class GLSLLanguage(CStyleLanguage): type_map = {dtypes.float: "float", dtypes.half: "float", dtypes.int32: "int", dtypes.uint32: "uint", dtypes.bool: "bool"} sampler_prefix = {dtypes.float64: "d", dtypes.float: "", dtypes.half: "", dtypes.int32: "i", dtypes.uint32: "u", dtypes.bool: "i"} fragment_center_offset = 0.5 code_for_workitem = {"i": lambda x, offset=fragment_center_offset:f"int(gl_FragCoord.y-{offset}) * width + int(gl_FragCoord.x-{offset})"} code_for_op = {**CStyleLanguage().code_for_op, **{op: lambda a,b,dtype,charforop=charforop: f"bool(int({a}){charforop}int({b}))" \ if dtype == dtypes.bool else f"({a}{charforop}{b})" for op,charforop in [(BinaryOps.MUL,"*"),(BinaryOps.ADD,"+"),(BinaryOps.DIV,"/")]}, BinaryOps.CMPLT: lambda a,b,dtype: f"(float({a}) str: if math.isnan(x): return "(0.0 / 0.0)" elif math.isinf(x): return ("-" if x < 0 else "") + "(1./0.)" return self.render_cast(["({:.1f})".format(x) if x == int(x) and dtypes.is_float(var_dtype) else f"({x})"]*var_dtype.sz, var_dtype) def render_kernel(self, function_name:str, kernel:List[str], bufs:List[Tuple[str,DType]], local_size:List[int], prekernel:List[str]) -> str: prg = "#version 330\nprecision highp float;\nprecision highp int;\nin vec2 uv;\nuniform int width;\n" prg += "\n".join([f"uniform {self.sampler_prefix[dtype]}sampler2D {name};" for name,dtype in bufs if name != "data0"]) prg += f"\nout {'int' if bufs[0][1] == dtypes.bool else self.type_map[bufs[0][1]]} out_data;\n" return prg + "\nvoid main() {\n" + "\n".join(kernel) + "\n}" def render_cast(self, x:List[str], var_dtype:DType, bitcast=False) -> str: if self.type_map[var_dtype]: return f"{self.type_map[var_dtype]}({x[0]})" raise NotImplementedError(f"no cast for {var_dtype}") def render_load(self, output_dtype, buf_name, buf_dtype, idx, local=False) -> str: x_calc = f"float(int({idx})%textureSize({buf_name}, 0).x)" y_calc = f"float(int({idx})/textureSize({buf_name}, 0).x)" out_val = f"texture({buf_name}, vec2(float({x_calc} + {self.fragment_center_offset}f)/float(textureSize({buf_name}, 0).x),\ float({y_calc} + {self.fragment_center_offset}f)/float(textureSize({buf_name}, 0).y))).r" return f"{self.render_cast([out_val], output_dtype)}" def render_store(self, buf_name:str, buf_dtype:DType, var_name:str, var_dtype:DType, idx, local=False) -> str: return f"out_data = {'int' if buf_dtype == dtypes.bool else self.type_map[buf_dtype]}({var_name});"