2
0
mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-04-21 10:58:44 +00:00

feat: add shader compiler for IW4

This commit is contained in:
Jan Laupetin
2026-03-24 21:22:33 +01:00
parent b798fbb482
commit 0fc6dc73dd
11 changed files with 358 additions and 1 deletions

View File

@@ -4,6 +4,11 @@
namespace shader
{
std::string GetSourceFileNameForShaderAssetName(const std::string& assetName)
{
return std::format("shader/{}", assetName);
}
std::string GetFileNameForPixelShaderAssetName(const std::string& assetName)
{
return std::format("shader_bin/ps_{}.cso", assetName);

View File

@@ -4,6 +4,8 @@
namespace shader
{
std::string GetSourceFileNameForShaderAssetName(const std::string& assetName);
std::string GetFileNameForPixelShaderAssetName(const std::string& assetName);
std::string GetFileNameForVertexShaderAssetName(const std::string& assetName);
} // namespace shader

View File

@@ -4,7 +4,6 @@
#include "Game/IW4/IW4.h"
#include "Game/IW4/MaterialConstantsIW4.h"
#include "Game/IW4/ObjConstantsIW4.h"
#include "Game/IW4/Techset/CompilerTechsetIW4.h"
#include "Game/IW4/Techset/TechsetConstantsIW4.h"
#include "Gdt/AbstractGdtEntryReader.h"
#include "Gdt/IGdtQueryable.h"

View File

@@ -6,6 +6,8 @@
#include "Game/IW4/Techset/VertexDeclCompilerIW4.h"
#include "Image/ImageIwdPostProcessor.h"
#include "Material/CompilerMaterialIW4.h"
#include "Techset/PixelShaderCompilerIW4.h"
#include "Techset/VertexShaderCompilerIW4.h"
#include <memory>
@@ -21,6 +23,8 @@ namespace
collection.AddAssetCreator(material::CreateCompilerIW4(memory, searchPath, gdt));
#endif
collection.AddAssetCreator(techset::CreateVertexDeclCompilerIW4(memory));
collection.AddAssetCreator(techset::CreateVertexShaderCompilerIW4(memory, searchPath));
collection.AddAssetCreator(techset::CreatePixelShaderCompilerIW4(memory, searchPath));
collection.AddAssetCreator(techset::CreateTechsetCompilerIW4(memory, searchPath));
collection.AddSubAssetCreator(techset::CreateTechniqueCompilerIW4(memory, zone, searchPath));

View File

@@ -0,0 +1,117 @@
#include "PixelShaderCompilerIW4.h"
#include "Game/IW4/IW4.h"
#include "Shader/ShaderCommon.h"
#include "Techset/ShaderIncludeHandler.h"
#include "Utils/Logging/Log.h"
#include <cassert>
#include <iostream>
#include <utility>
#ifdef _WIN32
#include <d3dcompiler.h>
#pragma comment(lib, "d3dcompiler.lib")
#endif
using namespace IW4;
namespace
{
class PixelShaderCompilerIW4 final : public AssetCreator<AssetPixelShader>
{
public:
PixelShaderCompilerIW4(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
#ifdef _WIN32
const auto fileName = shader::GetSourceFileNameForShaderAssetName(assetName);
auto file = m_search_path.Open(fileName);
if (!file.IsOpen() || file.m_length <= 0)
return AssetCreationResult::NoAction();
if (std::cmp_greater(file.m_length, techset::ShaderIncludeHandler::MAX_SHADER_SIZE))
{
con::error("Invalid shader source \"{}\": File too big: {}", assetName, file.m_length);
return AssetCreationResult::Failure();
}
const auto shaderSize = static_cast<size_t>(file.m_length);
const auto shaderData = std::make_unique<char[]>(shaderSize);
file.m_stream->read(shaderData.get(), shaderSize);
file.m_stream.reset();
constexpr unsigned shaderFlags = D3DCOMPILE_OPTIMIZATION_LEVEL1
#ifdef _DEBUG
| D3DCOMPILE_DEBUG
#endif
;
techset::ShaderIncludeHandler shaderIncluder(m_search_path);
ID3DBlob* shaderBlob = nullptr;
ID3DBlob* errorBlob = nullptr;
const auto errorCode = D3DCompile(
shaderData.get(), shaderSize, assetName.c_str(), nullptr, &shaderIncluder, "PSMain", "ps_3_0", shaderFlags, 0u, &shaderBlob, &errorBlob);
if (FAILED(errorCode))
{
con::error("Invalid pixel shader \"{}\": Compilation error", assetName);
if (errorBlob)
{
std::cerr << " " << static_cast<char*>(errorBlob->GetBufferPointer()) << "\n";
errorBlob->Release();
}
if (shaderBlob)
shaderBlob->Release();
return AssetCreationResult::Failure();
}
con::info("Compiled pixel shader \"{}\"", assetName);
const auto shaderBlobSize = static_cast<size_t>(shaderBlob->GetBufferSize());
assert(shaderBlobSize % sizeof(uint32_t) == 0);
auto* pixelShader = m_memory.Alloc<MaterialPixelShader>();
pixelShader->name = m_memory.Dup(assetName.c_str());
pixelShader->prog.loadDef.programSize = static_cast<uint16_t>(shaderBlobSize / sizeof(uint32_t));
pixelShader->prog.loadDef.loadForRenderer = 0;
pixelShader->prog.ps = nullptr;
auto* assetShaderBuffer = m_memory.Alloc<char>(shaderBlobSize);
memcpy(assetShaderBuffer, shaderBlob->GetBufferPointer(), shaderBlobSize);
pixelShader->prog.loadDef.program = reinterpret_cast<uint32_t*>(assetShaderBuffer);
shaderBlob->Release();
return AssetCreationResult::Success(context.AddAsset(AssetRegistration<AssetPixelShader>(assetName, pixelShader)));
#else
// Shader compilation is only support with Windows
return AssetCreationResult::NoAction();
#endif
}
void FinalizeZone(AssetCreationContext& context) override {}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace techset
{
std::unique_ptr<IAssetCreator> CreatePixelShaderCompilerIW4(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<PixelShaderCompilerIW4>(memory, searchPath);
}
} // namespace techset

