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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-26 06:22:07 +00:00

refactor: streamline obj compiling asset loading

This commit is contained in:
Jan Laupetin
2025-08-05 18:51:56 +02:00
parent 95a6a028ab
commit 33c09dfe61
31 changed files with 505 additions and 495 deletions

View File

@@ -9,6 +9,7 @@
#include "StateMap/StateMapReader.h"
#include "Techset/TechniqueFileReader.h"
#include "Techset/TechniqueStateMapCache.h"
#include "Techset/TechsetCommon.h"
#include "Techset/TechsetDefinitionCache.h"
#include "Techset/TechsetFileReader.h"
#include "Utils/Alignment.h"
@@ -25,6 +26,7 @@
#include <unordered_map>
using namespace IW4;
using namespace ::techset;
using namespace std::string_literals;
namespace
@@ -62,7 +64,7 @@ namespace
.first->second.get();
}
literal_t GetAllocatedLiteral(MemoryManager& memory, techset::ShaderArgumentLiteralSource source)
literal_t GetAllocatedLiteral(MemoryManager& memory, ShaderArgumentLiteralSource source)
{
const auto& existingEntry = m_allocated_literals.find(source);
@@ -81,7 +83,7 @@ namespace
private:
std::unordered_map<std::string, std::unique_ptr<LoadedTechnique>> m_loaded_techniques;
std::map<techset::ShaderArgumentLiteralSource, literal_t> m_allocated_literals;
std::map<ShaderArgumentLiteralSource, literal_t> m_allocated_literals;
};
class ShaderInfoFromFileSystemCacheState final : public IZoneAssetCreationState
@@ -121,7 +123,7 @@ namespace
std::unordered_map<std::string, std::unique_ptr<d3d9::ShaderInfo>> m_cached_shader_info;
};
class TechniqueCreator final : public techset::ITechniqueDefinitionAcceptor
class TechniqueCreator final : public ITechniqueDefinitionAcceptor
{
public:
class PassShaderArgument
@@ -197,14 +199,17 @@ namespace
std::vector<PassShaderArgument> m_arguments;
};
TechniqueCreator(
const std::string& techniqueName, ISearchPath& searchPath, MemoryManager& memory, AssetCreationContext& context, ITechsetCreator* techsetCreator)
TechniqueCreator(const std::string& techniqueName,
ISearchPath& searchPath,
MemoryManager& memory,
AssetCreationContext& context,
IW4::techset::ICreator* techsetCreator)
: m_technique_name(techniqueName),
m_search_path(searchPath),
m_memory(memory),
m_context(context),
m_zone_state(context.GetZoneAssetCreationState<TechniqueZoneLoadingState>()),
m_state_map_cache(context.GetZoneAssetCreationState<techset::TechniqueStateMapCache>()),
m_state_map_cache(context.GetZoneAssetCreationState<TechniqueStateMapCache>()),
m_shader_info_cache(context.GetZoneAssetCreationState<ShaderInfoFromFileSystemCacheState>()),
m_techset_creator(techsetCreator)
{
@@ -230,7 +235,7 @@ namespace
|| constant.m_type == d3d9::ParameterType::SAMPLER_CUBE;
}
bool AutoCreateShaderArgument(const techset::ShaderSelector shaderType,
bool AutoCreateShaderArgument(const ShaderSelector shaderType,
const d3d9::ShaderConstant& shaderArgument,
const size_t elementOffset,
const size_t registerOffset)
@@ -239,7 +244,7 @@ namespace
auto& pass = m_passes.at(m_passes.size() - 1);
const auto isSamplerArgument = IsSamplerArgument(shaderArgument);
if (shaderType == techset::ShaderSelector::VERTEX_SHADER && isSamplerArgument)
if (shaderType == ShaderSelector::VERTEX_SHADER && isSamplerArgument)
return false;
MaterialShaderArgument argument;
@@ -270,7 +275,7 @@ namespace
