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https://github.com/Laupetin/OpenAssetTools.git
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chore: use templated code for t5 techset dumping
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@@ -1,272 +0,0 @@
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#include "TechsetDumperT5.h"
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#include "Game/T5/Material/MaterialConstantZoneStateT5.h"
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#include "Game/T5/Techset/TechsetConstantsT5.h"
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#include "Shader/ShaderCommon.h"
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#include "Techset/CommonTechniqueDumper.h"
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#include "Techset/CommonTechsetDumper.h"
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#include "Techset/ShaderDumpingZoneState.h"
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#include "Techset/TechniqueDumpingZoneState.h"
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#include <cstdint>
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using namespace T5;
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namespace
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{
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void DumpPixelShader(const AssetDumpingContext& context, const MaterialPixelShader& pixelShader)
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{
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const auto shaderFile = context.OpenAssetFile(shader::GetFileNameForPixelShaderAssetName(pixelShader.name));
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if (!shaderFile)
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return;
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shaderFile->write(reinterpret_cast<char*>(pixelShader.prog.loadDef.program), pixelShader.prog.loadDef.programSize * sizeof(uint32_t));
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}
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void DumpVertexShader(const AssetDumpingContext& context, const MaterialVertexShader& vertexShader)
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{
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const auto shaderFile = context.OpenAssetFile(shader::GetFileNameForVertexShaderAssetName(vertexShader.name));
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if (!shaderFile)
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return;
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shaderFile->write(reinterpret_cast<char*>(vertexShader.prog.loadDef.program), vertexShader.prog.loadDef.programSize * sizeof(uint32_t));
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}
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void DumpShaders(AssetDumpingContext& context, const MaterialTechniqueSet& techset)
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{
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auto* shaderState = context.GetZoneAssetDumperState<techset::ShaderDumpingZoneState>();
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for (const auto* technique : techset.techniques)
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{
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if (!technique || !shaderState->ShouldDumpTechnique(technique))
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continue;
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for (auto passIndex = 0u; passIndex < technique->passCount; passIndex++)
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{
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const auto* pixelShader = technique->passArray[passIndex].pixelShader;
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if (pixelShader && shaderState->ShouldDumpPixelShader(pixelShader))
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DumpPixelShader(context, *pixelShader);
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const auto* vertexShader = technique->passArray[passIndex].vertexShader;
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if (vertexShader && shaderState->ShouldDumpVertexShader(vertexShader))
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DumpVertexShader(context, *vertexShader);
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}
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}
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}
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techset::CommonVertexDeclaration ConvertToCommonVertexDeclaration(const MaterialVertexDeclaration* vertexDecl)
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{
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std::vector<techset::CommonStreamRouting> commonRouting;
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if (vertexDecl)
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{
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const auto streamCount = std::min(static_cast<size_t>(vertexDecl->streamCount), std::extent_v<decltype(MaterialVertexStreamRouting::data)>);
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for (auto streamIndex = 0u; streamIndex < streamCount; streamIndex++)
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{
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const auto& routing = vertexDecl->routing.data[streamIndex];
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commonRouting.emplace_back(static_cast<techset::CommonStreamSource>(routing.source),
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static_cast<techset::CommonStreamDestination>(routing.dest));
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}
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}
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return techset::CommonVertexDeclaration(std::move(commonRouting));
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}
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techset::CommonShaderArg ConvertToCommonArg(const MaterialShaderArgument& arg)
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{
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const techset::CommonShaderArgDestination destination{.dx9 = {.m_destination_register = arg.dest}};
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switch (arg.type)
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{
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case MTL_ARG_CODE_VERTEX_CONST:
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case MTL_ARG_CODE_PIXEL_CONST:
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{
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const techset::CommonShaderArgCodeConstValue codeConstValue{
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.m_index = static_cast<techset::CommonCodeConstSource>(arg.u.codeConst.index),
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.m_first_row = arg.u.codeConst.firstRow,
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.m_row_count = arg.u.codeConst.rowCount,
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};
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const techset::CommonShaderArgValue value{.code_const_source = codeConstValue};
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return techset::CommonShaderArg(commonArgumentTypes[arg.type], destination, value);
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}
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case MTL_ARG_MATERIAL_VERTEX_CONST:
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case MTL_ARG_MATERIAL_PIXEL_CONST:
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{
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const techset::CommonShaderArgValue value{
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.name_hash = arg.u.nameHash,
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};
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return techset::CommonShaderArg(commonArgumentTypes[arg.type], destination, value);
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}
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case MTL_ARG_CODE_PIXEL_SAMPLER:
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{
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const techset::CommonShaderArgValue value{
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.code_sampler_source = static_cast<techset::CommonCodeSamplerSource>(arg.u.codeSampler),
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};
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return techset::CommonShaderArg(commonArgumentTypes[arg.type], destination, value);
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}
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case MTL_ARG_MATERIAL_PIXEL_SAMPLER:
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{
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const techset::CommonShaderArgValue value{
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.name_hash = arg.u.nameHash,
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};
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return techset::CommonShaderArg(commonArgumentTypes[arg.type], destination, value);
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}
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default:
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case MTL_ARG_LITERAL_VERTEX_CONST:
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case MTL_ARG_LITERAL_PIXEL_CONST:
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{
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techset::CommonShaderArgValue value{};
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if (arg.u.literalConst)
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{
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value.literal_value = {
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(*arg.u.literalConst)[0],
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(*arg.u.literalConst)[1],
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(*arg.u.literalConst)[2],
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(*arg.u.literalConst)[3],
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};
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}
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return techset::CommonShaderArg(commonArgumentTypes[arg.type], destination, value);
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}
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}
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}
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techset::CommonTechniqueShader ConvertToCommonShader(const MaterialVertexShader* vertexShader)
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{
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techset::CommonTechniqueShader result{};
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if (!vertexShader)
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return result;
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if (vertexShader->name)
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result.m_name = vertexShader->name;
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if (vertexShader->prog.loadDef.program)
