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117 lines
3.6 KiB
Go
117 lines
3.6 KiB
Go
package languages
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import (
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"regexp"
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"strings"
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"github.com/zzet/gortex/internal/graph"
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"github.com/zzet/gortex/internal/parser"
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)
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// Shader covers GLSL and HLSL under one extractor — the syntaxes are
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// close enough (C-like with `struct`, function signatures, `#include`)
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// that splitting them buys nothing. Storage qualifiers for uniforms
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// and attributes are surfaced as variable definitions so editors can
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// jump to them.
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var (
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shaderFuncRe = regexp.MustCompile(`(?m)^\s*(?:[A-Za-z_]\w*\s+)+(\w+)\s*\([^)]*\)\s*(?::\s*\w+\s*)?\{`)
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shaderStructRe = regexp.MustCompile(`(?m)^\s*(?:cbuffer|tbuffer|struct)\s+(\w+)`)
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shaderUniformRe = regexp.MustCompile(`(?m)^\s*(?:uniform|in|out|attribute|varying|layout\s*\([^)]+\)\s*\w+)\s+(?:\w+\s+)+(\w+)\s*[;\[]`)
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shaderIncludeRe = regexp.MustCompile(`(?m)^\s*#\s*include\s+(?:"([^"]+)"|<([^>]+)>)`)
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)
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// ShaderExtractor extracts GLSL / HLSL source using regex.
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type ShaderExtractor struct{}
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func NewShaderExtractor() *ShaderExtractor { return &ShaderExtractor{} }
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func (e *ShaderExtractor) Language() string { return "shader" }
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func (e *ShaderExtractor) Extensions() []string {
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return []string{
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".glsl", ".vert", ".frag", ".geom", ".comp", ".tesc", ".tese",
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".hlsl", ".fx", ".fxh", ".hlsli", ".vsh", ".psh",
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}
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}
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func (e *ShaderExtractor) Extract(filePath string, src []byte) (*parser.ExtractionResult, error) {
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lines := strings.Split(string(src), "\n")
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result := &parser.ExtractionResult{}
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fileNode := &graph.Node{
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ID: filePath, Kind: graph.KindFile, Name: filePath,
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FilePath: filePath, StartLine: 1, EndLine: len(lines),
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Language: "shader",
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}
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result.Nodes = append(result.Nodes, fileNode)
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seen := make(map[string]bool)
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add := func(name string, kind graph.NodeKind, start, end int) {
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if name == "" || isShaderKeyword(name) {
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return
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}
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id := filePath + "::" + name
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if seen[id] {
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return
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}
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seen[id] = true
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result.Nodes = append(result.Nodes, &graph.Node{
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ID: id, Kind: kind, Name: name,
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FilePath: filePath, StartLine: start, EndLine: end,
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Language: "shader",
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})
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result.Edges = append(result.Edges, &graph.Edge{
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From: fileNode.ID, To: id, Kind: graph.EdgeDefines,
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FilePath: filePath, Line: start,
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})
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}
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for _, m := range shaderFuncRe.FindAllSubmatchIndex(src, -1) {
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name := string(src[m[2]:m[3]])
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line := lineAt(src, m[0])
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add(name, graph.KindFunction, line, findBlockEnd(lines, line))
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}
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for _, m := range shaderStructRe.FindAllSubmatchIndex(src, -1) {
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name := string(src[m[2]:m[3]])
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line := lineAt(src, m[0])
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add(name, graph.KindType, line, findBlockEnd(lines, line))
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}
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for _, m := range shaderUniformRe.FindAllSubmatchIndex(src, -1) {
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name := string(src[m[2]:m[3]])
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line := lineAt(src, m[0])
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add(name, graph.KindVariable, line, line)
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}
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for _, m := range shaderIncludeRe.FindAllSubmatchIndex(src, -1) {
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var target string
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if m[2] >= 0 {
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target = string(src[m[2]:m[3]])
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} else if m[4] >= 0 {
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target = string(src[m[4]:m[5]])
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}
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if target == "" {
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continue
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}
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line := lineAt(src, m[0])
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result.Edges = append(result.Edges, &graph.Edge{
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From: fileNode.ID, To: "unresolved::import::" + target,
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Kind: graph.EdgeImports, FilePath: filePath, Line: line,
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})
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}
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return result, nil
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}
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func isShaderKeyword(s string) bool {
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switch s {
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case "if", "else", "for", "while", "do", "switch", "case", "default",
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"break", "continue", "return", "discard", "void", "bool", "int",
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"uint", "float", "double", "vec2", "vec3", "vec4", "mat2", "mat3",
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"mat4", "sampler2D", "samplerCube", "struct", "uniform", "in", "out",
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"inout", "attribute", "varying", "const", "layout", "buffer":
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return true
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}
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return false
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}
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var _ parser.Extractor = (*ShaderExtractor)(nil)
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