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			187 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Go
		
	
	
	
	
	
			
		
		
	
	
			187 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Go
		
	
	
	
	
	
| // Copyright 2020 The Ebiten Authors
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| //
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| // Licensed under the Apache License, Version 2.0 (the "License");
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| // you may not use this file except in compliance with the License.
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| // You may obtain a copy of the License at
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| //
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| //     http://www.apache.org/licenses/LICENSE-2.0
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| //
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| // Unless required by applicable law or agreed to in writing, software
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| // distributed under the License is distributed on an "AS IS" BASIS,
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| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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| // See the License for the specific language governing permissions and
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| // limitations under the License.
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| 
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| package shader
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| 
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| import (
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| 	"fmt"
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| 	"go/ast"
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| 	"go/token"
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| 
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| 	"github.com/hajimehoshi/ebiten/internal/shaderir"
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| )
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| 
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| // TODO: What about array types?
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| 
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| func (cs *compileState) parseType(expr ast.Expr) shaderir.Type {
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| 	switch t := expr.(type) {
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| 	case *ast.Ident:
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| 		switch t.Name {
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| 		case "bool":
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| 			return shaderir.Type{Main: shaderir.Bool}
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| 		case "int":
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| 			return shaderir.Type{Main: shaderir.Int}
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| 		case "float":
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| 			return shaderir.Type{Main: shaderir.Float}
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| 		case "vec2":
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| 			return shaderir.Type{Main: shaderir.Vec2}
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| 		case "vec3":
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| 			return shaderir.Type{Main: shaderir.Vec3}
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| 		case "vec4":
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| 			return shaderir.Type{Main: shaderir.Vec4}
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| 		case "mat2":
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| 			return shaderir.Type{Main: shaderir.Mat2}
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| 		case "mat3":
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| 			return shaderir.Type{Main: shaderir.Mat3}
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| 		case "mat4":
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| 			return shaderir.Type{Main: shaderir.Mat4}
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| 		case "texture2d":
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| 			return shaderir.Type{Main: shaderir.Texture2D}
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| 		default:
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| 			cs.addError(t.Pos(), fmt.Sprintf("unexpected type: %s", t.Name))
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| 			return shaderir.Type{}
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| 		}
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| 	case *ast.StructType:
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| 		cs.addError(t.Pos(), "struct is not implemented")
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| 		return shaderir.Type{}
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| 	default:
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| 		cs.addError(t.Pos(), fmt.Sprintf("unepxected type: %v", t))
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| 		return shaderir.Type{}
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| 	}
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| }
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| 
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| func (cs *compileState) detectType(b *block, expr ast.Expr) []shaderir.Type {
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| 	switch e := expr.(type) {
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| 	case *ast.BasicLit:
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| 		switch e.Kind {
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| 		case token.FLOAT:
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| 			return []shaderir.Type{{Main: shaderir.Float}}
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| 		case token.INT:
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| 			return []shaderir.Type{{Main: shaderir.Int}}
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| 		}
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| 		cs.addError(expr.Pos(), fmt.Sprintf("unexpected literal: %s", e.Value))
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| 		return nil
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| 	case *ast.BinaryExpr:
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| 		t1, t2 := cs.detectType(b, e.X), cs.detectType(b, e.Y)
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| 		if len(t1) != 1 || len(t2) != 1 {
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| 			cs.addError(expr.Pos(), fmt.Sprintf("binary operator cannot be used for multiple-value context: %v", expr))
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| 			return nil
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| 		}
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| 		if !t1[0].Equal(&t2[0]) {
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| 			// TODO: Move this checker to shaderir
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| 			if t1[0].Main == shaderir.Float {
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| 				switch t2[0].Main {
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| 				case shaderir.Vec2, shaderir.Vec3, shaderir.Vec4:
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| 					return t2
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| 				}
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| 			}
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| 			if t2[0].Main == shaderir.Float {
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| 				switch t1[0].Main {
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| 				case shaderir.Vec2, shaderir.Vec3, shaderir.Vec4:
