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
+62 -76
View File
@@ -192,13 +192,15 @@ void Shader::mapActiveUniforms()
for (int i = 0; i < numuniforms; i++) for (int i = 0; i < numuniforms; i++)
{ {
GLsizei namelen = 0; 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.name = std::string(cname, (size_t) namelen);
u.location = glGetUniformLocation(program, u.name.c_str()); 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 // 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) // do this themselves, but some Android devices (galaxy tab 3 and 4)
@@ -409,20 +411,20 @@ void Shader::attach(bool temporary)
gl.useProgram(program); gl.useProgram(program);
current = this; current = this;
// retain/release happens in Graphics::setShader. // retain/release happens in Graphics::setShader.
}
if (!temporary) 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 (activeTexUnits[i] > 0) // make sure all sent textures are properly bound to their respective texture units
gl.bindTextureToUnit(activeTexUnits[i], i + 1, false); // 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. // We always want to use texture unit 0 for everyhing else.
gl.setTextureUnit(0); gl.setTextureUnit(0);
}
} }
} }
@@ -442,130 +444,109 @@ void Shader::detach()
current = nullptr; 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()) if (it == uniforms.end())
throw love::Exception("Variable '%s' does not exist.\n" return nullptr;
"A common error is to define but not use the variable.", name.c_str());
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) if (info->baseType != UNIFORM_INT && info->baseType != UNIFORM_BOOL)
throw love::Exception("No active shader program."); 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); TemporaryAttacher attacher(this);
const Uniform &u = getUniform(name); int location = info->location;
checkSetUniformError(u, size, count, UNIFORM_INT);
switch (size) switch (info->components)
{ {
case 4: case 4:
glUniform4iv(u.location, count, vec); glUniform4iv(location, count, vec);
break; break;
case 3: case 3:
glUniform3iv(u.location, count, vec); glUniform3iv(location, count, vec);
break; break;
case 2: case 2:
glUniform2iv(u.location, count, vec); glUniform2iv(location, count, vec);
break; break;
case 1: case 1:
default: default:
glUniform1iv(u.location, count, vec); glUniform1iv(location, count, vec);
break; 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); TemporaryAttacher attacher(this);
const Uniform &u = getUniform(name); int location = info->location;
checkSetUniformError(u, size, count, UNIFORM_FLOAT);
switch (size) switch (info->components)
{ {
case 4: case 4:
glUniform4fv(u.location, count, vec); glUniform4fv(location, count, vec);
break; break;
case 3: case 3:
glUniform3fv(u.location, count, vec); glUniform3fv(location, count, vec);
break; break;
case 2: case 2:
glUniform2fv(u.location, count, vec); glUniform2fv(location, count, vec);
break; break;
case 1: case 1:
default: default:
glUniform1fv(u.location, count, vec); glUniform1fv(location, count, vec);
break; 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); TemporaryAttacher attacher(this);
if (size < 2 || size > 4) int location = info->location;
{
throw love::Exception("Invalid matrix size: %dx%d "
"(can only set 2x2, 3x3 or 4x4 matrices.)", size,size);
}
const Uniform &u = getUniform(name); switch (info->components)
checkSetUniformError(u, size, count, UNIFORM_FLOAT);
switch (size)
{ {
case 4: case 4:
glUniformMatrix4fv(u.location, count, GL_FALSE, m); glUniformMatrix4fv(location, count, GL_FALSE, m);
break; break;
case 3: case 3:
glUniformMatrix3fv(u.location, count, GL_FALSE, m); glUniformMatrix3fv(location, count, GL_FALSE, m);
break; break;
case 2: case 2:
default: default:
glUniformMatrix2fv(u.location, count, GL_FALSE, m); glUniformMatrix2fv(location, count, GL_FALSE, m);
break; 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(); GLuint gltex = *(GLuint *) texture->getHandle();
TemporaryAttacher attacher(this); TemporaryAttacher attacher(this);
int texunit = getTextureUnit(name); int texunit = getTextureUnit(info->name);
const Uniform &u = getUniform(name);
checkSetUniformError(u, 1, 1, UNIFORM_SAMPLER);
// bind texture to assigned texture unit and send uniform to shader program // bind texture to assigned texture unit and send uniform to shader program
gl.bindTextureToUnit(gltex, texunit, true); 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 // increment global shader texture id counter for this texture unit, if we haven't already
if (activeTexUnits[texunit-1] == 0) 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 // store texture id so it can be re-bound to the proper texture unit later
activeTexUnits[texunit-1] = gltex; activeTexUnits[texunit-1] = gltex;
retainObject(name, texture); retainObject(info->name, texture);
} }
void Shader::retainObject(const std::string &name, Object *object) void Shader::retainObject(const std::string &name, Object *object)
@@ -632,9 +613,12 @@ Shader::UniformType Shader::getExternVariable(const std::string &name, int &comp
return UNIFORM_UNKNOWN; return UNIFORM_UNKNOWN;
} }
components = getUniformTypeSize(it->second.type); components = it->second.components;
count = (int) it->second.count; count = (int) it->second.count;
// Legacy support. This whole function is gone in 0.11 anyway.
