mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-15 17:33:03 +00:00
chore: handle iw4 technique flags
This commit is contained in:
@@ -1207,9 +1207,13 @@ namespace IW4
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STREAM_SRC_COLOR = 0x1,
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STREAM_SRC_TEXCOORD_0 = 0x2,
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STREAM_SRC_NORMAL = 0x3,
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STREAM_SRC_TANGENT = 0x4,
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STREAM_SRC_OPTIONAL_BEGIN = 0x5,
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STREAM_SRC_PRE_OPTIONAL_BEGIN = 0x4,
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STREAM_SRC_TANGENT = 0x4,
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STREAM_SRC_OPTIONAL_BEGIN = 0x5,
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STREAM_SRC_TEXCOORD_1 = 0x5,
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STREAM_SRC_TEXCOORD_2 = 0x6,
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STREAM_SRC_NORMAL_TRANSFORM_0 = 0x7,
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@@ -1586,18 +1590,20 @@ namespace IW4
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enum TechniqueFlags
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{
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// Guesses purely based on data analysis:
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TECHNIQUE_FLAG_1 = 0x1, // uses resolvedPostSun code sampler // MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN
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TECHNIQUE_FLAG_2 = 0x2, // uses resolvedScene code sampler MTL_TECHFLAG_NEEDS_RESOLVED_SCENE
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TECHNIQUE_FLAG_4 = 0x4, // zprepass only
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TECHNIQUE_FLAG_8 = 0x8, // build_floatz only
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TECHNIQUE_FLAG_10 = 0x10, // build_shadowmap_depth + build_shadowmap_model only
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TECHNIQUE_FLAG_20 =
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0x20, // techniques with _i_ in its name (all use texcoord[1] in decl -> other optional stream sources are not used at all so might be any optional)
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TECHNIQUE_FLAG_40 = 0x40, // uses code constant light.spotDir or light.spotFactors
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TECHNIQUE_FLAG_80 = 0x80, // uses floatZ sampler and does not have 0x100 flag
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TECHNIQUE_FLAG_100 = 0x100, // distortion_scale_zfeather_dtex + distortion_scale_ua_zfeather + distortion_scale_zfeather
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TECHNIQUE_FLAG_200 = 0x200, // ?
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MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN = 0x1,
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MTL_TECHFLAG_NEEDS_RESOLVED_SCENE = 0x2,
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// These 3 are set so rare, it seems like they are just based on name just like other games do
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MTL_TECHFLAG_ZPREPASS = 0x4,
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MTL_TECHFLAG_BUILD_FLOATZ = 0x8,
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MTL_TECHFLAG_BUILD_SHADOW_MAP_DEPTH_OR_MODEL = 0x10,
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MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE = 0x20,
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MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS = 0x40,
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MTL_TECHFLAG_USES_FLOATZ = 0x80, // uses floatZ sampler and does not have 0x100 flag
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MTL_TECHFLAG_USES_DISTORTION_FLOATZ = 0x100, // distortion_scale_zfeather_dtex + distortion_scale_ua_zfeather + distortion_scale_zfeather
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TECHNIQUE_FLAG_200 = 0x200, // ?
