/* 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 : 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( pBasePointer, m_MemberOffset); const auto &NumVars = GetMemberByOffest( 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>( pBasePointer, m_VarDescBufferOffset); auto &ShaderNamesBuffer = GetMemberByOffest>( pBasePointer, m_VarNamesBufferOffset); ParseLuaArray( L, Index, pBasePointer, [&]( void* _pBasePointer, int StackIndex, int NewArrayIndex ) { VERIFY_EXPR( pBasePointer == _pBasePointer ); auto CurrIndex = ShaderVarDescBuffer.size(); if( static_cast(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(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( pBasePointer, m_MemberOffset); auto &NumVars = GetMemberByOffest( pBasePointer, m_NumVariablesOffset); NumVars = static_cast(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 : 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(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( pBasePointer, m_MemberOffset); const auto &NumStaticSamplers = GetMemberByOffest( 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>( pBasePointer, m_StaticSamplersBufferOffset); auto &StaticSamplerTexNamesBuffer = GetMemberByOffest>( pBasePointer, m_StaticSamplerTexNamesBufferOffset); ParseLuaArray( L, Index, pBasePointer, [&]( void* _pBasePointer, int StackIndex, int NewArrayIndex ) { VERIFY_EXPR( pBasePointer == _pBasePointer ); auto CurrIndex = StaticSamplersBuffer.size(); if(static_cast(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(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( pBasePointer, m_MemberOffset); auto &NumStaticSamplers = GetMemberByOffest( pBasePointer, m_NumStaticSamplersOffset); NumStaticSamplers = static_cast(StaticSamplersBuffer.size()); StaticSamplers = NumStaticSamplers ? StaticSamplersBuffer.data() : nullptr; } private: BindingsMapType m_Bindings; EnumMapping m_FilterTypeEnumMapping; EnumMapping m_TexAddrModeEnumMapping; ComparisonFuncEnumMapping m_CmpFuncEnumMapping; size_t m_NumStaticSamplersOffset; size_t m_StaticSamplersBufferOffset; size_t m_StaticSamplerTexNamesBufferOffset; }; class ShaderDescLoader; template<> class MemberBinder : 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(pNameBinder) ) ); DEFINE_ENUM_BINDER( m_Bindings, ShaderDesc, ShaderType, m_ShaderTypeEnumMapping ); DEFINE_ENUM_BINDER( m_Bindings, ShaderDesc, DefaultVariableType, m_ShaderVarTypeEnumMapping ); auto *pShaderDescBinder = new MemberBinder( offsetof(ShaderDesc, VariableDesc), offsetof(ShaderDesc, NumVariables), VarDescBufferOffset, VarNamesBufferOffset ); m_Bindings.insert( std::make_pair( "VariableDesc", std::unique_ptr(pShaderDescBinder) ) ); auto *pStaticSamplerDescBinder = new MemberBinder( offsetof(ShaderDesc, StaticSamplers), offsetof(ShaderDesc, NumStaticSamplers), StaticSamplersBufferOffset, StaticSamplerTexNamesBufferOffset ); m_Bindings.insert( std::make_pair( "StaticSamplers", std::unique_ptr(pStaticSamplerDescBinder) ) ); } virtual void GetValue( lua_State *L, const void* pBasePointer ) { const auto *pShaderDesc = &GetMemberByOffest( pBasePointer, m_MemberOffset ); PushLuaTable( L, pShaderDesc, m_Bindings ); } virtual void SetValue( lua_State *L, int Index, void* pBasePointer ) { auto *pShaderDesc = &GetMemberByOffest(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( 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( 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(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( 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(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( L, 1, m_MetatableRegistryName.c_str() ); VERIFY( pShader, "Shader pointer is null" ); if( !pShader )return 0; auto *pResourceMapping = *GetUserData( 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 FlagsLoader(0, "BindShaderResourceFlags", m_BindShaderResFlagEnumMapping); FlagsLoader.SetValue( L, FlagsArgInd, &Flags ); } pShader->BindResources( pResourceMapping, Flags ); } catch( const std::runtime_error& ) { } return 0; } }