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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-11-29 07:47:48 +00:00
feat: dump material techniques for T6
This commit is contained in:
@@ -6,7 +6,6 @@
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#include "Techset/CommonTechsetDumper.h"
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#include "Techset/TechniqueDumpingZoneState.h"
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#include <sstream>
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#include <unordered_set>
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using namespace T6;
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@@ -102,18 +101,51 @@ namespace
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techset::CommonTechnique ConvertToCommonTechnique(const MaterialTechnique& technique)
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{
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std::vector<std::string> techniqueNames(std::extent_v<decltype(techniqueTypeNames)>);
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std::vector<techset::CommonPass> passes;
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for (auto techniqueIndex = 0u; techniqueIndex < std::extent_v<decltype(techniqueTypeNames)>; techniqueIndex++)
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for (auto passIndex = 0u; passIndex < technique.passCount; passIndex++)
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{
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const auto* technique = techset.techniques[techniqueIndex];
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if (technique && technique->name)
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techniqueNames[techniqueIndex] = technique->name;
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const auto& pass = technique.passArray[passIndex];
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techset::CommonTechniqueShader vertexShader{};
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techset::CommonTechniqueShader pixelShader{};
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if (pass.vertexShader)
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{
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if (pass.vertexShader->name)
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vertexShader.m_name = pass.vertexShader->name;
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if (pass.vertexShader->prog.loadDef.program)
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{
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vertexShader.m_shader_bin = pass.vertexShader->prog.loadDef.program;
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vertexShader.m_shader_bin_size = pass.vertexShader->prog.loadDef.programSize * sizeof(uint32_t);
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}
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}
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if (pass.pixelShader)
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{
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if (pass.pixelShader->name)
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pixelShader.m_name = pass.pixelShader->name;
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if (pass.pixelShader->prog.loadDef.program)
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{
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pixelShader.m_shader_bin = pass.pixelShader->prog.loadDef.program;
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pixelShader.m_shader_bin_size = pass.pixelShader->prog.loadDef.programSize * sizeof(uint32_t);
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}
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}
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passes.emplace_back(techset::CommonPass{
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.m_sampler_flags = pass.customSamplerFlags,
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.m_dx_version = techset::DxVersion::DX11,
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.m_vertex_shader = vertexShader,
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.m_pixel_shader = pixelShader,
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});
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}
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return techset::CommonTechset{
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.m_name = techset.name,
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.m_technique_names = std::move(techniqueNames),
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return techset::CommonTechnique{
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.m_name = technique.name ? technique.name : std::string(),
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.m_flags = technique.flags,
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.m_passes = std::move(passes),
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};
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}
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@@ -0,0 +1,143 @@
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#include "CommonTechniqueDumper.h"
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#include "Dumping/AbstractTextDumper.h"
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#include "Shader/D3D11ShaderAnalyser.h"
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#include "Shader/D3D9ShaderAnalyser.h"
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#include "Techset/TechsetCommon.h"
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#include <cassert>
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#include <cstdint>
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using namespace techset;
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namespace
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{
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enum class TechniqueShaderType : std::uint8_t
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{
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VERTEX_SHADER,
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PIXEL_SHADER
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};
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class TechniqueFileWriter : public AbstractTextDumper
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{
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public:
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explicit TechniqueFileWriter(std::ostream& stream)
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: AbstractTextDumper(stream)
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{
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}
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void DumpTechnique(const CommonTechnique& technique)
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{
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#ifdef TECHSET_DEBUG
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if (technique.m_flags)
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{
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for (auto i = 0u; i < sizeof(CommonTechnique::m_flags) * 8u; i++)
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{
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const auto mask = 1ui64 << i;
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if (technique.m_flags & mask)
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{
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Indent();
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m_stream << std::format("// TECHNIQUE FLAGS: 0x{:x}\n", mask);
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}
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}
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}
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#endif
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for (const auto& pass : technique.m_passes)
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DumpPass(pass);
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}
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private:
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void DumpPass(const CommonPass& pass)
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{
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m_stream << "{\n";
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IncIndent();
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#ifdef TECHSET_DEBUG