if (!constantSource)
return false;
argument.type = shaderType == techset::ShaderSelector::VERTEX_SHADER ? MTL_ARG_CODE_VERTEX_CONST : MTL_ARG_CODE_PIXEL_CONST;
argument.type = shaderType == ShaderSelector::VERTEX_SHADER ? MTL_ARG_CODE_VERTEX_CONST : MTL_ARG_CODE_PIXEL_CONST;
argument.u.codeConst.index = static_cast<uint16_t>(constantSource->source + elementOffset);
argument.u.codeConst.firstRow = 0u;
argument.u.codeConst.rowCount = static_cast<unsigned char>(shaderArgument.m_type_rows);
@@ -301,7 +306,7 @@ namespace
{
if (!pass.m_handled_vertex_shader_arguments[argumentHandledIndex + elementIndex])
{
if (!AutoCreateShaderArgument(techset::ShaderSelector::VERTEX_SHADER, argument, elementIndex, registerIndex))
if (!AutoCreateShaderArgument(ShaderSelector::VERTEX_SHADER, argument, elementIndex, registerIndex))
{
std::string elementIndexStr;
if (argument.m_type_elements > 1)
@@ -336,7 +341,7 @@ namespace
{
if (!pass.m_handled_pixel_shader_arguments[argumentHandledIndex + elementIndex])
{
if (!AutoCreateShaderArgument(techset::ShaderSelector::PIXEL_SHADER, argument, elementIndex, registerIndex))
if (!AutoCreateShaderArgument(ShaderSelector::PIXEL_SHADER, argument, elementIndex, registerIndex))
{
std::ostringstream ss;
ss << "Unassigned pixel shader \"" << pass.m_pixel_shader->m_name << "\" arg: " << argument.m_name;
@@ -572,11 +577,8 @@ namespace
return foundSource;
}
static bool FindShaderArgument(const d3d9::ShaderInfo& shaderInfo,
const techset::ShaderArgument& argument,
size_t& constantIndex,
size_t& registerOffset,
std::string& errorMessage)
static bool FindShaderArgument(
const d3d9::ShaderInfo& shaderInfo, const ShaderArgument& argument, size_t& constantIndex, size_t& registerOffset, std::string& errorMessage)
{
const auto matchingShaderConstant = std::ranges::find_if(shaderInfo.m_constants,
[argument](const d3d9::ShaderConstant& constant)
@@ -622,7 +624,7 @@ namespace
}
static bool SetArgumentCodeConst(MaterialShaderArgument& argument,
const techset::ShaderArgumentCodeSource& source,
const ShaderArgumentCodeSource& source,
const d3d9::ShaderConstant& shaderConstant,
const unsigned sourceIndex,
const unsigned arrayCount,
@@ -660,7 +662,7 @@ namespace
}
static bool SetArgumentCodeSampler(MaterialShaderArgument& argument,
const techset::ShaderArgumentCodeSource& source,
const ShaderArgumentCodeSource& source,
const d3d9::ShaderConstant& shaderConstant,
const unsigned sourceIndex,
const unsigned arrayCount,
@@ -695,9 +697,7 @@ namespace
return true;
}
bool AcceptVertexShaderConstantArgument(const techset::ShaderArgument& shaderArgument,
const techset::ShaderArgumentCodeSource& source,
std::string& errorMessage)
bool AcceptVertexShaderConstantArgument(const ShaderArgument& shaderArgument, const ShaderArgumentCodeSource& source, std::string& errorMessage)
{
assert(!m_passes.empty());
auto& pass = m_passes.at(m_passes.size() - 1);
@@ -745,8 +745,8 @@ namespace
return true;
}
bool AcceptPixelShaderCodeArgument(const techset::ShaderArgument& shaderArgument,
const techset::ShaderArgumentCodeSource& source,
bool AcceptPixelShaderCodeArgument(const ShaderArgument& shaderArgument,
const ShaderArgumentCodeSource& source,
std::string& errorMessage,
const bool isSampler)
{
@@ -826,36 +826,36 @@ namespace
return true;
}
bool AcceptShaderConstantArgument(const techset::ShaderSelector shader,