if (it->second.baseType == UNIFORM_MATRIX)
return UNIFORM_FLOAT;
return it->second.baseType; return it->second.baseType;
} }
@@ -894,6 +878,7 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
case GL_FLOAT_VEC2: case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3: case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4: case GL_FLOAT_VEC4:
return UNIFORM_FLOAT;
case GL_FLOAT_MAT2: case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3: case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4: case GL_FLOAT_MAT4:
@@ -903,7 +888,7 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
case GL_FLOAT_MAT3x4: case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2: case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3: case GL_FLOAT_MAT4x3:
return UNIFORM_FLOAT; return UNIFORM_MATRIX;
case GL_BOOL: case GL_BOOL:
case GL_BOOL_VEC2: case GL_BOOL_VEC2:
case GL_BOOL_VEC3: case GL_BOOL_VEC3:
@@ -963,6 +948,7 @@ StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM> Shader::stageNames(Shader
StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] = StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
{ {
{"float", Shader::UNIFORM_FLOAT}, {"float", Shader::UNIFORM_FLOAT},
{"matrix", Shader::UNIFORM_MATRIX},
{"int", Shader::UNIFORM_INT}, {"int", Shader::UNIFORM_INT},
{"bool", Shader::UNIFORM_BOOL}, {"bool", Shader::UNIFORM_BOOL},
{"image", Shader::UNIFORM_SAMPLER}, {"image", Shader::UNIFORM_SAMPLER},
+16 -51
View File
@@ -74,6 +74,7 @@ public:
enum UniformType enum UniformType
{ {
UNIFORM_FLOAT, UNIFORM_FLOAT,
UNIFORM_MATRIX,
UNIFORM_INT, UNIFORM_INT,
UNIFORM_BOOL, UNIFORM_BOOL,
UNIFORM_SAMPLER, UNIFORM_SAMPLER,
@@ -87,6 +88,15 @@ public:
std::string pixel; std::string pixel;
}; };
struct UniformInfo
{
int location;
int count;
int components;
UniformType baseType;
std::string name;
};
// Pointer to currently active Shader. // Pointer to currently active Shader.
static Shader *current; static Shader *current;
@@ -128,44 +138,12 @@ public:
**/ **/
std::string getWarnings() const; std::string getWarnings() const;
/** const UniformInfo *getUniformInfo(const std::string &name) 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);
/** void sendInts(const UniformInfo *info, const int *vec, int count);
* Send at least one float or vector value to this Shader as a uniform. void sendFloats(const UniformInfo *info, const float *vec, int count);
* void sendMatrices(const UniformInfo *info, const float *m, int count);
* @param name The name of the uniform variable in the source code. void sendTexture(const UniformInfo *info, Texture *texture);
* @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);
/** /**
* Gets the type, number of components, and number of array elements of * Gets the type, number of components, and number of array elements of
@@ -221,24 +199,11 @@ public:
private: private:
// Represents a single uniform/extern shader variable.
struct Uniform
{
GLint location;
GLint count;
GLenum type;
UniformType baseType;
std::string name;
};
// Map active uniform names to their locations. // Map active uniform names to their locations.
void mapActiveUniforms(); void mapActiveUniforms();
const Uniform &getUniform(const std::string &name) const;
int getUniformTypeSize(GLenum type) const; int getUniformTypeSize(GLenum type) const;
UniformType getUniformBaseType(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); GLuint compileCode(ShaderStage stage, const std::string &code);
@@ -267,7 +232,7 @@ private:
std::map<std::string, GLint> attributes; std::map<std::string, GLint> attributes;
// Uniform location buffer map // Uniform location buffer map
std::map<std::string, Uniform> uniforms; std::map<std::string, UniformInfo> uniforms;
// Texture unit pool for setting images // Texture unit pool for setting images
std::map<std::string, GLint> texUnitPool; // texUnitPool[name] = textureunit std::map<std::string, GLint> texUnitPool; // texUnitPool[name] = textureunit
+121 -196
View File
@@ -23,7 +23,6 @@
#include "math/MathModule.h" #include "math/MathModule.h"
#include <string> #include <string>
#include <iostream>
#include <algorithm> #include <algorithm>
#include <cmath> #include <cmath>
@@ -42,118 +41,51 @@ Shader *luax_checkshader(lua_State *L, int idx)
int w_Shader_getWarnings(lua_State *L) int w_Shader_getWarnings(lua_State *L)
{ {
Shader *shader = luax_checkshader(L, 1); 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; return 1;
} }
template <typename T> static int _getCount(lua_State *L, int startidx, const Shader::UniformInfo *info)
static T *_getScalars(lua_State *L, Shader *shader, int count, size_t &dimension)
{ {
dimension = 1; return std::min(std::max(lua_gettop(L) - startidx, 1), info->count);
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;
} }
template <typename T> 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>(components * count);
T *values = shader->getScratchBuffer<T>(count * dimension);
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"); luaL_checktype(L, startidx + i, LUA_TTABLE);
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;
}
for (int k = 1; k <= (int) dimension; ++k) for (int k = 1; k <= components; 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
{ {
luax_typerror(L, -1, "number or boolean"); lua_rawgeti(L, startidx + i, k);
return 0; values[i * components + k - 1] = (T) luaL_checknumber(L, -1);
} }
lua_pop(L, components);
} }
lua_pop(L, int(dimension));
} }
return values; 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); int count = _getCount(L, startidx, info);
const char *name = luaL_checkstring(L, 2); int components = info->components;
int count = lua_gettop(L) - 2;
if (count < 1) float *values = _getNumbers<float>(L, startidx, shader, components, count);
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.");
if (colors) 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 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. // the fourth component (alpha) is always already linear, if it exists.
