/* Copyright 2015-2018 Egor Yusov
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
*
* In no event and under no legal theory, whether in tort (including negligence),
* contract, or otherwise, unless required by applicable law (such as deliberate
* and grossly negligent acts) or agreed to in writing, shall any Contributor be
* liable for any damages, including any direct, indirect, special, incidental,
* or consequential damages of any character arising as a result of this License or
* out of the use or inability to use the software (including but not limited to damages
* for loss of goodwill, work stoppage, computer failure or malfunction, or any and
* all other commercial damages or losses), even if such Contributor has been advised
* of the possibility of such damages.
*/
#include "pch.h"
#include "ShaderParser.h"
#include "BasicShaderSourceStreamFactory.h"
#include "SamplerParser.h"
namespace std
{
DEFINE_ENUM_HASH( Diligent::SHADER_VARIABLE_TYPE )
}
namespace Diligent
{
const Char* ShaderParser::ShaderLibName = "Shader";
class ShaderVariableTypeEnumMapping : public EnumMapping < Diligent::SHADER_VARIABLE_TYPE >
{
public:
ShaderVariableTypeEnumMapping()
{
DEFINE_ENUM_ELEMENT_MAPPING( (*this), SHADER_VARIABLE_TYPE_STATIC );
DEFINE_ENUM_ELEMENT_MAPPING( (*this), SHADER_VARIABLE_TYPE_MUTABLE );
DEFINE_ENUM_ELEMENT_MAPPING( (*this), SHADER_VARIABLE_TYPE_DYNAMIC );
}
};
class ShaderVariableDescArrayParser;
template<>
class MemberBinder<ShaderVariableDescArrayParser> : public MemberBinderBase
{
public:
MemberBinder( size_t VariableDescOffset,
size_t NumVariablesOffset,
size_t VarDescBufferOffset,
size_t VarNamesBufferOffset ) :
MemberBinderBase( VariableDescOffset ),
m_NumVariablesOffset(NumVariablesOffset),
m_VarDescBufferOffset(VarDescBufferOffset),
m_VarNamesBufferOffset(VarNamesBufferOffset)
{
DEFINE_ENUM_BINDER( m_Bindings, ShaderVariableDesc, Type, m_ShaderVarTypeEnumMapping );
}
virtual void GetValue( lua_State *L, const void* pBasePointer )override
{
// Use raw pointer to push the value to Lua because the buffer
// most likely does not exist
const auto &VarDesc = GetMemberByOffest<ShaderVariableDesc*>( pBasePointer, m_MemberOffset);
const auto &NumVars = GetMemberByOffest<Uint32>( pBasePointer, m_NumVariablesOffset);
PushLuaArray( L, VarDesc, VarDesc + NumVars, [&]( const ShaderVariableDesc &VarDesc )
{
// Push variable type. The function will leave the new table on top
// of the stack
PushLuaTable( L, &VarDesc, m_Bindings ); // Stack: +1
// Push name into the same table
lua_pushstring( L, "Name" ); // Stack: +2
lua_pushstring( L, VarDesc.Name); // Stack: +3
lua_settable( L, -3 ); // Stack: +1
}
);
}
virtual void SetValue( lua_State *L, int Index, void* pBasePointer )override
{
auto &ShaderVarDescBuffer = GetMemberByOffest<std::vector<ShaderVariableDesc>>( pBasePointer, m_VarDescBufferOffset);
auto &ShaderNamesBuffer = GetMemberByOffest<std::vector<String>>( pBasePointer, m_VarNamesBufferOffset);
ParseLuaArray( L, Index, pBasePointer,
[&]( void* _pBasePointer, int StackIndex, int NewArrayIndex )
{
VERIFY_EXPR( pBasePointer == _pBasePointer );
auto CurrIndex = ShaderVarDescBuffer.size();
if( static_cast<int>(CurrIndex) != NewArrayIndex - 1 )
