Merge pull request #1715 from bjornbytes/compute-shaders

Compute Shaders
This commit is contained in:
Alex Szpakowski
2021-07-18 13:09:48 -03:00
committed by GitHub
15 changed files with 276 additions and 32 deletions
+38 -2
View File
@@ -291,7 +291,19 @@ Shader *Graphics::newShader(const std::vector<std::string> &stagessource)
}
return newShaderInternal(stages[SHADERSTAGE_VERTEX], stages[SHADERSTAGE_PIXEL]);
return newShaderInternal(stages);
}
Shader *Graphics::newComputeShader(const std::string &source)
{
Shader::SourceInfo info = Shader::getSourceInfo(source);
if (info.stages[SHADERSTAGE_COMPUTE] == Shader::ENTRYPOINT_NONE)
throw love::Exception("Could not parse compute shader code (missing 'computemain' function?)");
StrongRef<ShaderStage> stages[SHADERSTAGE_MAX_ENUM];
stages[SHADERSTAGE_COMPUTE].set(newShaderStage(SHADERSTAGE_COMPUTE, source, info));
return newShaderInternal(stages);
}
Buffer *Graphics::newBuffer(const Buffer::Settings &settings, DataFormat format, const void *data, size_t size, size_t arraylength)
@@ -332,6 +344,7 @@ bool Graphics::validateShader(bool gles, const std::vector<std::string> &stagess
bool validstages[SHADERSTAGE_MAX_ENUM] = {};
validstages[SHADERSTAGE_VERTEX] = true;
validstages[SHADERSTAGE_PIXEL] = true;
validstages[SHADERSTAGE_COMPUTE] = true;
// Don't use cached shader stages, since the gles flag may not match the
// current renderer.
@@ -362,7 +375,7 @@ bool Graphics::validateShader(bool gles, const std::vector<std::string> &stagess
}
}
return Shader::validate(stages[SHADERSTAGE_VERTEX], stages[SHADERSTAGE_PIXEL], err);
return Shader::validate(stages, err);
}
int Graphics::getWidth() const
@@ -1065,6 +1078,26 @@ void Graphics::copyBuffer(Buffer *source, Buffer *dest, size_t sourceoffset, siz
source->copyTo(dest, sourceoffset, destoffset, size);
}
void Graphics::dispatchThreadgroups(Shader* shader, int x, int y, int z)
{
if (!shader->hasStage(SHADERSTAGE_COMPUTE))
throw love::Exception("Only compute shaders can have threads dispatched.");
if (x <= 0 || y <= 0 || z <= 0)
throw love::Exception("Threadgroup dispatch size must be positive.");
if (x > capabilities.limits[LIMIT_THREADGROUPS_X]
|| y > capabilities.limits[LIMIT_THREADGROUPS_Y]
|| z > capabilities.limits[LIMIT_THREADGROUPS_Z])
{
throw love::Exception("Too many threadgroups dispatched.");
}
flushBatchedDraws();
shader->attach();
dispatch(x, y, z);
}
Graphics::BatchedVertexData Graphics::requestBatchedDraw(const BatchedDrawCommand &cmd)
{
BatchedDrawState &state = batchedDrawState;
@@ -1878,6 +1911,9 @@ STRINGMAP_CLASS_BEGIN(Graphics, Graphics::SystemLimit, Graphics::LIMIT_MAX_ENUM,
{ "cubetexturesize", Graphics::LIMIT_CUBE_TEXTURE_SIZE },
{ "texelbuffersize", Graphics::LIMIT_TEXEL_BUFFER_SIZE },
{ "shaderstoragebuffersize", Graphics::LIMIT_SHADER_STORAGE_BUFFER_SIZE },
{ "threadgroupsx", Graphics::LIMIT_THREADGROUPS_X },
{ "threadgroupsy", Graphics::LIMIT_THREADGROUPS_Y },
{ "threadgroupsz", Graphics::LIMIT_THREADGROUPS_Z },
{ "rendertargets", Graphics::LIMIT_RENDER_TARGETS },
{ "texturemsaa", Graphics::LIMIT_TEXTURE_MSAA },
{ "anisotropy", Graphics::LIMIT_ANISOTROPY },
+9 -1
View File
@@ -164,6 +164,9 @@ public:
LIMIT_TEXTURE_LAYERS,
LIMIT_TEXEL_BUFFER_SIZE,
LIMIT_SHADER_STORAGE_BUFFER_SIZE,
LIMIT_THREADGROUPS_X,
LIMIT_THREADGROUPS_Y,
LIMIT_THREADGROUPS_Z,
LIMIT_RENDER_TARGETS,
LIMIT_TEXTURE_MSAA,
LIMIT_ANISOTROPY,
@@ -436,6 +439,7 @@ public:
ParticleSystem *newParticleSystem(Texture *texture, int size);
Shader *newShader(const std::vector<std::string> &stagessource);
