Merge default into minor

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2016-09-11 13:09:01 -03:00
7 changed files with 244 additions and 355 deletions
+30 -14
View File
@@ -172,7 +172,13 @@ static int l_print_sdl_log(lua_State *L)
}
#endif
static int runlove(int argc, char **argv)
enum DoneAction
{
DONE_QUIT,
DONE_RESTART,
};
static DoneAction runlove(int argc, char **argv, int &retval)
{
#ifdef LOVE_LEGENDARY_APP_ARGV_HACK
int hack_argc = 0;
@@ -186,7 +192,8 @@ static int runlove(int argc, char **argv)
if (argc > 1 && strcmp(argv[1], "--version") == 0)
{
printf("LOVE %s (%s)\n", love_version(), love_codename());
return 0;
retval = 0;
return DONE_QUIT;
}
// Create the virtual machine.
@@ -247,7 +254,13 @@ static int runlove(int argc, char **argv)
// Call the returned boot function.
lua_call(L, 0, 1);
int retval = 0;
retval = 0;
DoneAction done = DONE_QUIT;
// if love.boot() returns "restart", we'll start up again after closing this
// Lua state.
if (lua_type(L, -1) == LUA_TSTRING && strcmp(lua_tostring(L, -1), "restart") == 0)
done = DONE_RESTART;
if (lua_isnumber(L, -1))
retval = (int) lua_tonumber(L, -1);
@@ -262,13 +275,11 @@ static int runlove(int argc, char **argv)
}
#endif // LOVE_LEGENDARY_APP_ARGV_HACK
return retval;
return done;
}
int main(int argc, char **argv)
{
int retval = 0;
if (strcmp(LOVE_VERSION_STRING, love_version()) != 0)
{
printf("Version mismatch detected!\nLOVE binary is version %s\n"
@@ -276,15 +287,20 @@ int main(int argc, char **argv)
return 1;
}
#ifdef LOVE_IOS
// on iOS we should never programmatically exit the app, so we'll just
// "restart" when that is attempted. Games which use threads might cause
// some issues if the threads aren't cleaned up properly...
while (true)
#endif
int retval = 0;
DoneAction done = DONE_QUIT;
do
{
retval = runlove(argc, argv);
}
done = runlove(argc, argv, retval);
#ifdef LOVE_IOS
// on iOS we should never programmatically exit the app, so we'll just
// "restart" when that is attempted. Games which use threads might cause
// some issues if the threads aren't cleaned up properly...
done = DONE_RESTART;
#endif
} while (done != DONE_QUIT);
#ifdef LOVE_ANDROID
SDL_Quit();
+58 -75
View File
@@ -192,13 +192,15 @@ void Shader::mapActiveUniforms()
for (int i = 0; i < numuniforms; i++)
{
GLsizei namelen = 0;
Uniform u = {};
GLenum gltype = 0;
UniformInfo u = {};
glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &u.type, cname);
glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &gltype, cname);
u.name = std::string(cname, (size_t) namelen);
u.location = glGetUniformLocation(program, u.name.c_str());
u.baseType = getUniformBaseType(u.type);
u.baseType = getUniformBaseType(gltype);
u.components = getUniformTypeSize(gltype);
// Initialize all samplers to 0. Both GLSL and GLSL ES are supposed to
// do this themselves, but some Android devices (galaxy tab 3 and 4)
@@ -409,20 +411,20 @@ void Shader::attach(bool temporary)
gl.useProgram(program);
current = this;
// retain/release happens in Graphics::setShader.
