-
Notifications
You must be signed in to change notification settings - Fork 41
/
polyfills.ts
768 lines (719 loc) · 21.5 KB
/
polyfills.ts
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
import { GLSLVersion, GLSL1 } from './constants';
import { getSampler2DsInProgram } from './regex';
/**
* Wrap type to use in polyfill.
* (0) Default behavior (no polyfill).
* (1) REPEAT polyfill.
* @private
*/
export const SAMPLER2D_WRAP_X = 'GPUIO_WRAP_X';
/**
* Wrap type to use in polyfill.
* (0) Default behavior (no polyfill).
* (1) REPEAT polyfill.
* @private
*/
export const SAMPLER2D_WRAP_Y = 'GPUIO_WRAP_Y';
/**
* Flag to cast texture() result to int type (needed for GLSL1).
* @private
*/
export const SAMPLER2D_CAST_INT = 'GPUIO_CAST_INT';
/**
* Filter type to use in polyfill.
* (0) Default behavior (no polyfill).
* (0) LINEAR polyfill.
* @private
*/
export const SAMPLER2D_FILTER = 'GPUIO_FILTER';
/**
* UV size of half a pixel for this texture.
* @private
*/
export const SAMPLER2D_HALF_PX_UNIFORM = 'u_gpuio_half_px';
/**
* Dimensions of texture
* @private
*/
export const SAMPLER2D_DIMENSIONS_UNIFORM = 'u_gpuio_dimensions';
/**
* Override texture function to perform polyfill filter/wrap.
* https://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL
* @private
*/
export function texturePolyfill(shaderSource: string) {
const textureCalls = shaderSource.match(/\btexture\(/g);
if (!textureCalls || textureCalls.length === 0) return { shaderSource, samplerUniforms: [] };
const samplerUniforms = getSampler2DsInProgram(shaderSource);
if (samplerUniforms.length === 0) return { shaderSource, samplerUniforms };
samplerUniforms.forEach((name, i) => {
const regex = new RegExp(`\\btexture(2D)?\\(\\s?${name}\\b`, 'gs');
shaderSource = shaderSource.replace(regex, `GPUIO_TEXTURE_POLYFILL${i}(${name}`);
});
const remainingTextureCalls = shaderSource.match(/\btexture(2D)?\(/g);
if (remainingTextureCalls?.length) {
console.warn('Fragment shader polyfill has missed some calls to texture().', shaderSource);
}
let polyfillUniforms: {[key: string] : string } = {};
for (let i = 0; i < samplerUniforms.length; i++) {
// Init uniforms with a type.
polyfillUniforms[`${SAMPLER2D_HALF_PX_UNIFORM}${i}`] = 'vec2';
polyfillUniforms[`${SAMPLER2D_DIMENSIONS_UNIFORM}${i}`] = 'vec2';
}
function make_GPUIO_TEXTURE_POLYFILL(i: number, prefix: string, castOpening = '') {
const castEnding = castOpening === '' ? '' : ')';
const returnPrefix = castOpening === '' ? prefix : 'i';
return `
${returnPrefix}vec4 GPUIO_TEXTURE_POLYFILL${i}(const ${prefix}sampler2D sampler, const vec2 uv) {
${ prefix === '' ? `#if (${SAMPLER2D_FILTER}${i} == 0)` : ''}
