/* 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 "DeviceContextFuncBindings.h"
#include "GraphicsUtilities.h"
#include "TextureViewParser.h"
#include "EngineObjectParserBase.h"
#include "ShaderResourceBindingParser.h"
#include "PSODescParser.h"
namespace Diligent
{
DeviceContextFuncBindings::DeviceContextFuncBindings( IRenderDevice *pRenderDevice, lua_State *L,
TextureViewParser *pTexViewPasrser,
ShaderResourceBindingParser *pSRBParser,
PSODescParser *pPSOParser) :
m_SetRenderTargetsBinding(this, L, "Context", "SetRenderTargets", &DeviceContextFuncBindings::SetRenderTargets),
m_ClearRenderTargetBinding(this, L, "Context", "ClearRenderTarget", &DeviceContextFuncBindings::ClearRenderTarget),
m_ClearDepthStencilBinding(this, L, "Context", "ClearDepthStencil", &DeviceContextFuncBindings::ClearDepthStencil),
m_SetStencilRefBinding(this, L, "Context", "SetStencilRef", &DeviceContextFuncBindings::SetStencilRef),
m_SetBlendFactorsBinding(this, L, "Context", "SetBlendFactors", &DeviceContextFuncBindings::SetBlendFactors),
m_CommitShaderResourcesBinding(this, L, "Context", "CommitShaderResources", &DeviceContextFuncBindings::CommitShaderResources),
m_TransitionShaderResourcesBinding(this, L, "Context", "TransitionShaderResources", &DeviceContextFuncBindings::TransitionShaderResources),
m_TexViewMetatableName( pTexViewPasrser->GetMetatableName() ),
m_ShaderResBindingMetatableName( pSRBParser->GetMetatableName() ),
m_PSOMetatableName(pPSOParser->GetMetatableName())
{
DEFINE_ENUM_ELEMENT_MAPPING( m_CommitShaderResFlagsEnumMapping, COMMIT_SHADER_RESOURCES_FLAG_NONE );
DEFINE_ENUM_ELEMENT_MAPPING( m_CommitShaderResFlagsEnumMapping, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES );
DEFINE_ENUM_ELEMENT_MAPPING( m_CommitShaderResFlagsEnumMapping, COMMIT_SHADER_RESOURCES_FLAG_VERIFY_STATES );
};
int DeviceContextFuncBindings::SetRenderTargets( lua_State *L )
{
auto NumArgs = lua_gettop( L );
ITextureView *pRTVs[MaxRenderTargets] = {};
ITextureView *pDSV = nullptr;
Uint32 NumRTs = 0;
for( int CurrArg = 1; CurrArg <= NumArgs; ++CurrArg )
{
auto *pView = *GetUserData<ITextureView**>( L, CurrArg, m_TexViewMetatableName.c_str() );
auto ViewType = pView->GetDesc().ViewType;
if( ViewType == TEXTURE_VIEW_RENDER_TARGET )
{
if( NumRTs < MaxRenderTargets )
{
pRTVs[NumRTs] = pView;
++NumRTs;
}
else
{
SCRIPT_PARSING_ERROR( L, "Too many render targets are being set. ", MaxRenderTargets, " at most are allowed." );
}
}
else if( ViewType == TEXTURE_VIEW_DEPTH_STENCIL )
{
if( pDSV != nullptr )
SCRIPT_PARSING_ERROR( L, "Respecifying depth stencil view. Only one is allowed" );
pDSV = pView;
}
else
{
SCRIPT_PARSING_ERROR( L, "Unexpected view type. Only render target and depth stencil are allowed" );
}
}
auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L );
pContext->SetRenderTargets( NumRTs, pRTVs, pDSV );
// Return no values to Lua
return 0;
}
int DeviceContextFuncBindings::ClearRenderTarget( lua_State *L )
{
auto NumArgs = lua_gettop( L );
ITextureView *pView = nullptr;
Float32 RGBA[4] = {};
int CurrArg = 1;
if( CurrArg <= NumArgs )
{
if( lua_type( L, CurrArg ) == LUA_TUSERDATA )
{
pView = *GetUserData<ITextureView**>( L, CurrArg, m_TexViewMetatableName.c_str() );
++CurrArg;
}
}
for( int c = 0; c < 4 && CurrArg <= NumArgs; ++c, ++CurrArg )
{
RGBA[c] = ReadValueFromLua<Float32>( L, CurrArg );
}
auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L );
pContext->ClearRenderTarget( pView, RGBA );
return 0;
}
int DeviceContextFuncBindings::ClearDepthStencil( lua_State *L )
{
auto NumArgs = lua_gettop( L );
ITextureView *pView = nullptr;
Float32 fDepth = 1.f;
Uint8 Stencil = 0;
CLEAR_DEPTH_STENCIL_FLAGS ClearFlags = CLEAR_DEPTH_FLAG_NONE;
int CurrArg = 1;
if( CurrArg <= NumArgs )
{
if( lua_type( L, CurrArg ) == LUA_TUSERDATA )
{
pView = *GetUserData<ITextureView**>( L, CurrArg, m_TexViewMetatableName.c_str() );
++CurrArg;
}
}
if( CurrArg <= NumArgs )
{
fDepth = ReadValueFromLua<Float32>( L, CurrArg );
ClearFlags |= CLEAR_DEPTH_FLAG;
++CurrArg;
}
if( CurrArg <= NumArgs )
{
Stencil = ReadValueFromLua<Uint8>( L, CurrArg );
ClearFlags |= CLEAR_STENCIL_FLAG;
++CurrArg;
}
auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L );
pContext->ClearDepthStencil( pView, ClearFlags, fDepth, Stencil );
return 0;
}
int DeviceContextFuncBindings::SetStencilRef( lua_State *L )
{
auto NumArgs = lua_gettop( L );
Uint32 StencilRef = 0;
if(NumArgs >= 1 )
StencilRef = ReadValueFromLua<Uint32>( L, 1 );
auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L );
pContext->SetStencilRef( StencilRef );
// Return no values to Lua
return 0;
}
int DeviceContextFuncBindings::SetBlendFactors( lua_State *L )
{
float BlendFactors[4] = {};
auto NumArgs = lua_gettop( L );
for(int bf=0; bf < std::min(NumArgs, 4); ++bf)
BlendFactors[bf] = ReadValueFromLua<Float32>( L, bf+1 );
auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L );
pContext->SetBlendFactors( BlendFactors );
// Return no values to Lua
return 0;
}
int DeviceContextFuncBindings::CommitShaderResources( lua_State *L )
{
auto NumArgs = lua_gettop( L );
IShaderResourceBinding *pShaderResBinding = nullptr;
int CurrArg = 1;
if(NumArgs >= CurrArg )
{
if( lua_type( L, CurrArg ) == LUA_TUSERDATA )
{
pShaderResBinding = *GetUserData<IShaderResourceBinding**>( L, CurrArg, m_ShaderResBindingMetatableName.c_str() );
++CurrArg;
}
}
COMMIT_SHADER_RESOURCES_FLAGS Flags = COMMIT_SHADER_RESOURCES_FLAG_NONE;
if(NumArgs >= CurrArg &&
(lua_type( L, CurrArg ) == LUA_TSTRING ||
lua_type( L, CurrArg ) == LUA_TTABLE ) )
{
FlagsLoader<COMMIT_SHADER_RESOURCES_FLAGS> CommitShaderResFlagsLoader(0, "CommitShaderResourcesFlag", m_CommitShaderResFlagsEnumMapping);
CommitShaderResFlagsLoader.SetValue( L, CurrArg, &Flags );
++CurrArg;
}
auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L );
pContext->CommitShaderResources( pShaderResBinding, Flags );
return 0;
}
int DeviceContextFuncBindings::TransitionShaderResources( lua_State *L )
{
auto NumArgs = lua_gettop( L );
IPipelineState *pPSO = nullptr;
int CurrArg = 1;
if(NumArgs >= CurrArg )
{
if( lua_type( L, CurrArg ) == LUA_TUSERDATA )
{
pPSO = *GetUserData<IPipelineState**>( L, CurrArg, m_PSOMetatableName.c_str() );
++CurrArg;
}
}
if( !pPSO )
{
SCRIPT_PARSING_ERROR( L, "PSO is expected as the first argument" );
}
IShaderResourceBinding *pShaderResBinding = nullptr;
if(NumArgs >= CurrArg )
{
if( lua_type( L, CurrArg ) == LUA_TUSERDATA )
{
pShaderResBinding = *GetUserData<IShaderResourceBinding**>( L, CurrArg, m_ShaderResBindingMetatableName.c_str() );
++CurrArg;
}
}
auto *pContext = EngineObjectParserBase::LoadDeviceContextFromRegistry( L );
pContext->TransitionShaderResources( pPSO, pShaderResBinding );
return 0;
}
}