}
if (!temporary)
{
// make sure all sent textures are properly bound to their respective texture units
// note: list potentially contains texture ids of deleted/invalid textures!
for (size_t i = 0; i < activeTexUnits.size(); ++i)
if (!temporary)
{
if (activeTexUnits[i] > 0)
gl.bindTextureToUnit(activeTexUnits[i], i + 1, false);
}
// make sure all sent textures are properly bound to their respective texture units
// note: list potentially contains texture ids of deleted/invalid textures!
for (size_t i = 0; i < activeTexUnits.size(); ++i)
{
if (activeTexUnits[i] > 0)
gl.bindTextureToUnit(activeTexUnits[i], i + 1, false);
}
// We always want to use texture unit 0 for everyhing else.
gl.setTextureUnit(0);
// We always want to use texture unit 0 for everyhing else.
gl.setTextureUnit(0);
}
}
}
@@ -442,130 +444,109 @@ void Shader::detach()
current = nullptr;
}
const Shader::Uniform &Shader::getUniform(const std::string &name) const
const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const
{
std::map<std::string, Uniform>::const_iterator it = uniforms.find(name);
const auto it = uniforms.find(name);
if (it == uniforms.end())
throw love::Exception("Variable '%s' does not exist.\n"
"A common error is to define but not use the variable.", name.c_str());
return nullptr;
return it->second;
return &(it->second);
}
void Shader::checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const
void Shader::sendInts(const UniformInfo *info, const int *vec, int count)
{
if (!program)
throw love::Exception("No active shader program.");
if (info->baseType != UNIFORM_INT && info->baseType != UNIFORM_BOOL)
return;
int realsize = getUniformTypeSize(u.type);
if (size != realsize)
throw love::Exception("Value size of %d does not match variable size of %d.", size, realsize);
if ((u.count == 1 && count > 1) || count < 0)
throw love::Exception("Invalid number of values (expected %d, got %d).", u.count, count);
if (u.baseType == UNIFORM_SAMPLER && sendtype != u.baseType)
throw love::Exception("Cannot send a value of this type to an Image variable.");
if ((sendtype == UNIFORM_FLOAT && u.baseType == UNIFORM_INT) || (sendtype == UNIFORM_INT && u.baseType == UNIFORM_FLOAT))
throw love::Exception("Cannot convert between float and int.");
}
void Shader::sendInt(const std::string &name, int size, const GLint *vec, int count)
{
TemporaryAttacher attacher(this);
const Uniform &u = getUniform(name);
checkSetUniformError(u, size, count, UNIFORM_INT);
int location = info->location;
switch (size)
switch (info->components)
{
case 4:
glUniform4iv(u.location, count, vec);
glUniform4iv(location, count, vec);
break;
case 3:
glUniform3iv(u.location, count, vec);
glUniform3iv(location, count, vec);
break;
case 2:
glUniform2iv(u.location, count, vec);
glUniform2iv(location, count, vec);
break;
case 1:
default:
glUniform1iv(u.location, count, vec);
glUniform1iv(location, count, vec);
break;
}
}
void Shader::sendFloat(const std::string &name, int size, const GLfloat *vec, int count)
void Shader::sendFloats(const UniformInfo *info, const float *vec, int count)
{
if (info->baseType != UNIFORM_FLOAT && info->baseType != UNIFORM_BOOL)
return;
TemporaryAttacher attacher(this);
const Uniform &u = getUniform(name);
checkSetUniformError(u, size, count, UNIFORM_FLOAT);
int location = info->location;
switch (size)
switch (info->components)
{
case 4:
glUniform4fv(u.location, count, vec);
glUniform4fv(location, count, vec);
break;
case 3:
glUniform3fv(u.location, count, vec);
glUniform3fv(location, count, vec);
break;
case 2:
glUniform2fv(u.location, count, vec);
glUniform2fv(location, count, vec);
break;
case 1:
default:
glUniform1fv(u.location, count, vec);
glUniform1fv(location, count, vec);
break;
}
}
void Shader::sendMatrix(const std::string &name, int size, const GLfloat *m, int count)
void Shader::sendMatrices(const UniformInfo *info, const float *m, int count)
{
if (info->baseType != UNIFORM_MATRIX)
return;
TemporaryAttacher attacher(this);
if (size < 2 || size > 4)
{
throw love::Exception("Invalid matrix size: %dx%d "
"(can only set 2x2, 3x3 or 4x4 matrices.)", size,size);
}
int location = info->location;