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| 					return t1
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| 				}
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| 			}
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| 			cs.addError(expr.Pos(), fmt.Sprintf("types between a binary operator don't match"))
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| 			return nil
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| 		}
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| 		return t1
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| 	case *ast.CallExpr:
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| 		n := e.Fun.(*ast.Ident).Name
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| 		f, ok := shaderir.ParseBuiltinFunc(n)
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| 		if ok {
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| 			switch f {
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| 			case shaderir.Vec2F:
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| 				return []shaderir.Type{{Main: shaderir.Vec2}}
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| 			case shaderir.Vec3F:
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| 				return []shaderir.Type{{Main: shaderir.Vec3}}
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| 			case shaderir.Vec4F:
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| 				return []shaderir.Type{{Main: shaderir.Vec4}}
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| 			case shaderir.Mat2F:
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| 				return []shaderir.Type{{Main: shaderir.Mat2}}
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| 			case shaderir.Mat3F:
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| 				return []shaderir.Type{{Main: shaderir.Mat3}}
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| 			case shaderir.Mat4F:
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| 				return []shaderir.Type{{Main: shaderir.Mat4}}
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| 			default:
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| 				// TODO: Add more functions
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| 				cs.addError(expr.Pos(), fmt.Sprintf("detecting types is not implemented for: %s", n))
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| 			}
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| 		}
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| 		for _, f := range cs.funcs {
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| 			if f.name == n {
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| 				// TODO: Is it correct to combine out-params and return param?
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| 				ts := f.ir.OutParams
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| 				if f.ir.Return.Main != shaderir.None {
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| 					ts = append(ts, f.ir.Return)
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| 				}
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| 				return ts
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| 			}
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| 		}
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| 		cs.addError(expr.Pos(), fmt.Sprintf("unexpected call: %s", n))
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| 		return nil
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| 	case *ast.CompositeLit:
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| 		return []shaderir.Type{cs.parseType(e.Type)}
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| 	case *ast.Ident:
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| 		n := e.Name
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| 		for _, v := range b.vars {
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| 			if v.name == n {
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| 				return []shaderir.Type{v.typ}
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| 			}
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| 		}
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| 		if b == &cs.global {
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| 			for i, v := range cs.uniforms {
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| 				if v == n {
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| 					return []shaderir.Type{cs.ir.Uniforms[i]}
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| 				}
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| 			}
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| 		}
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| 		if b.outer != nil {
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| 			return cs.detectType(b.outer, e)
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| 		}
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| 		cs.addError(expr.Pos(), fmt.Sprintf("unexpected identifier: %s", n))
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| 		return nil
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| 	case *ast.SelectorExpr:
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| 		t := cs.detectType(b, e.X)
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| 		if len(t) != 1 {
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| 			cs.addError(expr.Pos(), fmt.Sprintf("selector is not available in multiple-value context: %v", e.X))
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| 			return nil
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| 		}
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| 		switch t[0].Main {
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| 		case shaderir.Vec2, shaderir.Vec3, shaderir.Vec4:
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| 			switch len(e.Sel.Name) {
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| 			case 1:
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| 				return []shaderir.Type{{Main: shaderir.Float}}
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| 			case 2:
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| 				return []shaderir.Type{{Main: shaderir.Vec2}}
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| 			case 3:
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| 				return []shaderir.Type{{Main: shaderir.Float}}
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| 			case 4:
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| 				return []shaderir.Type{{Main: shaderir.Float}}
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| 			default:
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| 				cs.addError(expr.Pos(), fmt.Sprintf("invalid selector: %s", e.Sel.Name))
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| 			}
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| 			return nil
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| 		case shaderir.Struct:
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| 			cs.addError(expr.Pos(), fmt.Sprintf("selector for a struct is not implemented yet"))
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| 			return nil
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| 		default:
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| 			cs.addError(expr.Pos(), fmt.Sprintf("selector is not available for: %v", expr))
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| 			return nil
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| 		}
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| 	default:
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| 		cs.addError(expr.Pos(), fmt.Sprintf("detecting type not implemented: %#v", expr))
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| 		return nil
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| 	}
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| }
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