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{
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result.m_bin = techset::CommonTechniqueShaderBin{
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.m_shader_bin = vertexShader->prog.loadDef.program,
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.m_shader_bin_size = vertexShader->prog.loadDef.programSize * sizeof(uint32_t),
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};
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}
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return result;
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}
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techset::CommonTechniqueShader ConvertToCommonShader(const MaterialPixelShader* pixelShader)
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{
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techset::CommonTechniqueShader result{};
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if (!pixelShader)
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return result;
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if (pixelShader->name)
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result.m_name = pixelShader->name;
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if (pixelShader->prog.loadDef.program)
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{
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result.m_bin = techset::CommonTechniqueShaderBin{
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.m_shader_bin = pixelShader->prog.loadDef.program,
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.m_shader_bin_size = pixelShader->prog.loadDef.programSize * sizeof(uint32_t),
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};
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}
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return result;
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}
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techset::CommonTechnique ConvertToCommonTechnique(const MaterialTechnique& technique)
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{
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techset::CommonTechnique commonTechnique(technique.name ? technique.name : std::string(), technique.flags);
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for (auto passIndex = 0u; passIndex < technique.passCount; passIndex++)
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{
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const auto& pass = technique.passArray[passIndex];
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techset::CommonPass commonPass(pass.customSamplerFlags,
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// No clue what the actual state map was
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"passthrough",
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ConvertToCommonShader(pass.vertexShader),
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ConvertToCommonShader(pass.pixelShader),
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ConvertToCommonVertexDeclaration(pass.vertexDecl),
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std::string());
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if (pass.args)
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{
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const size_t totalArgCount = pass.perPrimArgCount + pass.perObjArgCount + pass.stableArgCount;
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commonPass.m_args.reserve(totalArgCount);
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for (auto argIndex = 0uz; argIndex < totalArgCount; argIndex++)
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commonPass.m_args.emplace_back(ConvertToCommonArg(pass.args[argIndex]));
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}
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commonTechnique.m_passes.emplace_back(std::move(commonPass));
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}
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return commonTechnique;
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}
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void DumpTechniques(AssetDumpingContext& context, const MaterialTechniqueSet& techset, const bool debug)
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{
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auto* techniqueState = context.GetZoneAssetDumperState<techset::TechniqueDumpingZoneState>();
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const auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
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for (const auto* technique : techset.techniques)
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{
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if (technique && techniqueState->ShouldDumpTechnique(technique))
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{
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const auto commonTechnique = ConvertToCommonTechnique(*technique);
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techset::DumpCommonTechnique(
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context, commonTechnique, techset::DxVersion::DX9, commonCodeSourceInfos, commonRoutingInfos, *materialConstantState, debug);
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}
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}
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}
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techset::CommonTechset ConvertToCommonTechset(const MaterialTechniqueSet& techset)
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{
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std::vector<std::string> techniqueNames(std::extent_v<decltype(techniqueTypeNames)>);
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for (auto techniqueIndex = 0u; techniqueIndex < std::extent_v<decltype(techniqueTypeNames)>; techniqueIndex++)
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{
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const auto* technique = techset.techniques[techniqueIndex];
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if (technique && technique->name)
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techniqueNames[techniqueIndex] = technique->name;
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}
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return techset::CommonTechset(techset.name, std::move(techniqueNames));
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}
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void DumpTechset(const AssetDumpingContext& context, const MaterialTechniqueSet& techset)
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{
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static techset::CommonTechniqueTypeNames commonNames(techniqueTypeNames, std::extent_v<decltype(techniqueTypeNames)>);
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const auto commonTechset = ConvertToCommonTechset(techset);
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techset::DumpCommonTechset(commonNames, context, commonTechset);
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}
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} // namespace
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namespace techset
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{
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DumperT5::DumperT5(const bool debug)
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: m_debug(debug)
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{
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}
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void DumperT5::Dump(AssetDumpingContext& context)
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{
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context.GetZoneAssetDumperState<MaterialConstantZoneState>()->EnsureInitialized();
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AbstractAssetDumper::Dump(context);
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}
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void DumperT5::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetTechniqueSet::Type>& asset)
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{
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const auto* techniqueSet = asset.Asset();
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DumpTechset(context, *techniqueSet);
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DumpTechniques(context, *techniqueSet, m_debug);
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DumpShaders(context, *techniqueSet);
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}
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} // namespace techset
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@@ -1,21 +0,0 @@
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/T5/T5.h"
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namespace techset
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{
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class DumperT5 final : public AbstractAssetDumper<T5::AssetTechniqueSet>
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{
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public:
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explicit DumperT5(bool debug);
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void Dump(AssetDumpingContext& context) override;
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<T5::AssetTechniqueSet::Type>& asset) override;
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private:
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bool m_debug;
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};
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} // namespace techset
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@@ -1,4 +1,4 @@
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#options GAME(IW3, IW4, T6)
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#options GAME(IW3, IW4, T5, T6)
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#filename "Game/" + GAME + "/Techset/TechsetDumper" + GAME + ".cpp"
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@@ -19,6 +19,7 @@
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#elif GAME == "T5"
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#define FEATURE_T5
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#define IS_DX9
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#define DUMP_SHADERS "1"
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#elif GAME == "T6"
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#define FEATURE_T6
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#define IS_DX11
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@@ -1,4 +1,4 @@
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#options GAME(IW3, IW4, T6)
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#options GAME(IW3, IW4, T5, T6)
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#filename "Game/" + GAME + "/Techset/TechsetDumper" + GAME + ".h"
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