Mercurial > games > semicongine
view semiconginev2/old/core/dynamic_arrays.nim @ 1226:c8e3037aca66 compiletime-tests
add: contrib stuff
author | sam <sam@basx.dev> |
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date | Wed, 17 Jul 2024 23:41:51 +0700 |
parents | 56781cc0fc7c |
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import std/hashes import std/tables import std/strformat import ./gpu_types import ./vector import ./matrix import ./utils import ./imagetypes type DataList* = object len*: int case theType*: DataType of Float32: float32: ref seq[float32] of Float64: float64: ref seq[float64] of Int8: int8: ref seq[int8] of Int16: int16: ref seq[int16] of Int32: int32: ref seq[int32] of Int64: int64: ref seq[int64] of UInt8: uint8: ref seq[uint8] of UInt16: uint16: ref seq[uint16] of UInt32: uint32: ref seq[uint32] of UInt64: uint64: ref seq[uint64] of Vec2I32: vec2i32: ref seq[TVec2[int32]] of Vec2I64: vec2i64: ref seq[TVec2[int64]] of Vec3I32: vec3i32: ref seq[TVec3[int32]] of Vec3I64: vec3i64: ref seq[TVec3[int64]] of Vec4I32: vec4i32: ref seq[TVec4[int32]] of Vec4I64: vec4i64: ref seq[TVec4[int64]] of Vec2U32: vec2u32: ref seq[TVec2[uint32]] of Vec2U64: vec2u64: ref seq[TVec2[uint64]] of Vec3U32: vec3u32: ref seq[TVec3[uint32]] of Vec3U64: vec3u64: ref seq[TVec3[uint64]] of Vec4U32: vec4u32: ref seq[TVec4[uint32]] of Vec4U64: vec4u64: ref seq[TVec4[uint64]] of Vec2F32: vec2f32: ref seq[TVec2[float32]] of Vec2F64: vec2f64: ref seq[TVec2[float64]] of Vec3F32: vec3f32: ref seq[TVec3[float32]] of Vec3F64: vec3f64: ref seq[TVec3[float64]] of Vec4F32: vec4f32: ref seq[TVec4[float32]] of Vec4F64: vec4f64: ref seq[TVec4[float64]] of Mat2F32: mat2f32: ref seq[TMat2[float32]] of Mat2F64: mat2f64: ref seq[TMat2[float64]] of Mat23F32: mat23f32: ref seq[TMat23[float32]] of Mat23F64: mat23f64: ref seq[TMat23[float64]] of Mat32F32: mat32f32: ref seq[TMat32[float32]] of Mat32F64: mat32f64: ref seq[TMat32[float64]] of Mat3F32: mat3f32: ref seq[TMat3[float32]] of Mat3F64: mat3f64: ref seq[TMat3[float64]] of Mat34F32: mat34f32: ref seq[TMat34[float32]] of Mat34F64: mat34f64: ref seq[TMat34[float64]] of Mat43F32: mat43f32: ref seq[TMat43[float32]] of Mat43F64: mat43f64: ref seq[TMat43[float64]] of Mat4F32: mat4f32: ref seq[TMat4[float32]] of Mat4F64: mat4f64: ref seq[TMat4[float64]] of TextureType: texture: ref seq[Texture] func Size*(value: DataList): uint64 = value.theType.Size * value.len.uint64 func hash*(value: DataList): Hash = case value.theType of Float32: hash(value.float32) of Float64: hash(value.float64) of Int8: hash(value.int8) of Int16: hash(value.int16) of Int32: hash(value.int32) of Int64: hash(value.int64) of UInt8: hash(value.uint8) of UInt16: hash(value.uint16) of UInt32: hash(value.uint32) of UInt64: hash(value.uint64) of Vec2I32: hash(value.vec2i32) of Vec2I64: hash(value.vec2i64) of Vec3I32: hash(value.vec3i32) of Vec3I64: hash(value.vec3i64) of Vec4I32: hash(value.vec4i32) of Vec4I64: hash(value.vec4i64) of Vec2U32: hash(value.vec2u32) of Vec2U64: hash(value.vec2u64) of Vec3U32: hash(value.vec3u32) of Vec3U64: hash(value.vec3u64) of Vec4U32: hash(value.vec4u32) of Vec4U64: hash(value.vec4u64) of Vec2F32: hash(value.vec2f32) of Vec2F64: hash(value.vec2f64) of Vec3F32: hash(value.vec3f32) of Vec3F64: hash(value.vec3f64) of Vec4F32: hash(value.vec4f32) of Vec4F64: hash(value.vec4f64) of Mat2F32: hash(value.mat2f32) of Mat2F64: hash(value.mat2f64) of Mat23F32: hash(value.mat23f32) of Mat23F64: hash(value.mat23f64) of Mat32F32: hash(value.mat32f32) of Mat32F64: hash(value.mat32f64) of Mat3F32: hash(value.mat3f32) of Mat3F64: hash(value.mat3f64) of Mat34F32: hash(value.mat34f32) of Mat34F64: hash(value.mat34f64) of Mat43F32: hash(value.mat43f32) of Mat43F64: hash(value.mat43f64) of Mat4F32: hash(value.mat4f32) of Mat4F64: hash(value.mat4f64) of