const techset::ShaderArgument shaderArgument,
const techset::ShaderArgumentCodeSource source,
bool AcceptShaderConstantArgument(const ShaderSelector shader,
const ShaderArgument shaderArgument,
const ShaderArgumentCodeSource source,
std::string& errorMessage) override
{
if (shader == techset::ShaderSelector::VERTEX_SHADER)
if (shader == ShaderSelector::VERTEX_SHADER)
return AcceptVertexShaderConstantArgument(shaderArgument, source, errorMessage);
assert(shader == techset::ShaderSelector::PIXEL_SHADER);
assert(shader == ShaderSelector::PIXEL_SHADER);
return AcceptPixelShaderCodeArgument(shaderArgument, source, errorMessage, false);
}
bool AcceptShaderSamplerArgument(const techset::ShaderSelector shader,
const techset::ShaderArgument shaderArgument,
const techset::ShaderArgumentCodeSource source,
bool AcceptShaderSamplerArgument(const ShaderSelector shader,
const ShaderArgument shaderArgument,
const ShaderArgumentCodeSource source,
std::string& errorMessage) override
{
if (shader == techset::ShaderSelector::VERTEX_SHADER)
if (shader == ShaderSelector::VERTEX_SHADER)
{
errorMessage = "Vertex sampler are unsupported";
return false;
}
assert(shader == techset::ShaderSelector::PIXEL_SHADER);
assert(shader == ShaderSelector::PIXEL_SHADER);
return AcceptPixelShaderCodeArgument(shaderArgument, source, errorMessage, true);
}
bool AcceptShaderLiteralArgument(const techset::ShaderSelector shader,
const techset::ShaderArgument shaderArgument,
const techset::ShaderArgumentLiteralSource source,
bool AcceptShaderLiteralArgument(const ShaderSelector shader,
const ShaderArgument shaderArgument,
const ShaderArgumentLiteralSource source,
std::string& errorMessage) override
{
assert(!m_passes.empty());
@@ -864,14 +864,14 @@ namespace
MaterialShaderArgument argument;
const d3d9::ShaderInfo* shaderInfo;
if (shader == techset::ShaderSelector::VERTEX_SHADER)
if (shader == ShaderSelector::VERTEX_SHADER)
{
argument.type = MTL_ARG_LITERAL_VERTEX_CONST;
shaderInfo = pass.m_vertex_shader_info;
}
else
{
assert(shader == techset::ShaderSelector::PIXEL_SHADER);
assert(shader == ShaderSelector::PIXEL_SHADER);
argument.type = MTL_ARG_LITERAL_PIXEL_CONST;
shaderInfo = pass.m_pixel_shader_info;
}
@@ -892,7 +892,7 @@ namespace
const auto argumentIsSampler = IsSamplerArgument(shaderConstant);
if (argumentIsSampler)
{
if (shader == techset::ShaderSelector::VERTEX_SHADER)
if (shader == ShaderSelector::VERTEX_SHADER)
errorMessage = "Vertex shader argument expects sampler but got constant";
else
errorMessage = "Pixel shader argument expects sampler but got constant";
@@ -904,7 +904,7 @@ namespace
argument.u.literalConst = m_zone_state.GetAllocatedLiteral(m_memory, source);
pass.m_arguments.emplace_back(argument);
if (shader == techset::ShaderSelector::VERTEX_SHADER)
if (shader == ShaderSelector::VERTEX_SHADER)
pass.m_handled_vertex_shader_arguments[pass.m_vertex_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
else
pass.m_handled_pixel_shader_arguments[pass.m_pixel_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
@@ -912,9 +912,9 @@ namespace
return true;
}
bool AcceptShaderMaterialArgument(const techset::ShaderSelector shader,
const techset::ShaderArgument shaderArgument,
const techset::ShaderArgumentMaterialSource source,
bool AcceptShaderMaterialArgument(const ShaderSelector shader,