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for (auto i = 0u; i < sizeof(CommonPass::m_sampler_flags) * 8u; i++)
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{
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const auto mask = 1ui64 << i;
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if (pass.m_sampler_flags & mask)
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{
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Indent();
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m_stream << std::format("// CUSTOM SAMPLER FLAGS: 0x{:x}\n", mask);
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}
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}
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#endif
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DumpStateMap();
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DumpShader(pass, pass.m_vertex_shader, TechniqueShaderType::VERTEX_SHADER);
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DumpShader(pass, pass.m_pixel_shader, TechniqueShaderType::PIXEL_SHADER);
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// DumpVertexDecl(pass);
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DecIndent();
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m_stream << "}\n";
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}
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void DumpStateMap() const
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{
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Indent();
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// TODO: Actual statemap: Maybe find all materials using this techset and try to make out rules
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// for the flags based on the statebitstable
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m_stream << "stateMap \"passthrough\"; // TODO\n";
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}
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void DumpShader(const CommonPass& pass, const CommonTechniqueShader& shader, const TechniqueShaderType shaderType) const
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{
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if (!shader.m_shader_bin)
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{
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if (!shader.m_name.empty())
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m_stream << std::format("// Cannot dump shader {} as its data is not loaded\n", shader.m_name);
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return;
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}
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unsigned versionMajor, versionMinor;
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if (pass.m_dx_version == DxVersion::DX9)
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{
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const auto shaderInfo = d3d9::ShaderAnalyser::GetShaderInfo(shader.m_shader_bin, shader.m_shader_bin_size);
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assert(shaderInfo);
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if (!shaderInfo)
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return;
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versionMajor = shaderInfo->m_version_major;
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versionMinor = shaderInfo->m_version_minor;
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}
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else
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{
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assert(pass.m_dx_version == DxVersion::DX11);
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const auto shaderInfo = d3d11::ShaderAnalyser::GetShaderInfo(shader.m_shader_bin, shader.m_shader_bin_size);
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assert(shaderInfo);
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if (!shaderInfo)
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return;
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versionMajor = shaderInfo->m_version_major;
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versionMinor = shaderInfo->m_version_minor;
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}
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const auto shaderTypeName = shaderType == TechniqueShaderType::VERTEX_SHADER ? "vertexShader" : "pixelShader";
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m_stream << "\n";
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Indent();
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m_stream << std::format("{} {}.{} \"{}\"\n", shaderTypeName, versionMajor, versionMinor, shader.m_name);
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Indent();
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m_stream << "{\n";
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Indent();
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m_stream << "}\n";
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}
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};
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} // namespace
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namespace techset
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{
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void DumpCommonTechnique(const AssetDumpingContext& context, const CommonTechnique& technique)
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{
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const auto techniqueFile = context.OpenAssetFile(GetFileNameForTechniqueName(technique.m_name));
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if (techniqueFile)
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{
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TechniqueFileWriter writer(*techniqueFile);
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writer.DumpTechnique(technique);
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}
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}
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} // namespace techset
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@@ -1,9 +1,9 @@
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#pragma once
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#include "Dumping/AssetDumpingContext.h"
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#include "Techset/CommonTechset.h"
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#include "Techset/CommonTechnique.h"
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namespace techset
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{
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void DumpCommonTechnique(const AssetDumpingContext& context, const CommonTechset& techset);
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void DumpCommonTechnique(const AssetDumpingContext& context, const CommonTechnique& technique);
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} // namespace techset
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@@ -1,7 +1,6 @@
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#include "CommonTechsetDumper.h"
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#include "Dumping/AbstractTextDumper.h"
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#include "Game/IW3/Material/MaterialConstantZoneStateIW3.h"
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#include "Techset/TechsetCommon.h"
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#include <cassert>
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@@ -36,8 +35,7 @@ namespace
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dumpedTechniques[techniqueIndex] = true;
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WriteTechniqueType(techniqueIndex);
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for (auto nextTechniqueIndex = techniqueIndex + 1; nextTechniqueIndex < std::extent_v<decltype(IW3::MaterialTechniqueSet::techniques)>;
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nextTechniqueIndex++)
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for (auto nextTechniqueIndex = techniqueIndex + 1; nextTechniqueIndex < techniqueCount; nextTechniqueIndex++)
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{
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if (techset.m_technique_names[nextTechniqueIndex] != technique)
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continue;
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