SCRIPT_PARSING_ERROR( L, "Explicit array indices are not allowed in shader name description. Provided index ", NewArrayIndex - 1, " conflicts with actual index ", CurrIndex, "." );
ShaderVarDescBuffer.resize( CurrIndex + 1 );
ShaderNamesBuffer.resize( CurrIndex + 1 );
ParseLuaTable( L, StackIndex, &(ShaderVarDescBuffer)[CurrIndex],
[&](int TblStackInd, void* __pBasePointer, const char *Key)
{
auto Binding = m_Bindings.find( Key );
if( Binding != m_Bindings.end() )
{
Binding->second->SetValue( L, TblStackInd, __pBasePointer );
}
else if (strcmp(Key, "Name") == 0)
{
auto Name = ReadValueFromLua<const Char*>(L, TblStackInd);
ShaderNamesBuffer[CurrIndex] = Name;
}
else
{
SCRIPT_PARSING_ERROR( L, "Unknown Member \"", Key, '\"' );
}
}
);
if( ShaderNamesBuffer[CurrIndex].length() == 0 )
SCRIPT_PARSING_ERROR(L, "Missing shader variable name")
}
);
for(size_t v=0; v < ShaderVarDescBuffer.size(); ++v)
{
ShaderVarDescBuffer[v].Name = ShaderNamesBuffer[v].c_str();
}
auto &VarDesc = GetMemberByOffest<ShaderVariableDesc*>( pBasePointer, m_MemberOffset);
auto &NumVars = GetMemberByOffest<Uint32>( pBasePointer, m_NumVariablesOffset);
NumVars = static_cast<Uint32>(ShaderVarDescBuffer.size());
VarDesc = NumVars ? ShaderVarDescBuffer.data() : nullptr;
}
private:
BindingsMapType m_Bindings;
ShaderVariableTypeEnumMapping m_ShaderVarTypeEnumMapping;
ShaderTypeEnumMapping m_ShaderTypeEnumMapping;
size_t m_NumVariablesOffset;
size_t m_VarDescBufferOffset;
size_t m_VarNamesBufferOffset;
};
class StaticSamplerDescArrayParser;
template<>
class MemberBinder<StaticSamplerDescArrayParser> : public MemberBinderBase
{
public:
MemberBinder( size_t StaticSamplerDescOffset,
size_t NumStaticSamplersOffset,
size_t StaticSamplersBufferOffset,
size_t StaticSamplerTexNamesBufferOffset ) :
MemberBinderBase( StaticSamplerDescOffset ),
m_NumStaticSamplersOffset(NumStaticSamplersOffset),
m_StaticSamplersBufferOffset(StaticSamplersBufferOffset),
m_StaticSamplerTexNamesBufferOffset(StaticSamplerTexNamesBufferOffset)
{
InitSamplerParserBindings<SamplerDesc>(m_Bindings, m_FilterTypeEnumMapping, m_TexAddrModeEnumMapping, m_CmpFuncEnumMapping);
}
virtual void GetValue( lua_State *L, const void* pBasePointer )override
{
// Use raw pointer to push the value to Lua because the buffer
// most likely does not exist
const auto &StaticSamplers = GetMemberByOffest<StaticSamplerDesc*>( pBasePointer, m_MemberOffset);
const auto &NumStaticSamplers = GetMemberByOffest<Uint32>( pBasePointer, m_NumStaticSamplersOffset);
PushLuaArray( L, StaticSamplers, StaticSamplers + NumStaticSamplers, [&]( const StaticSamplerDesc &SamDesc )
{
// Push new table to hold variables of StaticSamplerDesc struct
lua_newtable(L); // Stack: +1
// Push "Desc" field
lua_pushstring( L, "Desc" ); // Stack: +2
// Push members of StaticSamplerDesc::Desc. The function will leave new table on top
// of the stack
PushLuaTable( L, &SamDesc.Desc, m_Bindings ); // Stack: +3
// Push the table from the top into the parent table
lua_settable( L, -3 ); // Stack: +1
// Push "SamplerOrTextureName" field
lua_pushstring( L, "SamplerOrTextureName" ); // Stack: +2
lua_pushstring( L, SamDesc.SamplerOrTextureName); // Stack: +3
lua_settable( L, -3 ); // Stack: +1
}
);
}
