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https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-15 17:33:03 +00:00
feat: load shader args for dx9 shaders
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@@ -3,6 +3,7 @@
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#include "Shader/D3D11ShaderAnalyser.h"
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#include "Shader/D3D9ShaderAnalyser.h"
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#include "Utils/Djb2.h"
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#include "Utils/Logging/Log.h"
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#include <algorithm>
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#include <cassert>
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@@ -302,6 +303,8 @@ namespace
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if (!m_shader_info)
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return result::Unexpected(std::format("Failed to analyse dx9 shader {}", name));
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m_arg_added = std::vector(m_shader_info->m_constants.size(), false);
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return NoResult{};
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}
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@@ -327,7 +330,26 @@ namespace
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{
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assert(m_shader_info);
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return false;
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const auto foundConstant =
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std::ranges::find_if(m_shader_info->m_constants,
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[input](const d3d9::ShaderConstant& constant)
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{
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return constant.m_register_set == d3d9::RegisterSet::FLOAT_4 && constant.m_name == input.m_argument_name;
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});
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if (foundConstant == m_shader_info->m_constants.end())
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return false;
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const auto variableElementCount = std::max<unsigned>(foundConstant->m_register_count, 1);
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commonDestination.dx9.m_destination_register = foundConstant->m_register_index;
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isTransposed = foundConstant->m_class == d3d9::ParameterClass::MATRIX_COLUMNS;
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rowCount = foundConstant->m_register_count;
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const auto argIndex = static_cast<size_t>(foundConstant - m_shader_info->m_constants.begin());
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m_arg_added[argIndex] = true;
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return true;
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}
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[[nodiscard]] bool FindDestinationForSampler(techset::CommonShaderArgDestination& commonDestination,
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@@ -335,18 +357,120 @@ namespace
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const techset::CommonShaderArgCreatorDestination& input) override
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{
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assert(m_shader_info);
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// TODO
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return false;
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const auto foundConstant =
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std::ranges::find_if(m_shader_info->m_constants,
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[input](const d3d9::ShaderConstant& constant)
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{
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return constant.m_register_set == d3d9::RegisterSet::SAMPLER && constant.m_name == input.m_argument_name;
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});
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if (foundConstant == m_shader_info->m_constants.end())
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return false;
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commonDestination.dx9.m_destination_register = foundConstant->m_register_index;
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const auto argIndex = static_cast<size_t>(foundConstant - m_shader_info->m_constants.begin());
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m_arg_added[argIndex] = true;
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return true;
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}
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result::Expected<NoResult, std::string> AutoCreateMissingArgs() override
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{
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// TODO
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const auto argCount = m_shader_info->m_constants.size();
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for (size_t argIndex = 0; argIndex < argCount; argIndex++)
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{
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if (m_arg_added[argIndex])
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continue;
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const auto& shaderArg = m_shader_info->m_constants[argIndex];
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if (shaderArg.m_register_set == d3d9::RegisterSet::FLOAT_4)
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{
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auto result = AutoCreateConstantArg(shaderArg);
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if (!result)
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return std::move(result);
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}
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else
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{
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assert(shaderArg.m_register_set == d3d9::RegisterSet::SAMPLER);
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auto result = AutoCreateSamplerArg(shaderArg);
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if (!result)
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return std::move(result);
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}
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}
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return NoResult{};
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}
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private:
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result::Expected<NoResult, std::string> AutoCreateConstantArg(const d3d9::ShaderConstant& shaderArg)
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{
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const auto maybeCodeConst = m_common_code_source_infos.GetCodeConstSourceForAccessor(shaderArg.m_name);
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if (!maybeCodeConst)
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{
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// Some variables are simply not added as args for some reason
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if (m_common_code_source_infos.IsArgAccessorIgnored(shaderArg.m_name))
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return NoResult{};
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return result::Unexpected(std::format("Missing assignment to shader constant {}", shaderArg.m_name));
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}
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const auto constInfo = m_common_code_source_infos.GetInfoForCodeConstSource(*maybeCodeConst);
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if (!constInfo)
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return result::Unexpected(std::format("Missing info for code const {}", shaderArg.m_name));
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const auto variableElementCount = std::max<unsigned>(shaderArg.m_type_elements, 1);
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const auto infoArrayCount = std::max<unsigned>(constInfo->arrayCount, 1);
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if (variableElementCount > infoArrayCount)
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{
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return result::Unexpected(std::format("Could not auto create argument for constant {} as it has more elements ({}) than the code constant ({})",
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shaderArg.m_name,
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variableElementCount,
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infoArrayCount));
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}
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techset::CommonShaderArgDestination commonDestination;
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const auto isTransposed = shaderArg.m_class == d3d9::ParameterClass::MATRIX_COLUMNS;
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for (auto elementIndex = 0u; elementIndex < variableElementCount; elementIndex++)
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{
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commonDestination.dx9.m_destination_register = shaderArg.m_register_index + elementIndex;
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auto result = AcceptShaderConstantArgument(commonDestination, isTransposed, shaderArg.m_register_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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if (constInfo->techFlags)
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m_tech_flags |= *constInfo->techFlags;
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return NoResult{};
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}
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result::Expected<NoResult, std::string> AutoCreateSamplerArg(const d3d9::ShaderConstant& shaderArg)
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{
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const auto maybeCodeSampler = m_common_code_source_infos.GetCodeSamplerSourceForAccessor(shaderArg.m_name);
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if (!maybeCodeSampler)
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return result::Unexpected(std::format("Missing assignment to shader texture {}", shaderArg.m_name));
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const auto samplerInfo = m_common_code_source_infos.GetInfoForCodeSamplerSource(*maybeCodeSampler);
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if (!samplerInfo)
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return result::Unexpected(std::format("Missing info for code sampler {}", shaderArg.m_name));
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techset::CommonShaderArgDestination commonDestination;
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commonDestination.dx9.m_destination_register = shaderArg.m_register_index;
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if (samplerInfo->techFlags)
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m_tech_flags |= *samplerInfo->techFlags;
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if (samplerInfo->customSamplerIndex)
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m_sampler_flags |= (1 << *samplerInfo->customSamplerIndex);
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return AcceptShaderSamplerArgument(commonDestination, *maybeCodeSampler);
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}
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std::unique_ptr<d3d9::ShaderInfo> m_shader_info;
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std::vector<bool> m_arg_added;
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};
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class CommonShaderArgCreatorDx11 final : public BaseCommonShaderArgCreator
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