/* Copyright 2019 Diligent Graphics LLC * * 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" namespace Diligent { const Char* ShaderParser::ShaderLibName = "Shader"; class ShaderDescLoader; template<> class MemberBinder : public MemberBinderBase { public: MemberBinder( size_t MemberOffset ) : 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 ShaderCreateInfoWrapper: offsetof( ShaderParser::ShaderCreateInfoWrapper, NameBuffer ) - offsetof( ShaderParser::ShaderCreateInfoWrapper, 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 ); } 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; }; ShaderParser::ShaderParser( IRenderDevice *pRenderDevice, lua_State *L) : EngineObjectParserCommon( pRenderDevice, L, ShaderLibName ) { DEFINE_BUFFERED_STRING_BINDER( m_Bindings, ShaderCreateInfoWrapper, FilePath, FilePathBuffer ) DEFINE_BUFFERED_STRING_BINDER( m_Bindings, ShaderCreateInfoWrapper, Source, SourceBuffer ) DEFINE_BUFFERED_STRING_BINDER( m_Bindings, ShaderCreateInfoWrapper, EntryPoint, EntryPointBuffer ) DEFINE_BUFFERED_STRING_BINDER( m_Bindings, ShaderCreateInfoWrapper, SearchDirectories, SearchDirectoriesBuffer ) DEFINE_BUFFERED_STRING_BINDER( m_Bindings, ShaderCreateInfoWrapper, CombinedSamplerSuffix, CombinedSamplerSuffixBuffer ) DEFINE_BINDER(m_Bindings, ShaderCreateInfoWrapper, 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, ShaderCreateInfoWrapper, SourceLanguage, m_ShaderSourceLangEnumMapping ); auto *pShaderDescBinder = new MemberBinder( offsetof(ShaderCreateInfoWrapper, Desc) ); m_Bindings.insert( std::make_pair( "Desc", std::unique_ptr(pShaderDescBinder) ) ); }; void ShaderParser::CreateObj( lua_State *L ) { INIT_LUA_STACK_TRACKING( L ); ShaderCreateInfoWrapper ShaderCreationAttrs; ParseLuaTable( L, -1, &ShaderCreationAttrs, m_Bindings ); RefCntAutoPtr pShaderSourceFactory; m_pRenderDevice->GetEngineFactory()->CreateDefaultShaderSourceStreamFactory(ShaderCreationAttrs.SearchDirectories, &pShaderSourceFactory); ShaderCreationAttrs.pShaderSourceStreamFactory = pShaderSourceFactory; 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 ) { ShaderCreateInfoWrapper ShaderCreationAttrs; auto *ppShader = reinterpret_cast(pData); ShaderCreationAttrs.Desc = (*ppShader)->GetDesc(); PushField( L, &ShaderCreationAttrs, Field, m_Bindings ); } }