TextureType: hash(value.texture) func `==`*(a, b: DataList): bool = if a.theType != b.theType: return false case a.theType of Float32: return a.float32 == b.float32 of Float64: return a.float64 == b.float64 of Int8: return a.int8 == b.int8 of Int16: return a.int16 == b.int16 of Int32: return a.int32 == b.int32 of Int64: return a.int64 == b.int64 of UInt8: return a.uint8 == b.uint8 of UInt16: return a.uint16 == b.uint16 of UInt32: return a.uint32 == b.uint32 of UInt64: return a.uint64 == b.uint64 of Vec2I32: return a.vec2i32 == b.vec2i32 of Vec2I64: return a.vec2i64 == b.vec2i64 of Vec3I32: return a.vec3i32 == b.vec3i32 of Vec3I64: return a.vec3i64 == b.vec3i64 of Vec4I32: return a.vec4i32 == b.vec4i32 of Vec4I64: return a.vec4i64 == b.vec4i64 of Vec2U32: return a.vec2u32 == b.vec2u32 of Vec2U64: return a.vec2u64 == b.vec2u64 of Vec3U32: return a.vec3u32 == b.vec3u32 of Vec3U64: return a.vec3u64 == b.vec3u64 of Vec4U32: return a.vec4u32 == b.vec4u32 of Vec4U64: return a.vec4u64 == b.vec4u64 of Vec2F32: return a.vec2f32 == b.vec2f32 of Vec2F64: return a.vec2f64 == b.vec2f64 of Vec3F32: return a.vec3f32 == b.vec3f32 of Vec3F64: return a.vec3f64 == b.vec3f64 of Vec4F32: return a.vec4f32 == b.vec4f32 of Vec4F64: return a.vec4f64 == b.vec4f64 of Mat2F32: return a.mat2f32 == b.mat2f32 of Mat2F64: return a.mat2f64 == b.mat2f64 of Mat23F32: return a.mat23f32 == b.mat23f32 of Mat23F64: return a.mat23f64 == b.mat23f64 of Mat32F32: return a.mat32f32 == b.mat32f32 of Mat32F64: return a.mat32f64 == b.mat32f64 of Mat3F32: return a.mat3f32 == b.mat3f32 of Mat3F64: return a.mat3f64 == b.mat3f64 of Mat34F32: return a.mat34f32 == b.mat34f32 of Mat34F64: return a.mat34f64 == b.mat34f64 of Mat43F32: return a.mat43f32 == b.mat43f32 of Mat43F64: return a.mat43f64 == b.mat43f64 of Mat4F32: return a.mat4f32 == b.mat4f32 of Mat4F64: return a.mat4f64 == b.mat4f64 of TextureType: a.texture == b.texture proc SetLen*(value: var DataList, len: int) = value.len = len case value.theType of Float32: value.float32[].setLen(len) of Float64: value.float64[].setLen(len) of Int8: value.int8[].setLen(len) of Int16: value.int16[].setLen(len) of Int32: value.int32[].setLen(len) of Int64: value.int64[].setLen(len) of UInt8: value.uint8[].setLen(len) of UInt16: value.uint16[].setLen(len) of UInt32: value.uint32[].setLen(len) of UInt64: value.uint64[].setLen(len) of Vec2I32: value.vec2i32[].setLen(len) of Vec2I64: value.vec2i64[].setLen(len) of Vec3I32: value.vec3i32[].setLen(len) of Vec3I64: value.vec3i64[].setLen(len) of Vec4I32: value.vec4i32[].setLen(len) of Vec4I64: value.vec4i64[].setLen(len) of Vec2U32: value.vec2u32[].setLen(len) of Vec2U64: value.vec2u64[].setLen(len) of Vec3U32: value.vec3u32[].setLen(len) of Vec3U64: value.vec3u64[].setLen(len) of Vec4U32: value.vec4u32[].setLen(len) of Vec4U64: value.vec4u64[].setLen(len) of Vec2F32: value.vec2f32[].setLen(len) of Vec2F64: value.vec2f64[].setLen(len) of Vec3F32: value.vec3f32[].setLen(len) of Vec3F64: value.vec3f64[].setLen(len) of Vec4F32: value.vec4f32[].setLen(len) of Vec4F64: value.vec4f64[].setLen(len) of Mat2F32: value.mat2f32[].setLen(len) of Mat2F64: value.mat2f64[].setLen(len) of Mat23F32: value.mat23f32[].setLen(len) of Mat23F64: value.mat23f64[].setLen(len) of Mat32F32: value.mat32f32[].setLen(len) of Mat32F64: value.mat32f64[].setLen(len) of Mat3F32: value.mat3f32[].setLen(len) of Mat3F64: value.mat3f64[].setLen(len) of Mat34F32: value.mat34f32[].setLen(len) of Mat34F64: value.mat34f64[].setLen(len) of Mat43F32: value.mat43f32[].setLen(len) of Mat43F64: value.mat43f64[].setLen(len) of Mat4F32: value.mat4f32[].setLen(len) of Mat4F64: value.mat4f64[].setLen(len) of TextureType: discard proc setValues[T: GPUType|int|uint|float](value: var DataList, data: openArray[T]) = value.SetLen(data.len) when T is float32: value.float32[] = @data elif T