mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-05 04:23:02 +00:00
chore: add logic for computing precompiled index on material pass
This commit is contained in:
@@ -3001,7 +3001,7 @@ namespace T6
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VERTEX_SHADER_MODEL_UNLIT,
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};
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enum CustomSamplers
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enum CustomSampler
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{
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CUSTOM_SAMPLER_REFLECTION_PROBE = 0,
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CUSTOM_SAMPLER_LIGHTMAP_SECONDARY,
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@@ -6191,7 +6191,7 @@ namespace T6
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unsigned int nameHash;
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};
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enum MaterialShaderArgumentType
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enum MaterialShaderArgumentType : uint16_t
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{
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MTL_ARG_MATERIAL_VERTEX_CONST = 0x0,
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MTL_ARG_LITERAL_VERTEX_CONST = 0x1,
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@@ -6213,7 +6213,7 @@ namespace T6
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struct MaterialShaderArgument
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{
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uint16_t type;
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MaterialShaderArgumentType type;
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MaterialArgumentLocation location;
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uint16_t size;
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uint16_t buffer;
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@@ -280,12 +280,14 @@ namespace techset
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std::string stateMap,
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CommonTechniqueShader vertexShader,
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CommonTechniqueShader pixelShader,
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CommonVertexDeclaration vertexDeclaration)
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CommonVertexDeclaration vertexDeclaration,
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std::string comment)
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: m_sampler_flags(samplerFlags),
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m_state_map(std::move(stateMap)),
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m_vertex_shader(std::move(vertexShader)),
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m_pixel_shader(std::move(pixelShader)),
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m_vertex_declaration(std::move(vertexDeclaration))
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m_vertex_declaration(std::move(vertexDeclaration)),
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m_comment(std::move(comment))
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{
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}
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@@ -283,7 +283,8 @@ namespace techset
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std::string stateMap,
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CommonTechniqueShader vertexShader,
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CommonTechniqueShader pixelShader,
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CommonVertexDeclaration vertexDeclaration);
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CommonVertexDeclaration vertexDeclaration,
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std::string comment);
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[[nodiscard]] FrequencyCounts_t GetFrequencyCounts(const CommonCodeSourceInfos& infos) const;
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@@ -292,6 +293,7 @@ namespace techset
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CommonTechniqueShader m_vertex_shader;
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CommonTechniqueShader m_pixel_shader;
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CommonVertexDeclaration m_vertex_declaration;
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std::string m_comment;
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std::vector<CommonShaderArg> m_args;
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};
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@@ -8,12 +8,218 @@
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#include "Utils/StringUtils.h"
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#include <cassert>
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#include <optional>
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#include <sstream>
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#include <vector>
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using namespace T6;
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namespace
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{
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class PrecompiledIndexMapping
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{
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public:
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[[nodiscard]] bool
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Matches(const MaterialType materialType, const std::vector<techset::CommonStreamSource>& passCodeConsts, const unsigned samplerFlags) const
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{
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if (m_material_type && materialType != *m_material_type)
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return false;
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if (m_vertex_const_constraints.size() > passCodeConsts.size())
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return false;
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auto passCodeConstIndex = 0u;
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for (const auto codeConstConstraint : m_vertex_const_constraints)
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{
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if (passCodeConsts[passCodeConstIndex++] != codeConstConstraint)
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return false;
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}
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auto expectedSamplerFlags = 0u;
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for (const auto customSampler : m_custom_sampler_constraints)
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expectedSamplerFlags |= (1 << customSampler);
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return samplerFlags == expectedSamplerFlags;
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}