if (gammacorrect && j < 3) 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 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; 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) // We have to send booleans as ints or floats.
{ float *values = shader->getScratchBuffer<float>(components * count);
int count = lua_gettop(L) - 2;
Shader *shader = luax_checkshader(L, 1);
const char *name = luaL_checkstring(L, 2);
if (!lua_istable(L, 3)) if (components == 1)
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)
{ {
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)) for (int k = 1; k <= components; k++)
dimension = (int) lua_tointeger(L, -1); {
else lua_rawgeti(L, startidx + i, k);
dimension = (int) sqrtf((float) luax_objlen(L, 3)); 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) luax_catchexcept(L, [&]() { shader->sendFloats(info, values, count); });
return luaL_error(L, "Invalid matrix size: %dx%d (only 2x2, 3x3 and 4x4 matrices are supported).", return 0;
dimension, dimension); }
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); bool table_of_tables = lua_istable(L, -1);
if (table_of_tables)
other_dimension = luax_objlen(L, -1);
lua_pop(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) if (table_of_tables)
{ {
int n = 0; int n = 0;
for (int j = 1; j <= dimension; j++) 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++) for (int k = 1; k <= dimension; k++)
{ {
lua_rawgeti(L, -k, 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++; n++;
} }
@@ -267,67 +190,69 @@ int w_Shader_sendMatrix(lua_State *L)
} }
else else
{ {
for (int k = 1; k <= dimension*dimension; k++) for (int k = 1; k <= elements; k++)
{ {
lua_rawgeti(L, 3+i, k); lua_rawgeti(L, startidx + i, k);
values[i * dimension * dimension + k - 1] = (float) lua_tonumber(L, -1); 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; 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); // We don't support arrays of textures (yet).
const char *name = luaL_checkstring(L, 2); Texture *texture = luax_checktexture(L, startidx);
Texture *texture = luax_checktexture(L, 3); luax_catchexcept(L, [&]() { shader->sendTexture(info, texture); });
luax_catchexcept(L, [&](){ shader->sendTexture(name, texture); });
return 0; return 0;
} }
int w_Shader_send(lua_State *L) int w_Shader_send(lua_State *L)
{ {
int ttype = lua_type(L, 3); Shader *shader = luax_checkshader(L, 1);
Proxy *p = nullptr; 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 Shader::UNIFORM_FLOAT:
case LUA_TBOOLEAN: return w_Shader_sendFloats(L, startidx, shader, info, false);
// Scalar float/boolean. case Shader::UNIFORM_MATRIX:
return w_Shader_sendFloat(L); return w_Shader_sendMatrices(L, startidx, shader, info);
break; case Shader::UNIFORM_INT:
case LUA_TUSERDATA: return w_Shader_sendInts(L, startidx, shader, info);
// Texture (Image or Canvas). case Shader::UNIFORM_BOOL:
p = (Proxy *) lua_touserdata(L, 3); return w_Shader_sendBooleans(L, startidx, shader, info);
case Shader::UNIFORM_SAMPLER:
if (typeFlags[p->type][GRAPHICS_TEXTURE_ID]) return w_Shader_sendTexture(L, startidx, shader, info);
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;
default: 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) 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[] = static const luaL_Reg w_Shader_functions[] =
{ {
{ "getWarnings", w_Shader_getWarnings }, { "getWarnings", w_Shader_getWarnings },
{ "sendInt", w_Shader_sendInt }, { "sendInt", w_Shader_send },
{ "sendBoolean", w_Shader_sendInt }, { "sendBoolean", w_Shader_send },
{ "sendFloat", w_Shader_sendFloat }, { "sendFloat", w_Shader_send },
{ "sendColor", w_Shader_sendColor }, { "sendMatrix", w_Shader_send },
{ "sendMatrix", w_Shader_sendMatrix }, { "sendTexture", w_Shader_send },
{ "sendTexture", w_Shader_sendTexture },
{ "send", w_Shader_send }, { "send", w_Shader_send },
{ "sendColor", w_Shader_sendColors },
{ "getExternVariable", w_Shader_getExternVariable }, { "getExternVariable", w_Shader_getExternVariable },
{ 0, 0 } { 0, 0 }
}; };