is float64: value.float64[] = @data elif T is int8: value.int8[] = @data elif T is int16: value.int16[] = @data elif T is int32: value.int32[] = @data elif T is int64: value.int64[] = @data elif T is uint8: value.uint8[] = @data elif T is uint16: value.uint16[] = @data elif T is uint32: value.uint32[] = @data elif T is uint64: value.uint64[] = @data elif T is int and sizeof(int) == sizeof(int32): value.int32[] = @data elif T is int and sizeof(int) == sizeof(int64): value.int64[] = @data elif T is uint and sizeof(uint) == sizeof(uint32): value.uint32[] = @data elif T is uint and sizeof(uint) == sizeof(uint64): value.uint64[] = @data elif T is float and sizeof(float) == sizeof(float32): value.float32[] = @data elif T is float and sizeof(float) == sizeof(float64): value.float64[] = @data elif T is TVec2[int32]: value.vec2i32[] = @data elif T is TVec2[int64]: value.vec2i64[] = @data elif T is TVec3[int32]: value.vec3i32[] = @data elif T is TVec3[int64]: value.vec3i64[] = @data elif T is TVec4[int32]: value.vec4i32[] = @data elif T is TVec4[int64]: value.vec4i64[] = @data elif T is TVec2[uint32]: value.vec2u32[] = @data elif T is TVec2[uint64]: value.vec2u64[] = @data elif T is TVec3[uint32]: value.vec3u32[] = @data elif T is TVec3[uint64]: value.vec3u64[] = @data elif T is TVec4[uint32]: value.vec4u32[] = @data elif T is TVec4[uint64]: value.vec4u64[] = @data elif T is TVec2[float32]: value.vec2f32[] = @data elif T is TVec2[float64]: value.vec2f64[] = @data elif T is TVec3[float32]: value.vec3f32[] = @data elif T is TVec3[float64]: value.vec3f64[] = @data elif T is TVec4[float32]: value.vec4f32[] = @data elif T is TVec4[float64]: value.vec4f64[] = @data elif T is TMat2[float32]: value.mat2f32[] = @data elif T is TMat2[float64]: value.mat2f64[] = @data elif T is TMat23[float32]: value.mat23f32[] = @data elif T is TMat23[float64]: value.mat23f64[] = @data elif T is TMat32[float32]: value.mat32f32[] = @data elif T is TMat32[float64]: value.mat32f64[] = @data elif T is TMat3[float32]: value.mat3f32[] = @data elif T is TMat3[float64]: value.mat3f64[] = @data elif T is TMat34[float32]: value.mat34f32[] = @data elif T is TMat34[float64]: value.mat34f64[] = @data elif T is TMat43[float32]: value.mat43f32[] = @data elif T is TMat43[float64]: value.mat43f64[] = @data elif T is TMat4[float32]: value.mat4f32[] = @data elif T is TMat4[float64]: value.mat4f64[] = @data elif T is Texture: value.texture[] = @data else: {.error: "Virtual datatype has no values".} proc setValue[T: GPUType|int|uint|float](value: var DataList, i: int, data: T) = assert i < value.len when T is float32: value.float32[i] = data elif T is float64: value.float64[i] = data elif T is int8: value.int8[i] = data elif T is int16: value.int16[i] = data elif T is int32: value.int32[i] = data elif T is int64: value.int64[i] = data elif T is uint8: value.uint8[i] = data elif T is uint16: value.uint16[i] = data elif T is uint32: value.uint32[i] = data elif T is uint64: value.uint64[i] = data elif T is int and sizeof(int) == sizeof(int32): value.int32[i] = data elif T is int and sizeof(int) == sizeof(int64): value.int64[i] = data elif T is uint and sizeof(uint) == sizeof(uint32): value.uint32[i] = data elif T is uint and sizeof(uint) == sizeof(uint64): value.uint64[i] = data elif T is float and sizeof(float) == sizeof(float32): value.float32[i] = data elif T is float and sizeof(float) == sizeof(float64): value.float64[i] = data elif T is TVec2[int32]: value.vec2i32[i] = data elif T is TVec2[int64]: value.vec2i64[i] = data elif T is TVec3[int32]: value.vec3i32[i] = data elif T is TVec3[int64]: value.vec3i64[i] = data elif T is TVec4[int32]: value.vec4i32[i] = data elif T is TVec4[int64]: value.vec4i64[i] = data elif T is TVec2[uint32]: value.vec2u32[i] = data elif T is TVec2[uint64]: value.vec2u64[i] = data elif T is