const Uniform &u = getUniform(name);
checkSetUniformError(u, size, count, UNIFORM_FLOAT);
switch (size)
switch (info->components)
{
case 4:
glUniformMatrix4fv(u.location, count, GL_FALSE, m);
glUniformMatrix4fv(location, count, GL_FALSE, m);
break;
case 3:
glUniformMatrix3fv(u.location, count, GL_FALSE, m);
glUniformMatrix3fv(location, count, GL_FALSE, m);
break;
case 2:
default:
glUniformMatrix2fv(u.location, count, GL_FALSE, m);
glUniformMatrix2fv(location, count, GL_FALSE, m);
break;
}
}
void Shader::sendTexture(const std::string &name, Texture *texture)
void Shader::sendTexture(const UniformInfo *info, Texture *texture)
{
if (info->baseType != UNIFORM_SAMPLER)
return;
GLuint gltex = *(GLuint *) texture->getHandle();
TemporaryAttacher attacher(this);
int texunit = getTextureUnit(name);
const Uniform &u = getUniform(name);
checkSetUniformError(u, 1, 1, UNIFORM_SAMPLER);
int texunit = getTextureUnit(info->name);
// bind texture to assigned texture unit and send uniform to shader program
gl.bindTextureToUnit(gltex, texunit, true);
glUniform1i(u.location, texunit);
glUniform1i(info->location, texunit);
// increment global shader texture id counter for this texture unit, if we haven't already
if (activeTexUnits[texunit-1] == 0)
@@ -574,7 +555,7 @@ void Shader::sendTexture(const std::string &name, Texture *texture)
// store texture id so it can be re-bound to the proper texture unit later
activeTexUnits[texunit-1] = gltex;
retainObject(name, texture);
retainObject(info->name, texture);
}
void Shader::retainObject(const std::string &name, Object *object)
@@ -882,6 +863,7 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
return UNIFORM_FLOAT;
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4:
@@ -891,7 +873,7 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
return UNIFORM_FLOAT;
return UNIFORM_MATRIX;
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
@@ -951,6 +933,7 @@ StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM> Shader::stageNames(Shader
StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
{
{"float", Shader::UNIFORM_FLOAT},
{"matrix", Shader::UNIFORM_MATRIX},
{"int", Shader::UNIFORM_INT},
{"bool", Shader::UNIFORM_BOOL},
{"image", Shader::UNIFORM_SAMPLER},
+16 -51
View File
@@ -74,6 +74,7 @@ public:
enum UniformType
{
UNIFORM_FLOAT,
UNIFORM_MATRIX,
UNIFORM_INT,
UNIFORM_BOOL,
UNIFORM_SAMPLER,
@@ -87,6 +88,15 @@ public:
std::string pixel;
};
struct UniformInfo
{
int location;
int count;
int components;
UniformType baseType;
std::string name;
};
// Pointer to currently active Shader.
static Shader *current;
@@ -128,44 +138,12 @@ public:
**/
std::string getWarnings() const;
/**
* Send at least one integer or int-vector value to this Shader as a uniform.
*
* @param name The name of the uniform variable in the source code.
* @param size Number of elements in each vector to send.
* A value of 1 indicates a single-component vector (an int).
* @param vec Pointer to the integer or int-vector values.
* @param count Number of integer or int-vector values.
**/
void sendInt(const std::string &name, int size, const GLint *vec, int count);
const UniformInfo *getUniformInfo(const std::string &name) const;
/**
* Send at least one float or vector value to this Shader as a uniform.
*
* @param name The name of the uniform variable in the source code.
* @param size Number of elements in each vector to send.
* A value of 1 indicates a single-component vector (a float).
* @param vec Pointer to the float or float-vector values.
* @param count Number of float or float-vector values.
**/
void sendFloat(const std::string &name, int size, const GLfloat *vec, int count);
/**
* Send at least one matrix to this Shader as a uniform.
*
* @param name The name of the uniform variable in the source code.
* @param size Number of rows/columns in the matrix.
* @param m Pointer to the first element of the first matrix.
* @param count Number of matrices to send.
**/
void sendMatrix(const std::string &name, int size, const GLfloat *m, int count);
/**
* Send a texture to this Shader as a uniform.
*
* @param name The name of the uniform variable in the source code.
