mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-15 17:33:03 +00:00
fix: make sure matrix shader args with less than 4 rows are properly dumped and loaded
This commit is contained in:
@@ -58,8 +58,9 @@ namespace
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{
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techset::CommonShaderArgDestination commonDestination{};
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bool isTransposed;
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unsigned rowCount;
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std::string errorMessage;
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if (!FindDestinationForConstant(commonDestination, isTransposed, errorMessage, destination))
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if (!FindDestinationForConstant(commonDestination, isTransposed, rowCount, errorMessage, destination))
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{
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if (!errorMessage.empty())
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return result::Unexpected(std::move(errorMessage));
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@@ -67,7 +68,7 @@ namespace
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return result::Unexpected(std::format("Could not find constant shader input with name {}", destination.m_argument_name));
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}
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return AcceptShaderConstantArgument(commonDestination, isTransposed, codeConstSource, sourceIndex);
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return AcceptShaderConstantArgument(commonDestination, isTransposed, rowCount, codeConstSource, sourceIndex);
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}
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result::Expected<NoResult, std::string> AcceptShaderSamplerArgument(const techset::CommonShaderArgCreatorDestination& destination,
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@@ -91,8 +92,9 @@ namespace
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{
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techset::CommonShaderArgDestination commonDestination{};
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bool isTransposed;
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unsigned rowCount;
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std::string errorMessage;
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if (!FindDestinationForConstant(commonDestination, isTransposed, errorMessage, destination))
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if (!FindDestinationForConstant(commonDestination, isTransposed, rowCount, errorMessage, destination))
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{
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if (!errorMessage.empty())
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return result::Unexpected(std::move(errorMessage));
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@@ -121,8 +123,9 @@ namespace
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techset::CommonShaderArgDestination commonDestination{};
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bool isTransposed;
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unsigned rowCount;
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std::string errorMessage;
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if (!FindDestinationForConstant(commonDestination, isTransposed, errorMessage, destination))
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if (!FindDestinationForConstant(commonDestination, isTransposed, rowCount, errorMessage, destination))
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{
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if (!errorMessage.empty())
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return result::Unexpected(std::move(errorMessage));
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@@ -191,6 +194,7 @@ namespace
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protected:
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result::Expected<NoResult, std::string> AcceptShaderConstantArgument(const techset::CommonShaderArgDestination& commonDestination,
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const bool isTransposed,
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const unsigned rowCount,
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const techset::CommonCodeConstSource codeConstSource,
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const unsigned sourceIndex)
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{
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@@ -207,7 +211,7 @@ namespace
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techset::CommonShaderArgCodeConstValue value{
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.m_index = 0,
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.m_first_row = 0,
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.m_row_count = isMatrix ? 4u : 1u,
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.m_row_count = isMatrix ? rowCount : 1u,
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};
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if (isMatrix)
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@@ -260,6 +264,7 @@ namespace
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[[nodiscard]] virtual bool FindDestinationForConstant(techset::CommonShaderArgDestination& commonDestination,
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bool& isTransposed,
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unsigned& rowCount,
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std::string& errorMessage,
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const techset::CommonShaderArgCreatorDestination& input) = 0;
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[[nodiscard]] virtual bool FindDestinationForSampler(techset::CommonShaderArgDestination& commonDestination,
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@@ -316,6 +321,7 @@ namespace
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[[nodiscard]] bool FindDestinationForConstant(techset::CommonShaderArgDestination& commonDestination,
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bool& isTransposed,
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unsigned& rowCount,
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std::string& errorMessage,
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const techset::CommonShaderArgCreatorDestination& input) override
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{
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@@ -402,6 +408,7 @@ namespace
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[[nodiscard]] bool FindDestinationForConstant(techset::CommonShaderArgDestination& commonDestination,
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bool& isTransposed,
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unsigned& rowCount,
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std::string& errorMessage,
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const techset::CommonShaderArgCreatorDestination& input) override
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{
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@@ -448,6 +455,7 @@ namespace
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commonDestination.dx11.m_size = variableElementSize;
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commonDestination.dx11.m_buffer = bufferBinding->m_bind_point;
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isTransposed = variableIterator->m_variable_class == d3d11::VariableClass::MATRIX_COLUMNS;
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rowCount = variableIterator->m_row_count;
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m_const_arg_added[usedConstantIndex] = true;
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@@ -632,7 +640,7 @@ namespace
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for (auto elementIndex = 0u; elementIndex < variableElementCount; elementIndex++)
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{