TVec3[uint32]: value.vec3u32[i] = data elif T is TVec3[uint64]: value.vec3u64[i] = data elif T is TVec4[uint32]: value.vec4u32[i] = data elif T is TVec4[uint64]: value.vec4u64[i] = data elif T is TVec2[float32]: value.vec2f32[i] = data elif T is TVec2[float64]: value.vec2f64[i] = data elif T is TVec3[float32]: value.vec3f32[i] = data elif T is TVec3[float64]: value.vec3f64[i] = data elif T is TVec4[float32]: value.vec4f32[i] = data elif T is TVec4[float64]: value.vec4f64[i] = data elif T is TMat2[float32]: value.mat2f32[i] = data elif T is TMat2[float64]: value.mat2f64[i] = data elif T is TMat23[float32]: value.mat23f32[i] = data elif T is TMat23[float64]: value.mat23f64[i] = data elif T is TMat32[float32]: value.mat32f32[i] = data elif T is TMat32[float64]: value.mat32f64[i] = data elif T is TMat3[float32]: value.mat3f32[i] = data elif T is TMat3[float64]: value.mat3f64[i] = data elif T is TMat34[float32]: value.mat34f32[i] = data elif T is TMat34[float64]: value.mat34f64[i] = data elif T is TMat43[float32]: value.mat43f32[i] = data elif T is TMat43[float64]: value.mat43f64[i] = data elif T is TMat4[float32]: value.mat4f32[i] = data elif T is TMat4[float64]: value.mat4f64[i] = data elif T is Texture: value.texture[i] = data else: {.error: "Virtual datatype has no values".} proc InitDataList*(theType: DataType, len = 0): DataList = result = DataList(theType: theType) case result.theType of Float32: result.float32 = new seq[float32] of Float64: result.float64 = new seq[float64] of Int8: result.int8 = new seq[int8] of Int16: result.int16 = new seq[int16] of Int32: result.int32 = new seq[int32] of Int64: result.int64 = new seq[int64] of UInt8: result.uint8 = new seq[uint8] of UInt16: result.uint16 = new seq[uint16] of UInt32: result.uint32 = new seq[uint32] of UInt64: result.uint64 = new seq[uint64] of Vec2I32: result.vec2i32 = new seq[TVec2[int32]] of Vec2I64: result.vec2i64 = new seq[TVec2[int64]] of Vec3I32: result.vec3i32 = new seq[TVec3[int32]] of Vec3I64: result.vec3i64 = new seq[TVec3[int64]] of Vec4I32: result.vec4i32 = new seq[TVec4[int32]] of Vec4I64: result.vec4i64 = new seq[TVec4[int64]] of Vec2U32: result.vec2u32 = new seq[TVec2[uint32]] of Vec2U64: result.vec2u64 = new seq[TVec2[uint64]] of Vec3U32: result.vec3u32 = new seq[TVec3[uint32]] of Vec3U64: result.vec3u64 = new seq[TVec3[uint64]] of Vec4U32: result.vec4u32 = new seq[TVec4[uint32]] of Vec4U64: result.vec4u64 = new seq[TVec4[uint64]] of Vec2F32: result.vec2f32 = new seq[TVec2[float32]] of Vec2F64: result.vec2f64 = new seq[TVec2[float64]] of Vec3F32: result.vec3f32 = new seq[TVec3[float32]] of Vec3F64: result.vec3f64 = new seq[TVec3[float64]] of Vec4F32: result.vec4f32 = new seq[TVec4[float32]] of Vec4F64: result.vec4f64 = new seq[TVec4[float64]] of Mat2F32: result.mat2f32 = new seq[TMat2[float32]] of Mat2F64: result.mat2f64 = new seq[TMat2[float64]] of Mat23F32: result.mat23f32 = new seq[TMat23[float32]] of Mat23F64: result.mat23f64 = new seq[TMat23[float64]] of Mat32F32: result.mat32f32 = new seq[TMat32[float32]] of Mat32F64: result.mat32f64 = new seq[TMat32[float64]] of Mat3F32: result.mat3f32 = new seq[TMat3[float32]] of Mat3F64: result.mat3f64 = new seq[TMat3[float64]] of Mat34F32: result.mat34f32 = new seq[TMat34[float32]] of Mat34F64: result.mat34f64 = new seq[TMat34[float64]] of Mat43F32: result.mat43f32 = new seq[TMat43[float32]] of Mat43F64: result.mat43f64 = new seq[TMat43[float64]] of Mat4F32: result.mat4f32 = new seq[TMat4[float32]] of Mat4F64: result.mat4f64 = new seq[TMat4[float64]] of TextureType: result.texture = new seq[Texture] result.SetLen(len) proc InitDataList*[T: GPUType](len = 1): DataList = result = InitDataList(GetDataType[T]()) result.SetLen(len) proc InitDataList*[T: GPUType](data: openArray[T]): DataList = result = InitDataList(GetDataType[T]()) result.setValues(@data) func