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VertexShaderPrecompiledIndex m_value;
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std::optional<MaterialType> m_material_type;
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std::vector<MaterialConstantSource> m_vertex_const_constraints;
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std::vector<CustomSampler> m_custom_sampler_constraints;
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};
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// clang-format off
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inline PrecompiledIndexMapping precompiledIndexMappings[]{
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{
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.m_value = VERTEX_SHADER_MODEL_LIT,
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.m_material_type = MTL_TYPE_MODEL_VERTCOL,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_SH_0,
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CONST_SRC_CODE_GRID_LIGHTING_SH_1,
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CONST_SRC_CODE_GRID_LIGHTING_SH_2,
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},
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.m_custom_sampler_constraints = {},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT,
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.m_material_type = MTL_TYPE_MODEL_VERTCOL,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_COORDS_AND_VIS,
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},
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.m_custom_sampler_constraints = {},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT,
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.m_material_type = MTL_TYPE_MODEL_VERTCOL,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_COORDS_AND_VIS,
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CONST_SRC_CODE_GRID_LIGHTING_SH_0,
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CONST_SRC_CODE_GRID_LIGHTING_SH_1,
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CONST_SRC_CODE_GRID_LIGHTING_SH_2,
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},
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.m_custom_sampler_constraints = {},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT,
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.m_material_type = MTL_TYPE_MODEL_VERTCOL,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_COORDS_AND_VIS,
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CONST_SRC_CODE_GRID_LIGHTING_SH_0,
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CONST_SRC_CODE_GRID_LIGHTING_SH_1,
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},
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.m_custom_sampler_constraints = {},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT,
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.m_material_type = MTL_TYPE_MODEL_VERTCOL,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_COORDS_AND_VIS,
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CONST_SRC_CODE_GRID_LIGHTING_SH_0,
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CONST_SRC_CODE_GRID_LIGHTING_SH_1,
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CONST_SRC_CODE_GRID_LIGHTING_SH_2,
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},
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.m_custom_sampler_constraints = {
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CUSTOM_SAMPLER_REFLECTION_PROBE,
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},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT,
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.m_material_type = MTL_TYPE_MODEL_VERTCOL,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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},
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.m_custom_sampler_constraints = {
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CUSTOM_SAMPLER_REFLECTION_PROBE,
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},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT,
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.m_material_type = MTL_TYPE_MODEL_VERTCOL,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_SH_0,
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CONST_SRC_CODE_GRID_LIGHTING_SH_1,
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CONST_SRC_CODE_GRID_LIGHTING_SH_2,
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},
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.m_custom_sampler_constraints = {
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CUSTOM_SAMPLER_REFLECTION_PROBE,
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},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT_LIGHTMAP_VC,
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.m_material_type = MTL_TYPE_MODEL_LIGHTMAP_VC,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_SH_0,
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CONST_SRC_CODE_GRID_LIGHTING_SH_1,
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CONST_SRC_CODE_GRID_LIGHTING_SH_2,
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},
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.m_custom_sampler_constraints = {},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT_LIGHTMAP_VC,
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.m_material_type = MTL_TYPE_MODEL_LIGHTMAP_VC,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_COORDS_AND_VIS,
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},
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.m_custom_sampler_constraints = {},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT_LIGHTMAP_VC,
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.m_material_type = MTL_TYPE_MODEL_LIGHTMAP_VC,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_COORDS_AND_VIS,
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CONST_SRC_CODE_GRID_LIGHTING_SH_0,
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CONST_SRC_CODE_GRID_LIGHTING_SH_1,
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CONST_SRC_CODE_GRID_LIGHTING_SH_2,
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},
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.m_custom_sampler_constraints = {},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT_LIGHTMAP_VC,
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.m_material_type = MTL_TYPE_MODEL_LIGHTMAP_VC,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_COORDS_AND_VIS,
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CONST_SRC_CODE_GRID_LIGHTING_SH_0,
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CONST_SRC_CODE_GRID_LIGHTING_SH_1,
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},
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.m_custom_sampler_constraints = {},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT_LIGHTMAP_VC,
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.m_material_type = MTL_TYPE_MODEL_LIGHTMAP_VC,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_COORDS_AND_VIS,