**/
void sendTexture(const std::string &name, Texture *texture);
void sendInts(const UniformInfo *info, const int *vec, int count);
void sendFloats(const UniformInfo *info, const float *vec, int count);
void sendMatrices(const UniformInfo *info, const float *m, int count);
void sendTexture(const UniformInfo *info, Texture *texture);
/**
* Gets whether a uniform with the specified name exists and is actively
@@ -214,24 +192,11 @@ public:
private:
// Represents a single uniform shader variable.
struct Uniform
{
GLint location;
GLint count;
GLenum type;
UniformType baseType;
std::string name;
};
// Map active uniform names to their locations.
void mapActiveUniforms();
const Uniform &getUniform(const std::string &name) const;
int getUniformTypeSize(GLenum type) const;
UniformType getUniformBaseType(GLenum type) const;
void checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const;
GLuint compileCode(ShaderStage stage, const std::string &code);
@@ -260,7 +225,7 @@ private:
std::map<std::string, GLint> attributes;
// Uniform location buffer map
std::map<std::string, Uniform> uniforms;
std::map<std::string, UniformInfo> uniforms;
// Texture unit pool for setting images
std::map<std::string, GLint> texUnitPool; // texUnitPool[name] = textureunit
+122 -197
View File
@@ -23,7 +23,6 @@
#include "math/MathModule.h"
#include <string>
#include <iostream>
#include <algorithm>
#include <cmath>
@@ -42,217 +41,141 @@ Shader *luax_checkshader(lua_State *L, int idx)
int w_Shader_getWarnings(lua_State *L)
{
Shader *shader = luax_checkshader(L, 1);
lua_pushstring(L, shader->getWarnings().c_str());
std::string warnings = shader->getWarnings();
lua_pushstring(L, warnings.c_str());
return 1;
}
template <typename T>
static T *_getScalars(lua_State *L, Shader *shader, int count, size_t &dimension)
static int _getCount(lua_State *L, int startidx, const Shader::UniformInfo *info)
{
dimension = 1;
T *values = shader->getScratchBuffer<T>(count);
for (int i = 0; i < count; ++i)
{
if (lua_isnumber(L, 3 + i))
values[i] = static_cast<T>(lua_tonumber(L, 3 + i));
else if (lua_isboolean(L, 3 + i))
values[i] = static_cast<T>(lua_toboolean(L, 3 + i));
else
{
luax_typerror(L, 3 + i, "number or boolean");
return 0;
}
}
return values;
return std::min(std::max(lua_gettop(L) - startidx, 1), info->count);
}
template <typename T>
static T *_getVectors(lua_State *L, Shader *shader, int count, size_t &dimension)
static T *_getNumbers(lua_State *L, int startidx, Shader *shader, int components, int count)
{
dimension = luax_objlen(L, 3);
T *values = shader->getScratchBuffer<T>(count * dimension);
T *values = shader->getScratchBuffer<T>(components * count);
for (int i = 0; i < count; ++i)
if (components == 1)
{
if (!lua_istable(L, 3 + i))
for (int i = 0; i < count; ++i)
values[i] = (T) luaL_checknumber(L, startidx + i);
}
else
{
for (int i = 0; i < count; i++)
{
luax_typerror(L, 3 + i, "table");
return 0;
}
if (luax_objlen(L, 3 + i) != dimension)
{
luaL_error(L, "Error in argument %d: Expected table size %d, got %d.",
3+i, dimension, luax_objlen(L, 3+i));
return 0;
}
luaL_checktype(L, startidx + i, LUA_TTABLE);
for (int k = 1; k <= (int) dimension; ++k)
{
lua_rawgeti(L, 3 + i, k);
if (lua_isnumber(L, -1))
values[i * dimension + k - 1] = static_cast<T>(lua_tonumber(L, -1));