Shader *newComputeShader(const std::string &source);
virtual Buffer *newBuffer(const Buffer::Settings &settings, const std::vector<Buffer::DataDeclaration> &format, const void *data, size_t size, size_t arraylength) = 0;
virtual Buffer *newBuffer(const Buffer::Settings &settings, DataFormat format, const void *data, size_t size, size_t arraylength);
@@ -671,6 +675,8 @@ public:
void copyBuffer(Buffer *source, Buffer *dest, size_t sourceoffset, size_t destoffset, size_t size);
void dispatchThreadgroups(Shader* shader, int x, int y, int z);
void draw(Drawable *drawable, const Matrix4 &m);
void draw(Texture *texture, Quad *quad, const Matrix4 &m);
void drawLayer(Texture *texture, int layer, const Matrix4 &m);
@@ -929,9 +935,11 @@ protected:
ShaderStage *newShaderStage(ShaderStageType stage, const std::string &source, const Shader::SourceInfo &info);
virtual ShaderStage *newShaderStageInternal(ShaderStageType stage, const std::string &cachekey, const std::string &source, bool gles) = 0;
virtual Shader *newShaderInternal(ShaderStage *vertex, ShaderStage *pixel) = 0;
virtual Shader *newShaderInternal(StrongRef<ShaderStage> stages[SHADERSTAGE_MAX_ENUM]) = 0;
virtual StreamBuffer *newStreamBuffer(BufferUsage type, size_t size) = 0;
virtual void dispatch(int x, int y, int z) = 0;
virtual void setRenderTargetsInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBtexture) = 0;
virtual void initCapabilities() = 0;
+73 -13
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@@ -389,6 +389,24 @@ void main() {
}
)";
static const char compute_header[] = R"(
#define love_NumWorkGroups gl_NumWorkGroups
#define love_WorkGroupID gl_WorkGroupID
#define love_LocalInvocationID gl_LocalInvocationID
#define love_GlobalInvocationID gl_GlobalInvocationID
#define love_LocalInvocationIndex gl_LocalInvocationIndex
)";
static const char compute_functions[] = R"()";
static const char compute_main[] = R"(
void computemain();
void main() {
computemain();
}
)";
struct StageInfo
{
const char *name;
@@ -403,6 +421,7 @@ static const StageInfo stageInfo[] =
{
{ "VERTEX", vertex_header, vertex_functions, vertex_main, vertex_main, vertex_main_raw },
{ "PIXEL", pixel_header, pixel_functions, pixel_main, pixel_main_custom, pixel_main_raw },
{ "COMPUTE", compute_header, compute_functions, compute_main, compute_main, compute_main },
};
static_assert((sizeof(stageInfo) / sizeof(StageInfo)) == SHADERSTAGE_MAX_ENUM, "Stages array size must match ShaderStage enum.");
@@ -465,6 +484,15 @@ static Shader::EntryPoint getPixelEntryPoint(const std::string &src, bool &mrt)
return Shader::ENTRYPOINT_NONE;
}
static Shader::EntryPoint getComputeEntryPoint(const std::string &src) {
std::smatch m;
if (std::regex_search(src, m, std::regex("void\\s+computemain\\s*\\(")))
return Shader::ENTRYPOINT_RAW;
return Shader::ENTRYPOINT_NONE;
}
} // glsl
static_assert(sizeof(Shader::BuiltinUniformData) == sizeof(float) * 4 * 13, "Update the array in wrap_GraphicsShader.lua if this changes.");
@@ -480,6 +508,9 @@ Shader::SourceInfo Shader::getSourceInfo(const std::string &src)
info.language = glsl::getTargetLanguage(src);
info.stages[SHADERSTAGE_VERTEX] = glsl::getVertexEntryPoint(src);
info.stages[SHADERSTAGE_PIXEL] = glsl::getPixelEntryPoint(src, info.usesMRT);
info.stages[SHADERSTAGE_COMPUTE] = glsl::getComputeEntryPoint(src);
if (info.stages[SHADERSTAGE_COMPUTE])
info.language = LANGUAGE_GLSL4;
return info;
}
@@ -494,6 +525,9 @@ std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStageType stage,
