virtualx-engine/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs
Ignacio Roldán Etcheverry 17b2838f39 C#: Cleanup Variant marshaling code in source/bindings generators
This change aims to reduce the number of places that need to be changed
when adding or editing a Godot type to the bindings.

Since the addition of `Variant.From<T>/As<T>` and
`VariantUtils.CreateFrom<T>/ConvertTo<T>`, we can now replace a lot of
the previous code in the bindings generator and the source generators
that specify these conversions for each type manually.

The only exceptions are the generic Godot collections (`Array<T>` and
`Dictionary<TKey, TValue>`) which still use the old version, as that
one cannot be matched by our new conversion methods (limitation in the
language with generics, forcing us to use delegate pointers).

The cleanup applies to:

- Bindings generator:
  - `TypeInterface.cs_variant_to_managed`
  - `TypeInterface.cs_managed_to_variant`
- Source generators:
  - `MarshalUtils.AppendNativeVariantToManagedExpr`
  - `MarshalUtils.AppendManagedToNativeVariantExpr`
  - `MarshalUtils.AppendVariantToManagedExpr`
  - `MarshalUtils.AppendManagedToVariantExpr`
2022-12-02 14:47:12 +01:00

368 lines
18 KiB
C#

using System;
using System.Linq;
using System.Text;
using Microsoft.CodeAnalysis;
namespace Godot.SourceGenerators
{
internal static class MarshalUtils
{
public class TypeCache
{
public INamedTypeSymbol GodotObjectType { get; }
public TypeCache(Compilation compilation)
{
INamedTypeSymbol GetTypeByMetadataNameOrThrow(string fullyQualifiedMetadataName)
{
return compilation.GetTypeByMetadataName(fullyQualifiedMetadataName) ??
throw new InvalidOperationException($"Type not found: '{fullyQualifiedMetadataName}'.");
}
GodotObjectType = GetTypeByMetadataNameOrThrow("Godot.Object");
}
}
public static VariantType? ConvertMarshalTypeToVariantType(MarshalType marshalType)
=> marshalType switch
{
MarshalType.Boolean => VariantType.Bool,
MarshalType.Char => VariantType.Int,
MarshalType.SByte => VariantType.Int,
MarshalType.Int16 => VariantType.Int,
MarshalType.Int32 => VariantType.Int,
MarshalType.Int64 => VariantType.Int,
MarshalType.Byte => VariantType.Int,
MarshalType.UInt16 => VariantType.Int,
MarshalType.UInt32 => VariantType.Int,
MarshalType.UInt64 => VariantType.Int,
MarshalType.Single => VariantType.Float,
MarshalType.Double => VariantType.Float,
MarshalType.String => VariantType.String,
MarshalType.Vector2 => VariantType.Vector2,
MarshalType.Vector2i => VariantType.Vector2i,
MarshalType.Rect2 => VariantType.Rect2,
MarshalType.Rect2i => VariantType.Rect2i,
MarshalType.Transform2D => VariantType.Transform2d,
MarshalType.Vector3 => VariantType.Vector3,
MarshalType.Vector3i => VariantType.Vector3i,
MarshalType.Basis => VariantType.Basis,
MarshalType.Quaternion => VariantType.Quaternion,
MarshalType.Transform3D => VariantType.Transform3d,
MarshalType.Vector4 => VariantType.Vector4,
MarshalType.Vector4i => VariantType.Vector4i,
MarshalType.Projection => VariantType.Projection,
MarshalType.AABB => VariantType.Aabb,
MarshalType.Color => VariantType.Color,
MarshalType.Plane => VariantType.Plane,
MarshalType.Callable => VariantType.Callable,
MarshalType.SignalInfo => VariantType.Signal,
MarshalType.Enum => VariantType.Int,
MarshalType.ByteArray => VariantType.PackedByteArray,
