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DynamicShader.hx
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package hxsl;
private enum abstract AccessKind(Int) {
var Dynamic = 0;
var Float = 1;
var Structure = 2;
}
private class Access {
public var kind : AccessKind;
public var index : Int;
public var fields : Array<String>;
public function new(kind,index,fields) {
this.kind = kind;
this.index = index;
this.fields = fields;
}
}
class DynamicShader extends Shader {
var values = new Array<Dynamic>();
var floats = new Array<Float>();
var accesses = new Array<Access>();
var varIndexes = new Map<Int,Int>();
var varNames = new Map<String,Int>();
public function new( s : SharedShader ) {
this.shader = s;
super();
for( v in s.data.vars )
addVarIndex(v);
}
function addVarIndex(v:hxsl.Ast.TVar, ?access : Access, ?defObj : Dynamic ) {
if( v.kind != Param )
return;
var isFloat = switch(v.type) {
case TFloat, TInt: access == null;
default: false;
}
var vid = isFloat ? floats.length : values.length;
if( access != null )
access = new Access(Structure, access.index, access.fields.copy());
switch(v.type){
case TStruct(vl):
var vobj = {};
if( access == null ) {
values.push(vobj);
access = new Access(Structure,vid,[]);
varNames.set(v.name, vid);
} else {
Reflect.setField(defObj, v.name, vobj);
}
for( v in vl ) {
access.fields.push(v.name);
addVarIndex(v, access, vobj);
access.fields.pop();
}
return;
default:
}
var value : Dynamic = null;
switch( v.type ) {
case TVec(4,_):
value = new h3d.Vector4();
case TVec(_):
value = new h3d.Vector();
case TMat3, TMat4, TMat3x4:
var m = new h3d.Matrix();
m.identity();
value = m;
case TInt, TFloat:
value = 0;
case TBool:
value = false;
default:
}
if( access == null ) {
if( isFloat ) {
varNames.set(v.name, -vid-1);
floats.push(0);
} else {
varNames.set(v.name, vid);
values.push(value);
}
} else
Reflect.setField(defObj, v.name, value);
var vidx = accesses.length;
varIndexes.set(v.id, vidx);
accesses.push(access == null ? new Access(isFloat?Float:Dynamic,vid,null) : access);
}
public function getParamIndex( p : hxsl.Ast.TVar ) : Int {
return varIndexes.get(p.id);
}
override function getParamValue(index:Int) : Dynamic {
var a = accesses[index];
switch( a.kind ) {
case Dynamic:
return values[a.index];
case Float:
return floats[a.index];
case Structure:
var v : Dynamic = values[a.index];
for( f in a.fields )
v = Reflect.field(v, f);
return v;
}
}
override function getParamFloatValue(index:Int):Float {
var a = accesses[index];
if( a.kind != Float )
return getParamValue(index);
return floats[a.index];
}
public function setParamValue( p : hxsl.Ast.TVar, value : Dynamic ) {
var vidx = varIndexes.get(p.id);
var a = accesses[vidx];
switch( a.kind ) {
case Dynamic:
values[a.index] = value;
case Float:
floats[a.index] = value;
case Structure:
var obj = values[a.index];
for( i in 0...a.fields.length - 1 )
obj = Reflect.field(obj, a.fields[i]);
Reflect.setField(obj, a.fields[a.fields.length - 1], value);
}
}
public function setParamFloatValue( p : hxsl.Ast.TVar, value : Float ) {
var vidx = varIndexes.get(p.id);
var a = accesses[vidx];
if( a.kind != Float ) {
setParamValue(p, value);
return;
}
floats[a.index] = value;
}
override function updateConstants( globals : Globals ) {
constBits = 0;
var c = shader.consts;
while( c != null ) {
if( c.globalId != 0 ) {
c = c.next;
continue;
}
var v : Dynamic = getParamValue(varIndexes.get(c.v.id));
switch( c.v.type ) {
case TInt:
var v : Int = v;
if( v >>> c.bits != 0 ) throw "Constant outside range";
constBits |= v << c.pos;
case TBool:
if( v ) constBits |= 1 << c.pos;
case TChannel(n):
throw "TODO:"+c.v.type;
default:
throw "assert";
}
c = c.next;
}
updateConstantsFinal(globals);
}
@:keep public function hscriptGet( field : String ) : Dynamic {
var vid = varNames.get(field);
if( vid == null )
return Reflect.getProperty(this, field);
if( vid < 0 )
return floats[-vid-1];
return values[vid];
}
@:keep public function hscriptSet( field : String, value : Dynamic ) : Dynamic {
var vid = varNames.get(field);
if( vid == null ) {
Reflect.setProperty(this, field, value);
return value;
}
if( vid < 0 )
floats[-vid-1] = value;
else
values[vid] = value;
return value;
}
override function toString() {
return "DynamicShader<" + shader.data.name+">";
}
}