View File

@@ -0,0 +1,11 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace techset
{
std::unique_ptr<IAssetCreator> CreatePixelShaderCompilerIW4(MemoryManager& memory, ISearchPath& searchPath);
}

View File

@@ -0,0 +1,117 @@
#include "VertexShaderCompilerIW4.h"
#include "Game/IW4/IW4.h"
#include "Shader/ShaderCommon.h"
#include "Techset/ShaderIncludeHandler.h"
#include "Utils/Logging/Log.h"
#include <cassert>
#include <iostream>
#include <utility>
#ifdef _WIN32
#include <d3dcompiler.h>
#pragma comment(lib, "d3dcompiler.lib")
#endif
using namespace IW4;
namespace
{
class VertexShaderCompilerIW4 final : public AssetCreator<AssetVertexShader>
{
public:
VertexShaderCompilerIW4(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
#ifdef _WIN32
const auto fileName = shader::GetSourceFileNameForShaderAssetName(assetName);
auto file = m_search_path.Open(fileName);
if (!file.IsOpen() || file.m_length <= 0)
return AssetCreationResult::NoAction();
if (std::cmp_greater(file.m_length, techset::ShaderIncludeHandler::MAX_SHADER_SIZE))
{
con::error("Invalid shader source \"{}\": File too big: {}", assetName, file.m_length);
return AssetCreationResult::Failure();
}
const auto shaderSize = static_cast<size_t>(file.m_length);
const auto shaderData = std::make_unique<char[]>(shaderSize);
file.m_stream->read(shaderData.get(), shaderSize);
file.m_stream.reset();
constexpr unsigned shaderFlags = D3DCOMPILE_OPTIMIZATION_LEVEL1
#ifdef _DEBUG
| D3DCOMPILE_DEBUG
#endif
;
techset::ShaderIncludeHandler shaderIncluder(m_search_path);
ID3DBlob* shaderBlob = nullptr;
ID3DBlob* errorBlob = nullptr;
const auto errorCode = D3DCompile(
shaderData.get(), shaderSize, assetName.c_str(), nullptr, &shaderIncluder, "VSMain", "vs_3_0", shaderFlags, 0u, &shaderBlob, &errorBlob);
if (FAILED(errorCode))
{
con::error("Invalid vertex shader \"{}\": Compilation error", assetName);
if (errorBlob)
{
std::cerr << " " << static_cast<char*>(errorBlob->GetBufferPointer()) << "\n";
errorBlob->Release();
}
if (shaderBlob)
shaderBlob->Release();
return AssetCreationResult::Failure();
}
con::info("Compiled vertex shader \"{}\"", assetName);
const auto shaderBlobSize = static_cast<size_t>(shaderBlob->GetBufferSize());
assert(shaderBlobSize % sizeof(uint32_t) == 0);
auto* vertexShader = m_memory.Alloc<MaterialVertexShader>();
vertexShader->name = m_memory.Dup(assetName.c_str());
vertexShader->prog.loadDef.programSize = static_cast<uint16_t>(shaderBlobSize / sizeof(uint32_t));
vertexShader->prog.loadDef.loadForRenderer = 0;
vertexShader->prog.vs = nullptr;
auto* assetShaderBuffer = m_memory.Alloc<char>(shaderBlobSize);
memcpy(assetShaderBuffer, shaderBlob->GetBufferPointer(), shaderBlobSize);
vertexShader->prog.loadDef.program = reinterpret_cast<uint32_t*>(assetShaderBuffer);
shaderBlob->Release();
return AssetCreationResult::Success(context.AddAsset(AssetRegistration<AssetVertexShader>(assetName, vertexShader)));
#else
// Shader compilation is only support with Windows
return AssetCreationResult::NoAction();
#endif
}
void FinalizeZone(AssetCreationContext& context) override {}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace techset
{
std::unique_ptr<IAssetCreator> CreateVertexShaderCompilerIW4(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<VertexShaderCompilerIW4>(memory, searchPath);
}
} // namespace techset