if (info.stages[stage] == ENTRYPOINT_RAW && info.language == LANGUAGE_GLSL1)
throw love::Exception("Shaders using a raw entry point (vertexmain or pixelmain) must use GLSL 3 or greater.");
if (stage == SHADERSTAGE_COMPUTE && info.language != LANGUAGE_GLSL4)
throw love::Exception("Compute shaders must use GLSL 4.");
const auto &features = gfx->getCapabilities().features;
if (info.language == LANGUAGE_GLSL3 && !features[Graphics::FEATURE_GLSL3])
@@ -541,15 +575,15 @@ std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStageType stage,
return ss.str();
}
Shader::Shader(ShaderStage *vertex, ShaderStage *pixel)
Shader::Shader(StrongRef<ShaderStage> _stages[])
: stages()
{
std::string err;
if (!validateInternal(vertex, pixel, err, validationReflection))
if (!validateInternal(_stages, err, validationReflection))
throw love::Exception("%s", err.c_str());
stages[SHADERSTAGE_VERTEX] = vertex;
stages[SHADERSTAGE_PIXEL] = pixel;
for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++)
stages[i] = _stages[i];
}
Shader::~Shader()
@@ -564,6 +598,11 @@ Shader::~Shader()
attachDefault(STANDARD_DEFAULT);
}
bool Shader::hasStage(ShaderStageType stage)
{
return stages[stage] != nullptr;
}
void Shader::attachDefault(StandardShader defaultType)
{
Shader *defaultshader = standardShaders[defaultType];
@@ -636,21 +675,28 @@ void Shader::validateDrawState(PrimitiveType primtype, Texture *maintex) const
}
}
bool Shader::validate(ShaderStage* vertex, ShaderStage* pixel, std::string& err)
void Shader::getLocalThreadgroupSize(int *x, int *y, int *z)
{
ValidationReflection reflection;
return validateInternal(vertex, pixel, err, reflection);
*x = validationReflection.localThreadgroupSize[0];
*y = validationReflection.localThreadgroupSize[1];
*z = validationReflection.localThreadgroupSize[2];
}
bool Shader::validateInternal(ShaderStage *vertex, ShaderStage *pixel, std::string &err, ValidationReflection &reflection)
bool Shader::validate(StrongRef<ShaderStage> stages[], std::string& err)
{
ValidationReflection reflection;
return validateInternal(stages, err, reflection);
}
bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err, ValidationReflection &reflection)
{
glslang::TProgram program;
if (vertex != nullptr)
program.addShader(vertex->getGLSLangShader());
if (pixel != nullptr)
program.addShader(pixel->getGLSLangShader());
for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++)
{
if (stages[i] != nullptr)
program.addShader(stages[i]->getGLSLangShader());
}
if (!program.link(EShMsgDefault))
{
@@ -671,6 +717,20 @@ bool Shader::validateInternal(ShaderStage *vertex, ShaderStage *pixel, std::stri
reflection.usesPointSize = vertintermediate->inIoAccessed("gl_PointSize");
}
if (stages[SHADERSTAGE_COMPUTE] != nullptr)
{
for (int i = 0; i < 3; i++)
{
reflection.localThreadgroupSize[i] = program.getLocalSize(i);
if (reflection.localThreadgroupSize[i] <= 0)
{
err = "Shader validation error:\nNegative local threadgroup size.";
return false;
}
}
}
for (int i = 0; i < program.getNumBufferBlocks(); i++)
{
const glslang::TObjectReflection &info = program.getBufferBlock(i);
+11 -3
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@@ -164,9 +164,14 @@ public:
// Pointer to the default Shader.
static Shader *standardShaders[STANDARD_MAX_ENUM];
Shader(ShaderStage *vertex, ShaderStage *pixel);
Shader(StrongRef<ShaderStage> stages[]);
virtual ~Shader();
/**
* Check whether a Shader has a stage.
**/
bool hasStage(ShaderStageType stage);
/**
* Binds this Shader's program to be used when rendering.