getValues[T: GPUType|int|uint|float](value: DataList): ref seq[T] = when T is float32: value.float32 elif T is float64: value.float64 elif T is int8: value.int8 elif T is int16: value.int16 elif T is int32: value.int32 elif T is int64: value.int64 elif T is uint8: value.uint8 elif T is uint16: value.uint16 elif T is uint32: value.uint32 elif T is uint64: value.uint64 elif T is int and sizeof(int) == sizeof(int32): value.int32 elif T is int and sizeof(int) == sizeof(int64): value.int64 elif T is uint and sizeof(uint) == sizeof(uint32): value.uint32 elif T is uint and sizeof(uint) == sizeof(uint64): value.uint64 elif T is float and sizeof(float) == sizeof(float32): value.float32 elif T is float and sizeof(float) == sizeof(float64): value.float64 elif T is TVec2[int32]: value.vec2i32 elif T is TVec2[int64]: value.vec2i64 elif T is TVec3[int32]: value.vec3i32 elif T is TVec3[int64]: value.vec3i64 elif T is TVec4[int32]: value.vec4i32 elif T is TVec4[int64]: value.vec4i64 elif T is TVec2[uint32]: value.vec2u32 elif T is TVec2[uint64]: value.vec2u64 elif T is TVec3[uint32]: value.vec3u32 elif T is TVec3[uint64]: value.vec3u64 elif T is TVec4[uint32]: value.vec4u32 elif T is TVec4[uint64]: value.vec4u64 elif T is TVec2[float32]: value.vec2f32 elif T is TVec2[float64]: value.vec2f64 elif T is TVec3[float32]: value.vec3f32 elif T is TVec3[float64]: value.vec3f64 elif T is TVec4[float32]: value.vec4f32 elif T is TVec4[float64]: value.vec4f64 elif T is TMat2[float32]: value.mat2f32 elif T is TMat2[float64]: value.mat2f64 elif T is TMat23[float32]: value.mat23f elif T is TMat23[float64]: value.mat23f64 elif T is TMat32[float32]: value.mat32f32 elif T is TMat32[float64]: value.mat32f64 elif T is TMat3[float32]: value.mat3f32 elif T is TMat3[float64]: value.mat3f64 elif T is TMat34[float32]: value.mat34f32 elif T is TMat34[float64]: value.mat34f64 elif T is TMat43[float32]: value.mat43f32 elif T is TMat43[float64]: value.mat43f64 elif T is TMat4[float32]: value.mat4f32 elif T is TMat4[float64]: value.mat4f64 elif T is Texture: value.texture else: {.error: "Virtual datatype has no values".} func getValue[T: GPUType|int|uint|float](value: DataList, i: int): T = when T is float32: value.float32[i] elif T is float64: value.float64[i] elif T is int8: value.int8[i] elif T is int16: value.int16[i] elif T is int32: value.int32[i] elif T is int64: value.int64[i] elif T is uint8: value.uint8[i] elif T is uint16: value.uint16[i] elif T is uint32: value.uint32[i] elif T is uint64: value.uint64[i] elif T is int and sizeof(int) == sizeof(int32): value.int32[i] elif T is int and sizeof(int) == sizeof(int64): value.int64[i] elif T is uint and sizeof(uint) == sizeof(uint32): value.uint32[i] elif T is uint and sizeof(uint) == sizeof(uint64): value.uint64[i] elif T is float and sizeof(float) == sizeof(float32): value.float32[i] elif T is float and sizeof(float) == sizeof(float64): value.float64[i] elif T is TVec2[int32]: value.vec2i32[i] elif T is TVec2[int64]: value.vec2i64[i] elif T is TVec3[int32]: value.vec3i32[i] elif T is TVec3[int64]: value.vec3i64[i] elif T is TVec4[int32]: value.vec4i32[i] elif T is TVec4[int64]: value.vec4i64[i] elif T is TVec2[uint32]: value.vec2u32[i] elif T is TVec2[uint64]: value.vec2u64[i] elif T is TVec3[uint32]: value.vec3u32[i] elif T is TVec3[uint64]: value.vec3u64[i] elif T is TVec4[uint32]: value.vec4u32[i] elif T is TVec4[uint64]: value.vec4u64[i] elif T is TVec2[float32]: value.vec2f32[i] elif T is TVec2[float64]: value.vec2f64[i] elif T is TVec3[float32]: value.vec3f32[i] elif T is TVec3[float64]: value.vec3f64[i] elif T is TVec4[float32]: value.vec4f32[i] elif T is TVec4[float64]: value.vec4f64[i] elif T is TMat2[float32]: value.mat2f32[i] elif T is TMat2[float64]: value.mat2f64[i] elif T is TMat23[float32]: value.mat23f[i] elif T is TMat23[float64]: value.mat23f64[i] elif T is TMat32[float32]: value.mat32f32[i] elif T is TMat32[float64]: value.mat32f64[i] elif T is TMat3[float32]: value.mat3f32[i] elif T is TMat3[float64]: value.mat3f64[i] elif T is TMat34[float32]: value.mat34f32[i] elif T is TMat34[float64]: value.mat34f64[i] elif T is TMat43[float32]: value.mat43f32[i] elif T is TMat43[float64]: value.mat43f64[i] elif T is TMat4[float32]: value.mat4f32[i] elif T is TMat4[float64]: value.mat4f64[i] elif T is Texture: value.texture[i] else: {.error: "Virtual datatype has no values".