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};
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struct MaterialTechnique
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@@ -3045,16 +3045,16 @@ namespace T6
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enum TechniqueFlags
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{
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TECHNIQUE_FLAG_1 = 0x1,
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TECHNIQUE_FLAG_2 = 0x2,
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TECHNIQUE_FLAG_4 = 0x4,
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MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN = 0x1,
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MTL_TECHFLAG_NEEDS_RESOLVED_SCENE = 0x2,
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MTL_TECHFLAG_ZPREPASS = 0x4,
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// Vertex decl has optional source
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TECHNIQUE_FLAG_8 = 0x8,
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MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE = 0x8,
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TECHNIQUE_FLAG_10 = 0x10,
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MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS = 0x10,
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TECHNIQUE_FLAG_20 = 0x20,
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TECHNIQUE_FLAG_40 = 0x40,
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MTL_TECHFLAG_USES_FLOATZ = 0x40,
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// Any material that has statebits according to any of the following sets this:
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// - GFXS1_DEPTHWRITE set
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@@ -93,7 +93,7 @@ namespace IW4
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{
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.name = "texcoord[1]",
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.abbreviation = "t1",
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.optional = false,
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.optional = true,
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},
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{
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.name = "texcoord[2]",
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@@ -204,6 +204,7 @@ namespace IW4
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.accessor = "lightSpotFactors",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS,
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},
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{
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.value = CONST_SRC_CODE_LIGHT_FALLOFF_PLACEMENT,
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@@ -1029,11 +1030,13 @@ namespace IW4
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.value = TEXTURE_SRC_CODE_RESOLVED_POST_SUN,
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.accessor = "resolvedPostSun",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN,
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},
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{
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.value = TEXTURE_SRC_CODE_RESOLVED_SCENE,
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.accessor = "resolvedScene",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_NEEDS_RESOLVED_SCENE,
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},
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{
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.value = TEXTURE_SRC_CODE_POST_EFFECT_0,
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@@ -1059,16 +1062,19 @@ namespace IW4
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.value = TEXTURE_SRC_CODE_FLOATZ,
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.accessor = "floatZSampler",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_USES_FLOATZ,
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},
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{
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.value = TEXTURE_SRC_CODE_PROCESSED_FLOATZ,
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.accessor = "processedFloatZSampler",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_USES_FLOATZ,
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},
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{
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.value = TEXTURE_SRC_CODE_RAW_FLOATZ,
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.accessor = "rawFloatZSampler",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = MTL_TECHFLAG_USES_FLOATZ,
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},
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{
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.value = TEXTURE_SRC_CODE_HALF_PARTICLES,
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@@ -219,7 +219,7 @@ namespace T6
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.accessor = "lightSpotFactors",
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.arrayCount = 0,
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = TECHNIQUE_FLAG_10,
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.techFlags = MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS,
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},
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{
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.value = CONST_SRC_CODE_LIGHT_ATTENUATION,
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@@ -1603,13 +1603,13 @@ namespace T6
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.value = TEXTURE_SRC_CODE_RESOLVED_POST_SUN,
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.accessor = "resolvedPostSun",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = TECHNIQUE_FLAG_1,
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.techFlags = MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN,
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},
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{
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.value = TEXTURE_SRC_CODE_RESOLVED_SCENE,
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.accessor = "resolvedScene",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = TECHNIQUE_FLAG_2,
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.techFlags = MTL_TECHFLAG_NEEDS_RESOLVED_SCENE,
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},
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{
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.value = TEXTURE_SRC_CODE_POST_EFFECT_SRC,
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@@ -1650,19 +1650,19 @@ namespace T6
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.value = TEXTURE_SRC_CODE_FLOATZ,
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.accessor = "floatZSampler",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = TECHNIQUE_FLAG_40,
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.techFlags = MTL_TECHFLAG_USES_FLOATZ,
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},
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{
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.value = TEXTURE_SRC_CODE_PROCESSED_FLOATZ,
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.accessor = "processedFloatZSampler",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = TECHNIQUE_FLAG_40,
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.techFlags = MTL_TECHFLAG_USES_FLOATZ,
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},
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{
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.value = TEXTURE_SRC_CODE_RAW_FLOATZ,
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.accessor = "rawFloatZSampler",
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.updateFrequency = techset::CommonCodeSourceUpdateFrequency::RARELY,
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.techFlags = TECHNIQUE_FLAG_40,
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.techFlags = MTL_TECHFLAG_USES_FLOATZ,