MarshalType.Int32Array => VariantType.PackedInt32Array,
MarshalType.Int64Array => VariantType.PackedInt64Array,
MarshalType.Float32Array => VariantType.PackedFloat32Array,
MarshalType.Float64Array => VariantType.PackedFloat64Array,
MarshalType.StringArray => VariantType.PackedStringArray,
MarshalType.Vector2Array => VariantType.PackedVector2Array,
MarshalType.Vector3Array => VariantType.PackedVector3Array,
MarshalType.ColorArray => VariantType.PackedColorArray,
MarshalType.GodotObjectOrDerivedArray => VariantType.Array,
MarshalType.SystemArrayOfStringName => VariantType.Array,
MarshalType.SystemArrayOfNodePath => VariantType.Array,
MarshalType.SystemArrayOfRID => VariantType.Array,
MarshalType.Variant => VariantType.Nil,
MarshalType.GodotObjectOrDerived => VariantType.Object,
MarshalType.StringName => VariantType.StringName,
MarshalType.NodePath => VariantType.NodePath,
MarshalType.RID => VariantType.Rid,
MarshalType.GodotDictionary => VariantType.Dictionary,
MarshalType.GodotArray => VariantType.Array,
MarshalType.GodotGenericDictionary => VariantType.Dictionary,
MarshalType.GodotGenericArray => VariantType.Array,
_ => null
};
public static MarshalType? ConvertManagedTypeToMarshalType(ITypeSymbol type, TypeCache typeCache)
{
var specialType = type.SpecialType;
switch (specialType)
{
case SpecialType.System_Boolean:
return MarshalType.Boolean;
case SpecialType.System_Char:
return MarshalType.Char;
case SpecialType.System_SByte:
return MarshalType.SByte;
case SpecialType.System_Int16:
return MarshalType.Int16;
case SpecialType.System_Int32:
return MarshalType.Int32;
case SpecialType.System_Int64:
return MarshalType.Int64;
case SpecialType.System_Byte:
return MarshalType.Byte;
case SpecialType.System_UInt16:
return MarshalType.UInt16;
case SpecialType.System_UInt32:
return MarshalType.UInt32;
case SpecialType.System_UInt64:
return MarshalType.UInt64;
case SpecialType.System_Single:
return MarshalType.Single;
case SpecialType.System_Double:
return MarshalType.Double;
case SpecialType.System_String:
return MarshalType.String;
default:
{
var typeKind = type.TypeKind;
if (typeKind == TypeKind.Enum)
return MarshalType.Enum;
if (typeKind == TypeKind.Struct)
{
if (type.ContainingAssembly?.Name == "GodotSharp" &&
type.ContainingNamespace?.Name == "Godot")
{
return type switch
{
{ Name: "Vector2" } => MarshalType.Vector2,
{ Name: "Vector2i" } => MarshalType.Vector2i,
{ Name: "Rect2" } => MarshalType.Rect2,
{ Name: "Rect2i" } => MarshalType.Rect2i,
{ Name: "Transform2D" } => MarshalType.Transform2D,
{ Name: "Vector3" } => MarshalType.Vector3,
{ Name: "Vector3i" } => MarshalType.Vector3i,
{ Name: "Basis" } => MarshalType.Basis,
{ Name: "Quaternion" } => MarshalType.Quaternion,
{ Name: "Transform3D" } => MarshalType.Transform3D,
{ Name: "Vector4" } => MarshalType.Vector4,
{ Name: "Vector4i" } => MarshalType.Vector4i,
{ Name: "Projection" } => MarshalType.Projection,
{ Name: "AABB" } => MarshalType.AABB,
{ Name: "Color" } => MarshalType.Color,
{ Name: "Plane" } => MarshalType.Plane,
{ Name: "RID" } => MarshalType.RID,
{ Name: "Callable" } => MarshalType.Callable,
{ Name: "SignalInfo" } => MarshalType.SignalInfo,
{ Name: "Variant" } => MarshalType.Variant,
_ => null
};
}
}
else if (typeKind == TypeKind.Array)
{
var arrayType = (IArrayTypeSymbol)type;