#if (${SAMPLER2D_WRAP_X}${i} == 0)
#if (${SAMPLER2D_WRAP_Y}${i} == 0)
return ${castOpening}texture(sampler, uv)${castEnding};
#else
return ${castOpening}GPUIO_TEXTURE_WRAP_CLAMP_REPEAT(sampler, uv, ${SAMPLER2D_HALF_PX_UNIFORM}${i})${castEnding};
#endif
#else
#if (${SAMPLER2D_WRAP_Y}${i} == 0)
return ${castOpening}GPUIO_TEXTURE_WRAP_REPEAT_CLAMP(sampler, uv, ${SAMPLER2D_HALF_PX_UNIFORM}${i})${castEnding};
#else
return ${castOpening}GPUIO_TEXTURE_WRAP_REPEAT_REPEAT(sampler, uv, ${SAMPLER2D_HALF_PX_UNIFORM}${i})${castEnding};
#endif
#endif
${ prefix === '' ? `#else
#if (${SAMPLER2D_WRAP_X}${i} == 0)
#if (${SAMPLER2D_WRAP_Y}${i} == 0)
return ${castOpening}GPUIO_TEXTURE_BILINEAR_INTERP(sampler, uv, ${SAMPLER2D_HALF_PX_UNIFORM}${i}, ${SAMPLER2D_DIMENSIONS_UNIFORM}${i})${castEnding};
#else
return ${castOpening}GPUIO_TEXTURE_BILINEAR_INTERP_WRAP_CLAMP_REPEAT(sampler, uv, ${SAMPLER2D_HALF_PX_UNIFORM}${i}, ${SAMPLER2D_DIMENSIONS_UNIFORM}${i})${castEnding};
#endif
#else
#if (${SAMPLER2D_WRAP_Y}${i} == 0)
return ${castOpening}GPUIO_TEXTURE_BILINEAR_INTERP_WRAP_REPEAT_CLAMP(sampler, uv, ${SAMPLER2D_HALF_PX_UNIFORM}${i}, ${SAMPLER2D_DIMENSIONS_UNIFORM}${i})${castEnding};
#else
return ${castOpening}GPUIO_TEXTURE_BILINEAR_INTERP_WRAP_REPEAT_REPEAT(sampler, uv, ${SAMPLER2D_HALF_PX_UNIFORM}${i}, ${SAMPLER2D_DIMENSIONS_UNIFORM}${i})${castEnding};
#endif
#endif
#endif` : '' }
}\n`;
}
function make_GPUIO_TEXTURE_WRAP(prefix: string) {
return `
${prefix}vec4 GPUIO_TEXTURE_WRAP_REPEAT_REPEAT(const ${prefix}sampler2D sampler, const vec2 uv, const vec2 halfPx) {
return texture(sampler, GPUIO_WRAP_REPEAT_UV(uv));
}
${prefix}vec4 GPUIO_TEXTURE_WRAP_REPEAT_CLAMP(const ${prefix}sampler2D sampler, vec2 uv, const vec2 halfPx) {
uv.x = GPUIO_WRAP_REPEAT_UV_COORD(uv.x);
// uv.y = GPUIO_WRAP_CLAMP_UV_COORD(uv.y, halfPx.y);
return texture(sampler, uv);
}
${prefix}vec4 GPUIO_TEXTURE_WRAP_CLAMP_REPEAT(const ${prefix}sampler2D sampler, vec2 uv, const vec2 halfPx) {
// uv.x = GPUIO_WRAP_CLAMP_UV_COORD(uv.x, halfPx.x);
uv.y = GPUIO_WRAP_REPEAT_UV_COORD(uv.y);
return texture(sampler, uv);
}\n`;
}
function make_GPUIO_BILINEAR_INTERP(wrapType: string | null) {
const lookupFunction = wrapType ? `GPUIO_TEXTURE_WRAP_${wrapType}` : 'texture';
const extraParams = wrapType ? `, halfPx` : '';
return`
vec4 GPUIO_TEXTURE_BILINEAR_INTERP${ wrapType ? `_WRAP_${wrapType}` : '' }(const sampler2D sampler, const vec2 uv, const vec2 halfPx, const vec2 dimensions) {
vec2 pxFraction = fract(uv * dimensions);
vec2 offset = halfPx - vec2(0.00001, 0.00001) * max(
step(abs(pxFraction.x - 0.5), 0.001),
step(abs(pxFraction.y - 0.5), 0.001)