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},
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{
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.value = TEXTURE_SRC_CODE_STENCIL,
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@@ -24,6 +24,34 @@ namespace
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namespace techset
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{
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std::optional<bool> HasOptionalSourceByName(const std::string& name, const CommonStreamRoutingInfos& routingInfos)
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{
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size_t currentOffset = 0u;
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std::string sourceAbbreviation;
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while (NextAbbreviation(name, sourceAbbreviation, currentOffset))
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{
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std::string destinationAbbreviation;
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if (!NextAbbreviation(name, destinationAbbreviation, currentOffset))
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{
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con::error("Failed to detect vertex decl destination abbreviation: {}", name);
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return std::nullopt;
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}
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const auto maybeSource = routingInfos.GetSourceByAbbreviation(sourceAbbreviation);
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if (!maybeSource)
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{
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con::error("Unknown vertex decl source abbreviation: {}", sourceAbbreviation);
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return std::nullopt;
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}
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if (routingInfos.IsSourceOptional(*maybeSource))
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return true;
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}
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return false;
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}
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std::optional<CommonVertexDeclaration> CreateVertexDeclFromName(const std::string& name, const CommonStreamRoutingInfos& routingInfos)
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{
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CommonVertexDeclaration result;
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@@ -7,5 +7,6 @@
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namespace techset
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{
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std::optional<bool> HasOptionalSourceByName(const std::string& name, const CommonStreamRoutingInfos& routingInfos);
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std::optional<CommonVertexDeclaration> CreateVertexDeclFromName(const std::string& name, const CommonStreamRoutingInfos& routingInfos);
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}
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} // namespace techset
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@@ -1060,13 +1060,13 @@ namespace
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// The other ones might be handled by the game in the same fashion because there is not recognizable pattern that connects the shaders with the same
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// flags
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static std::unordered_map<std::string, size_t> flagsByTechniqueName({
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{"zprepass", TECHNIQUE_FLAG_4 | TECHNIQUE_FLAG_200 },
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{"build_floatz", TECHNIQUE_FLAG_8 },
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{"build_shadowmap_depth", TECHNIQUE_FLAG_10 | TECHNIQUE_FLAG_200},
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{"build_shadowmap_model", TECHNIQUE_FLAG_10 | TECHNIQUE_FLAG_200},
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{"distortion_scale_ua_zfeather", TECHNIQUE_FLAG_100 },
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{"distortion_scale_zfeather", TECHNIQUE_FLAG_100 },
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{"distortion_scale_zfeather_dtex", TECHNIQUE_FLAG_100 },
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{"zprepass", MTL_TECHFLAG_ZPREPASS | TECHNIQUE_FLAG_200 },
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{"build_floatz", MTL_TECHFLAG_BUILD_FLOATZ },
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{"build_shadowmap_depth", MTL_TECHFLAG_BUILD_SHADOW_MAP_DEPTH_OR_MODEL | TECHNIQUE_FLAG_200},
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{"build_shadowmap_model", MTL_TECHFLAG_BUILD_SHADOW_MAP_DEPTH_OR_MODEL | TECHNIQUE_FLAG_200},
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{"distortion_scale_ua_zfeather", MTL_TECHFLAG_USES_DISTORTION_FLOATZ },
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{"distortion_scale_zfeather", MTL_TECHFLAG_USES_DISTORTION_FLOATZ },
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{"distortion_scale_zfeather_dtex", MTL_TECHFLAG_USES_DISTORTION_FLOATZ },
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{"alternate_scene_overlay", TECHNIQUE_FLAG_200 },
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{"blur_apply", TECHNIQUE_FLAG_200 },
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{"build_floatz", TECHNIQUE_FLAG_200 },
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@@ -1117,7 +1117,7 @@ namespace
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const auto& pass = technique.passArray[i];
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if (pass.vertexDecl && pass.vertexDecl->hasOptionalSource)
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{
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technique.flags |= TECHNIQUE_FLAG_20;
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technique.flags |= MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE;
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break;
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}
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}
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@@ -1130,16 +1130,16 @@ namespace
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switch (arg.m_arg.u.codeSampler)
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{
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case TEXTURE_SRC_CODE_RESOLVED_POST_SUN:
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techniqueFlags |= TECHNIQUE_FLAG_1;
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techniqueFlags |= MTL_TECHFLAG_NEEDS_RESOLVED_POST_SUN;
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break;
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case TEXTURE_SRC_CODE_RESOLVED_SCENE:
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techniqueFlags |= TECHNIQUE_FLAG_2;
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techniqueFlags |= MTL_TECHFLAG_NEEDS_RESOLVED_SCENE;
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break;
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case TEXTURE_SRC_CODE_FLOATZ:
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case TEXTURE_SRC_CODE_PROCESSED_FLOATZ:
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case TEXTURE_SRC_CODE_RAW_FLOATZ:
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if ((techniqueFlags & TECHNIQUE_FLAG_100) == 0)
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techniqueFlags |= TECHNIQUE_FLAG_80;
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if ((techniqueFlags & MTL_TECHFLAG_USES_DISTORTION_FLOATZ) == 0)
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techniqueFlags |= MTL_TECHFLAG_USES_FLOATZ;
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break;
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default:
