
}
return t
}
}
func basicTypeString(t shaderir.BasicType, packed bool) 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:
if packed {
return "packed_float2"
}
return "float2"
case shaderir.Vec3:
if packed {
return "packed_float3"
}
return "float3"
case shaderir.Vec4:
if packed {
return "packed_float4"
}
return "float4"
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 builtinFuncString(f shaderir.BuiltinFunc) string {
switch f {
case shaderir.BoolF:
return "static_cast<bool>"
case shaderir.IntF:
return "static_cast<int>"
case shaderir.FloatF:
return "static_cast<float>"
case shaderir.Vec2F:
return "float2"
case shaderir.Vec3F:
return "float3"
case shaderir.Vec4F:
return "float4"
case shaderir.Mat2F:
return "float2x2"
case shaderir.Mat3F:
return "float3x3"
case shaderir.Mat4F:
return "float4x4"
case shaderir.Inversesqrt:
return "rsqrt"
case shaderir.Mod:
return "fmod"
case shaderir.Texture2DF:
return "?(texture2D)"
}
return string(f)
}