**/
@@ -211,10 +216,12 @@ public:
TextureType getMainTextureType() const;
void validateDrawState(PrimitiveType primtype, Texture *maintexture) const;
void getLocalThreadgroupSize(int *x, int *y, int *z);
static SourceInfo getSourceInfo(const std::string &src);
static std::string createShaderStageCode(Graphics *gfx, ShaderStageType stage, const std::string &code, const SourceInfo &info);
static bool validate(ShaderStage *vertex, ShaderStage *pixel, std::string &err);
static bool validate(StrongRef<ShaderStage> stages[], std::string &err);
static bool initialize();
static void deinitialize();
@@ -238,10 +245,11 @@ protected:
struct ValidationReflection
{
std::map<std::string, BufferReflection> storageBuffers;
int localThreadgroupSize[3];
bool usesPointSize;
};
static bool validateInternal(ShaderStage* vertex, ShaderStage* pixel, std::string& err, ValidationReflection &reflection);
static bool validateInternal(StrongRef<ShaderStage> stages[], std::string& err, ValidationReflection &reflection);
StrongRef<ShaderStage> stages[SHADERSTAGE_MAX_ENUM];
+5 -2
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@@ -148,6 +148,8 @@ ShaderStage::ShaderStage(Graphics *gfx, ShaderStageType stage, const std::string
glslangStage = EShLangVertex;
else if (stage == SHADERSTAGE_PIXEL)
glslangStage = EShLangFragment;
else if (stage == SHADERSTAGE_COMPUTE)
glslangStage = EShLangCompute;
else
throw love::Exception("Cannot compile shader stage: unknown stage type.");
@@ -212,8 +214,9 @@ const char *ShaderStage::getConstant(ShaderStageType in)
StringMap<ShaderStageType, SHADERSTAGE_MAX_ENUM>::Entry ShaderStage::stageNameEntries[] =
{
{ "vertex", SHADERSTAGE_VERTEX },
{ "pixel", SHADERSTAGE_PIXEL },
{ "vertex", SHADERSTAGE_VERTEX },
{ "pixel", SHADERSTAGE_PIXEL },
{ "compute", SHADERSTAGE_COMPUTE },
};
StringMap<ShaderStageType, SHADERSTAGE_MAX_ENUM> ShaderStage::stageNames(ShaderStage::stageNameEntries, sizeof(ShaderStage::stageNameEntries));
+1
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@@ -45,6 +45,7 @@ enum ShaderStageType
{
SHADERSTAGE_VERTEX,
SHADERSTAGE_PIXEL,
SHADERSTAGE_COMPUTE,
SHADERSTAGE_MAX_ENUM
};
+12 -3
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@@ -155,9 +155,9 @@ love::graphics::ShaderStage *Graphics::newShaderStageInternal(ShaderStageType st
return new ShaderStage(this, stage, source, gles, cachekey);
}
love::graphics::Shader *Graphics::newShaderInternal(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel)
love::graphics::Shader *Graphics::newShaderInternal(StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM])
{
return new Shader(vertex, pixel);
return new Shader(stages);
}
love::graphics::Buffer *Graphics::newBuffer(const Buffer::Settings &settings, const std::vector<Buffer::DataDeclaration> &format, const void *data, size_t size, size_t arraylength)
@@ -469,6 +469,12 @@ void Graphics::setActive(bool enable)
active = enable;
}
void Graphics::dispatch(int x, int y, int z)
{
glDispatchCompute(x, y, z);
glMemoryBarrier(GL_ALL_BARRIER_BITS); // TODO: Improve synchronization
}
void Graphics::draw(const DrawCommand &cmd)
{
gl.prepareDraw(this);
@@ -1543,10 +1549,13 @@ void Graphics::initCapabilities()
capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = gl.getMaxCubeTextureSize();
capabilities.limits[LIMIT_TEXEL_BUFFER_SIZE] = gl.getMaxTexelBufferSize();
capabilities.limits[LIMIT_SHADER_STORAGE_BUFFER_SIZE] = gl.getMaxShaderStorageBufferSize();
capabilities.limits[LIMIT_THREADGROUPS_X] = gl.getMaxComputeWorkGroupsX();
