/* 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 "DeviceContextFuncBindings.h" #include "GraphicsUtilities.h" #include "TextureViewParser.h" #include "EngineObjectParserBase.h" #include "ShaderResourceBindingParser.h" #include "PSODescParser.h" namespace Diligent { DeviceContextFuncBindings::DeviceContextFuncBindings( IRenderDevice *pRenderDevice, lua_State *L, TextureViewParser *pTexViewPasrser, ShaderResourceBindingParser *pSRBParser, PSODescParser *pPSOParser) : m_SetRenderTargetsBinding(this, L, "Context", "SetRenderTargets", &DeviceContextFuncBindings::SetRenderTargets), m_ClearRenderTargetBinding(this, L, "Context", "ClearRenderTarget", &DeviceContextFuncBindings::ClearRenderTarget), m_ClearDepthStencilBinding(this, L, "Context", "ClearDepthStencil", &DeviceContextFuncBindings::ClearDepthStencil), m_SetStencilRefBinding(this, L, "Context", "SetStencilRef", &DeviceContextFuncBindings::SetStencilRef), m_SetBlendFactorsBinding(this, L, "Context", "SetBlendFactors", &DeviceContextFuncBindings::SetBlendFactors), m_CommitShaderResourcesBinding(this, L, "Context", "CommitShaderResources", &DeviceContextFuncBindings::CommitShaderResources), m_TransitionShaderResourcesBinding(this, L, "Context", "TransitionShaderResources", &DeviceContextFuncBindings::TransitionShaderResources), m_TexViewMetatableName( pTexViewPasrser->GetMetatableName() ), m_ShaderResBindingMetatableName( pSRBParser->GetMetatableName() ), m_PSOMetatableName(pPSOParser->GetMetatableName()) { DEFINE_ENUM_ELEMENT_MAPPING( m_CommitShaderResFlagsEnumMapping, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES ); }; int DeviceContextFuncBindings::SetRenderTargets( lua_State *L ) { auto NumArgs = lua_gettop( L ); ITextureView *pRTVs[MaxRenderTargets] = {}; ITextureView *pDSV = nullptr; Uint32 NumRTs = 0; for( int CurrArg = 1; CurrArg <= NumArgs; ++CurrArg ) { auto *pView = *GetUserData( L, CurrArg, m_TexViewMetatableName.c_str() ); auto ViewType = pView->GetDesc().ViewType; if( ViewType == TEXTURE_VIEW_RENDER_TARGET ) { if( NumRTs < MaxRenderTargets ) { pRTVs[NumRTs] = pView; ++NumRTs; } else { SCRIPT_PARSING_ERROR( L, "Too many render targets are being set. ", MaxRenderTargets, " at most are allowed." ); } } else if( ViewType == TEXTURE_VIEW_DEPTH_STENCIL ) { if( pDSV != nullptr ) SCRIPT_PARSING_ERROR( L, "Respecifying depth stencil view. Only one is allowed" ); pDSV = pView; } else { SCRIPT_PARSING_ERROR( L, "Unexpected view type. Only render target and depth stencil are allowed" ); } } auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L ); pContext->SetRenderTargets( NumRTs, pRTVs, pDSV ); // Return no values to Lua return 0; } int DeviceContextFuncBindings::ClearRenderTarget( lua_State *L ) { auto NumArgs = lua_gettop( L ); ITextureView *pView = nullptr; Float32 RGBA[4] = {}; int CurrArg = 1; if( CurrArg <= NumArgs ) { if( lua_type( L, CurrArg ) == LUA_TUSERDATA ) { pView = *GetUserData( L, CurrArg, m_TexViewMetatableName.c_str() ); ++CurrArg; } } for( int c = 0; c < 4 && CurrArg <= NumArgs; ++c, ++CurrArg ) { RGBA[c] = ReadValueFromLua( L, CurrArg ); } auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L ); pContext->ClearRenderTarget( pView, RGBA ); return 0; } int DeviceContextFuncBindings::ClearDepthStencil( lua_State *L ) { auto NumArgs = lua_gettop( L ); ITextureView *pView = nullptr; Float32 fDepth = 1.f; Uint8 Stencil = 0; Uint32 ClearFlags = 0; int CurrArg = 1; if( CurrArg <= NumArgs ) { if( lua_type( L, CurrArg ) == LUA_TUSERDATA ) { pView = *GetUserData( L, CurrArg, m_TexViewMetatableName.c_str() ); ++CurrArg; } } if( CurrArg <= NumArgs ) { fDepth = ReadValueFromLua( L, CurrArg ); ClearFlags |= CLEAR_DEPTH_FLAG; ++CurrArg; } if( CurrArg <= NumArgs ) { Stencil = ReadValueFromLua( L, CurrArg ); ClearFlags |= CLEAR_STENCIL_FLAG; ++CurrArg; } auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L ); pContext->ClearDepthStencil( pView, ClearFlags, fDepth, Stencil ); return 0; } int DeviceContextFuncBindings::SetStencilRef( lua_State *L ) { auto NumArgs = lua_gettop( L ); Uint32 StencilRef = 0; if(NumArgs >= 1 ) StencilRef = ReadValueFromLua( L, 1 ); auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L ); pContext->SetStencilRef( StencilRef ); // Return no values to Lua return 0; } int DeviceContextFuncBindings::SetBlendFactors( lua_State *L ) { float BlendFactors[4] = {}; auto NumArgs = lua_gettop( L ); for(int bf=0; bf < std::min(NumArgs, 4); ++bf) BlendFactors[bf] = ReadValueFromLua( L, bf+1 ); auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L ); pContext->SetBlendFactors( BlendFactors ); // Return no values to Lua return 0; } int DeviceContextFuncBindings::CommitShaderResources( lua_State *L ) { auto NumArgs = lua_gettop( L ); IShaderResourceBinding *pShaderResBinding = nullptr; int CurrArg = 1; if(NumArgs >= CurrArg ) { if( lua_type( L, CurrArg ) == LUA_TUSERDATA ) { pShaderResBinding = *GetUserData( L, CurrArg, m_ShaderResBindingMetatableName.c_str() ); ++CurrArg; } } Uint32 Flags = 0; if(NumArgs >= CurrArg && (lua_type( L, CurrArg ) == LUA_TSTRING || lua_type( L, CurrArg ) == LUA_TTABLE ) ) { FlagsLoader CommitShaderResFlagsLoader(0, "CommitShaderResourcesFlag", m_CommitShaderResFlagsEnumMapping); CommitShaderResFlagsLoader.SetValue( L, CurrArg, &Flags ); ++CurrArg; } auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L ); pContext->CommitShaderResources( pShaderResBinding, Flags ); return 0; } int DeviceContextFuncBindings::TransitionShaderResources( lua_State *L ) { auto NumArgs = lua_gettop( L ); IPipelineState *pPSO = nullptr; int CurrArg = 1; if(NumArgs >= CurrArg ) { if( lua_type( L, CurrArg ) == LUA_TUSERDATA ) { pPSO = *GetUserData( L, CurrArg, m_PSOMetatableName.c_str() ); ++CurrArg; } } if( !pPSO ) { SCRIPT_PARSING_ERROR( L, "PSO is expected as the first argument" ); } IShaderResourceBinding *pShaderResBinding = nullptr; if(NumArgs >= CurrArg ) { if( lua_type( L, CurrArg ) == LUA_TUSERDATA ) { pShaderResBinding = *GetUserData( L, CurrArg, m_ShaderResBindingMetatableName.c_str() ); ++CurrArg; } } auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L ); pContext->TransitionShaderResources( pPSO, pShaderResBinding ); return 0; } }