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break;
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@@ -1151,7 +1151,7 @@ namespace
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{
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case CONST_SRC_CODE_LIGHT_SPOTDIR:
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case CONST_SRC_CODE_LIGHT_SPOTFACTORS:
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techniqueFlags |= TECHNIQUE_FLAG_40;
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techniqueFlags |= MTL_TECHFLAG_USES_LIGHT_SPOT_FACTORS;
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break;
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default:
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break;
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@@ -35,6 +35,7 @@
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#include TECHSET_CONSTANTS_HEADER
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#include "Techset/CommonShaderArgCreator.h"
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#include "Techset/CommonTechniqueLoader.h"
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#include "Techset/CommonVertexDeclCreator.h"
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#include "Techset/LiteralConstsZoneState.h"
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#include "Utils/StringUtils.h"
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@@ -211,7 +212,7 @@ namespace
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pass.customSamplerFlags = static_cast<decltype(MaterialPass::customSamplerFlags)>(commonPass.m_sampler_flags);
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}
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bool AnyDeclHasOptionalSource(const MaterialTechnique& technique)
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bool AnyDeclHasOptionalSource(const MaterialTechnique& technique, AssetCreationContext& context)
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{
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for (auto passIndex = 0u; passIndex < technique.passCount; passIndex++)
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{
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@@ -219,36 +220,52 @@ namespace
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if (!pass.vertexDecl)
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continue;
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#if defined(SHADERS_ARE_SUBASSETS)
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if (pass.vertexDecl->hasOptionalSource)
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return true;
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#else
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if (pass.vertexDecl->name && pass.vertexDecl->name[0] == ',')
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{
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if (techset::HasOptionalSourceByName(&pass.vertexDecl->name[1], commonRoutingInfos).value_or(false))
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return true;
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}
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else if (pass.vertexDecl->hasOptionalSource)
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return true;
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#endif
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}
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return false;
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}
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void UpdateTechniqueFlags(MaterialTechnique& technique, const techset::CommonTechnique& commonTechnique)
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void UpdateTechniqueFlags(MaterialTechnique& technique, const techset::CommonTechnique& commonTechnique, AssetCreationContext& context)
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{
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#if defined(FEATURE_IW4)
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// TODO
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#elif defined(FEATURE_T6)
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std::string lowerTechniqueName(commonTechnique.m_name);
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utils::MakeStringLowerCase(lowerTechniqueName);
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#if defined(FEATURE_IW4)
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// Not a particularly cool way to do this but...
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// the game actually does this :shrug:
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if (lowerTechniqueName == "zprepass")
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technique.flags |= MTL_TECHFLAG_ZPREPASS;
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else if (lowerTechniqueName == "build_floatz")
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technique.flags |= MTL_TECHFLAG_BUILD_FLOATZ;
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else if (lowerTechniqueName == "build_shadowmap_depth" || lowerTechniqueName == "build_shadowmap_model")
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technique.flags |= MTL_TECHFLAG_BUILD_SHADOW_MAP_DEPTH_OR_MODEL;
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if (technique.flags & MTL_TECHFLAG_USES_FLOATZ && lowerTechniqueName.starts_with("distortion_"))
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technique.flags = (technique.flags & ~MTL_TECHFLAG_USES_FLOATZ) | MTL_TECHFLAG_USES_DISTORTION_FLOATZ;
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#elif defined(FEATURE_T6)
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// Not a particularly cool way to do this but...
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// the game actually does this :shrug:
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if (lowerTechniqueName == "zprepass" || lowerTechniqueName.starts_with("pimp_technique_zprepass_")
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|| lowerTechniqueName.starts_with("pimp_technique_layer_zprepass_") || lowerTechniqueName.starts_with("pimp_technique_buildshadowmap_"))
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{
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technique.flags |= TECHNIQUE_FLAG_4;
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technique.flags |= MTL_TECHFLAG_ZPREPASS;
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}
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#endif
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if (AnyDeclHasOptionalSource(technique))
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#if defined(FEATURE_IW4)
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technique.flags |= TECHNIQUE_FLAG_20;
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#elif defined(FEATURE_T6)
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technique.flags |= TECHNIQUE_FLAG_8;
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#endif
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if (AnyDeclHasOptionalSource(technique, context))
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technique.flags |= MTL_TECHFLAG_DECL_HAS_OPTIONAL_SOURCE;
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}
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MaterialTechnique* ConvertTechnique(const techset::CommonTechnique& commonTechnique, AssetCreationContext& context, MemoryManager& memory)
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@@ -267,7 +284,7 @@ namespace
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// Take common flags and apply further logic
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technique->flags = static_cast<decltype(MaterialTechnique::flags)>(commonTechnique.m_flags);
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UpdateTechniqueFlags(*technique, commonTechnique);
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UpdateTechniqueFlags(*technique, commonTechnique, context);
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return technique;
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}
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