/* 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. */ #pragma once #include "LuaWrappers.h" #include "LuaBindings.h" #include "EngineObjectParserBase.h" #include "ClassMethodBinding.h" #include "EngineObjectParserCommon.h" namespace std { DEFINE_ENUM_HASH( Diligent::SHADER_SOURCE_LANGUAGE ) } namespace Diligent { class ShaderParser : public EngineObjectParserCommon { public: ShaderParser( IRenderDevice *pRenderDevice, lua_State *L, const String& ResMappingMetatableName); static const Char* ShaderLibName; // ShaderCreationAttribs structure does not provide storage for the Name field, // nor does it provide storage for FilePath. // We need to use ShaderCreationAttribsWrapper to be able to store the data. struct ShaderCreationAttribsWrapper : ShaderCreationAttribs { String NameBuffer; String SourceBuffer; String FilePathBuffer; String EntryPointBuffer; String SearchDirectoriesBuffer; String CombinedSamplerSuffixBuffer; const char *SearchDirectories = nullptr; std::vector m_VarDescBuffer; std::vector m_VarNamesBuffer; std::vector m_StaticSamplersBuffer; std::vector m_StaticSamplerTexNamesBuffer; }; protected: virtual void CreateObj( lua_State *L ); virtual void ReadField( lua_State *L, void *pData, const Char *Field ); private: ClassMethodCaller< ShaderParser > m_BindResourcesBinding; int BindResources( lua_State *L ); const String m_ResMappingMetatableName; EnumMapping m_ShaderSourceLangEnumMapping; BindShaderResourcesFlagEnumMapping m_BindShaderResFlagEnumMapping; }; }