else if (lua_isboolean(L, -1))
values[i * dimension + k - 1] = static_cast<T>(lua_toboolean(L, -1));
else
for (int k = 1; k <= components; k++)
{
luax_typerror(L, -1, "number or boolean");
return 0;
lua_rawgeti(L, startidx + i, k);
values[i * components + k - 1] = (T) luaL_checknumber(L, -1);
}
lua_pop(L, components);
}
lua_pop(L, int(dimension));
}
return values;
}
int w_Shader_sendInt(lua_State *L)
int w_Shader_sendFloats(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info, bool colors)
{
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
int count = lua_gettop(L) - 2;
int count = _getCount(L, startidx, info);
int components = info->components;
if (count < 1)
return luaL_error(L, "No variable to send.");
int *values = 0;
size_t dimension = 1;
if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
values = _getScalars<int>(L, shader, count, dimension);
else if (lua_istable(L, 3))
values = _getVectors<int>(L, shader, count, dimension);
else
return luax_typerror(L, 3, "number, boolean, or table");
if (!values)
return luaL_error(L, "Error in arguments.");
luax_catchexcept(L, [&]() { shader->sendInt(name, (int) dimension, values, count); });
return 0;
}
static int w__Shader_sendFloat(lua_State *L, bool colors)
{
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
int count = lua_gettop(L) - 2;
if (count < 1)
return luaL_error(L, "No variable to send.");
float *values = nullptr;
size_t dimension = 1;
if (lua_isnumber(L, 3) || lua_isboolean(L, 3))
values = _getScalars<float>(L, shader, count, dimension);
else if (lua_istable(L, 3))
values = _getVectors<float>(L, shader, count, dimension);
else
return luax_typerror(L, 3, "number, boolean, or table");
if (!values)
return luaL_error(L, "Error in arguments.");
float *values = _getNumbers<float>(L, startidx, shader, components, count);
if (colors && love::graphics::isGammaCorrect())
{
// the fourth component (alpha) is always already linear, if it exists.
int ncomponents = std::min((int) dimension, 3);
// alpha is always linear (when present).
int gammacomponents = std::min(components, 3);
for (int i = 0; i < count; i++)
{
for (int j = 0; j < ncomponents; j++)
values[i * dimension + j] = math::gammaToLinear(values[i * dimension + j]);
for (int j = 0; j < gammacomponents; j++)
values[i * components + j] = love::math::gammaToLinear(values[i * components + j]);
}
}
luax_catchexcept(L, [&]() { shader->sendFloat(name, (int) dimension, values, count); });
luax_catchexcept(L, [&]() { shader->sendFloats(info, values, count); });
return 0;
}
int w_Shader_sendFloat(lua_State *L)
int w_Shader_sendInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
{
return w__Shader_sendFloat(L, false);
int count = _getCount(L, startidx, info);
int *values = _getNumbers<int>(L, startidx, shader, info->components, count);
luax_catchexcept(L, [&]() { shader->sendInts(info, values, count); });
return 0;
}
int w_Shader_sendColor(lua_State *L)
int w_Shader_sendBooleans(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
{
return w__Shader_sendFloat(L, true);
}
int count = _getCount(L, startidx, info);
int components = info->components;
int w_Shader_sendMatrix(lua_State *L)
{
int count = lua_gettop(L) - 2;
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
// We have to send booleans as ints or floats.
