// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. import {GlslContext, GlslLib, GlslLibRoutine} from './glsl-definitions'; /** * GLSL Library responsible for vec routines * Vec is an varible length int array. The length is fixed at the time of * generating the library functions from the dimensions of the output. */ export class VecGlslLib extends GlslLib { constructor(context: GlslContext) { super(context); } getCustomTypes(): {[name: string]: string} { return {}; } getFunctions(): {[name: string]: GlslLibRoutine} { return {...this.binaryVecFunctions(), ...this.copyVec(), ...this.setVecItem(), ...this.getVecItem()}; } protected binaryVecFunctions(): {[name: string]: GlslLibRoutine} { const outputLayout = this.context.outputTextureLayout; const rank = outputLayout.shape.length; const nameOp: {[name: string]: string} = {add: '+=', sub: '-=', mul: '*=', div: '/='}; const result: {[name: string]: GlslLibRoutine} = {}; for (const name in nameOp) { const fname = `${name}Vec`; let assignmentBlock = ''; for (let i = 0; i < rank; ++i) { assignmentBlock += ` dest[${i}] ${nameOp[name]} src[${i}]; `; } const body = ` void ${fname}(int src[${rank}], out int dest[${rank}]) { ${assignmentBlock} } `; result[fname] = new GlslLibRoutine(body); } return result; } protected copyVec(): {[name: string]: GlslLibRoutine} { const outputLayout = this.context.outputTextureLayout; const rank = outputLayout.shape.length; let assignmentBlock = ''; for (let i = 0; i < rank; ++i) { assignmentBlock += ` dest[${i}] = src[${i}]; `; } const body = ` void copyVec(int src[${rank}], out int dest[${rank}]) { ${assignmentBlock} } `; return {copyVec: new GlslLibRoutine(body)}; } protected setVecItem(): {[name: string]: GlslLibRoutine} { const outputLayout = this.context.outputTextureLayout; const rank = outputLayout.shape.length; let block = ` if(index < 0) index =${rank} + index; if (index == 0) m[0] = value; `; for (let i = 1; i < rank - 1; ++i) { block += ` else if (index == ${i}) m[${i}] = value; `; } block += ` else m[${rank - 1}] = value; `; const body = ` void setVecItem(out int m[${rank}], int index, int value) { ${block} } `; return {setVecItem: new GlslLibRoutine(body)}; } protected getVecItem(): {[name: string]: GlslLibRoutine} { const outputLayout = this.context.outputTextureLayout; const rank = outputLayout.shape.length; let block = ` if(index < 0) index = ${rank} + index; if (index == 0) return m[0]; `; for (let i = 1; i < rank - 1; ++i) { block += ` else if (index == ${i}) return m[${i}]; `; } block += ` else return m[${rank - 1}]; `; const body = ` int getVecItem(int m[${rank}], int index) { ${block} } `; return {getVecItem: new GlslLibRoutine(body)}; } }