);
vec2 baseUV = uv - offset;
vec2 diagOffset = vec2(offset.x, -offset.y);
vec4 minmin = ${lookupFunction}(sampler, baseUV${extraParams});
vec4 maxmin = ${lookupFunction}(sampler, uv + diagOffset${extraParams});
vec4 minmax = ${lookupFunction}(sampler, uv - diagOffset${extraParams});
vec4 maxmax = ${lookupFunction}(sampler, uv + offset${extraParams});
vec2 t = fract(baseUV * dimensions);
vec4 yMin = mix(minmin, maxmin, t.x);
vec4 yMax = mix(minmax, maxmax, t.x);
return mix(yMin, yMax, t.y);
}\n`;
}
shaderSource = `
${ Object.keys(polyfillUniforms).map((key) => `uniform ${polyfillUniforms[key]} ${key};`).join('\n') }
float GPUIO_WRAP_REPEAT_UV_COORD(const float coord) {
return fract(coord + ceil(abs(coord)));
}
vec2 GPUIO_WRAP_REPEAT_UV(const vec2 uv) {
return fract(uv + ceil(abs(uv)));
}
// float GPUIO_WRAP_CLAMP_UV_COORD(const float coord, const float halfPx) {
// return clamp(coord, halfPx, 1.0 - halfPx);
// }
${ make_GPUIO_TEXTURE_WRAP('') }
#if (__VERSION__ == 300)
${ ['u', 'i'].map(prefix => make_GPUIO_TEXTURE_WRAP(prefix)).join('\n') }
#endif
${ [ null,
'REPEAT_REPEAT',
'REPEAT_CLAMP',
'CLAMP_REPEAT',
].map(wrap => make_GPUIO_BILINEAR_INTERP(wrap)).join('\n') }
${ samplerUniforms.map((uniform, index) => {
return `#ifndef ${SAMPLER2D_CAST_INT}${index}
${ make_GPUIO_TEXTURE_POLYFILL(index, '') }
#endif`}).join('\n') }
#if (__VERSION__ == 300)
${ ['u', 'i'].map(prefix => {
return samplerUniforms.map((uniform, index) => {
return make_GPUIO_TEXTURE_POLYFILL(index, prefix);
}).join('\n');
}).join('\n') }
#else
${ samplerUniforms.map((uniform, index) => {
return `#ifdef ${SAMPLER2D_CAST_INT}${index}
${make_GPUIO_TEXTURE_POLYFILL(index, '', 'ivec4(') }
#endif`}).join('\n') }
#endif
${shaderSource}`;
return {
shaderSource,
samplerUniforms,
}
}
type T = 'float' | 'vec2' | 'vec3' | 'vec4';
type TI = 'int' | 'ivec2' | 'ivec3' | 'ivec4';
type TU = 'uint' | 'uvec2' | 'uvec3' | 'uvec4';
type TB = 'bool' | 'bvec2' | 'bvec3' | 'bvec4';
function floatTypeForIntType(type: TI | TU): T {
switch(type) {
case 'int':
case 'uint':
return 'float';
case 'ivec2':
case 'uvec2':
return 'vec2';
case 'ivec3':
case 'uvec3':
return 'vec3';
case 'ivec4':
case 'uvec4':
return 'vec4';
}
throw new Error(`Unknown type ${type}.`);
}
function floatTypeForBoolType(type: TB): T {
switch(type) {
case 'bool':
return 'float';
case 'bvec2':
return 'vec2';
case 'bvec3':
return 'vec3';
case 'bvec4':
return 'vec4';
}
throw new Error(`Unknown type ${type}.`);
}
function abs(type: TI) { return `${type} abs(const ${type} a) { return ${type}(abs(${floatTypeForIntType(type)}(a))); }`; }
