Shader:send improvements.

Type and value checking is now completely based on the shader uniform's information, instead of on the arguments to Shader:send. This means Shader:send now converts numbers to integers or floats depending on the uniform's type, and matrices can now be passed in as a flat array (without requiring the 'dimension' field that shader:sendMatrix previously needed).
As a result, Shader:sendTexture, Shader:sendMatrix, Shader:sendInt, and Shader:sendFloat are all deprecated in favour of Shader:send.

Performance of Shader:send has also increased, especially when sending small amounts of values per call.
This commit is contained in:
Alex Szpakowski
2016-09-11 12:40:02 -03:00
parent 0b1bfba493
commit a9c83897bb
3 changed files with 199 additions and 323 deletions
+121 -196
View File
@@ -23,7 +23,6 @@
#include "math/MathModule.h"
#include <string>
#include <iostream>
#include <algorithm>
#include <cmath>
@@ -42,118 +41,51 @@ 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)
{
@@ -162,103 +94,94 @@ static int w__Shader_sendFloat(lua_State *L, bool colors)
for (int i = 0; i < count; i++)
{
for (int j = 0; j < (int) dimension; j++)
for (int j = 0; j < components; j++)
{
// the fourth component (alpha) is always already linear, if it exists.
if (gammacorrect && j < 3)
values[i * dimension + j] = m.gammaToLinear(values[i * dimension + j] / 255.0f);
values[i * components + j] = m.gammaToLinear(values[i * components + j] / 255.0f);
else
values[i * dimension + j] /= 255.0f;
values[i * components + j] /= 255.0f;
}
}
}
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++;
}
@@ -267,67 +190,69 @@ 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_getExternVariable(lua_State *L)
@@ -365,13 +290,13 @@ int w_Shader_getExternVariable(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 },
{ "getExternVariable", w_Shader_getExternVariable },
{ 0, 0 }
};