virtual void SetValue( lua_State *L, int Index, void* pBasePointer )override
{
auto &StaticSamplersBuffer = GetMemberByOffest<std::vector<StaticSamplerDesc>>( pBasePointer, m_StaticSamplersBufferOffset);
auto &StaticSamplerTexNamesBuffer = GetMemberByOffest<std::vector<String>>( pBasePointer, m_StaticSamplerTexNamesBufferOffset);
ParseLuaArray( L, Index, pBasePointer,
[&]( void* _pBasePointer, int StackIndex, int NewArrayIndex )
{
VERIFY_EXPR( pBasePointer == _pBasePointer );
auto CurrIndex = StaticSamplersBuffer.size();
if(static_cast<int>(CurrIndex) != NewArrayIndex - 1 )
SCRIPT_PARSING_ERROR( L, "Explicit array indices are not allowed in static sampler description. Provided index ", NewArrayIndex - 1, " conflicts with actual index ", CurrIndex, "." );
StaticSamplersBuffer.resize( CurrIndex + 1 );
StaticSamplerTexNamesBuffer.resize( CurrIndex + 1 );
ParseLuaTable( L, StackIndex, &(StaticSamplersBuffer)[CurrIndex],
[&](int TblStackInd, void* __pBasePointer, const char *Key)
{
if (strcmp(Key, "Desc") == 0)
{
ParseLuaTable( L, StackIndex, &(StaticSamplersBuffer)[CurrIndex].Desc,
[&](int TblStackInd, void* __pBasePointer, const char *Key)
{
if (strcmp(Key, "Name") == 0)
{
UNSUPPORTED("Parsing of the static sampler name is not implemented");
}
else
{
auto Binding = m_Bindings.find( Key );
if (Binding != m_Bindings.end())
{
Binding->second->SetValue( L, TblStackInd, __pBasePointer );
}
else
{
SCRIPT_PARSING_ERROR( L, "Unknown Member \"", Key, '\"' );
}
}
}
);
}
else if (strcmp(Key, "SamplerOrTextureName") == 0)
{
auto Name = ReadValueFromLua<const Char*>(L, TblStackInd);
StaticSamplerTexNamesBuffer[CurrIndex] = Name;
}
else
{
SCRIPT_PARSING_ERROR( L, "Unknown Member \"", Key, '\"' );
}
}
);
if( StaticSamplerTexNamesBuffer[CurrIndex].length() == 0 )
SCRIPT_PARSING_ERROR(L, "Missing static sampler texture name")
}
);
for(size_t v=0; v < StaticSamplersBuffer.size(); ++v)
{
StaticSamplersBuffer[v].SamplerOrTextureName = StaticSamplerTexNamesBuffer[v].c_str();
}
auto &StaticSamplers = GetMemberByOffest<StaticSamplerDesc*>( pBasePointer, m_MemberOffset);
auto &NumStaticSamplers = GetMemberByOffest<Uint32>( pBasePointer, m_NumStaticSamplersOffset);
NumStaticSamplers = static_cast<Uint32>(StaticSamplersBuffer.size());
StaticSamplers = NumStaticSamplers ? StaticSamplersBuffer.data() : nullptr;
}
private:
BindingsMapType m_Bindings;
EnumMapping<FILTER_TYPE> m_FilterTypeEnumMapping;
EnumMapping<TEXTURE_ADDRESS_MODE> m_TexAddrModeEnumMapping;
ComparisonFuncEnumMapping m_CmpFuncEnumMapping;
size_t m_NumStaticSamplersOffset;
size_t m_StaticSamplersBufferOffset;
size_t m_StaticSamplerTexNamesBufferOffset;
};
class ShaderDescLoader;
template<>
class MemberBinder<ShaderDescLoader> : public MemberBinderBase
{
public:
MemberBinder( size_t MemberOffset, size_t VarDescBufferOffset, size_t VarNamesBufferOffset, size_t StaticSamplersBufferOffset, size_t StaticSamplerTexNamesBufferOffset ) :
MemberBinderBase( MemberOffset )
{
auto *pNameBinder = new BufferedStringBinder( offsetof( ShaderDesc, Name ),
// This is a small hack: we need to compute an offset from the beginning of ShaderDesc structure to
// the NameBuffer member of ShaderCreationAttribsWrapper:
offsetof( ShaderParser::ShaderCreationAttribsWrapper, NameBuffer ) - offsetof( ShaderParser::ShaderCreationAttribsWrapper, Desc.Name ) );