float *values = shader->getScratchBuffer<float>(components * count);
if (!lua_istable(L, 3))
return luax_typerror(L, 3, "matrix table");
int dimension = 0;
lua_rawgeti(L, 3, 1);
if (lua_istable(L, -1))
dimension = (int) luax_objlen(L, 3);
lua_pop(L, 1);
if (dimension == 0)
if (components == 1)
{
lua_getfield(L, 3, "dimension");
for (int i = 0; i < count; i++)
{
luaL_checktype(L, startidx + i, LUA_TBOOLEAN);
values[i] = (float) lua_toboolean(L, startidx + i);
}
}
else
{
for (int i = 0; i < count; i++)
{
luaL_checktype(L, startidx + i, LUA_TTABLE);
if (!lua_isnoneornil(L, -1))
dimension = (int) lua_tointeger(L, -1);
else
dimension = (int) sqrtf((float) luax_objlen(L, 3));
for (int k = 1; k <= components; k++)
{
lua_rawgeti(L, startidx + i, k);
luaL_checktype(L, -1, LUA_TBOOLEAN);
values[i * components + k - 1] = (float) lua_toboolean(L, -1);
}
lua_pop(L, 1);
lua_pop(L, components);
}
}
if (dimension < 2 || dimension > 4)
return luaL_error(L, "Invalid matrix size: %dx%d (only 2x2, 3x3 and 4x4 matrices are supported).",
dimension, dimension);
luax_catchexcept(L, [&]() { shader->sendFloats(info, values, count); });
return 0;
}
float *values = shader->getScratchBuffer<float>(dimension * dimension * count);
int w_Shader_sendMatrices(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
{
int count = _getCount(L, startidx, info);
int dimension = info->components;
int elements = dimension * dimension;
for (int i = 0; i < count; ++i)
float *values = shader->getScratchBuffer<float>(elements * count);
for (int i = 0; i < count; i++)
{
int other_dimension = 0;
luaL_checktype(L, startidx + i, LUA_TTABLE);
lua_rawgeti(L, 3+i, 1);
lua_rawgeti(L, startidx + i, 1);
bool table_of_tables = lua_istable(L, -1);
if (table_of_tables)
other_dimension = luax_objlen(L, -1);
lua_pop(L, 1);
if (!table_of_tables)
other_dimension = (int) sqrtf((float) luax_objlen(L, 3+i));
if (other_dimension != dimension)
{
// You unlock this door with the key of imagination. Beyond it is
// another dimension: a dimension of sound, a dimension of sight,
// a dimension of mind. You're moving into a land of both shadow
// and substance, of things and ideas. You've just crossed over
// into... the Twilight Zone.
return luaL_error(L, "Invalid matrix size at argument %d: Expected size %dx%d, got %dx%d.",
3+i, dimension, dimension, other_dimension, other_dimension);
}
if (table_of_tables)
{
int n = 0;
for (int j = 1; j <= dimension; j++)
{
lua_rawgeti(L, 3+i, j);
lua_rawgeti(L, startidx + i, j);
for (int k = 1; k <= dimension; k++)
{
lua_rawgeti(L, -k, k);
values[i * dimension * dimension + n] = (float) lua_tonumber(L, -1);
values[i * elements + n] = (float) luaL_checknumber(L, -1);
n++;
}
@@ -261,67 +184,69 @@ int w_Shader_sendMatrix(lua_State *L)
}
else
{
for (int k = 1; k <= dimension*dimension; k++)
for (int k = 1; k <= elements; k++)
{
lua_rawgeti(L, 3+i, k);
values[i * dimension * dimension + k - 1] = (float) lua_tonumber(L, -1);
lua_rawgeti(L, startidx + i, k);
values[i * elements + (k - 1)] = (float) luaL_checknumber(L, -1);
}
lua_pop(L, dimension*dimension);
lua_pop(L, elements);
}
}
luax_catchexcept(L, [&]() { shader->sendMatrix(name, dimension, values, count); });
shader->sendMatrices(info, values, count);
return 0;
}
int w_Shader_sendTexture(lua_State *L)
int w_Shader_sendTexture(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
{
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
Texture *texture = luax_checktexture(L, 3);
luax_catchexcept(L, [&](){ shader->sendTexture(name, texture); });
// We don't support arrays of textures (yet).
Texture *texture = luax_checktexture(L, startidx);
luax_catchexcept(L, [&]() { shader->sendTexture(info, texture); });
return 0;
}
int w_Shader_send(lua_State *L)
{
int ttype = lua_type(L, 3);
Proxy *p = nullptr;
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
switch (ttype)
const Shader::UniformInfo *info = shader->getUniformInfo(name);
if (info == nullptr)
return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
int startidx = 3;
switch (info->baseType)
{
case LUA_TNUMBER:
case LUA_TBOOLEAN:
// Scalar float/boolean.
return w_Shader_sendFloat(L);
break;
case LUA_TUSERDATA:
// Texture (Image or Canvas).
p = (Proxy *) lua_touserdata(L, 3);
if (typeFlags[p->type][GRAPHICS_TEXTURE_ID])
return w_Shader_sendTexture(L);
break;
case LUA_TTABLE:
// Vector or Matrix.
