gpu.js/dist/backend/web-gl2/function-node.js
Robert Plummer b2df0ab604 fix #316
Change `HTMLImageArray` render strategy to `gl.NEAREST`, like all the others
Let `WebGL2FunctionNode` extend `WebGLFunctionNode` and lighten
Remove all the different html pages associated with tests, and just use one file to handle them and use qunit for filtering them
Bump version number
2018-06-12 14:07:41 -04:00

282 lines
8.9 KiB
JavaScript

'use strict';
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }
var WebGLFunctionNode = require('../web-gl/function-node');
// Closure capture for the ast function, prevent collision with existing AST functions
// The prefixes to use
var constantsPrefix = 'this.constants.';
var DECODE32_ENCODE32 = /decode32\(\s+encode32\(/g;
var ENCODE32_DECODE32 = /encode32\(\s+decode32\(/g;
/**
* @class WebGL2FunctionNode
*
* @desc [INTERNAL] Takes in a function node, and does all the AST voodoo required to generate its respective webGL code.
*
* @extends WebGLFunctionNode
*
* @returns the converted webGL function string
*
*/
module.exports = function (_WebGLFunctionNode) {
_inherits(WebGL2FunctionNode, _WebGLFunctionNode);
function WebGL2FunctionNode() {
_classCallCheck(this, WebGL2FunctionNode);
return _possibleConstructorReturn(this, (WebGL2FunctionNode.__proto__ || Object.getPrototypeOf(WebGL2FunctionNode)).apply(this, arguments));
}
_createClass(WebGL2FunctionNode, [{
key: 'generate',
value: function generate() {
if (this.debug) {
console.log(this);
}
if (this.prototypeOnly) {
return WebGL2FunctionNode.astFunctionPrototype(this.getJsAST(), [], this).join('').trim();
} else {
this.functionStringArray = this.astGeneric(this.getJsAST(), [], this);
}
this.functionString = webGlRegexOptimize(this.functionStringArray.join('').trim());
return this.functionString;
}
/**
* @memberOf WebGL2FunctionNode#
* @function
* @name astFunctionExpression
*
* @desc Parses the abstract syntax tree for to its *named function*
*
* @param {Object} ast - the AST object to parse
* @param {Array} retArr - return array string
* @param {Function} funcParam - FunctionNode, that tracks compilation state
*
* @returns {Array} the append retArr
*/
}, {
key: 'astFunctionExpression',
value: function astFunctionExpression(ast, retArr, funcParam) {
// Setup function return type and name
if (funcParam.isRootKernel) {
retArr.push('void');
funcParam.kernalAst = ast;
} else {
retArr.push(funcParam.returnType);
}
retArr.push(' ');
retArr.push(funcParam.functionName);
retArr.push('(');
if (!funcParam.isRootKernel) {
// Arguments handling
for (var i = 0; i < funcParam.paramNames.length; ++i) {
var paramName = funcParam.paramNames[i];
if (i > 0) {
retArr.push(', ');
}
var type = funcParam.getParamType(paramName);
switch (type) {
case 'Texture':
case 'Input':
case 'Array':
case 'HTMLImage':
retArr.push('sampler2D');
break;
default:
retArr.push('float');
}
retArr.push(' ');
retArr.push('user_');
retArr.push(paramName);
}
}
// Function opening
retArr.push(') {\n');
// Body statement iteration
for (var _i = 0; _i < ast.body.body.length; ++_i) {
this.astGeneric(ast.body.body[_i], retArr, funcParam);
retArr.push('\n');
}
// Function closing
retArr.push('}\n');
return retArr;
}
/**
* @memberOf WebGL2FunctionNode#
* @function
* @name astVariableDeclaration
*
* @desc Parses the abstract syntax tree for *Variable Declaration*
*
* @param {Object} vardecNode - An ast Node
* @param {Array} retArr - return array string
* @param {Function} funcParam - FunctionNode, that tracks compilation state
*
* @returns {Array} the append retArr
*/
}, {
key: 'astVariableDeclaration',