capabilities.limits[LIMIT_THREADGROUPS_Y] = gl.getMaxComputeWorkGroupsY();
capabilities.limits[LIMIT_THREADGROUPS_Z] = gl.getMaxComputeWorkGroupsZ();
capabilities.limits[LIMIT_RENDER_TARGETS] = gl.getMaxRenderTargets();
capabilities.limits[LIMIT_TEXTURE_MSAA] = gl.getMaxSamples();
capabilities.limits[LIMIT_ANISOTROPY] = gl.getMaxAnisotropy();
static_assert(LIMIT_MAX_ENUM == 10, "Graphics::initCapabilities must be updated when adding a new system limit!");
static_assert(LIMIT_MAX_ENUM == 13, "Graphics::initCapabilities must be updated when adding a new system limit!");
for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
capabilities.textureTypes[i] = gl.isTextureTypeSupported((TextureType) i);
+3 -1
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@@ -68,6 +68,8 @@ public:
void setActive(bool active) override;
void dispatch(int x, int y, int z) override;
void draw(const DrawCommand &cmd) override;
void draw(const DrawIndexedCommand &cmd) override;
void drawQuads(int start, int count, const VertexAttributes &attributes, const BufferBindings &buffers, love::graphics::Texture *texture) override;
@@ -137,7 +139,7 @@ private:
};
love::graphics::ShaderStage *newShaderStageInternal(ShaderStageType stage, const std::string &cachekey, const std::string &source, bool gles) override;
love::graphics::Shader *newShaderInternal(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel) override;
love::graphics::Shader *newShaderInternal(StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM]) override;
love::graphics::StreamBuffer *newStreamBuffer(BufferUsage type, size_t size) override;
void setRenderTargetsInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBtexture) override;
void initCapabilities() override;
+31
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@@ -103,6 +103,9 @@ OpenGL::OpenGL()
, maxTextureArrayLayers(0)
, maxTexelBufferSize(0)
, maxShaderStorageBufferSize(0)
, maxComputeWorkGroupsX(0)
, maxComputeWorkGroupsY(0)
, maxComputeWorkGroupsZ(0)
, maxRenderTargets(1)
, maxSamples(1)
, maxTextureUnits(1)
@@ -511,6 +514,19 @@ void OpenGL::initMaxValues()
maxShaderStorageBufferBindings = 0;
}
if (GLAD_ES_VERSION_3_1 || GLAD_VERSION_4_3)
{
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &maxComputeWorkGroupsX);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &maxComputeWorkGroupsY);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &maxComputeWorkGroupsZ);
}
else
{
maxComputeWorkGroupsX = 0;
maxComputeWorkGroupsY = 0;
maxComputeWorkGroupsZ = 0;
}
int maxattachments = 1;
int maxdrawbuffers = 1;
@@ -1521,6 +1537,21 @@ int OpenGL::getMaxShaderStorageBufferSize() const
return maxShaderStorageBufferSize;
}
int OpenGL::getMaxComputeWorkGroupsX() const
{
return maxComputeWorkGroupsX;
}
int OpenGL::getMaxComputeWorkGroupsY() const
{
return maxComputeWorkGroupsY;
}
int OpenGL::getMaxComputeWorkGroupsZ() const
{
return maxComputeWorkGroupsZ;
}
int OpenGL::getMaxRenderTargets() const
{
return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
+11
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@@ -390,6 +390,14 @@ public:
**/
int getMaxShaderStorageBufferSize() const;
/**
* Returns the maximum number of compute work groups that can be
* dispatched in a given dimension.
*/
int getMaxComputeWorkGroupsX() const;
int getMaxComputeWorkGroupsY() const;
int getMaxComputeWorkGroupsZ() const;
/**
* Returns the maximum supported number of simultaneous render targets.
