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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.
Alex Szpakowski 9 years ago
parent
commit
a9c83897bb

+ 62 - 76
src/modules/graphics/opengl/Shader.cpp

@@ -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.");
-
-	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.");
-}
+	if (info->baseType != UNIFORM_INT && info->baseType != UNIFORM_BOOL)
+		return;
 
-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)
 {
-	TemporaryAttacher attacher(this);
+	if (info->baseType != UNIFORM_MATRIX)
+		return;
 
-	if (size < 2 || size > 4)
-	{
-		throw love::Exception("Invalid matrix size: %dx%d "
-							  "(can only set 2x2, 3x3 or 4x4 matrices.)", size,size);
-	}
+	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:
-		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)
@@ -632,9 +613,12 @@ Shader::UniformType Shader::getExternVariable(const std::string &name, int &comp
 		return UNIFORM_UNKNOWN;
 	}
 
-	components = getUniformTypeSize(it->second.type);
+	components = it->second.components;
 	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;
 }
 
@@ -894,6 +878,7 @@ 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:
@@ -903,7 +888,7 @@ 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:
@@ -963,6 +948,7 @@ 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
src/modules/graphics/opengl/Shader.h

@@ -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 the type, number of components, and number of array elements of
@@ -221,24 +199,11 @@ public:
 
 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.
 	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);
 
@@ -267,7 +232,7 @@ 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

+ 120 - 195
src/modules/graphics/opengl/wrap_Shader.cpp

@@ -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))
-		{
-			luax_typerror(L, 3 + i, "table");
-			return 0;
-		}
-		if (luax_objlen(L, 3 + i) != dimension)
+		for (int i = 0; i < count; ++i)
+			values[i] = (T) luaL_checknumber(L, startidx + i);
+	}
+	else
+	{
+		for (int i = 0; i < count; i++)
 		{
-			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)
-{
-	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.");
-
-	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)
+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.");
-
-	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)
-{
-	return w__Shader_sendFloat(L, false);
-}
-
-int w_Shader_sendColor(lua_State *L)
+int w_Shader_sendInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
 {
-	return w__Shader_sendFloat(L, true);
+	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_sendMatrix(lua_State *L)
+int w_Shader_sendBooleans(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
 {
-	int count = lua_gettop(L) - 2;
-	Shader *shader = luax_checkshader(L, 1);
-	const char *name = luaL_checkstring(L, 2);
+	int count = _getCount(L, startidx, info);
+	int components = info->components;
 
-	if (!lua_istable(L, 3))
-		return luax_typerror(L, 3, "matrix table");
+	// We have to send booleans as ints or floats.
+	float *values = shader->getScratchBuffer<float>(components * count);
 
-	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;
+}
+
+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;
 
-	float *values = shader->getScratchBuffer<float>(dimension * dimension * count);
+	float *values = shader->getScratchBuffer<float>(elements * count);
 
-	for (int i = 0; i < count; ++i)
+	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)
-	{
-	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);
+	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 (ttype == LUA_TNUMBER || ttype == LUA_TBOOLEAN)
-			return w_Shader_sendFloat(L);
-		else if (ttype == LUA_TTABLE)
-			return w_Shader_sendMatrix(L);
+	int startidx = 3;
 
-		break;
+	switch (info->baseType)
+	{
+	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);
 	}
+}
+
+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 luaL_argerror(L, 3, "number, boolean, table, image, or canvas expected");
+	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 }
 };