function sign(type: TI) { return `${type} sign(const ${type} a) { return ${type}(sign(${floatTypeForIntType(type)}(a))); }`; }
function trunc(type: T) { return `${type} trunc(const ${type} a) { return round(a - fract(a) * sign(a)); }`; }
function round(type: T) { return `${type} round(const ${type} a) { return floor(a + 0.5); }`; }
function roundEven(type: T) { return `${type} roundEven(const ${type} a) { return 2.0 * round(a / 2.0); }`; }
function min(type1: TI, type2: TI) { return `${type1} min(const ${type1} a, const ${type2} b) { return ${type1}(min(${floatTypeForIntType(type1)}(a), ${floatTypeForIntType(type2)}(b))); }`; }
function max(type1: TI, type2: TI) { return `${type1} max(const ${type1} a, const ${type2} b) { return ${type1}(max(${floatTypeForIntType(type1)}(a), ${floatTypeForIntType(type2)}(b))); }`; }
function clamp(type1: TI, type2: TI) { return `${type1} clamp(const ${type1} a, const ${type2} min, const ${type2} max) { return ${type1}(clamp(${floatTypeForIntType(type1)}(a), ${floatTypeForIntType(type2)}(min), ${floatTypeForIntType(type2)}(max))); }`; }
function mix(type1: T, type2: TB) { return `${type1} mix(const ${type1} a, const ${type1} b, const ${type2} c) { return mix(a, b, ${floatTypeForBoolType(type2)}(c)); }`; }
function det2(n: number, m: number, size: number) { return `a[${n}][${m}] * a[${(n + 1) % size}][${(m + 1) % size}] - a[${(n + 1) % size}][${m}] * a[${n}][${(m + 1) % size}]`; }
// TODO: I don't think these are quite right yet.
function det3(n: number, m: number, size: number) { return [0, 1, 2].map(offset => `a[${n}][${(m + offset) % size}] * (${det2((n + 1) % size, (m + 1 + offset) % size, size)})`).join(' + '); }
function det4(n: number, m: number, size: number) { return [0, 1, 2, 3].map(offset => `a[${n}][${(m + offset) % size}] * (${det3((n + 1) % size, (m + 1 + offset) % size, size)})`).join(' + '); }
/**
* Polyfill common functions/operators that GLSL1 lacks.
* @private
*/
export function GLSL1Polyfills(shaderSource: string) {
// We'll attempt to just add in what we need, but no worries if we add extraneous functions.
// They will be removed by compiler.
let GLSL1_POLYFILLS = '';
// We don't need to create unsigned int polyfills, bc unsigned int is not a supported type in GLSL1.
// All unsigned int variables will be cast as int and be caught by the signed int polyfills.
if (shaderSource.includes('abs')) {
GLSL1_POLYFILLS += `\n\n
${abs('int')}
${abs('ivec2')}
${abs('ivec3')}
${abs('ivec4')}
`;
}
if (shaderSource.includes('sign')) {
GLSL1_POLYFILLS += `\n\n
${sign('int')}
${sign('ivec2')}
${sign('ivec3')}
${sign('ivec4')}
`;
}
if (shaderSource.includes('round')) {
GLSL1_POLYFILLS += `\n\n
