Fix Shader:send's Data variant when a matrix layout arg is used.

Also add a second more consistent Data+matrix layout variant of Shader:send which matches the argument order of the table+matrix layout variant - Shader:send(name, matrixlayout, data, ...).
This commit is contained in:
Alex Szpakowski
2020-07-10 22:52:23 -03:00
parent 96b8d29a5c
commit 50eeed7bb1
+33 -17
View File
@@ -313,20 +313,36 @@ static int w_Shader_sendData(lua_State *L, int startidx, Shader *shader, const S
if (info->baseType == Shader::UNIFORM_SAMPLER)
return luaL_error(L, "Uniform sampler values (textures) cannot be sent to Shaders via Data objects.");
bool columnmajor = false;
if (info->baseType == Shader::UNIFORM_MATRIX && lua_type(L, startidx + 1) == LUA_TSTRING)
math::Transform::MatrixLayout layout = math::Transform::MATRIX_ROW_MAJOR;
int dataidx = startidx;
if (info->baseType == Shader::UNIFORM_MATRIX)
{
const char *layoutstr = lua_tostring(L, startidx + 1);
math::Transform::MatrixLayout layout;
if (!math::Transform::getConstant(layoutstr, layout))
return luax_enumerror(L, "matrix layout", math::Transform::getConstants(layout), layoutstr);
if (lua_type(L, startidx) == LUA_TSTRING)
{
// (matrixlayout, data, ...)
const char *layoutstr = lua_tostring(L, startidx);
if (!math::Transform::getConstant(layoutstr, layout))
return luax_enumerror(L, "matrix layout", math::Transform::getConstants(layout), layoutstr);
columnmajor = (layout == math::Transform::MATRIX_COLUMN_MAJOR);
startidx++;
startidx++;
dataidx = startidx;
}
else if (lua_type(L, startidx + 1) == LUA_TSTRING)
{
// (data, matrixlayout, ...)
// Should be deprecated in the future (doesn't match the argument
// order of Shader:send(name, matrixlayout, table))
const char *layoutstr = lua_tostring(L, startidx + 1);
if (!math::Transform::getConstant(layoutstr, layout))
return luax_enumerror(L, "matrix layout", math::Transform::getConstants(layout), layoutstr);
startidx++;
}
}
Data *data = luax_checktype<Data>(L, startidx);
bool columnmajor = (layout == math::Transform::MATRIX_COLUMN_MAJOR);
Data *data = luax_checktype<Data>(L, dataidx);
size_t size = data->getSize();
ptrdiff_t offset = (ptrdiff_t) luaL_optinteger(L, startidx + 1, 0);
@@ -339,17 +355,17 @@ static int w_Shader_sendData(lua_State *L, int startidx, Shader *shader, const S
if (!lua_isnoneornil(L, startidx + 2))
{
lua_Integer datasize = luaL_checkinteger(L, startidx + 2);
if (datasize <= 0)
lua_Integer sizearg = luaL_checkinteger(L, startidx + 2);
if (sizearg <= 0)
return luaL_error(L, "Size must be greater than 0.");
else if ((size_t) datasize > size - offset)
else if ((size_t) sizearg > size - offset)
return luaL_error(L, "Size and offset must fit within the Data's bounds.");
else if (size % uniformstride != 0)
return luaL_error(L, "Size must be a multiple of the uniform's size in bytes.");
else if (size > info->dataSize)
else if (sizearg % uniformstride != 0)
return luaL_error(L, "Size (%d) must be a multiple of the uniform's size in bytes (%d).", sizearg, uniformstride);
else if ((size_t) sizearg > info->dataSize)
return luaL_error(L, "Size must not be greater than the uniform's total size in bytes.");
size = (size_t) datasize;
size = (size_t) sizearg;
}
else
{
@@ -415,7 +431,7 @@ int w_Shader_send(lua_State *L)
int startidx = 3;
if (luax_istype(L, startidx, Data::type))
if (luax_istype(L, startidx, Data::type) || (info->baseType == Shader::UNIFORM_MATRIX && luax_istype(L, startidx + 1, Data::type)))
return w_Shader_sendData(L, startidx, shader, info, false);
else
return w_Shader_sendLuaValues(L, startidx, shader, info, name);