fix: make sure matrix shader args with less than 4 rows are properly dumped and loaded

This commit is contained in:
Jan Laupetin
2026-03-14 09:09:55 +01:00
parent 2f12092773
commit 3aac05a516
3 changed files with 46 additions and 13 deletions
@@ -202,7 +202,7 @@ namespace
codeDestAccessor = targetShaderArg->m_name;
const auto isTransposed = targetShaderArg->m_class == d3d9::ParameterClass::MATRIX_COLUMNS;
DumpShaderArg(technique, arg, codeDestAccessor, isTransposed);
DumpShaderArg(technique, arg, codeDestAccessor, isTransposed, targetShaderArg->m_register_count);
}
void DumpShaderArgDx11(const CommonTechnique& technique, const CommonShaderArg& arg, const d3d11::ShaderInfo& shaderInfo) const
@@ -284,7 +284,8 @@ namespace
}
const auto isTransposed = variable->m_variable_class == d3d11::VariableClass::MATRIX_COLUMNS;
DumpShaderArg(technique, arg, codeDestAccessor, isTransposed);
DumpShaderArg(technique, arg, codeDestAccessor, isTransposed, variable->m_row_count);
}
else
{
@@ -315,11 +316,15 @@ namespace
static_cast<unsigned>(arg.m_type.m_value_type));
return;
}
DumpShaderArg(technique, arg, boundTextureResource->m_name, false);
DumpShaderArg(technique, arg, boundTextureResource->m_name, false, 0);
}
}
void DumpShaderArg(const CommonTechnique& technique, const CommonShaderArg& arg, std::string codeDestAccessor, const bool isTransposed) const
void DumpShaderArg(const CommonTechnique& technique,
const CommonShaderArg& arg,
std::string codeDestAccessor,
const bool isTransposed,
const size_t shaderRowCount) const
{
if (arg.m_type.m_value_type == CommonShaderValueType::CODE_CONST)
{
@@ -341,9 +346,10 @@ namespace
else
codeAccessor = std::format("{}[{}]", constSourceInfo->accessor, arg.m_value.code_const_source.m_index - constSourceInfo->value);
// Assert that the value uses 4 rows when matrix and 1 otherwise.
// If this is untrue, there must be more code handling the selected rows
assert((isMatrix && arg.m_value.code_const_source.m_row_count == 4) || arg.m_value.code_const_source.m_row_count == 1);
// Assert that when a code const is not a matrix, the game uses one row of it per arg
// If it is a matrix, the game uses as many rows as can be seen in the shader
assert(isMatrix || arg.m_value.code_const_source.m_row_count == 1);
assert(!isMatrix || arg.m_value.code_const_source.m_row_count == shaderRowCount);
if (codeDestAccessor != codeAccessor)
{