${round('float')}
${round('vec2')}
${round('vec3')}
${round('vec4')}
`;
}
if (shaderSource.includes('trunc')) {
GLSL1_POLYFILLS += `\n\n
${trunc('float')}
${trunc('vec2')}
${trunc('vec3')}
${trunc('vec4')}
`;
}
if (shaderSource.includes('roundEven')) {
GLSL1_POLYFILLS += `\n\n
${roundEven('float')}
${roundEven('vec2')}
${roundEven('vec3')}
${roundEven('vec4')}
`;
}
if (shaderSource.includes('min')) {
GLSL1_POLYFILLS += `\n\n
${min('int', 'int')}
${min('ivec2', 'ivec2')}
${min('ivec3', 'ivec3')}
${min('ivec4', 'ivec4')}
${min('ivec2', 'int')}
${min('ivec3', 'int')}
${min('ivec4', 'int')}
`;
}
if (shaderSource.includes('max')) {
GLSL1_POLYFILLS += `\n\n
${max('int', 'int')}
${max('ivec2', 'ivec2')}
${max('ivec3', 'ivec3')}
${max('ivec4', 'ivec4')}
${max('ivec2', 'int')}
${max('ivec3', 'int')}
${max('ivec4', 'int')}
`;
}
if (shaderSource.includes('clamp')) {
GLSL1_POLYFILLS += `\n\n
${clamp('int', 'int')}
${clamp('ivec2', 'ivec2')}
${clamp('ivec3', 'ivec3')}
${clamp('ivec4', 'ivec4')}
${clamp('ivec2', 'int')}
${clamp('ivec3', 'int')}
${clamp('ivec4', 'int')}
`;
}
if (shaderSource.includes('mix')) {
GLSL1_POLYFILLS += `\n\n
${mix('float', 'bool')}
${mix('vec2', 'bvec2')}
${mix('vec3', 'bvec3')}
${mix('vec4', 'bvec4')}
`;
}
if (shaderSource.includes('outerProduct')) {
GLSL1_POLYFILLS += `\n\n
mat2 outerProduct(const vec2 a, const vec2 b) {
return mat2(
a.x * b.x, a.x * b.y,
a.y * b.x, a.y * b.y
);
}
mat3 outerProduct(const vec3 a, const vec3 b) {
return mat3(
a.x * b.x, a.x * b.y, a.x * b.z,
a.y * b.x, a.y * b.y, a.y * b.z,
a.z * b.x, a.z * b.y, a.z * b.z
);
}
mat4 outerProduct(const vec4 a, const vec4 b) {
return mat4(
a.x * b.x, a.x * b.y, a.x * b.z, a.x * b.w,
a.y * b.x, a.y * b.y, a.y * b.z, a.y * b.w,
a.z * b.x, a.z * b.y, a.z * b.z, a.z * b.w,
a.w * b.x, a.w * b.y, a.w * b.z, a.w * b.w
);
}
`;
}
if (shaderSource.includes('transpose')) {
GLSL1_POLYFILLS += `\n\n
mat2 transpose(mat2 a) {
float temp = a[0][1];
a[0][1] = a[1][0];
a[1][0] = temp;
return a;
}
mat3 transpose(mat3 a) {
float temp = a[0][2];
a[0][2] = a[2][0];
a[2][0] = temp;
temp = a[0][1];
a[0][1] = a[1][0];
a[1][0] = temp;
temp = a[1][2];
a[1][2] = a[2][1];
a[2][1] = temp;
return a;
}
mat4 transpose(mat4 a) {
float temp = a[0][3];
a[0][3] = a[3][0];
a[3][0] = temp;
temp = a[0][2];
a[0][2] = a[2][0];
a[2][0] = temp;
temp = a[2][3];
a[2][3] = a[3][2];
a[3][2] = temp;
temp = a[0][1];
a[0][1] = a[1][0];
a[1][0] = temp;
temp = a[1][2];
a[1][2] = a[2][1];
a[2][1] = temp;
temp = a[2][3];
a[2][3] = a[3][2];
a[3][2] = temp;
return a;
}
`;
}
if (shaderSource.includes('determinant')) {
GLSL1_POLYFILLS += `\n\n
float determinant(const mat2 a) {