} template `[]`*(list: DataList, t: typedesc): ref seq[t] = getValues[t](list) template `[]`*(list: DataList, i: int, t: typedesc): untyped = getValue[t](list, i) # since we use this often with tables, add this for an easy assignment template `[]`*(table: Table[string, DataList], key: string, t: typedesc): ref seq[t] = getValues[t](table[key]) template `[]=`*[T](table: var Table[string, DataList], key: string, values: openArray[T]) = if table.contains(key): table[key].setValues(values) else: table[key] = InitDataList(values) template `[]=`*[T](list: var DataList, values: openArray[T]) = list.setValues(values) template `[]=`*[T](list: var DataList, i: int, value: T) = list.setValue(i, value) func GetPointer*(value: var DataList): pointer = if value.len == 0: result = nil case value.theType of Float32: result = value.float32[].ToCPointer of Float64: result = value.float64[].ToCPointer of Int8: result = value.int8[].ToCPointer of Int16: result = value.int16[].ToCPointer of Int32: result = value.int32[].ToCPointer of Int64: result = value.int64[].ToCPointer of UInt8: result = value.uint8[].ToCPointer of UInt16: result = value.uint16[].ToCPointer of UInt32: result = value.uint32[].ToCPointer of UInt64: result = value.uint64[].ToCPointer of Vec2I32: result = value.vec2i32[].ToCPointer of Vec2I64: result = value.vec2i64[].ToCPointer of Vec3I32: result = value.vec3i32[].ToCPointer of Vec3I64: result = value.vec3i64[].ToCPointer of Vec4I32: result = value.vec4i32[].ToCPointer of Vec4I64: result = value.vec4i64[].ToCPointer of Vec2U32: result = value.vec2u32[].ToCPointer of Vec2U64: result = value.vec2u64[].ToCPointer of Vec3U32: result = value.vec3u32[].ToCPointer of Vec3U64: result = value.vec3u64[].ToCPointer of Vec4U32: result = value.vec4u32[].ToCPointer of Vec4U64: result = value.vec4u64[].ToCPointer of Vec2F32: result = value.vec2f32[].ToCPointer of Vec2F64: result = value.vec2f64[].ToCPointer of Vec3F32: result = value.vec3f32[].ToCPointer of Vec3F64: result = value.vec3f64[].ToCPointer of Vec4F32: result = value.vec4f32[].ToCPointer of Vec4F64: result = value.vec4f64[].ToCPointer of Mat2F32: result = value.mat2f32[].ToCPointer of Mat2F64: result = value.mat2f64[].ToCPointer of Mat23F32: result = value.mat23f32[].ToCPointer of Mat23F64: result = value.mat23f64[].ToCPointer of Mat32F32: result = value.mat32f32[].ToCPointer of Mat32F64: result = value.mat32f64[].ToCPointer of Mat3F32: result = value.mat3f32[].ToCPointer of Mat3F64: result = value.mat3f64[].ToCPointer of Mat34F32: result = value.mat34f32[].ToCPointer of Mat34F64: result = value.mat34f64[].ToCPointer of Mat43F32: result = value.mat43f32[].ToCPointer of Mat43F64: result = value.mat43f64[].ToCPointer of Mat4F32: result = value.mat4f32[].ToCPointer of Mat4F64: result = value.mat4f64[].ToCPointer of TextureType: nil proc AppendValues*[T: GPUType|int|uint|float](value: var DataList, data: openArray[T]) = value.len += data.len when T is float32: value.float32[].add @data elif T is float64: value.float64[].add @data elif T is int8: value.int8[].add @data elif T is int16: value.int16[].add @data elif T is int32: value.int32[].add @data elif T is int64: value.int64[].add @data elif T is uint8: value.uint8[].add @data elif T is uint16: value.uint16[].add @data elif T is uint32: