/* 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 "ShaderResourceBindingParser.h" namespace Diligent { const Char* ShaderResourceBindingParser::ShaderResourceBindingLibName = "ShaderResourceBinding"; ShaderResourceBindingParser::ShaderResourceBindingParser( IRenderDevice *pRenderDevice, lua_State *L, const String &PSOLibMetatableName, const String &ResMappingMetatableName, const String &ShaderVarMetatableRegistryName ) : EngineObjectParserBase( pRenderDevice, L, ShaderResourceBindingLibName ), m_PSOLibMetatableName(PSOLibMetatableName), m_ResMappingMetatableName(ResMappingMetatableName), m_ShaderVarMetatableRegistryName(ShaderVarMetatableRegistryName), m_BindResourcesBinding( this, L, m_MetatableRegistryName.c_str(), "BindResources", &ShaderResourceBindingParser::BindResources ), m_GetVariableBinding( this, L, m_MetatableRegistryName.c_str(), "GetVariable", &ShaderResourceBindingParser::GetVariable ), m_CreateShaderResourceBinding( this, L, PSOLibMetatableName.c_str(), "CreateShaderResourceBinding", &ShaderResourceBindingParser::CreateShaderResourceBinding ) { } void ShaderResourceBindingParser::CreateObj( lua_State *L ) { INIT_LUA_STACK_TRACKING(L); // Shader should be the first argument auto *pPSO = *GetUserData( L, 1, m_PSOLibMetatableName.c_str() ); auto pNewShaderResBndngLuaObj = reinterpret_cast(lua_newuserdata( L, sizeof( IShaderResourceBinding* ) )); pPSO->CreateShaderResourceBinding(pNewShaderResBndngLuaObj); CHECK_LUA_STACK_HEIGHT( +1 ); } void ShaderResourceBindingParser::DestroyObj( void *pData ) { if( pData != nullptr ) { auto ppShaderResBinding = reinterpret_cast(pData); if( *ppShaderResBinding != nullptr ) (*ppShaderResBinding)->Release(); } } void ShaderResourceBindingParser::ReadField( lua_State *L, void *pData, const Char *Field ) { SCRIPT_PARSING_ERROR(L, "Shader resource binding have no fields that can be read") } void ShaderResourceBindingParser::UpdateField( lua_State *L, void *pData, const Char *Field ) { SCRIPT_PARSING_ERROR(L, "Shader resource binding have no fields that can be updated") } void ShaderResourceBindingParser::PushExistingObject( lua_State *L, const void *pObject ) { auto pShaderResourceBinding = reinterpret_cast(lua_newuserdata( L, sizeof( IShaderResourceBinding* ) )); *pShaderResourceBinding = reinterpret_cast( const_cast(pObject) ); (*pShaderResourceBinding)->AddRef(); } int ShaderResourceBindingParser::CreateShaderResourceBinding( lua_State *L ) { return LuaCreate(L); } int ShaderResourceBindingParser::BindResources( lua_State *L ) { try { auto NumArgs = lua_gettop( L ); if( NumArgs < 3 ) { SCRIPT_PARSING_ERROR( L, "At least 2 arguments (shader flags and resource mapping) are expected" ); } int ArgStackInd = 1; auto *pResBinding = *GetUserData( L, ArgStackInd, m_MetatableRegistryName.c_str() ); VERIFY( pResBinding, "Resource mapping pointer is null" ); if( !pResBinding )return 0; ++ArgStackInd; Uint32 ShaderFlags = 0; { FlagsLoader FlagsLoader(0, "BindShaderResourceFlags", m_ShaderTypeEnumMapping); FlagsLoader.SetValue( L, ArgStackInd, &ShaderFlags ); } ++ArgStackInd; auto *pResourceMapping = *GetUserData( L, ArgStackInd, m_ResMappingMetatableName.c_str() ); if( !pResourceMapping ) { SCRIPT_PARSING_ERROR( L, "Incorrect 2nd argument type: resource mapping is expected" ); } ++ArgStackInd; Uint32 Flags = 0; // The last argument may be flags if( NumArgs >= ArgStackInd && (lua_type( L, ArgStackInd ) == LUA_TSTRING || lua_type( L, ArgStackInd ) == LUA_TTABLE ) ) { FlagsLoader FlagsLoader(0, "BindShaderResourceFlags", m_BindShaderResFlagEnumMapping); FlagsLoader.SetValue( L, ArgStackInd, &Flags ); } pResBinding->BindResources( ShaderFlags, pResourceMapping, Flags ); } catch( const std::runtime_error& ) { } return 0; } int ShaderResourceBindingParser::GetVariable( lua_State *L ) { auto NumArgs = lua_gettop( L ); if( NumArgs < 3 ) { SCRIPT_PARSING_ERROR( L, "2 arguments (shader type and variable name) are expected" ); } INIT_LUA_STACK_TRACKING(L); int ArgStackInd = 1; // The object itself goes first auto *pShaderResBinding = *GetUserData( L, ArgStackInd, m_MetatableRegistryName.c_str() ); // Shader type should be the first argument ++ArgStackInd; SHADER_TYPE ShaderType = SHADER_TYPE_UNKNOWN; EnumMemberBinder ShaderTypeParser(0, "ShaderType", m_ShaderTypeEnumMapping); ShaderTypeParser.SetValue(L, ArgStackInd, &ShaderType); ++ArgStackInd; // Variable name should be the second argument auto VarName = ReadValueFromLua( L, ArgStackInd ); auto pVar = pShaderResBinding->GetVariable(ShaderType, VarName.c_str()); auto pNewShaderVarLuaObj = reinterpret_cast(lua_newuserdata( L, sizeof( IShaderVariable* ) )); *pNewShaderVarLuaObj = pVar; pVar->AddRef(); // Push onto the stack the metatable associated with name given in the registry luaL_getmetatable( L, m_ShaderVarMetatableRegistryName.c_str() ); // -0 | +1 -> +1 // Pop a table from the top of the stack and set it as the new metatable // for the value at the given index (which is where the new user datum is) lua_setmetatable( L, -2 ); // -1 | +0 -> -1 CHECK_LUA_STACK_HEIGHT( +1 ); return 1; } void ShaderResourceBindingParser::GetObjectByName( lua_State *L, const Char *ShaderName, IShaderResourceBinding** ppObject ) { auto pObject = *GetGlobalObject( L, ShaderName, m_MetatableRegistryName.c_str() ); *ppObject = pObject; pObject->AddRef(); } }