// No need to make a copy of Name since it is constant and HashMapStringKey will simply
// keep pointer to it
m_Bindings.insert( std::make_pair( "Name", std::unique_ptr<MemberBinderBase>(pNameBinder) ) );
DEFINE_ENUM_BINDER( m_Bindings, ShaderDesc, ShaderType, m_ShaderTypeEnumMapping );
DEFINE_ENUM_BINDER( m_Bindings, ShaderDesc, DefaultVariableType, m_ShaderVarTypeEnumMapping );
auto *pShaderDescBinder =
new MemberBinder<ShaderVariableDescArrayParser>(
offsetof(ShaderDesc, VariableDesc),
offsetof(ShaderDesc, NumVariables),
VarDescBufferOffset,
VarNamesBufferOffset
);
m_Bindings.insert( std::make_pair( "VariableDesc", std::unique_ptr<MemberBinderBase>(pShaderDescBinder) ) );
auto *pStaticSamplerDescBinder =
new MemberBinder<StaticSamplerDescArrayParser>(
offsetof(ShaderDesc, StaticSamplers),
offsetof(ShaderDesc, NumStaticSamplers),
StaticSamplersBufferOffset,
StaticSamplerTexNamesBufferOffset
);
m_Bindings.insert( std::make_pair( "StaticSamplers", std::unique_ptr<MemberBinderBase>(pStaticSamplerDescBinder) ) );
}
virtual void GetValue( lua_State *L, const void* pBasePointer )
{
const auto *pShaderDesc = &GetMemberByOffest<ShaderDesc>( pBasePointer, m_MemberOffset );
PushLuaTable( L, pShaderDesc, m_Bindings );
}
virtual void SetValue( lua_State *L, int Index, void* pBasePointer )
{
auto *pShaderDesc = &GetMemberByOffest<ShaderDesc>(pBasePointer, m_MemberOffset);
ParseLuaTable( L, Index, pShaderDesc, m_Bindings );
}
private:
BindingsMapType m_Bindings;
ShaderTypeEnumMapping m_ShaderTypeEnumMapping;
ShaderVariableTypeEnumMapping m_ShaderVarTypeEnumMapping;
};
ShaderParser::ShaderParser( IRenderDevice *pRenderDevice, lua_State *L, const String& ResMappingMetatableName ) :
EngineObjectParserCommon<IShader>( pRenderDevice, L, ShaderLibName ),
m_BindResourcesBinding( this, L, m_MetatableRegistryName.c_str(), "BindResources", &ShaderParser::BindResources ),
m_ResMappingMetatableName(ResMappingMetatableName)
{
DEFINE_BUFFERED_STRING_BINDER( m_Bindings, ShaderCreationAttribsWrapper, FilePath, FilePathBuffer )
DEFINE_BUFFERED_STRING_BINDER( m_Bindings, ShaderCreationAttribsWrapper, Source, SourceBuffer )
DEFINE_BUFFERED_STRING_BINDER( m_Bindings, ShaderCreationAttribsWrapper, EntryPoint, EntryPointBuffer )
DEFINE_BUFFERED_STRING_BINDER( m_Bindings, ShaderCreationAttribsWrapper, SearchDirectories, SearchDirectoriesBuffer )
DEFINE_BUFFERED_STRING_BINDER( m_Bindings, ShaderCreationAttribsWrapper, CombinedSamplerSuffix, CombinedSamplerSuffixBuffer )
DEFINE_BINDER(m_Bindings, ShaderCreationAttribsWrapper, UseCombinedTextureSamplers);
DEFINE_ENUM_ELEMENT_MAPPING( m_ShaderSourceLangEnumMapping, SHADER_SOURCE_LANGUAGE_DEFAULT );
DEFINE_ENUM_ELEMENT_MAPPING( m_ShaderSourceLangEnumMapping, SHADER_SOURCE_LANGUAGE_HLSL );
DEFINE_ENUM_ELEMENT_MAPPING( m_ShaderSourceLangEnumMapping, SHADER_SOURCE_LANGUAGE_GLSL );
DEFINE_ENUM_BINDER( m_Bindings, ShaderCreationAttribsWrapper, SourceLanguage, m_ShaderSourceLangEnumMapping );
auto *pShaderDescBinder =
new MemberBinder<ShaderDescLoader>(
offsetof(ShaderCreationAttribsWrapper, Desc),
offsetof(ShaderCreationAttribsWrapper, m_VarDescBuffer) - offsetof(ShaderCreationAttribsWrapper, Desc),