lua_rawgeti(L, 3, 1);
ttype = lua_type(L, -1);
lua_pop(L, 1);
if (ttype == LUA_TNUMBER || ttype == LUA_TBOOLEAN)
return w_Shader_sendFloat(L);
else if (ttype == LUA_TTABLE)
return w_Shader_sendMatrix(L);
break;
case Shader::UNIFORM_FLOAT:
return w_Shader_sendFloats(L, startidx, shader, info, false);
case Shader::UNIFORM_MATRIX:
return w_Shader_sendMatrices(L, startidx, shader, info);
case Shader::UNIFORM_INT:
return w_Shader_sendInts(L, startidx, shader, info);
case Shader::UNIFORM_BOOL:
return w_Shader_sendBooleans(L, startidx, shader, info);
case Shader::UNIFORM_SAMPLER:
return w_Shader_sendTexture(L, startidx, shader, info);
default:
break;
return luaL_error(L, "Unknown variable type for shader uniform '%s", name);
}
}
return luaL_argerror(L, 3, "number, boolean, table, image, or canvas expected");
int w_Shader_sendColors(lua_State *L)
{
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
const Shader::UniformInfo *info = shader->getUniformInfo(name);
if (info == nullptr)
return luaL_error(L, "Shader uniform '%s' does not exist.\nA common error is to define but not use the variable.", name);
if (info->baseType != Shader::UNIFORM_FLOAT || info->components < 3)
return luaL_error(L, "sendColor can only be used on vec3 or vec4 uniforms.");
return w_Shader_sendFloats(L, 3, shader, info, true);
}
int w_Shader_hasUniform(lua_State *L)
@@ -335,13 +260,13 @@ int w_Shader_hasUniform(lua_State *L)
static const luaL_Reg w_Shader_functions[] =
{
{ "getWarnings", w_Shader_getWarnings },
{ "sendInt", w_Shader_sendInt },
{ "sendBoolean", w_Shader_sendInt },
{ "sendFloat", w_Shader_sendFloat },
{ "sendColor", w_Shader_sendColor },
{ "sendMatrix", w_Shader_sendMatrix },
{ "sendTexture", w_Shader_sendTexture },
{ "sendInt", w_Shader_send },
{ "sendBoolean", w_Shader_send },
{ "sendFloat", w_Shader_send },
{ "sendMatrix", w_Shader_send },
{ "sendTexture", w_Shader_send },
{ "send", w_Shader_send },
{ "sendColor", w_Shader_sendColors },
{ "hasUniform", w_Shader_hasUniform },
{ 0, 0 }
};
+7 -11
View File
@@ -35,13 +35,9 @@ Thread::Thread(Threadable *t)
Thread::~Thread()
{
if (!running) // Clean up handle
wait();
/*
if (running)
wait();
FIXME: Needed for proper thread cleanup
*/
// Clean up handle
if (thread)
SDL_DetachThread(thread);
}
bool Thread::start()
@@ -50,9 +46,9 @@ bool Thread::start()
if (running)
return false;
if (thread) // Clean old handle up
SDL_WaitThread(thread, 0);
SDL_WaitThread(thread, nullptr);
thread = SDL_CreateThread(thread_runner, t->getThreadName(), this);
running = (thread != 0);
running = (thread != nullptr);
return running;
}
@@ -63,10 +59,10 @@ void Thread::wait()
if (!thread)
return;
}
SDL_WaitThread(thread, 0);
SDL_WaitThread(thread, nullptr);
Lock l(mutex);
running = false;