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CONST_SRC_CODE_GRID_LIGHTING_SH_0,
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CONST_SRC_CODE_GRID_LIGHTING_SH_1,
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CONST_SRC_CODE_GRID_LIGHTING_SH_2,
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},
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.m_custom_sampler_constraints = {
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CUSTOM_SAMPLER_REFLECTION_PROBE,
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},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT_LIGHTMAP_VC,
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.m_material_type = MTL_TYPE_MODEL_LIGHTMAP_VC,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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},
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.m_custom_sampler_constraints = {
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CUSTOM_SAMPLER_REFLECTION_PROBE,
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},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_LIT_LIGHTMAP_VC,
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.m_material_type = MTL_TYPE_MODEL_LIGHTMAP_VC,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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CONST_SRC_CODE_GRID_LIGHTING_SH_0,
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CONST_SRC_CODE_GRID_LIGHTING_SH_1,
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CONST_SRC_CODE_GRID_LIGHTING_SH_2,
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},
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.m_custom_sampler_constraints = {
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CUSTOM_SAMPLER_REFLECTION_PROBE,
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},
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},
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{
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.m_value = VERTEX_SHADER_MODEL_UNLIT,
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.m_material_type = std::nullopt,
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.m_vertex_const_constraints = {
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CONST_SRC_CODE_WORLD_MATRIX,
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},
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.m_custom_sampler_constraints = {},
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},
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};
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// clang-format on
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unsigned ConvertArgumentType(const techset::CommonShaderArgumentType& type)
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{
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if (type.m_shader_type == techset::CommonTechniqueShaderType::VERTEX)
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@@ -233,6 +439,41 @@ namespace
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}
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}
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void ApplyPrecompiledIndex(MaterialPass& pass)
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{
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if (!pass.args)
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return;
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std::vector<techset::CommonStreamSource> codeConstants;
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const auto argCount = static_cast<unsigned>(pass.perPrimArgCount);
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for (auto argIndex = 0u; argIndex < argCount; argIndex++)
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{
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const auto& arg = pass.args[argIndex];
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if (arg.type != MTL_ARG_CODE_VERTEX_CONST)
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continue;
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const auto codeConst = static_cast<techset::CommonStreamSource>(arg.u.codeConst.index);
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// Make sure we are agnostic of the used transposed versions
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const auto codeConstInfo = commonCodeSourceInfos.GetInfoForCodeConstSource(codeConst);
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if (codeConstInfo && codeConstInfo->transposedMatrix)
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codeConstants.emplace_back(std::min(codeConst, *codeConstInfo->transposedMatrix));
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else
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codeConstants.emplace_back(codeConst);
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}
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const auto end = std::end(precompiledIndexMappings);
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const auto foundMapping = std::find_if(std::begin(precompiledIndexMappings),
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end,
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[&codeConstants, pass](const PrecompiledIndexMapping& mapping) -> bool
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{
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return mapping.Matches(pass.materialType, codeConstants, pass.customSamplerFlags);
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});
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if (foundMapping != end)
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pass.precompiledIndex = foundMapping->m_value;
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}
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class TechniqueShaderLoaderT6 final : public techset::ITechniqueShaderLoader
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{
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public:
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@@ -314,6 +555,16 @@ namespace
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{
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ApplyTechFlagsFromMaterial(*materialAsset->Asset(), m_zone);
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}
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const auto techniques = context.PoolSubAssets<SubAssetTechnique>();
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for (auto* techniqueSubAsset : techniques)
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{
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auto& technique = *techniqueSubAsset->Asset();
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for (auto passIndex = 0u; passIndex < technique.passCount; passIndex++)
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{
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ApplyPrecompiledIndex(technique.passArray[passIndex]);
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}
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}
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}
