summaryrefslogtreecommitdiffstats
path: root/RenderScript/src/ShaderParser.cpp
blob: 38bdee3b6fb99f603046e055e333ea1bb31970fc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
/*     Copyright 2015 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 std
{
    DEFINE_ENUM_HASH( Diligent::SHADER_TYPE )
}

namespace Diligent
{
    const Char* ShaderParser::ShaderLibName = "Shader";

    class ShaderDescLoader;

    template<>
    class MemberBinder<ShaderDescLoader> : public MemberBinderBase
    {
    public:
        MemberBinder( size_t MemberOffset, size_t Dummy ) :
            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<MemberBinderBase>(pNameBinder) ) );

            DEFINE_ENUM_ELEMENT_MAPPING( m_ShaderTypeEnumMapping, SHADER_TYPE_UNKNOWN );
            DEFINE_ENUM_ELEMENT_MAPPING( m_ShaderTypeEnumMapping, SHADER_TYPE_VERTEX );
            DEFINE_ENUM_ELEMENT_MAPPING( m_ShaderTypeEnumMapping, SHADER_TYPE_PIXEL );
            DEFINE_ENUM_ELEMENT_MAPPING( m_ShaderTypeEnumMapping, SHADER_TYPE_GEOMETRY );
            DEFINE_ENUM_ELEMENT_MAPPING( m_ShaderTypeEnumMapping, SHADER_TYPE_HULL );
            DEFINE_ENUM_ELEMENT_MAPPING( m_ShaderTypeEnumMapping, SHADER_TYPE_DOMAIN );
            DEFINE_ENUM_ELEMENT_MAPPING( m_ShaderTypeEnumMapping, SHADER_TYPE_COMPUTE );
            DEFINE_ENUM_BINDER( m_Bindings, ShaderDesc, ShaderType, SHADER_TYPE, 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;
        EnumMapping<SHADER_TYPE> m_ShaderTypeEnumMapping;
    };

    ShaderParser::ShaderParser( IRenderDevice *pRenderDevice, lua_State *L, const String& ResMappingMetatableName ) :
        EngineObjectParserCommon<IShader>( pRenderDevice, L, ShaderLibName ),
        m_SetShadersBinding( this, L, "Context", "SetShaders", &ShaderParser::SetShaders ),
        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, EntryPoint, EntryPointBuffer )
        DEFINE_BUFFERED_STRING_BINDER( m_Bindings, ShaderCreationAttribsWrapper, SearchDirectories, SearchDirectoriesBuffer )

        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, SHADER_SOURCE_LANGUAGE, m_ShaderSourceLangEnumMapping );

        DEFINE_BINDER( m_Bindings, ShaderCreationAttribsWrapper, Desc, ShaderDescLoader, 0 )
    };

    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<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 )
    {
        ShaderCreationAttribsWrapper ShaderCreationAttrs;
        auto *ppShader = reinterpret_cast<IShader**>(pData);
        ShaderCreationAttrs.Desc = (*ppShader)->GetDesc();
        PushField( L, &ShaderCreationAttrs, Field, m_Bindings );
    }

    int ShaderParser::SetShaders( 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.

        auto NumArgs = lua_gettop( L );
        const int MaxShaders = 6;
        IShader* pShaders[MaxShaders] = {};
        VERIFY( NumArgs <= MaxShaders, "Too many shaders are being set" );
        NumArgs = std::min<int>( NumArgs, MaxShaders );
        for( int i = 0; i < NumArgs; ++i )
        {
            pShaders[i] = *GetUserData<IShader**>(L, i+1, m_MetatableRegistryName.c_str() );
        }
        auto *pContext = LoadDeviceContextFromRegistry( L );
        pContext->SetShaders( pShaders, NumArgs );
        
        // Returning no arguments
        return 0;
    }

    int ShaderParser::BindResources( lua_State *L )
    {
        try
        {
            auto NumArgs = lua_gettop( L );
            if( NumArgs < 2 )
            {
                SCRIPT_PARSING_ERROR( L, "At least 1 argument (resource mapping) is expected" );
            }

            auto *pShader = *GetUserData<IShader**>( L, 1, m_MetatableRegistryName.c_str() );
            VERIFY( pShader, "Shader pointer is null" );
            if( !pShader )return 0;

            auto *pResourceMapping = *GetUserData<IResourceMapping**>( 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<BIND_SHADER_RESOURCES_FLAGS> FlagsLoader(0, "BindShaderResourceFlags", m_BindShaderResFlagEnumMapping);
                FlagsLoader.SetValue( L, FlagsArgInd, &Flags );
            }


            pShader->BindResources( pResourceMapping, Flags );
        }
        catch( const std::runtime_error& )
        {

        }

        return 0;
    }

}