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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
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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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