Load shader from disk if they are only available as referenced assets to write techniques using them

This commit is contained in:
Jan 2022-04-15 12:54:10 +02:00
parent 7d80ff670d
commit 0f3d1d3488
5 changed files with 115 additions and 29 deletions

View File

@ -24,12 +24,17 @@ bool AssetLoaderPixelShader::CanLoadFromRaw() const
return true;
}
bool AssetLoaderPixelShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
std::string AssetLoaderPixelShader::GetFileNameForAsset(const std::string& assetName)
{
std::ostringstream ss;
ss << "shader_bin/ps_" << assetName << ".cso";
return ss.str();
}
const auto file = searchPath->Open(ss.str());
bool AssetLoaderPixelShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = GetFileNameForAsset(assetName);
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;

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@ -1,5 +1,7 @@
#pragma once
#include <string>
#include "Game/IW4/IW4.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "SearchPath/ISearchPath.h"
@ -9,6 +11,8 @@ namespace IW4
class AssetLoaderPixelShader final : public BasicAssetLoader<ASSET_TYPE_PIXELSHADER, MaterialPixelShader>
{
public:
_NODISCARD static std::string GetFileNameForAsset(const std::string& assetName);
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;

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@ -7,6 +7,8 @@
#include <sstream>
#include <type_traits>
#include "AssetLoaderPixelShader.h"
#include "AssetLoaderVertexShader.h"
#include "Utils/ClassUtils.h"
#include "ObjLoading.h"
#include "Game/IW4/IW4.h"
@ -76,22 +78,62 @@ namespace IW4
}
};
class ShaderInfoFromFileSystemCacheState final : public IZoneAssetLoaderState
{
std::unordered_map<std::string, std::unique_ptr<d3d9::ShaderInfo>> m_cached_shader_info;
public:
_NODISCARD const d3d9::ShaderInfo* LoadShaderInfoFromDisk(ISearchPath* searchPath, const std::string& fileName)
{
const auto cachedShaderInfo = m_cached_shader_info.find(fileName);
if (cachedShaderInfo != m_cached_shader_info.end())
return cachedShaderInfo->second.get();
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return nullptr;
const auto shaderSize = static_cast<size_t>(file.m_length);
if (shaderSize % sizeof(uint32_t) != 0)
{
std::cerr << "Invalid shader \"" << fileName << "\": Size must be dividable by " << sizeof(uint32_t) << "\n";
return nullptr;
}
const auto shaderData = std::make_unique<char[]>(shaderSize);
file.m_stream->read(shaderData.get(), shaderSize);
auto shaderInfo = d3d9::ShaderAnalyser::GetShaderInfo(reinterpret_cast<const uint32_t*>(shaderData.get()), shaderSize);
if (!shaderInfo)
return nullptr;
const auto* result = shaderInfo.get();
m_cached_shader_info.emplace(std::make_pair(fileName, std::move(shaderInfo)));
return result;
}
};
class TechniqueCreator final : public techset::ITechniqueDefinitionAcceptor
{
ISearchPath* const m_search_path;
MemoryManager* const m_memory;
IAssetLoadingManager* const m_manager;
TechniqueZoneLoadingState* const m_zone_state;
ShaderInfoFromFileSystemCacheState* const m_shader_info_cache;
public:
struct Pass
{
XAssetInfo<MaterialVertexShader>* m_vertex_shader;
std::unique_ptr<d3d9::ShaderInfo> m_vertex_shader_info;
const d3d9::ShaderInfo* m_vertex_shader_info;
std::unique_ptr<d3d9::ShaderInfo> m_vertex_shader_info_unq;
std::vector<size_t> m_vertex_shader_argument_handled_offset;
std::vector<bool> m_handled_vertex_shader_arguments;
XAssetInfo<MaterialPixelShader>* m_pixel_shader;
std::unique_ptr<d3d9::ShaderInfo> m_pixel_shader_info;
const d3d9::ShaderInfo* m_pixel_shader_info;
std::unique_ptr<d3d9::ShaderInfo> m_pixel_shader_info_unq;
std::vector<size_t> m_pixel_shader_argument_handled_offset;
std::vector<bool> m_handled_pixel_shader_arguments;
@ -111,10 +153,12 @@ namespace IW4
std::vector<Pass> m_passes;
std::vector<XAssetInfoGeneric*> m_dependencies;
TechniqueCreator(MemoryManager* memory, IAssetLoadingManager* manager, TechniqueZoneLoadingState* zoneState)
: m_memory(memory),
TechniqueCreator(ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, TechniqueZoneLoadingState* zoneState, ShaderInfoFromFileSystemCacheState* shaderInfoCache)
: m_search_path(searchPath),
m_memory(memory),
m_manager(manager),
m_zone_state(zoneState)
m_zone_state(zoneState),
m_shader_info_cache(shaderInfoCache)
{
}
@ -323,7 +367,9 @@ namespace IW4
auto* vertexShaderDependency = m_manager->LoadDependency(ASSET_TYPE_VERTEXSHADER, vertexShaderName);
if (vertexShaderDependency == nullptr)
{
errorMessage = "Failed to load specified shader";
std::ostringstream ss;
ss << "Failed to load specified shader \"" << vertexShaderName << "\"";
errorMessage = ss.str();
return false;
}
@ -331,12 +377,22 @@ namespace IW4
auto& pass = m_passes.at(m_passes.size() - 1);
pass.m_vertex_shader = reinterpret_cast<XAssetInfo<MaterialVertexShader>*>(vertexShaderDependency);
if (pass.m_vertex_shader->Asset()->name && pass.m_vertex_shader->Asset()->name[0] == ',')
{
