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interface iface;
endinterface

module a (
  iface x = 1'b0
);
endmodule
href='#n197'>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
/*
 *  nextpnr -- Next Generation Place and Route
 *
 *  Copyright (C) 2018  Serge Bazanski <q3k@symbioticeda.com>
 *
 *  Permission to use, copy, modify, and/or distribute this software for any
 *  purpose with or without fee is hereby granted, provided that the above
 *  copyright notice and this permission notice appear in all copies.
 *
 *  THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
 *  WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
 *  MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
 *  ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
 *  WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
 *  ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
 *  OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
 *
 */

#include "lineshader.h"
#include "log.h"

NEXTPNR_NAMESPACE_BEGIN

void PolyLine::buildPoint(LineShaderData *building, const QVector2D *prev, const QVector2D *cur,
                          const QVector2D *next) const
{
    // buildPoint emits two vertices per line point, along with normals to move
    // them the right direction when rendering and miter to compensate for
    // bends.

    if (cur == nullptr) {
        // BUG
        return;
    }

    if (prev == nullptr && next == nullptr) {
        // BUG
        return;
    }

    // TODO(q3k): fast path for vertical/horizontal lines?

    // TODO(q3k): consider moving some of the linear algebra to the GPU,
    // they're better at this than poor old CPUs.

    // Build two unit vectors pointing in the direction of the two segments
    // defined by (prev, cur) and (cur, next)
    QVector2D dprev, dnext;
    if (prev == nullptr) {
        dnext = *next - *cur;
        dprev = dnext;
    } else if (next == nullptr) {
        dprev = *cur - *prev;
        dnext = dprev;
    } else {
        dprev = *cur - *prev;
        dnext = *next - *cur;
    }
    dprev.normalize();
    dnext.normalize();

    // Calculate tangent unit vector.
    QVector2D tangent(dprev + dnext);
    tangent.normalize();

    // Calculate normal to tangent - this is the line on which the vectors need
    // to be pushed to build a thickened line.
    const QVector2D tangent_normal = QVector2D(-tangent.y(), tangent.x());

    // Calculate normal to one of the lines.
    const QVector2D dprev_normal = QVector2D(-dprev.y(), dprev.x());
    // https://people.eecs.berkeley.edu/~sequin/CS184/IMGS/Sweep_PolyLine.jpg
    // (the ^-1 is performed in the shader)
    const float miter = QVector2D::dotProduct(tangent_normal, dprev_normal);

    const float x = cur->x();
    const float y = cur->y();
    const float mx = tangent_normal.x();
    const float my = tangent_normal.y();

    // Push back 'left' vertex.
    building->vertices.push_back(Vertex2DPOD(x, y));
    building->normals.push_back(Vertex2DPOD(mx, my));
    building->miters.push_back(miter);

    // Push back 'right' vertex.
    building->vertices.push_back(Vertex2DPOD(x, y));
    building->normals.push_back(Vertex2DPOD(mx, my));
    building->miters.push_back(-miter);
}

void PolyLine::build(LineShaderData &target) const
{
    if (points_.size() < 2) {
        return;
    }
    const QVector2D *first = &points_.front();
    const QVector2D *last = &points_.back();

    // Index number of vertices, used to build the index buffer.
    unsigned int startIndex = target.vertices.size();
    unsigned int index = startIndex;

    // For every point on the line, call buildPoint with (prev, point, next).
    // If we're building a closed line, prev/next wrap around. Otherwise
    // they are passed as nullptr and buildPoint interprets that accordingly.
    const QVector2D *prev = nullptr;

    // Loop iterator used to ensure next is valid.
    unsigned int i = 0;
    for (const QVector2D &point : points_) {
        const QVector2D *next = nullptr;
        if (++i < points_.size()) {
            next = (&point + 1);
        }

        // If the line is closed, wrap around. Otherwise, pass nullptr.
        if (prev == nullptr && closed_) {
            buildPoint(&target, last, &point, next);
        } else if (next == nullptr && closed_) {
            buildPoint(&target, prev, &point, first);
        } else {
            buildPoint(&target, prev, &point, next);
        }