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commonDestination.dx11.m_location.constant_buffer_offset = variable.m_offset + variableElementSize * elementIndex;
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auto result = AcceptShaderConstantArgument(commonDestination, isTransposed, *maybeCodeConst, elementIndex);
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auto result = AcceptShaderConstantArgument(commonDestination, isTransposed, variable.m_row_count, *maybeCodeConst, elementIndex);
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if (!result)
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return std::move(result);
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}
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@@ -202,7 +202,7 @@ namespace
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codeDestAccessor = targetShaderArg->m_name;
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const auto isTransposed = targetShaderArg->m_class == d3d9::ParameterClass::MATRIX_COLUMNS;
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DumpShaderArg(technique, arg, codeDestAccessor, isTransposed);
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DumpShaderArg(technique, arg, codeDestAccessor, isTransposed, targetShaderArg->m_register_count);
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}
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void DumpShaderArgDx11(const CommonTechnique& technique, const CommonShaderArg& arg, const d3d11::ShaderInfo& shaderInfo) const
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@@ -284,7 +284,8 @@ namespace
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}
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const auto isTransposed = variable->m_variable_class == d3d11::VariableClass::MATRIX_COLUMNS;
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DumpShaderArg(technique, arg, codeDestAccessor, isTransposed);
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DumpShaderArg(technique, arg, codeDestAccessor, isTransposed, variable->m_row_count);
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}
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else
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{
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@@ -315,11 +316,15 @@ namespace
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static_cast<unsigned>(arg.m_type.m_value_type));
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return;
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}
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DumpShaderArg(technique, arg, boundTextureResource->m_name, false);
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DumpShaderArg(technique, arg, boundTextureResource->m_name, false, 0);
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}
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}
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void DumpShaderArg(const CommonTechnique& technique, const CommonShaderArg& arg, std::string codeDestAccessor, const bool isTransposed) const
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void DumpShaderArg(const CommonTechnique& technique,
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const CommonShaderArg& arg,
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std::string codeDestAccessor,
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const bool isTransposed,
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const size_t shaderRowCount) const
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{
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if (arg.m_type.m_value_type == CommonShaderValueType::CODE_CONST)
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{
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@@ -341,9 +346,10 @@ namespace
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else
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codeAccessor = std::format("{}[{}]", constSourceInfo->accessor, arg.m_value.code_const_source.m_index - constSourceInfo->value);
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// Assert that the value uses 4 rows when matrix and 1 otherwise.
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// If this is untrue, there must be more code handling the selected rows
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assert((isMatrix && arg.m_value.code_const_source.m_row_count == 4) || arg.m_value.code_const_source.m_row_count == 1);
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// Assert that when a code const is not a matrix, the game uses one row of it per arg
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// If it is a matrix, the game uses as many rows as can be seen in the shader
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assert(isMatrix || arg.m_value.code_const_source.m_row_count == 1);
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assert(!isMatrix || arg.m_value.code_const_source.m_row_count == shaderRowCount);
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if (codeDestAccessor != codeAccessor)
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{
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@@ -33,6 +33,7 @@
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#include MATERIAL_CONSTANT_ZONE_STATE_HEADER
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#include TECHSET_CONSTANTS_HEADER
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#include "Pool/GlobalAssetPool.h"
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#include "Techset/CommonTechniqueDumper.h"
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#include "Techset/CommonTechsetDumper.h"
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#include "Techset/CommonVertexDeclCreator.h"
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@@ -267,6 +268,15 @@ namespace
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techset::CommonTechniqueShader ConvertToCommonShader(const MaterialVertexShader* vertexShader)
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{
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#if defined(FEATURE_IW4)
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if (vertexShader && vertexShader->name && vertexShader->name[0] == ',')
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{
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auto* globalAsset = GameGlobalAssetPools::GetGlobalPoolsForGame(GameId::IW4)->GetAsset<AssetVertexShader>(&vertexShader->name[1]);
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if (globalAsset)
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vertexShader = globalAsset->Asset();
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}
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#endif
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techset::CommonTechniqueShader result(techset::CommonTechniqueShaderType::VERTEX, std::string());
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if (!vertexShader)
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return result;
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@@ -291,6 +301,15 @@ namespace
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techset::CommonTechniqueShader ConvertToCommonShader(const MaterialPixelShader* pixelShader)
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{
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#if defined(FEATURE_IW4)
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if (pixelShader && pixelShader->name && pixelShader->name[0] == ',')
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{
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auto* globalAsset = GameGlobalAssetPools::GetGlobalPoolsForGame(GameId::IW4)->GetAsset<AssetPixelShader>(&pixelShader->name[1]);
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if (globalAsset)
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pixelShader = globalAsset->Asset();
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}
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#endif
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techset::CommonTechniqueShader result(techset::CommonTechniqueShaderType::PIXEL, std::string());
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if (!pixelShader)
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return result;
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