if (arrayType.Rank != 1)
return null;
var elementType = arrayType.ElementType;
switch (elementType.SpecialType)
{
case SpecialType.System_Byte:
return MarshalType.ByteArray;
case SpecialType.System_Int32:
return MarshalType.Int32Array;
case SpecialType.System_Int64:
return MarshalType.Int64Array;
case SpecialType.System_Single:
return MarshalType.Float32Array;
case SpecialType.System_Double:
return MarshalType.Float64Array;
case SpecialType.System_String:
return MarshalType.StringArray;
}
if (elementType.SimpleDerivesFrom(typeCache.GodotObjectType))
return MarshalType.GodotObjectOrDerivedArray;
if (elementType.ContainingAssembly?.Name == "GodotSharp" &&
elementType.ContainingNamespace?.Name == "Godot")
{
switch (elementType)
{
case { Name: "Vector2" }:
return MarshalType.Vector2Array;
case { Name: "Vector3" }:
return MarshalType.Vector3Array;
case { Name: "Color" }:
return MarshalType.ColorArray;
case { Name: "StringName" }:
return MarshalType.SystemArrayOfStringName;
case { Name: "NodePath" }:
return MarshalType.SystemArrayOfNodePath;
case { Name: "RID" }:
return MarshalType.SystemArrayOfRID;
}
}
return null;
}
else
{
if (type.SimpleDerivesFrom(typeCache.GodotObjectType))
return MarshalType.GodotObjectOrDerived;
if (type.ContainingAssembly?.Name == "GodotSharp")
{
switch (type.ContainingNamespace?.Name)
{
case "Godot":
return type switch
{
{ Name: "StringName" } => MarshalType.StringName,
{ Name: "NodePath" } => MarshalType.NodePath,
_ => null
};
case "Collections"
when type.ContainingNamespace?.FullQualifiedNameOmitGlobal() == "Godot.Collections":
return type switch
{
{ Name: "Dictionary" } =>
type is INamedTypeSymbol { IsGenericType: false } ?
MarshalType.GodotDictionary :
MarshalType.GodotGenericDictionary,
{ Name: "Array" } =>
type is INamedTypeSymbol { IsGenericType: false } ?
MarshalType.GodotArray :
MarshalType.GodotGenericArray,
_ => null
};
}
}
}
break;
}
}
return null;
}
private static bool SimpleDerivesFrom(this ITypeSymbol? type, ITypeSymbol candidateBaseType)
{
while (type != null)
{
if (SymbolEqualityComparer.Default.Equals(type, candidateBaseType))
return true;
type = type.BaseType;
}
return false;
}
public static ITypeSymbol? GetArrayElementType(ITypeSymbol typeSymbol)
{
if (typeSymbol.TypeKind == TypeKind.Array)
{
var arrayType = (IArrayTypeSymbol)typeSymbol;
return arrayType.ElementType;
}
if (typeSymbol is INamedTypeSymbol { IsGenericType: true } genericType)
return genericType.TypeArguments.FirstOrDefault();
return null;
}
private static StringBuilder Append(this StringBuilder source, string a, string b)
=> source.Append(a).Append(b);
private static StringBuilder Append(this StringBuilder source, string a, string b, string c)
=> source.Append(a).Append(b).Append(c);
private static StringBuilder Append(this StringBuilder source, string a, string b,
string c, string d)
=> source.Append(a).Append(b).Append(c).Append(d);
private static StringBuilder Append(this StringBuilder source, string a, string b,
string c, string d, string e)
=> source.Append(a).Append(b).Append(c).Append(d).Append(e);
private static StringBuilder Append(this StringBuilder source, string a, string b,
string c, string d, string e, string f)
=> source.Append(a).Append(b).Append(c).Append(d).Append(e).Append(f);
private static StringBuilder Append(this StringBuilder source, string a, string b,
