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/* Copyright 2015-2019 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"
namespace Diligent
{
const Char* ShaderParser::ShaderLibName = "Shader";
class ShaderDescLoader;
template<>
class MemberBinder<ShaderDescLoader> : 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<MemberBinderBase>(pNameBinder) ) );
DEFINE_ENUM_BINDER( m_Bindings, ShaderDesc, ShaderType, m_ShaderTypeEnumMapping );
}
virtual void GetValue( lua_State *L, const void* pBasePointer )
{
const auto *pShaderDesc = &GetMemberByOffest<ShaderDesc>( pBasePointer, m_MemberOffset );
PushLuaTable( L, pShaderDesc, m_Bindings );
}
virtual void SetValue( lua_State *L, int Index, void* pBasePointer )
{
auto *pShaderDesc = &GetMemberByOffest<ShaderDesc>(pBasePointer, m_MemberOffset);
ParseLuaTable( L, Index, pShaderDesc, m_Bindings );
}
private:
BindingsMapType m_Bindings;
ShaderTypeEnumMapping m_ShaderTypeEnumMapping;
};
ShaderParser::ShaderParser( IRenderDevice *pRenderDevice, lua_State *L) :
EngineObjectParserCommon<IShader>( 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<ShaderDescLoader>(
offsetof(ShaderCreateInfoWrapper, Desc)
);
m_Bindings.insert( std::make_pair( "Desc", std::unique_ptr<MemberBinderBase>(pShaderDescBinder) ) );
};
void ShaderParser::CreateObj( lua_State *L )
{
INIT_LUA_STACK_TRACKING( L );
ShaderCreateInfoWrapper ShaderCreationAttrs;
ParseLuaTable( L, -1, &ShaderCreationAttrs, m_Bindings );
BasicShaderSourceStreamFactory BasicSSSFactory(ShaderCreationAttrs.SearchDirectories);
ShaderCreationAttrs.pShaderSourceStreamFactory = &BasicSSSFactory;
CHECK_LUA_STACK_HEIGHT();
IShader **ppShader = reinterpret_cast<IShader**>( 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<IShader**>(pData);
ShaderCreationAttrs.Desc = (*ppShader)->GetDesc();
PushField( L, &ShaderCreationAttrs, Field, m_Bindings );
}
}
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