return ${ det2(0, 0, 2) };
}
float determinant(const mat3 a) {
return ${ det3(0, 0, 3) };
}
float determinant(const mat4 a) {
return ${ det4(0, 0, 4) };
}
`;
}
// Copied from https://github.com/gpujs/gpu.js/blob/master/src/backend/web-gl/fragment-shader.js
if (shaderSource.includes('sinh')) {
GLSL1_POLYFILLS += `\n\n
float sinh(const float x) {
return (pow(${Math.E}, x) - pow(${Math.E}, -x)) / 2.0;
}
`;
}
if (shaderSource.includes('cosh')) {
GLSL1_POLYFILLS += `\n\n
float cosh(const float x) {
return (pow(${Math.E}, x) + pow(${Math.E}, -x)) / 2.0;
}
`;
}
if (shaderSource.includes('tanh')) {
GLSL1_POLYFILLS += `\n\n
float tanh(const float x) {
float e = exp(2.0 * x);
return (e - 1.0) / (e + 1.0);
}
`;
}
if (shaderSource.includes('asinh')) {
GLSL1_POLYFILLS += `\n\n
float asinh(const float x) {
return log(x + sqrt(x * x + 1.0));
}
`;
}
if (shaderSource.includes('asinh')) {
GLSL1_POLYFILLS += `\n\n
float acosh(const float x) {
return log(x + sqrt(x * x - 1.0));
}
`;
}
if (shaderSource.includes('asinh')) {
GLSL1_POLYFILLS += `\n\n
float atanh(float x) {
x = (x + 1.0) / (x - 1.0);
return 0.5 * log(x * sign(x));
}
`;
}
return GLSL1_POLYFILLS;
}
function index1DToUV(type1: 'int' | 'uint', type2: 'ivec2' | 'uvec2' | 'vec2') {
return`vec2 index1DToUV(const ${type1} index1D, const ${type2} dimensions) {
${type1} width = ${type1}(dimensions.x);
${type1} y = index1D / width;
${type1} x = index1D - width * y;
float u = (float(x) + 0.5) / float(dimensions.x);
float v = (float(y) + 0.5) / float(dimensions.y);
return vec2(u, v);
}`;
}
function modi(type1: TI | TU, type2: TI | TU) { return `${type1} modi(const ${type1} x, const ${type2} y) { return x - y * (x / y); }`; }
function stepi(type1: TI | TU, type2: TI | TU) { return `${type2} stepi(const ${type1} x, const ${type2} y) { return ${type2}(step(${floatTypeForIntType(type1)}(x), ${floatTypeForIntType(type2)}(y))); }`; }
function bitshiftLeft(type1: TI | TU, type2: TI | TU) {
return`${type1} bitshiftLeft(const ${type1} a, const ${type2} b) {
#if (__VERSION__ == 300)
return a << b;
#else
return a * ${type1}(pow(${floatTypeForIntType(type2)}(2.0), ${floatTypeForIntType(type2)}(b)));
#endif
}`;
}
function bitshiftRight(type1: TI | TU, type2: TI | TU) {
return `${type1} bitshiftRight(const ${type1} a, const ${type2} b) {
#if (__VERSION__ == 300)
return a >> b;
#else
return ${type1}(round(${floatTypeForIntType(type1)}(a) / pow(${floatTypeForIntType(type2)}(2.0), ${floatTypeForIntType(type2)}(b))));
#endif
}`; }
// Copied from https://github.com/gpujs/gpu.js/blob/master/src/backend/web-gl/fragment-shader.js
// Seems like these could be optimized.
