type.go (2456B)
1 // Copyright 2020 The Ebiten Authors 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 package metal 16 17 import ( 18 "fmt" 19 20 "github.com/hajimehoshi/ebiten/v2/internal/shaderir" 21 ) 22 23 func typeString(t *shaderir.Type, packed bool, ref bool) string { 24 switch t.Main { 25 case shaderir.Array: 26 st := typeString(&t.Sub[0], packed, false) 27 t := fmt.Sprintf("array<%s, %d>", st, t.Length) 28 if ref { 29 t += "&" 30 } 31 return t 32 case shaderir.Struct: 33 panic("metal: a struct is not implemented") 34 default: 35 t := basicTypeString(t.Main, packed) 36 if ref { 37 t += "&" 38 } 39 return t 40 } 41 } 42 43 func basicTypeString(t shaderir.BasicType, packed bool) string { 44 switch t { 45 case shaderir.None: 46 return "?(none)" 47 case shaderir.Bool: 48 return "bool" 49 case shaderir.Int: 50 return "int" 51 case shaderir.Float: 52 return "float" 53 case shaderir.Vec2: 54 if packed { 55 return "packed_float2" 56 } 57 return "float2" 58 case shaderir.Vec3: 59 if packed { 60 return "packed_float3" 61 } 62 return "float3" 63 case shaderir.Vec4: 64 if packed { 65 return "packed_float4" 66 } 67 return "float4" 68 case shaderir.Mat2: 69 return "float2x2" 70 case shaderir.Mat3: 71 return "float3x3" 72 case shaderir.Mat4: 73 return "float4x4" 74 case shaderir.Array: 75 return "?(array)" 76 case shaderir.Struct: 77 return "?(struct)" 78 default: 79 return fmt.Sprintf("?(unknown type: %d)", t) 80 } 81 } 82 83 func builtinFuncString(f shaderir.BuiltinFunc) string { 84 switch f { 85 case shaderir.BoolF: 86 return "static_cast<bool>" 87 case shaderir.IntF: 88 return "static_cast<int>" 89 case shaderir.FloatF: 90 return "static_cast<float>" 91 case shaderir.Vec2F: 92 return "float2" 93 case shaderir.Vec3F: 94 return "float3" 95 case shaderir.Vec4F: 96 return "float4" 97 case shaderir.Mat2F: 98 return "float2x2" 99 case shaderir.Mat3F: 100 return "float3x3" 101 case shaderir.Mat4F: 102 return "float4x4" 103 case shaderir.Inversesqrt: 104 return "rsqrt" 105 case shaderir.Mod: 106 return "fmod" 107 case shaderir.Texture2DF: 108 return "?(texture2D)" 109 } 110 return string(f) 111 }