pass.m_vertex_shader_info = m_shader_info_cache->LoadShaderInfoFromDisk(m_search_path, AssetLoaderVertexShader::GetFileNameForAsset(vertexShaderName));
}
else
{
const auto& shaderLoadDef = pass.m_vertex_shader->Asset()->prog.loadDef;
pass.m_vertex_shader_info = d3d9::ShaderAnalyser::GetShaderInfo(shaderLoadDef.program, shaderLoadDef.programSize * sizeof(uint32_t));
pass.m_vertex_shader_info_unq = d3d9::ShaderAnalyser::GetShaderInfo(shaderLoadDef.program, shaderLoadDef.programSize * sizeof(uint32_t));
pass.m_vertex_shader_info = pass.m_vertex_shader_info_unq.get();
}
if (!pass.m_vertex_shader_info)
{
errorMessage = "No shader info for shader";
std::ostringstream ss;
ss << "No shader info for shader \"" << vertexShaderName << "\"";
errorMessage = ss.str();
return false;
}
@ -350,7 +406,9 @@ namespace IW4
auto* pixelShaderDependency = m_manager->LoadDependency(ASSET_TYPE_PIXELSHADER, pixelShaderName);
if (pixelShaderDependency == nullptr)
{
errorMessage = "Failed to load specified shader";
std::ostringstream ss;
ss << "Failed to load specified shader \"" << pixelShaderName << "\"";
errorMessage = ss.str();
return false;
}
@ -358,12 +416,22 @@ namespace IW4
auto& pass = m_passes.at(m_passes.size() - 1);
pass.m_pixel_shader = reinterpret_cast<XAssetInfo<MaterialPixelShader>*>(pixelShaderDependency);
if (pass.m_pixel_shader->Asset()->name && pass.m_pixel_shader->Asset()->name[0] == ',')
{
pass.m_pixel_shader_info = m_shader_info_cache->LoadShaderInfoFromDisk(m_search_path, AssetLoaderPixelShader::GetFileNameForAsset(pixelShaderName));
}
else
{
const auto& shaderLoadDef = pass.m_pixel_shader->Asset()->prog.loadDef;
pass.m_pixel_shader_info = d3d9::ShaderAnalyser::GetShaderInfo(shaderLoadDef.program, shaderLoadDef.programSize * sizeof(uint32_t));
pass.m_pixel_shader_info_unq = d3d9::ShaderAnalyser::GetShaderInfo(shaderLoadDef.program, shaderLoadDef.programSize * sizeof(uint32_t));
pass.m_pixel_shader_info = pass.m_pixel_shader_info_unq.get();
}
if (!pass.m_pixel_shader_info)
{
errorMessage = "No shader info for shader";
std::ostringstream ss;
ss << "No shader info for shader \"" << pixelShaderName << "\"";
errorMessage = ss.str();
return false;
}
@ -697,13 +765,13 @@ namespace IW4
if (shader == techset::ShaderSelector::VERTEX_SHADER)
{
argument.type = MTL_ARG_LITERAL_VERTEX_CONST;
shaderInfo = pass.m_vertex_shader_info.get();
shaderInfo = pass.m_vertex_shader_info;
}
else
{
assert(shader == techset::ShaderSelector::PIXEL_SHADER);
argument.type = MTL_ARG_LITERAL_PIXEL_CONST;
shaderInfo = pass.m_pixel_shader_info.get();
shaderInfo = pass.m_pixel_shader_info;
}
if (!shaderInfo)
@ -753,12 +821,12 @@ namespace IW4
if (shader == techset::ShaderSelector::VERTEX_SHADER)
{
shaderInfo = pass.m_vertex_shader_info.get();
shaderInfo = pass.m_vertex_shader_info;
}
else
{
assert(shader == techset::ShaderSelector::PIXEL_SHADER);
shaderInfo = pass.m_pixel_shader_info.get();
shaderInfo = pass.m_pixel_shader_info;
}
if (!shaderInfo)
@ -851,6 +919,7 @@ namespace IW4
MemoryManager* m_memory;
IAssetLoadingManager* m_manager;
TechniqueZoneLoadingState* m_zone_state;
ShaderInfoFromFileSystemCacheState* m_shader_info_cache;
static std::string GetTechniqueFileName(const std::string& techniqueName)
{
@ -925,7 +994,7 @@ namespace IW4
if (!file.IsOpen())
return nullptr;
TechniqueCreator creator(m_memory, m_manager, m_zone_state);
TechniqueCreator creator(m_search_path, m_memory, m_manager, m_zone_state, m_shader_info_cache);
const techset::TechniqueFileReader reader(*file.m_stream, techniqueFileName, &creator);
if (!reader.ReadTechniqueDefinition())
return nullptr;
@ -938,7 +1007,8 @@ namespace IW4
: m_search_path(searchPath),
m_memory(memory),
m_manager(manager),
m_zone_state(manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<TechniqueZoneLoadingState>())
m_zone_state(manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<TechniqueZoneLoadingState>()),
m_shader_info_cache(manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<ShaderInfoFromFileSystemCacheState>())
{
}

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@ -24,12 +24,17 @@ bool AssetLoaderVertexShader::CanLoadFromRaw() const
return true;
}
bool AssetLoaderVertexShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
std::string AssetLoaderVertexShader::GetFileNameForAsset(const std::string& assetName)
{
std::ostringstream ss;
ss << "shader_bin/vs_" << assetName << ".cso";
return ss.str();
}
const auto file = searchPath->Open(ss.str());
bool AssetLoaderVertexShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = GetFileNameForAsset(assetName);
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;

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@ -9,6 +9,8 @@ namespace IW4
class AssetLoaderVertexShader final : public BasicAssetLoader<ASSET_TYPE_VERTEXSHADER, MaterialVertexShader>
{
public:
_NODISCARD static std::string GetFileNameForAsset(const std::string& assetName);
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;