string c, string d, string e, string f, string g)
=> source.Append(a).Append(b).Append(c).Append(d).Append(e).Append(f).Append(g);
private static StringBuilder Append(this StringBuilder source, string a, string b,
string c, string d, string e, string f, string g, string h)
=> source.Append(a).Append(b).Append(c).Append(d).Append(e).Append(f).Append(g).Append(h);
private const string VariantUtils = "global::Godot.NativeInterop.VariantUtils";
public static StringBuilder AppendNativeVariantToManagedExpr(this StringBuilder source,
string inputExpr, ITypeSymbol typeSymbol, MarshalType marshalType)
{
return marshalType switch
{
// For generic Godot collections, VariantUtils.ConvertTo<T> is slower, so we need this special case
MarshalType.GodotGenericDictionary =>
source.Append(VariantUtils, ".ConvertToDictionaryObject<",
((INamedTypeSymbol)typeSymbol).TypeArguments[0].FullQualifiedNameIncludeGlobal(), ", ",
((INamedTypeSymbol)typeSymbol).TypeArguments[1].FullQualifiedNameIncludeGlobal(), ">(",
inputExpr, ")"),
MarshalType.GodotGenericArray =>
source.Append(VariantUtils, ".ConvertToArrayObject<",
((INamedTypeSymbol)typeSymbol).TypeArguments[0].FullQualifiedNameIncludeGlobal(), ">(",
inputExpr, ")"),
_ => source.Append(VariantUtils, ".ConvertTo<",
typeSymbol.FullQualifiedNameIncludeGlobal(), ">(", inputExpr, ")"),
};
}
public static StringBuilder AppendManagedToNativeVariantExpr(this StringBuilder source,
string inputExpr, ITypeSymbol typeSymbol, MarshalType marshalType)
{
return marshalType switch
{
// For generic Godot collections, VariantUtils.CreateFrom<T> is slower, so we need this special case
MarshalType.GodotGenericDictionary =>
source.Append(VariantUtils, ".CreateFromDictionary(", inputExpr, ")"),
MarshalType.GodotGenericArray =>
source.Append(VariantUtils, ".CreateFromArray(", inputExpr, ")"),
_ => source.Append(VariantUtils, ".CreateFrom<",
typeSymbol.FullQualifiedNameIncludeGlobal(), ">(", inputExpr, ")"),
};
}
public static StringBuilder AppendVariantToManagedExpr(this StringBuilder source,
string inputExpr, ITypeSymbol typeSymbol, MarshalType marshalType)
{
return marshalType switch
{
// For generic Godot collections, Variant.As<T> is slower, so we need this special case
MarshalType.GodotGenericDictionary =>
source.Append(inputExpr, ".AsGodotDictionary<",
((INamedTypeSymbol)typeSymbol).TypeArguments[0].FullQualifiedNameIncludeGlobal(), ", ",
((INamedTypeSymbol)typeSymbol).TypeArguments[1].FullQualifiedNameIncludeGlobal(), ">()"),
MarshalType.GodotGenericArray =>
source.Append(inputExpr, ".AsGodotArray<",
((INamedTypeSymbol)typeSymbol).TypeArguments[0].FullQualifiedNameIncludeGlobal(), ">()"),
_ => source.Append(inputExpr, ".As<",
typeSymbol.FullQualifiedNameIncludeGlobal(), ">()")
};
}
public static StringBuilder AppendManagedToVariantExpr(this StringBuilder source,
string inputExpr, ITypeSymbol typeSymbol, MarshalType marshalType)
{
return marshalType switch
{
// For generic Godot collections, Variant.From<T> is slower, so we need this special case
MarshalType.GodotGenericDictionary or MarshalType.GodotGenericArray =>
source.Append("global::Godot.Variant.CreateFrom(", inputExpr, ")"),
_ => source.Append("global::Godot.Variant.From<",
typeSymbol.FullQualifiedNameIncludeGlobal(), ">(", inputExpr, ")")
};
}
}
}