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private:
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@@ -3,6 +3,7 @@
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#include "Asset/IZoneAssetCreationState.h"
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#include "AssetRegistration.h"
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#include "Game/IAsset.h"
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#include "Pool/AssetPool.h"
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#include "Pool/XAssetInfo.h"
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#include "Zone/AssetList/AssetList.h"
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#include "Zone/ZoneTypes.h"
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@@ -89,6 +90,11 @@ public:
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XAssetInfoGeneric* ForceLoadDependencyGeneric(asset_type_t assetType, const std::string& assetName);
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template<SubAssetDefinition SubAsset_t> [[nodiscard]] AssetPoolIterators<SubAsset_t> PoolSubAssets() const
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{
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return AssetPoolIterators<SubAsset_t>(*m_sub_asset_pools[SubAsset_t::EnumEntry]);
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}
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private:
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[[nodiscard]] XAssetInfoGeneric* LoadDefaultAssetDependency(asset_type_t assetType, const std::string& assetName);
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@@ -193,7 +193,8 @@ namespace
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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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ConvertToCommonVertexDeclaration(pass.vertexDecl),
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std::string());
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if (pass.args)
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{
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@@ -232,19 +232,28 @@ namespace
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return result;
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}
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techset::CommonTechnique ConvertToCommonTechnique(const MaterialTechnique& technique)
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techset::CommonTechnique ConvertToCommonTechnique(const MaterialTechnique& technique, const bool debug)
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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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std::string comment;
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if (debug)
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{
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comment = std::format(
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"MaterialType: {}; PrecompiledIndex: {}", static_cast<unsigned>(pass.materialType), static_cast<unsigned>(pass.precompiledIndex));
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}
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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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ConvertToCommonVertexDeclaration(pass.vertexDecl),
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std::move(comment));
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if (pass.args)
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{
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@@ -268,7 +277,7 @@ namespace
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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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const auto commonTechnique = ConvertToCommonTechnique(*technique, debug);
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techset::DumpCommonTechnique(
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context, commonTechnique, techset::DxVersion::DX11, commonCodeSourceInfos, commonRoutingInfos, *materialConstantState, debug);
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@@ -67,6 +67,12 @@ namespace
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m_stream << std::format("// CUSTOM SAMPLER FLAGS: 0x{:x}\n", mask);
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}
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}
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if (!pass.m_comment.empty())
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{
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Indent();
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m_stream << std::format("// {}\n", pass.m_comment);
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}
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}
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DumpStateMap();
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@@ -67,7 +67,7 @@ private:
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std::vector<std::unique_ptr<XAssetInfoGeneric>> m_assets;
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};
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template<AssetDefinition Asset_t> class AssetPoolIterator
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template<AssetOrSubAssetDefinition Asset_t> class AssetPoolIterator
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||||
{
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||||
public:
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explicit AssetPoolIterator(AssetPool::Iterator i)
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||||
@@ -94,7 +94,7 @@ private:
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AssetPool::Iterator m_iterator;
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};
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||||
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||||
template<AssetDefinition Asset_t> class AssetPoolIterators
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||||
template<AssetOrSubAssetDefinition Asset_t> class AssetPoolIterators
|
||||
{
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||||
public:
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||||
explicit AssetPoolIterators(AssetPool& assetPool)
|
||||
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||||
@@ -309,6 +309,7 @@ TEST_CASE("TechsetDumperT6", "[t6][techset][dumper]")
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||||
// TECHNIQUE FLAGS: 0x4
|
||||
// TECHNIQUE FLAGS: 0x80
|
||||
{
|
||||
// MaterialType: 2; PrecompiledIndex: 3
|
||||
stateMap "passthrough"; // TODO
|
||||
|
||||
vertexShader 4.0 "simple.hlsl"
|
||||
@@ -339,6 +340,7 @@ TEST_CASE("TechsetDumperT6", "[t6][techset][dumper]")
|
||||
{
|
||||
// CUSTOM SAMPLER FLAGS: 0x1
|
||||
// CUSTOM SAMPLER FLAGS: 0x2
|
||||
// MaterialType: 0; PrecompiledIndex: 0
|
||||
stateMap "passthrough"; // TODO
|
||||
|
||||
vertexShader 4.0 "advanced.hlsl"
|
||||
|
||||
Reference in New Issue
Block a user