function bitwiseOr(numBits: 8 | 16 | 32) {
return `int bitwiseOr${numBits === 32 ? '' : numBits}(int a, int b) {
#if (__VERSION__ == 300)
return a | b;
#else
int result = 0;
int n = 1;
for (int i = 0; i < ${numBits}; i++) {
if ((modi(a, 2) == 1) || (modi(b, 2) == 1)) {
result += n;
}
a = a / 2;
b = b / 2;
n = n * 2;
if(!(a > 0 || b > 0)) {
break;
}
}
return result;
#endif
}`; };
function bitwiseXOR(numBits: 8 | 16 | 32) {
return `int bitwiseXOR${numBits === 32 ? '' : numBits}(int a, int b) {
#if (__VERSION__ == 300)
return a ^ b;
#else
int result = 0;
int n = 1;
for (int i = 0; i < ${numBits}; i++) {
if ((modi(a, 2) == 1) != (modi(b, 2) == 1)) {
result += n;
}
a = a / 2;
b = b / 2;
n = n * 2;
if(!(a > 0 || b > 0)) {
break;
}
}
return result;
#endif
}`; }
function bitwiseAnd(numBits: 8 | 16 | 32) {
return `int bitwiseAnd${numBits === 32 ? '' : numBits}(int a, int b) {
#if (__VERSION__ == 300)
return a & b;
#else
int result = 0;
int n = 1;
for (int i = 0; i < ${numBits}; i++) {
if ((modi(a, 2) == 1) && (modi(b, 2) == 1)) {
result += n;
}
a = a / 2;
b = b / 2;
n = n * 2;
if(!(a > 0 && b > 0)) {
break;
}
}
return result;
#endif
}`; };
function bitwiseNot(numBits: 8 | 16 | 32) {
return `int bitwiseNot${numBits === 32 ? '' : numBits}(int a) {
#if (__VERSION__ == 300)
return ~a;
#else
int result = 0;
int n = 1;
for (int i = 0; i < ${numBits}; i++) {
if (modi(a, 2) == 0) {
result += n;
}
a = a / 2;
n = n * 2;
}
return result;
#endif
}`; }
/**
* Polyfills to be make available for both GLSL1 and GLSL3 fragment shaders.
* @private
*/
export function fragmentShaderPolyfills(shaderSource: string, glslVersion: GLSLVersion) {
// We'll attempt to just add in what we need, but no worries if we add extraneous functions.
// They will be removed by compiler.
let FRAGMENT_SHADER_POLYFILLS = '';
// index1DToUV gives UV coords for 1D indices (for 1D GPULayers).
if (shaderSource.includes('index1DToUV')) {
FRAGMENT_SHADER_POLYFILLS += `\n
${index1DToUV('int', 'ivec2')}
${index1DToUV('int', 'vec2')}
#if (__VERSION__ == 300)
${index1DToUV('int', 'uvec2')}
${index1DToUV('uint', 'uvec2')}
${index1DToUV('uint', 'ivec2')}
${index1DToUV('uint', 'vec2')}
#endif
`;
}
// modi is called from GLSL1 bitwise polyfills.
if (shaderSource.includes('modi') || (glslVersion === GLSL1 && shaderSource.includes('bitwise'))) {
FRAGMENT_SHADER_POLYFILLS += `\n
${modi('int', 'int')}
${modi('ivec2', 'ivec2')}
${modi('ivec3', 'ivec3')}
${modi('ivec4', 'ivec4')}
${modi('ivec2', 'int')}
${modi('ivec3', 'int')}
${modi('ivec4', 'int')}
#if (__VERSION__ == 300)
${modi('uint', 'uint')}
${modi('uvec2', 'uvec2')}
${modi('uvec3', 'uvec3')}
${modi('uvec4', 'uvec4')}
${modi('uvec2', 'uint')}
${modi('uvec3', 'uint')}
${modi('uvec4', 'uint')}
#endif
`;
}
if (shaderSource.includes('stepi')) {
FRAGMENT_SHADER_POLYFILLS += `\n
${stepi('int', 'int')}