value.uint32[].add @data elif T is uint64: value.uint64[].add @data elif T is int and sizeof(int) == sizeof(int32): value.int32[].add @data elif T is int and sizeof(int) == sizeof(int64): value.int64[].add @data elif T is uint and sizeof(uint) == sizeof(uint32): value.uint32[].add @data elif T is uint and sizeof(uint) == sizeof(uint64): value.uint64[].add @data elif T is float and sizeof(float) == sizeof(float32): value.float32[].add @data elif T is float and sizeof(float) == sizeof(float64): value.float64[].add @data elif T is TVec2[int32]: value.vec2i32[].add @data elif T is TVec2[int64]: value.vec2i64[].add @data elif T is TVec3[int32]: value.vec3i32[].add @data elif T is TVec3[int64]: value.vec3i64[].add @data elif T is TVec4[int32]: value.vec4i32[].add @data elif T is TVec4[int64]: value.vec4i64[].add @data elif T is TVec2[uint32]: value.vec2u32[].add @data elif T is TVec2[uint64]: value.vec2u64[].add @data elif T is TVec3[uint32]: value.vec3u32[].add @data elif T is TVec3[uint64]: value.vec3u64[].add @data elif T is TVec4[uint32]: value.vec4u32[].add @data elif T is TVec4[uint64]: value.vec4u64[].add @data elif T is TVec2[float32]: value.vec2f32[].add @data elif T is TVec2[float64]: value.vec2f64[].add @data elif T is TVec3[float32]: value.vec3f32[].add @data elif T is TVec3[float64]: value.vec3f64[].add @data elif T is TVec4[float32]: value.vec4f32[].add @data elif T is TVec4[float64]: value.vec4f64[].add @data elif T is TMat2[float32]: value.mat2f32[].add @data elif T is TMat2[float64]: value.mat2f64[].add @data elif T is TMat23[float32]: value.mat23f32[].add @data elif T is TMat23[float64]: value.mat23f64[].add @data elif T is TMat32[float32]: value.mat32f32[].add @data elif T is TMat32[float64]: value.mat32f64[].add @data elif T is TMat3[float32]: value.mat3f32[].add @data elif T is TMat3[float64]: value.mat3f64[].add @data elif T is TMat34[float32]: value.mat34f32[].add @data elif T is TMat34[float64]: value.mat34f64[].add @data elif T is TMat43[float32]: value.mat43f32[].add @data elif T is TMat43[float64]: value.mat43f64[].add @data elif T is TMat4[float32]: value.mat4f32[].add @data elif T is TMat4[float64]: value.mat4f64[].add @data elif T is Texture: value.texture[].add @data else: {.error: "Virtual datatype has no values".} proc AppendValues*(value: var DataList, data: DataList) = assert value.theType == data.theType, &"Expected datalist of type {value.theType} but got {data.theType}" value.len += data.len case value.theType: of Float32: value.float32[].add data.float32[] of Float64: value.float64[].add data.float64[] of Int8: value.int8[].add data.int8[] of Int16: value.int16[].add data.int16[] of Int32: value.int32[].add data.int32[] of Int64: value.int64[].add data.int64[] of UInt8: value.uint8[].add data.uint8[] of UInt16: value.uint16[].add data.uint16[] of UInt32: value.uint32[].add data.uint32[] of UInt64: value.uint64[].add data.uint64[] of Vec2I32: value.vec2i32[].add data.vec2i32[] of Vec2I64: value.vec2i64[].add data.vec2i64[] of Vec3I32: value.vec3i32[].add data.vec3i32[] of Vec3I64: value.vec3i64[].add data.vec3i64[] of Vec4I32: value.vec4i32[].add data.vec4i32[] of Vec4I64: value.vec4i64[].add data.vec4i64[] of Vec2U32: value.vec2u32[].add data.vec2u32[] of Vec2U64: value.vec2u64[].add data.vec2u64[] of Vec3U32: value.vec3u32[].add data.vec3u32[] of Vec3U64: value.vec3u64[].add data.vec3u64[] of Vec4U32: value.vec4u32[].add data.vec4u32[] of Vec4U64: value.vec4u64[].add data.vec4u64[] of Vec2F32: value.vec2f32[].add data.vec2f32[] of Vec2F64: value.vec2f64[].add data.vec2f64[] of Vec3F32: value.vec3f32[].add data.vec3f32[] of Vec3F64: value.vec3f64[].add data.vec3f64[] of Vec4F32: value.vec4f32[].add data.vec4f32[] of Vec4F64: value.vec4f64[].add data.vec4f64[] of Mat2F32: value.mat2f32[].add data.mat2f32[] of Mat2F64: value.mat2f64[].add