const ShaderArgument shaderArgument,
const ShaderArgumentMaterialSource source,
std::string& errorMessage) override
{
assert(!m_passes.empty());
@@ -923,13 +923,13 @@ namespace
MaterialShaderArgument argument;
const d3d9::ShaderInfo* shaderInfo;
if (shader == techset::ShaderSelector::VERTEX_SHADER)
if (shader == ShaderSelector::VERTEX_SHADER)
{
shaderInfo = pass.m_vertex_shader_info;
}
else
{
assert(shader == techset::ShaderSelector::PIXEL_SHADER);
assert(shader == ShaderSelector::PIXEL_SHADER);
shaderInfo = pass.m_pixel_shader_info;
}
@@ -947,7 +947,7 @@ namespace
const auto elementOffset = shaderArgument.m_argument_index_specified ? shaderArgument.m_argument_index : 0u;
const auto& shaderConstant = shaderInfo->m_constants[shaderConstantIndex];
const auto argumentIsSampler = IsSamplerArgument(shaderConstant);
if (shader == techset::ShaderSelector::VERTEX_SHADER)
if (shader == ShaderSelector::VERTEX_SHADER)
{
if (argumentIsSampler)
{
@@ -958,7 +958,7 @@ namespace
}
else
{
assert(shader == techset::ShaderSelector::PIXEL_SHADER);
assert(shader == ShaderSelector::PIXEL_SHADER);
argument.type = !argumentIsSampler ? MTL_ARG_MATERIAL_PIXEL_CONST : MTL_ARG_MATERIAL_PIXEL_SAMPLER;
}
@@ -970,7 +970,7 @@ namespace
argument.dest = static_cast<uint16_t>(shaderConstant.m_register_index + registerOffset);
pass.m_arguments.emplace_back(argument);
if (shader == techset::ShaderSelector::VERTEX_SHADER)
if (shader == ShaderSelector::VERTEX_SHADER)
pass.m_handled_vertex_shader_arguments[pass.m_vertex_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
else
pass.m_handled_pixel_shader_arguments[pass.m_pixel_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
@@ -1024,15 +1024,15 @@ namespace
MemoryManager& m_memory;
AssetCreationContext& m_context;
TechniqueZoneLoadingState& m_zone_state;
techset::TechniqueStateMapCache& m_state_map_cache;
TechniqueStateMapCache& m_state_map_cache;
ShaderInfoFromFileSystemCacheState& m_shader_info_cache;
ITechsetCreator* m_techset_creator;
IW4::techset::ICreator* m_techset_creator;
};
class TechniqueLoader
{
public:
TechniqueLoader(ISearchPath& searchPath, MemoryManager& memory, AssetCreationContext& context, ITechsetCreator* techsetCreator)
TechniqueLoader(ISearchPath& searchPath, MemoryManager& memory, AssetCreationContext& context, IW4::techset::ICreator* techsetCreator)
: m_search_path(searchPath),
m_memory(memory),
m_context(context),
@@ -1243,13 +1243,13 @@ namespace
MaterialTechnique* LoadTechniqueFromRaw(const std::string& techniqueName, std::vector<XAssetInfoGeneric*>& dependencies) const
{
const auto techniqueFileName = GetTechniqueFileName(techniqueName);
const auto techniqueFileName = GetFileNameForTechniqueName(techniqueName);
const auto file = m_search_path.Open(techniqueFileName);
if (!file.IsOpen())
return nullptr;
TechniqueCreator creator(techniqueName, m_search_path, m_memory, m_context, m_techset_creator);
const techset::TechniqueFileReader reader(*file.m_stream, techniqueFileName, &creator);
const TechniqueFileReader reader(*file.m_stream, techniqueFileName, &creator);
if (!reader.ReadTechniqueDefinition())
return nullptr;
@@ -1260,10 +1260,10 @@ namespace
MemoryManager& m_memory;
AssetCreationContext& m_context;
TechniqueZoneLoadingState& m_zone_state;
ITechsetCreator* m_techset_creator;
IW4::techset::ICreator* m_techset_creator;
};