${stepi('ivec2', 'ivec2')}
${stepi('ivec3', 'ivec3')}
${stepi('ivec4', 'ivec4')}
${stepi('int', 'ivec2')}
${stepi('int', 'ivec3')}
${stepi('int', 'ivec4')}
#if (__VERSION__ == 300)
${stepi('uint', 'uint')}
${stepi('uvec2', 'uvec2')}
${stepi('uvec3', 'uvec3')}
${stepi('uvec4', 'uvec4')}
${stepi('uint', 'uvec2')}
${stepi('uint', 'uvec3')}
${stepi('uint', 'uvec4')}
#endif
`;
}
if (shaderSource.includes('bitshiftLeft')) {
FRAGMENT_SHADER_POLYFILLS += `\n
${bitshiftLeft('int', 'int')}
${bitshiftLeft('ivec2', 'ivec2')}
${bitshiftLeft('ivec3', 'ivec3')}
${bitshiftLeft('ivec4', 'ivec4')}
${bitshiftLeft('ivec2', 'int')}
${bitshiftLeft('ivec3', 'int')}
${bitshiftLeft('ivec4', 'int')}
#if (__VERSION__ == 300)
${bitshiftLeft('uint', 'uint')}
${bitshiftLeft('uvec2', 'uvec2')}
${bitshiftLeft('uvec3', 'uvec3')}
${bitshiftLeft('uvec4', 'uvec4')}
${bitshiftLeft('uvec2', 'uint')}
${bitshiftLeft('uvec3', 'uint')}
${bitshiftLeft('uvec4', 'uint')}
#endif
`;
}
if (shaderSource.includes('bitshiftRight')) {
FRAGMENT_SHADER_POLYFILLS += `\n
${bitshiftRight('int', 'int')}
${bitshiftRight('ivec2', 'ivec2')}
${bitshiftRight('ivec3', 'ivec3')}
${bitshiftRight('ivec4', 'ivec4')}
${bitshiftRight('ivec2', 'int')}
${bitshiftRight('ivec3', 'int')}
${bitshiftRight('ivec4', 'int')}
#if (__VERSION__ == 300)
${bitshiftRight('uint', 'uint')}
${bitshiftRight('uvec2', 'uvec2')}
${bitshiftRight('uvec3', 'uvec3')}
${bitshiftRight('uvec4', 'uvec4')}
${bitshiftRight('uvec2', 'uint')}
${bitshiftRight('uvec3', 'uint')}
${bitshiftRight('uvec4', 'uint')}
#endif
`;
}
if (shaderSource.includes('bitwiseOr')) {
FRAGMENT_SHADER_POLYFILLS += `\n
${bitwiseOr(8)}
${bitwiseOr(16)}
${bitwiseOr(32)}
#if (__VERSION__ == 300)
${ [8, 16, ''].map(suffix => {
return `
uint bitwiseOr${suffix}(uint a, uint b) {
return uint(bitwiseOr${suffix}(int(a), int(b)));
}`;
}).join('\n') }
#endif
`;
}
if (shaderSource.includes('bitwiseXOR')) {
FRAGMENT_SHADER_POLYFILLS += `\n
${bitwiseXOR(8)}
${bitwiseXOR(16)}
${bitwiseXOR(32)}
#if (__VERSION__ == 300)
${ [8, 16, ''].map(suffix => {
return `
uint bitwiseXOR${suffix}(uint a, uint b) {
return uint(bitwiseXOR${suffix}(int(a), int(b)));
}`;
}).join('\n') }
#endif
`;
}
if (shaderSource.includes('bitwiseAnd')) {
FRAGMENT_SHADER_POLYFILLS += `\n
${bitwiseAnd(8)}
${bitwiseAnd(16)}
${bitwiseAnd(32)}
#if (__VERSION__ == 300)
${ [8, 16, ''].map(suffix => {
return `
uint bitwiseAnd${suffix}(uint a, uint b) {
return uint(bitwiseAnd${suffix}(int(a), int(b)));
}`;
}).join('\n') }
#endif
`;
}
if (shaderSource.includes('bitwiseNot')) {
FRAGMENT_SHADER_POLYFILLS += `\n
${bitwiseNot(8)}
${bitwiseNot(16)}
${bitwiseNot(32)}
#if (__VERSION__ == 300)
${ [8, 16, ''].map(suffix => {
return `
uint bitwiseNot${suffix}(uint a) {
return uint(bitwiseNot${suffix}(int(a)));
}`;
}).join('\n') }
#endif
`;
}
return FRAGMENT_SHADER_POLYFILLS;
}