data.mat2f64[] of Mat23F32: value.mat23f32[].add data.mat23f32[] of Mat23F64: value.mat23f64[].add data.mat23f64[] of Mat32F32: value.mat32f32[].add data.mat32f32[] of Mat32F64: value.mat32f64[].add data.mat32f64[] of Mat3F32: value.mat3f32[].add data.mat3f32[] of Mat3F64: value.mat3f64[].add data.mat3f64[] of Mat34F32: value.mat34f32[].add data.mat34f32[] of Mat34F64: value.mat34f64[].add data.mat34f64[] of Mat43F32: value.mat43f32[].add data.mat43f32[] of Mat43F64: value.mat43f64[].add data.mat43f64[] of Mat4F32: value.mat4f32[].add data.mat4f32[] of Mat4F64: value.mat4f64[].add data.mat4f64[] of TextureType: value.texture[].add data.texture[] proc AppendFrom*(a: var DataList, i: int, b: DataList, j: int) = assert a.theType == b.theType case a.theType of Float32: a.float32[i] = b.float32[j] of Float64: a.float64[i] = b.float64[j] of Int8: a.int8[i] = b.int8[j] of Int16: a.int16[i] = b.int16[j] of Int32: a.int32[i] = b.int32[j] of Int64: a.int64[i] = b.int64[j] of UInt8: a.uint8[i] = b.uint8[j] of UInt16: a.uint16[i] = b.uint16[j] of UInt32: a.uint32[i] = b.uint32[j] of UInt64: a.uint64[i] = b.uint64[j] of Vec2I32: a.vec2i32[i] = b.vec2i32[j] of Vec2I64: a.vec2i64[i] = b.vec2i64[j] of Vec3I32: a.vec3i32[i] = b.vec3i32[j] of Vec3I64: a.vec3i64[i] = b.vec3i64[j] of Vec4I32: a.vec4i32[i] = b.vec4i32[j] of Vec4I64: a.vec4i64[i] = b.vec4i64[j] of Vec2U32: a.vec2u32[i] = b.vec2u32[j] of Vec2U64: a.vec2u64[i] = b.vec2u64[j] of Vec3U32: a.vec3u32[i] = b.vec3u32[j] of Vec3U64: a.vec3u64[i] = b.vec3u64[j] of Vec4U32: a.vec4u32[i] = b.vec4u32[j] of Vec4U64: a.vec4u64[i] = b.vec4u64[j] of Vec2F32: a.vec2f32[i] = b.vec2f32[j] of Vec2F64: a.vec2f64[i] = b.vec2f64[j] of Vec3F32: a.vec3f32[i] = b.vec3f32[j] of Vec3F64: a.vec3f64[i] = b.vec3f64[j] of Vec4F32: a.vec4f32[i] = b.vec4f32[j] of Vec4F64: a.vec4f64[i] = b.vec4f64[j] of Mat2F32: a.mat2f32[i] = b.mat2f32[j] of Mat2F64: a.mat2f64[i] = b.mat2f64[j] of Mat23F32: a.mat23f32[i] = b.mat23f32[j] of Mat23F64: a.mat23f64[i] = b.mat23f64[j] of Mat32F32: a.mat32f32[i] = b.mat32f32[j] of Mat32F64: a.mat32f64[i] = b.mat32f64[j] of Mat3F32: a.mat3f32[i] = b.mat3f32[j] of Mat3F64: a.mat3f64[i] = b.mat3f64[j] of Mat34F32: a.mat34f32[i] = b.mat34f32[j] of Mat34F64: a.mat34f64[i] = b.mat34f64[j] of Mat43F32: a.mat43f32[i] = b.mat43f32[j] of Mat43F64: a.mat43f64[i] = b.mat43f64[j] of Mat4F32: a.mat4f32[i] = b.mat4f32[j] of Mat4F64: a.mat4f64[i] = b.mat4f64[j] of TextureType: a.texture[i] = b.texture[j] proc Copy*(datalist: DataList): DataList = result = InitDataList(datalist.theType) result.AppendValues(datalist) func `$`*(list: DataList): string = case list.theType of Float32: $list.float32[] of Float64: $list.float64[] of Int8: $list.int8[] of Int16: $list.int16[] of Int32: $list.int32[] of Int64: $list.int64[] of UInt8: $list.uint8[] of UInt16: $list.uint16[] of UInt32: $list.uint32[] of UInt64: $list.uint64[] of Vec2I32: $list.vec2i32[] of Vec2I64: $list.vec2i64[] of Vec3I32: $list.vec3i32[] of Vec3I64: $list.vec3i64[] of Vec4I32: $list.vec4i32[] of Vec4I64: $list.vec4i64[] of Vec2U32: $list.vec2u32[] of Vec2U64: $list.vec2u64[] of Vec3U32: $list.vec3u32[] of Vec3U64: $list.vec3u64[] of Vec4U32: $list.vec4u32[] of Vec4U64: $list.vec4u64[] of Vec2F32: $list.vec2f32[] of Vec2F64: $list.vec2f64[] of Vec3F32: $list.vec3f32[] of Vec3F64: $list.vec3f64[] of Vec4F32: $list.vec4f32[] of Vec4F64: $list.vec4f64[] of Mat2F32: $list.mat2f32[] of Mat2F64: $list.mat2f64[] of Mat23F32: $list.mat23f32[] of Mat23F64: $list.mat23f64[] of Mat32F32: $list.mat32f32[] of Mat32F64: $list.mat32f64[] of Mat3F32: $list.mat3f32[] of Mat3F64: $list.mat3f64[] of Mat34F32: $list.mat34f32[] of Mat34F64: $list.mat34f64[] of Mat43F32: $list.mat43f32[] of Mat43F64: $list.mat43f64[] of Mat4F32: $list.mat4f32[] of Mat4F64: $list.mat4f64[] of TextureType: $list.texture[]