class TechsetLoader final : public ITechsetCreator
class TechsetLoader final : public IW4::techset::ICreator
{
public:
TechsetLoader(MemoryManager& memory, ISearchPath& searchPath)
@@ -1283,8 +1283,7 @@ namespace
}
private:
AssetCreationResult
CreateTechsetFromDefinition(const std::string& assetName, const techset::TechsetDefinition& definition, AssetCreationContext& context)
AssetCreationResult CreateTechsetFromDefinition(const std::string& assetName, const TechsetDefinition& definition, AssetCreationContext& context)
{
auto* techset = m_memory.Alloc<MaterialTechniqueSet>();
techset->name = m_memory.Dup(assetName.c_str());
@@ -1312,20 +1311,20 @@ namespace
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
techset::TechsetDefinition* LoadTechsetDefinition(const std::string& assetName, AssetCreationContext& context, bool& failure) override
TechsetDefinition* LoadTechsetDefinition(const std::string& assetName, AssetCreationContext& context, bool& failure) override
{
failure = false;
auto& definitionCache = context.GetZoneAssetCreationState<techset::TechsetDefinitionCache>();
auto& definitionCache = context.GetZoneAssetCreationState<TechsetDefinitionCache>();
auto* cachedTechsetDefinition = definitionCache.GetCachedTechsetDefinition(assetName);
if (cachedTechsetDefinition)
return cachedTechsetDefinition;
const auto techsetFileName = GetTechsetFileName(assetName);
const auto techsetFileName = GetFileNameForTechsetName(assetName);
const auto file = m_search_path.Open(techsetFileName);
if (!file.IsOpen())
return nullptr;
const techset::TechsetFileReader reader(*file.m_stream, techsetFileName, techniqueTypeNames, std::extent_v<decltype(techniqueTypeNames)>);
const TechsetFileReader reader(*file.m_stream, techsetFileName, techniqueTypeNames, std::extent_v<decltype(techniqueTypeNames)>);
auto techsetDefinition = reader.ReadTechsetDefinition();
if (!techsetDefinition)
{
@@ -1342,12 +1341,12 @@ namespace
const state_map::StateMapDefinition* LoadStateMapDefinition(const std::string& stateMapName, AssetCreationContext& context) override
{
auto& stateMapCache = context.GetZoneAssetCreationState<techset::TechniqueStateMapCache>();
auto& stateMapCache = context.GetZoneAssetCreationState<TechniqueStateMapCache>();
auto* cachedStateMap = stateMapCache.GetCachedStateMap(stateMapName);
if (cachedStateMap)
return cachedStateMap;
const auto stateMapFileName = GetStateMapFileName(stateMapName);
const auto stateMapFileName = GetFileNameForStateMapName(stateMapName);
const auto file = m_search_path.Open(stateMapFileName);
if (!file.IsOpen())
return nullptr;
@@ -1370,25 +1369,10 @@ namespace
};
} // namespace
namespace IW4
namespace IW4::techset
{
std::string GetTechsetFileName(const std::string& techsetAssetName)
{
return std::format("techsets/{}.techset", techsetAssetName);
}
std::string GetTechniqueFileName(const std::string& techniqueName)
{
return std::format("techniques/{}.tech", techniqueName);
}
std::string GetStateMapFileName(const std::string& stateMapName)
{
return std::format("statemaps/{}.sm", stateMapName);
}
std::unique_ptr<ITechsetCreator> CreateTechsetLoader(MemoryManager& memory, ISearchPath& searchPath)
std::unique_ptr<ICreator> CreateLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<TechsetLoader>(memory, searchPath);
}
} // namespace IW4
} // namespace IW4::techset