offsetof(ShaderCreationAttribsWrapper, m_VarNamesBuffer) - offsetof(ShaderCreationAttribsWrapper, Desc),
offsetof(ShaderCreationAttribsWrapper, m_StaticSamplersBuffer) - offsetof(ShaderCreationAttribsWrapper, Desc),
offsetof(ShaderCreationAttribsWrapper, m_StaticSamplerTexNamesBuffer) - offsetof(ShaderCreationAttribsWrapper, Desc)
);
m_Bindings.insert( std::make_pair( "Desc", std::unique_ptr<MemberBinderBase>(pShaderDescBinder) ) );
};
void ShaderParser::CreateObj( lua_State *L )
{
INIT_LUA_STACK_TRACKING( L );
ShaderCreationAttribsWrapper ShaderCreationAttrs;
ParseLuaTable( L, -1, &ShaderCreationAttrs, m_Bindings );
BasicShaderSourceStreamFactory BasicSSSFactory(ShaderCreationAttrs.SearchDirectories);
ShaderCreationAttrs.pShaderSourceStreamFactory = &BasicSSSFactory;
CHECK_LUA_STACK_HEIGHT();
IShader **ppShader = reinterpret_cast<IShader**>( lua_newuserdata( L, sizeof( IShader* ) ) );
*ppShader = nullptr;
m_pRenderDevice->CreateShader( ShaderCreationAttrs, ppShader );
if( *ppShader == nullptr )
SCRIPT_PARSING_ERROR(L, "Failed to create a shader")
CHECK_LUA_STACK_HEIGHT( +1 );
}
void ShaderParser::ReadField( lua_State *L, void *pData, const Char *Field )
{
ShaderCreationAttribsWrapper ShaderCreationAttrs;
auto *ppShader = reinterpret_cast<IShader**>(pData);
ShaderCreationAttrs.Desc = (*ppShader)->GetDesc();
PushField( L, &ShaderCreationAttrs, Field, m_Bindings );
}
int ShaderParser::BindResources( lua_State *L )
{
// In order to communicate properly with Lua, a C function must use the following protocol,
// which defines the way parameters and results are passed : a C function receives its arguments
// from Lua in its PRIVATE stack in direct order( the first argument is pushed first ).So, when the
// function starts, lua_gettop( L ) returns the number of arguments received by the function.The first
// argument( if any ) is at index 1 and its last argument is at index lua_gettop( L ).
// To return values to Lua, a C function just pushes them onto the stack, in direct order
// ( the first result is pushed first ), and returns the number of results.
// Any other value in the stack below the results will be properly discarded by Lua.
// Like a Lua function, a C function called by Lua can also return many results.
try
{
auto NumArgs = lua_gettop( L );
if( NumArgs < 2 )
{
SCRIPT_PARSING_ERROR( L, "At least 1 argument (resource mapping) is expected" );
}
auto *pShader = *GetUserData<IShader**>( L, 1, m_MetatableRegistryName.c_str() );
VERIFY( pShader, "Shader pointer is null" );
if( !pShader )return 0;
auto *pResourceMapping = *GetUserData<IResourceMapping**>( L, 2, m_ResMappingMetatableName.c_str() );
if( !pResourceMapping )
{
SCRIPT_PARSING_ERROR( L, "Incorrect 1st argument type: resource mapping is expected" );
}
Uint32 Flags = 0;
// The last argument may be flags
const int FlagsArgInd = 3;
if( NumArgs >= FlagsArgInd &&
(lua_type( L, FlagsArgInd ) == LUA_TSTRING || lua_type( L, FlagsArgInd ) == LUA_TTABLE ) )
{
FlagsLoader<BIND_SHADER_RESOURCES_FLAGS> FlagsLoader(0, "BindShaderResourceFlags", m_BindShaderResFlagEnumMapping);
FlagsLoader.SetValue( L, FlagsArgInd, &Flags );
}
pShader->BindResources( pResourceMapping, Flags );
}
catch( const std::runtime_error& )
{
}
return 0;
}
}