value: function astVariableDeclaration(vardecNode, retArr, funcParam) {
for (var i = 0; i < vardecNode.declarations.length; i++) {
var declaration = vardecNode.declarations[i];
if (i > 0) {
retArr.push(',');
}
var retDeclaration = [];
this.astGeneric(declaration, retDeclaration, funcParam);
if (i === 0) {
if (retDeclaration[0] === 'get(' && funcParam.getParamType(retDeclaration[1]) === 'HTMLImage' && retDeclaration.length === 18) {
retArr.push('sampler2D ');
} else {
retArr.push('float ');
}
}
retArr.push.apply(retArr, retDeclaration);
}
retArr.push(';');
return retArr;
}
/**
* @memberOf WebGL2FunctionNode#
* @function
* @name astMemberExpression
*
* @desc Parses the abstract syntax tree for *Member* Expression
*
* @param {Object} mNode - An ast Node
* @param {Array} retArr - return array string
* @param {Function} funcParam - FunctionNode, that tracks compilation state
*
* @returns {Array} the append retArr
*/
}, {
key: 'astMemberExpression',
value: function astMemberExpression(mNode, retArr, funcParam) {
if (mNode.computed) {
if (mNode.object.type === 'Identifier') {
// Working logger
var reqName = mNode.object.name;
var funcName = funcParam.functionName || 'kernel';
var assumeNotTexture = false;
// Possibly an array request - handle it as such
if (funcParam.paramNames) {
var idx = funcParam.paramNames.indexOf(reqName);
if (idx >= 0 && funcParam.paramTypes[idx] === 'float') {
assumeNotTexture = true;
}
}
if (assumeNotTexture) {
// Get from array
this.astGeneric(mNode.object, retArr, funcParam);
retArr.push('[int(');
this.astGeneric(mNode.property, retArr, funcParam);
retArr.push(')]');
} else {
// Get from texture
// This normally refers to the global read only input vars
retArr.push('get(');
this.astGeneric(mNode.object, retArr, funcParam);
retArr.push(', vec2(');
this.astGeneric(mNode.object, retArr, funcParam);
retArr.push('Size[0],');
this.astGeneric(mNode.object, retArr, funcParam);
retArr.push('Size[1]), vec3(');
this.astGeneric(mNode.object, retArr, funcParam);
retArr.push('Dim[0],');
this.astGeneric(mNode.object, retArr, funcParam);
retArr.push('Dim[1],');
this.astGeneric(mNode.object, retArr, funcParam);
retArr.push('Dim[2]');
retArr.push('), ');
this.astGeneric(mNode.property, retArr, funcParam);
retArr.push(')');
}
} else {
this.astGeneric(mNode.object, retArr, funcParam);
var last = retArr.pop();
retArr.push(',');
this.astGeneric(mNode.property, retArr, funcParam);
retArr.push(last);
}
} else {
// Unroll the member expression
var unrolled = this.astMemberExpressionUnroll(mNode);
var unrolled_lc = unrolled.toLowerCase();
// Its a constant, remove this.constants.
if (unrolled.indexOf(constantsPrefix) === 0) {
unrolled = 'constants_' + unrolled.slice(constantsPrefix.length);
}
switch (unrolled_lc) {
case 'this.thread.x':
retArr.push('threadId.x');
break;
case 'this.thread.y':
retArr.push('threadId.y');
break;
case 'this.thread.z':
retArr.push('threadId.z');
break;
case 'this.output.x':
retArr.push(this.output[0] + '.0');
break;
case 'this.output.y':
retArr.push(this.output[1] + '.0');
break;
case 'this.output.z':
retArr.push(this.output[2] + '.0');
break;
default:
retArr.push(unrolled);
}
}
return retArr;
}
}]);
return WebGL2FunctionNode;
}(WebGLFunctionNode);
/**
* @ignore
* @function
* @name webgl_regex_optimize
*
* @desc [INTERNAL] Takes the near final webgl function string, and do regex search and replacments.
* For voodoo optimize out the following:
*
* - decode32(encode32( <br>
* - encode32(decode32( <br>
*
* @param {String} inStr - The webGl function String
*
*/
function webGlRegexOptimize(inStr) {
return inStr.replace(DECODE32_ENCODE32, '((').replace(ENCODE32_DECODE32, '((');
}