View File

@@ -0,0 +1,11 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace techset
{
std::unique_ptr<IAssetCreator> CreateVertexShaderCompilerIW4(MemoryManager& memory, ISearchPath& searchPath);
}

View File

@@ -0,0 +1,59 @@
#include "ShaderIncludeHandler.h"
#include "Shader/ShaderCommon.h"
#include "Utils/Logging/Log.h"
#include <iostream>
#include <utility>
#ifdef _WIN32
namespace techset
{
ShaderIncludeHandler::ShaderIncludeHandler(ISearchPath& searchPath)
: m_search_path(searchPath)
{
}
HRESULT ShaderIncludeHandler::Open(D3D_INCLUDE_TYPE includeType, const LPCSTR pFileName, LPCVOID pParentData, LPCVOID* ppData, UINT* pBytes)
{
const auto fileName = shader::GetSourceFileNameForShaderAssetName(pFileName);
auto file = m_search_path.Open(fileName);
if (!file.IsOpen() || file.m_length <= 0)
return E_FAIL;
if (std::cmp_greater(file.m_length, MAX_SHADER_SIZE))
{
con::error("Invalid shader source \"{}\": File too big: {}\n", pFileName, file.m_length);
return E_FAIL;
}
const auto shaderSize = static_cast<size_t>(file.m_length);
auto shaderData = std::make_unique<char[]>(shaderSize);
file.m_stream->read(shaderData.get(), shaderSize);
file.m_stream.reset();
*ppData = shaderData.get();
*pBytes = shaderSize;
m_file_buffers_in_use.push_back(std::move(shaderData));
return S_OK;
}
HRESULT ShaderIncludeHandler::Close(const LPCVOID pData)
{
for (auto i = m_file_buffers_in_use.begin(); i != m_file_buffers_in_use.end(); ++i)
{
if (i->get() == pData)
{
m_file_buffers_in_use.erase(i);
return S_OK;
}
}
return E_FAIL;
}
} // namespace techset
#endif

View File

@@ -0,0 +1,27 @@
#pragma once
#include "SearchPath/ISearchPath.h"
// Shader compilation only available on Windows
#ifdef _WIN32
#include <d3dcompiler.h>
namespace techset
{
class ShaderIncludeHandler : public ID3DInclude
{
public:
static constexpr size_t MAX_SHADER_SIZE = 0x1900000u;
explicit ShaderIncludeHandler(ISearchPath& searchPath);
virtual ~ShaderIncludeHandler() = default;
HRESULT __declspec(nothrow) __stdcall Open(D3D_INCLUDE_TYPE includeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID* ppData, UINT* pBytes) override;
HRESULT __declspec(nothrow) __stdcall Close(LPCVOID pData) override;
private:
ISearchPath& m_search_path;
std::vector<std::unique_ptr<char[]>> m_file_buffers_in_use;
};
} // namespace techset
#endif

View File

@@ -5,6 +5,11 @@
#include <format>
#include <string>
// Thanks wingdi.h
#ifdef ERROR
#undef ERROR
#endif
namespace con
{
enum class LogLevel : std::uint8_t