mirror of
https://github.com/love2d/love.git
synced 2026-08-15 15:51:12 +02:00
Improved error handling and error messages when love.graphics.newShader fails
This commit is contained in:
@@ -508,14 +508,45 @@ int w_newShader(lua_State *L)
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// clamp stack to 2 elements
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lua_settop(L, 2);
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// read any filepath arguments
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for (int i = 1; i <= 2; i++)
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{
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if (!lua_isstring(L, i))
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continue;
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// call love.filesystem.isFile(arg_i)
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luax_getfunction(L, "filesystem", "isFile");
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lua_pushvalue(L, i);
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lua_call(L, 1, 1);
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bool isFile = luax_toboolean(L, -1);
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lua_pop(L, 1);
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if (isFile)
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{
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luax_getfunction(L, "filesystem", "read");
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lua_pushvalue(L, i);
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lua_call(L, 1, 1);
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lua_replace(L, i);
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}
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}
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bool has_arg1 = lua_isstring(L, 1);
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bool has_arg2 = lua_isstring(L, 2);
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// require at least one string argument
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if (!(has_arg1 || has_arg2))
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luaL_checkstring(L, 1);
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luax_getfunction(L, "graphics", "_shaderCodeToGLSL");
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// push vertexcode and pixelcode strings to the top of the stack so they become arguments for the function
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// push vertexcode and pixelcode strings to the top of the stack
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lua_pushvalue(L, 1);
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lua_pushvalue(L, 2);
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// call effectCodeToGLSL, returned values will be at the top of the stack
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lua_pcall(L, 2, 2, 0);
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if (lua_pcall(L, 2, 2, 0) != 0)
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return luaL_error(L, "%s", lua_tostring(L, -1));
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Shader::ShaderSources sources;
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@@ -525,6 +556,8 @@ int w_newShader(lua_State *L)
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std::string vertexcode(luaL_checkstring(L, -2));
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sources[Shader::TYPE_VERTEX] = vertexcode;
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}
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else if (has_arg1 && has_arg2)
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return luaL_error(L, "Could not parse vertex shader code (missing 'position' function?)");
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// pixel shader code
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if (lua_isstring(L, -1))
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@@ -532,6 +565,8 @@ int w_newShader(lua_State *L)
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std::string pixelcode(luaL_checkstring(L, -1));
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sources[Shader::TYPE_PIXEL] = pixelcode;
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}
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else if (has_arg1 && has_arg2)
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return luaL_error(L, "Could not parse pixel shader code (missing 'effect' function?)");
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if (sources.empty())
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{
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@@ -539,7 +574,7 @@ int w_newShader(lua_State *L)
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for (int i = 1; i <= 2; i++)
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{
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if (lua_isstring(L, i))
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return luaL_argerror(L, i, "invalid or incomplete shader code");
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return luaL_argerror(L, i, "missing 'position' or 'effect' function?");
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}
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}
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@@ -1361,9 +1361,11 @@ void main() {
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end
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function love.graphics._shaderCodeToGLSL(vertexcode, pixelcode)
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local vertexarg, pixelarg = vertexcode, pixelcode
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if vertexcode then
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local s = vertexcode:gsub("\r\n\t", " ")
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s = s:gsub("%w+(%s+)%(", "")
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s = s:gsub("(%w+)(%s+)%(", "%1(")
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if s:match("vec4%s*effect%(") then
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pixelcode = vertexcode -- first argument contains pixel shader code
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end
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@@ -1371,9 +1373,10 @@ void main() {
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vertexcode = nil -- first argument doesn't contain vertex shader code
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end
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end
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if pixelcode then
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local s = pixelcode:gsub("\r\n\t", " ")
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s = s:gsub("%w+(%s+)%(", "")
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s = s:gsub("(%w+)(%s+)%(", "%1(")
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if s:match("vec4%s*position%(") then
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vertexcode = pixelcode -- second argument contains vertex shader code
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end
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@@ -1385,6 +1388,7 @@ void main() {
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if vertexcode then
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vertexcode = createVertexCode(vertexcode)
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end
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if pixelcode then
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pixelcode = createPixelCode(pixelcode)
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end
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@@ -1464,19 +1468,9 @@ void main() {
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local newShader = love.graphics.newShader
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function love.graphics.newShader(vertexcode, pixelcode)
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love.graphics.newShader = function(vertexcode, pixelcode)
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if love.filesystem then
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if vertexcode and love.filesystem.exists(vertexcode) then
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vertexcode = love.filesystem.read(vertexcode)
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end
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if pixelcode and love.filesystem.exists(pixelcode) then
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pixelcode = love.filesystem.read(pixelcode)
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end
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end
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return newShader(vertexcode, pixelcode)
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end
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love.graphics.newShader = newShader
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local shader = love.graphics.newShader(vertexcode, pixelcode)
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local shader = newShader(vertexcode, pixelcode)
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local meta = getmetatable(shader)
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meta.send = shader_dispatch_send
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meta.sendBoolean = meta.sendFloat
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+12
-34
@@ -6388,13 +6388,16 @@ const unsigned char graphics_lua[] =
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@@ -6418,8 +6421,8 @@ const unsigned char graphics_lua[] =
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@@ -6626,36 +6629,11 @@ const unsigned char graphics_lua[] =
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