**/
@@ -474,6 +482,9 @@ private:
int maxTextureArrayLayers;
int maxTexelBufferSize;
int maxShaderStorageBufferSize;
int maxComputeWorkGroupsX;
int maxComputeWorkGroupsY;
int maxComputeWorkGroupsZ;
int maxRenderTargets;
int maxSamples;
int maxTextureUnits;
+2 -2
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@@ -42,8 +42,8 @@ static bool isBuffer(Shader::UniformType utype)
return utype == Shader::UNIFORM_TEXELBUFFER || utype == Shader::UNIFORM_STORAGEBUFFER;
}
Shader::Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel)
: love::graphics::Shader(vertex, pixel)
Shader::Shader(StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM])
: love::graphics::Shader(stages)
, program(0)
, builtinUniforms()
, builtinUniformInfo()
+1 -1
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@@ -43,7 +43,7 @@ class Shader final : public love::graphics::Shader, public Volatile
{
public:
Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel);
Shader(StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM]);
virtual ~Shader();
// Implements Volatile
@@ -53,6 +53,8 @@ bool ShaderStage::loadVolatile()
glstage = GL_VERTEX_SHADER;
else if (stage == SHADERSTAGE_PIXEL)
glstage = GL_FRAGMENT_SHADER;
else if (stage == SHADERSTAGE_COMPUTE)
glstage = GL_COMPUTE_SHADER;
else
throw love::Exception("%s shader stage is not handled in OpenGL backend code.", typestr);
+41
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@@ -1458,6 +1458,34 @@ int w_newShader(lua_State *L)
return 1;
}
int w_newComputeShader(lua_State* L)
{
std::vector<std::string> stages;
w_getShaderSource(L, 1, stages);
bool should_error = false;
try
{
Shader *shader = instance()->newComputeShader(stages[0]);
luax_pushtype(L, shader);
shader->release();
}
catch (love::Exception &e)
{
luax_getfunction(L, "graphics", "_transformGLSLErrorMessages");
lua_pushstring(L, e.what());
// Function pushes the new error string onto the stack.
lua_pcall(L, 1, 1, 0);
should_error = true;
}
if (should_error)
return lua_error(L);
return 1;
}
int w_validateShader(lua_State *L)
{
bool gles = luax_checkboolean(L, 1);
@@ -3255,6 +3283,16 @@ int w_polygon(lua_State *L)
return 0;
}
int w_dispatchThreadgroups(lua_State* L)
{
Shader *shader = luax_checkshader(L, 1);
int x = (int) luaL_checkinteger(L, 2);
int y = (int) luaL_optinteger(L, 3, 1);
int z = (int) luaL_optinteger(L, 4, 1);
luax_catchexcept(L, [&](){ instance()->dispatchThreadgroups(shader, x, y, z); });
return 0;
}
int w_copyBuffer(lua_State *L)
{
Buffer *source = luax_checkbuffer(L, 1);
@@ -3405,6 +3443,7 @@ static const luaL_Reg functions[] =
{ "newSpriteBatch", w_newSpriteBatch },
{ "newParticleSystem", w_newParticleSystem },
{ "newShader", w_newShader },
{ "newComputeShader", w_newComputeShader },
{ "newBuffer", w_newBuffer },
{ "newVertexBuffer", w_newVertexBuffer },
{ "newIndexBuffer", w_newIndexBuffer },
@@ -3472,6 +3511,8 @@ static const luaL_Reg functions[] =
{ "print", w_print },
{ "printf", w_printf },
{ "dispatchThreadgroups", w_dispatchThreadgroups },
{ "copyBuffer", w_copyBuffer },
{ "isCreated", w_isCreated },
+36 -4
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@@ -491,12 +491,44 @@ int w_Shader_hasUniform(lua_State *L)
return 1;
}
int w_Shader_hasStage(lua_State* L)
{
Shader *shader = luax_checkshader(L, 1);
ShaderStageType stage;
const char *str = luaL_checkstring(L, 2);
if (!ShaderStage::getConstant(str, stage))
return luax_enumerror(L, "shader stage", str);
luax_pushboolean(L, shader->hasStage(stage));
return 1;
}
int w_Shader_getLocalThreadgroupSize(lua_State* L)
{
Shader *shader = luax_checkshader(L, 1);
if (!shader->hasStage(SHADERSTAGE_COMPUTE))
{
lua_pushnil(L);
return 1;
}
int x, y, z;
shader->getLocalThreadgroupSize(&x, &y, &z);
lua_pushinteger(L, x);
lua_pushinteger(L, y);
lua_pushinteger(L, z);
return 3;
}
static const luaL_Reg w_Shader_functions[] =
{
{ "getWarnings", w_Shader_getWarnings },
{ "send", w_Shader_send },
{ "sendColor", w_Shader_sendColors },
{ "hasUniform", w_Shader_hasUniform },
{ "getWarnings", w_Shader_getWarnings },
{ "send", w_Shader_send },
{ "sendColor", w_Shader_sendColors },
{ "hasUniform", w_Shader_hasUniform },
{ "hasStage", w_Shader_hasStage },
{ "getLocalThreadgroupSize", w_Shader_getLocalThreadgroupSize },
{ 0, 0 }
};