        // If we have a prev point relative to cur, build a pair of triangles
        // to render vertices into lines.
        if (prev != nullptr) {
            target.indices.push_back(index);
            target.indices.push_back(index + 1);
            target.indices.push_back(index + 2);

            target.indices.push_back(index + 2);
            target.indices.push_back(index + 1);
            target.indices.push_back(index + 3);

            index += 2;
        }
        prev = &point;
    }

    // If we're closed, build two more vertices that loop the line around.
    if (closed_) {
        target.indices.push_back(index);
        target.indices.push_back(index + 1);
        target.indices.push_back(startIndex);

        target.indices.push_back(startIndex);
        target.indices.push_back(index + 1);
        target.indices.push_back(startIndex + 1);
    }
}

bool LineShader::compile(void)
{
    program_ = new QOpenGLShaderProgram(parent_);
    program_->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource_);
    program_->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource_);
    if (!program_->link()) {
        printf("could not link program: %s\n", program_->log().toStdString().c_str());
        return false;
    }

    program_->bind();
    attributes_.position = program_->attributeLocation("position");
    attributes_.normal = program_->attributeLocation("normal");
    attributes_.miter = program_->attributeLocation("miter");
    uniforms_.thickness = program_->uniformLocation("thickness");
    uniforms_.projection = program_->uniformLocation("projection");
    uniforms_.color = program_->uniformLocation("color");
    program_->release();

    for (int style = 0; style < GraphicElement::STYLE_MAX; style++) {
        buffers_[style].position = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
        buffers_[style].normal = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
        buffers_[style].miter = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
        buffers_[style].index = QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);

        if (!buffers_[style].vao.create())
            log_abort();
        buffers_[style].vao.bind();

        if (!buffers_[style].position.create())
            log_abort();
        if (!buffers_[style].normal.create())
            log_abort();
        if (!buffers_[style].miter.create())
            log_abort();
        if (!buffers_[style].index.create())
            log_abort();

        buffers_[style].position.setUsagePattern(QOpenGLBuffer::StaticDraw);
        buffers_[style].normal.setUsagePattern(QOpenGLBuffer::StaticDraw);
        buffers_[style].miter.setUsagePattern(QOpenGLBuffer::StaticDraw);
        buffers_[style].index.setUsagePattern(QOpenGLBuffer::StaticDraw);

        buffers_[style].position.bind();
        buffers_[style].normal.bind();
        buffers_[style].miter.bind();
        buffers_[style].index.bind();

        buffers_[style].vao.release();
    }

    return true;
}

void LineShader::update_vbos(enum GraphicElement::style_t style, const LineShaderData &line)
{
    if (buffers_[style].last_vbo_update == line.last_render)
        return;
    buffers_[style].last_vbo_update = line.last_render;

    buffers_[style].indices = line.indices.size();
    if (buffers_[style].indices == 0)
        return;

    buffers_[style].position.bind();
    buffers_[style].position.allocate(&line.vertices[0], sizeof(Vertex2DPOD) * line.vertices.size());

    buffers_[style].normal.bind();
    buffers_[style].normal.allocate(&line.normals[0], sizeof(Vertex2DPOD) * line.normals.size());

    buffers_[style].miter.bind();
    buffers_[style].miter.allocate(&line.miters[0], sizeof(GLfloat) * line.miters.size());

    buffers_[style].index.bind();
    buffers_[style].index.allocate(&line.indices[0], sizeof(GLuint) * line.indices.size());
}

void LineShader::draw(enum GraphicElement::style_t style, const QColor &color, float thickness,
                      const QMatrix4x4 &projection)
{
    auto gl = QOpenGLContext::currentContext()->functions();
    if (buffers_[style].indices == 0)
        return;
    program_->bind();
    buffers_[style].vao.bind();

    program_->setUniformValue(uniforms_.projection, projection);
    program_->setUniformValue(uniforms_.thickness, thickness);
    program_->setUniformValue(uniforms_.color, color.redF(), color.greenF(), color.blueF(), color.alphaF());

    buffers_[style].position.bind();
    program_->enableAttributeArray(attributes_.position);
    program_->setAttributeBuffer(attributes_.position, GL_FLOAT, 0, 2);

    buffers_[style].normal.bind();
    program_->enableAttributeArray(attributes_.normal);
    program_->setAttributeBuffer(attributes_.normal, GL_FLOAT, 0, 2);

    buffers_[style].miter.bind();
    program_->enableAttributeArray(attributes_.miter);
    program_->setAttributeBuffer(attributes_.miter, GL_FLOAT, 0, 1);

    buffers_[style].index.bind();
    gl->glDrawElements(GL_TRIANGLES, buffers_[style].indices, GL_UNSIGNED_INT, (void *)0);

    program_->disableAttributeArray(attributes_.position);
    program_->disableAttributeArray(attributes_.normal);
    program_->disableAttributeArray(attributes_.miter);

    buffers_[style].vao.release();
    program_->release();
}

NEXTPNR_NAMESPACE_END