thread = 0;
thread = nullptr;
}
bool Thread::isRunning()
+3 -2
View File
@@ -239,8 +239,9 @@ function love.createhandlers()
if love.directorydropped then return love.directorydropped(dir) end
end,
lowmemory = function ()
if love.lowmemory then love.lowmemory() end
collectgarbage()
collectgarbage()
if love.lowmemory then return love.lowmemory() end
end,
}, {
__index = function(self, name)
@@ -678,5 +679,5 @@ return function()
local result, retval = xpcall(love.run, deferErrhand)
if not result then return 1 end
return tonumber(retval) or 0
return retval == nil and 0 or retval
end
+8 -5
View File
@@ -455,11 +455,13 @@ const unsigned char boot_lua[] =
0x09, 0x09, 0x65, 0x6e, 0x64, 0x2c, 0x0a,
0x09, 0x09, 0x6c, 0x6f, 0x77, 0x6d, 0x65, 0x6d, 0x6f, 0x72, 0x79, 0x20, 0x3d, 0x20, 0x66, 0x75, 0x6e, 0x63,
0x74, 0x69, 0x6f, 0x6e, 0x20, 0x28, 0x29, 0x0a,
0x09, 0x09, 0x09, 0x69, 0x66, 0x20, 0x6c, 0x6f, 0x76, 0x65, 0x2e, 0x6c, 0x6f, 0x77, 0x6d, 0x65, 0x6d, 0x6f,
0x72, 0x79, 0x20, 0x74, 0x68, 0x65, 0x6e, 0x20, 0x6c, 0x6f, 0x76, 0x65, 0x2e, 0x6c, 0x6f, 0x77, 0x6d, 0x65,
0x6d, 0x6f, 0x72, 0x79, 0x28, 0x29, 0x20, 0x65, 0x6e, 0x64, 0x0a,
0x09, 0x09, 0x09, 0x63, 0x6f, 0x6c, 0x6c, 0x65, 0x63, 0x74, 0x67, 0x61, 0x72, 0x62, 0x61, 0x67, 0x65, 0x28,
0x29, 0x0a,
0x09, 0x09, 0x09, 0x63, 0x6f, 0x6c, 0x6c, 0x65, 0x63, 0x74, 0x67, 0x61, 0x72, 0x62, 0x61, 0x67, 0x65, 0x28,
0x29, 0x0a,
0x09, 0x09, 0x09, 0x69, 0x66, 0x20, 0x6c, 0x6f, 0x76, 0x65, 0x2e, 0x6c, 0x6f, 0x77, 0x6d, 0x65, 0x6d, 0x6f,
0x72, 0x79, 0x20, 0x74, 0x68, 0x65, 0x6e, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x6c, 0x6f, 0x76,
0x65, 0x2e, 0x6c, 0x6f, 0x77, 0x6d, 0x65, 0x6d, 0x6f, 0x72, 0x79, 0x28, 0x29, 0x20, 0x65, 0x6e, 0x64, 0x0a,
0x09, 0x09, 0x65, 0x6e, 0x64, 0x2c, 0x0a,
0x09, 0x7d, 0x2c, 0x20, 0x7b, 0x0a,
0x09, 0x09, 0x5f, 0x5f, 0x69, 0x6e, 0x64, 0x65, 0x78, 0x20, 0x3d, 0x20, 0x66, 0x75, 0x6e, 0x63, 0x74, 0x69,
@@ -1232,8 +1234,9 @@ const unsigned char boot_lua[] =
0x72, 0x75, 0x6e, 0x2c, 0x20, 0x64, 0x65, 0x66, 0x65, 0x72, 0x45, 0x72, 0x72, 0x68, 0x61, 0x6e, 0x64, 0x29, 0x0a,
0x09, 0x69, 0x66, 0x20, 0x6e, 0x6f, 0x74, 0x20, 0x72, 0x65, 0x73, 0x75, 0x6c, 0x74, 0x20, 0x74, 0x68, 0x65,
0x6e, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x31, 0x20, 0x65, 0x6e, 0x64, 0x0a,
0x09, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x74, 0x6f, 0x6e, 0x75, 0x6d, 0x62, 0x65, 0x72, 0x28, 0x72,
0x65, 0x74, 0x76, 0x61, 0x6c, 0x29, 0x20, 0x6f, 0x72, 0x20, 0x30, 0x0a,
0x09, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x72, 0x65, 0x74, 0x76, 0x61, 0x6c, 0x20, 0x3d, 0x3d, 0x20,
0x6e, 0x69, 0x6c, 0x20, 0x61, 0x6e, 0x64, 0x20, 0x30, 0x20, 0x6f, 0x72, 0x20, 0x72, 0x65, 0x74, 0x76, 0x61,
0x6c, 0x0a,
0x65, 0x6e, 0x64, 0x0a,
}; // [boot.lua]
} // love