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https://github.com/Laupetin/OpenAssetTools.git
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chore: use templating for t6 techset compilation
This commit is contained in:
378
src/ObjCompiling/Techset/TechniqueCompiler.cpp.template
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378
src/ObjCompiling/Techset/TechniqueCompiler.cpp.template
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#options GAME(T6)
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#filename "Game/" + GAME + "/Techset/TechniqueCompiler" + GAME + ".cpp"
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#set COMPILER_HEADER "\"TechniqueCompiler" + GAME + ".h\""
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#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
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#set TECHSET_CONSTANTS_HEADER "\"Game/" + GAME + "/Techset/TechsetConstants" + GAME + ".h\""
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#if GAME == "IW3"
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#define FEATURE_IW3
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#elif GAME == "IW4"
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#define FEATURE_IW4
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#elif GAME == "IW5"
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#define FEATURE_IW5
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#elif GAME == "T5"
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#define FEATURE_T5
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#elif GAME == "T6"
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#define FEATURE_T6
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#endif
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// This file was templated.
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// See TechniqueCompiler.cpp.template.
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// Do not modify, changes will be lost.
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#include COMPILER_HEADER
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#include GAME_HEADER
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#include TECHSET_CONSTANTS_HEADER
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#include "Techset/CommonShaderArgCreator.h"
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#include "Techset/CommonTechniqueLoader.h"
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#include "Techset/LiteralConstsZoneState.h"
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#include "Utils/StringUtils.h"
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#if defined(FEATURE_T6)
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#set PRECOMPILED_INDEX_HEADER "\"Game/" + GAME + "/Techset/PrecompiledIndex" + GAME + ".h\""
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#include PRECOMPILED_INDEX_HEADER
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#endif
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#include <cassert>
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#include <optional>
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#include <sstream>
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#include <vector>
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using namespace GAME;
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#set SHADER_LOADER_CLASS_NAME "TechniqueShaderLoader" + GAME
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#set COMPILER_CLASS_NAME "TechniqueCompiler" + GAME
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namespace
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{
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unsigned ConvertArgumentType(const techset::CommonShaderArgumentType& type)
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{
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if (type.m_shader_type == techset::CommonTechniqueShaderType::VERTEX)
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{
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switch (type.m_value_type)
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{
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case techset::CommonShaderValueType::LITERAL_CONST:
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return MTL_ARG_LITERAL_VERTEX_CONST;
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case techset::CommonShaderValueType::MATERIAL_CONST:
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return MTL_ARG_MATERIAL_VERTEX_CONST;
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case techset::CommonShaderValueType::CODE_CONST:
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return MTL_ARG_CODE_VERTEX_CONST;
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case techset::CommonShaderValueType::MATERIAL_SAMPLER:
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case techset::CommonShaderValueType::CODE_SAMPLER:
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default:
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assert(false);
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return 0;
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}
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}
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assert(type.m_shader_type == techset::CommonTechniqueShaderType::PIXEL);
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switch (type.m_value_type)
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{
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case techset::CommonShaderValueType::LITERAL_CONST:
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return MTL_ARG_LITERAL_PIXEL_CONST;
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case techset::CommonShaderValueType::MATERIAL_CONST:
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return MTL_ARG_MATERIAL_PIXEL_CONST;
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case techset::CommonShaderValueType::CODE_CONST:
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return MTL_ARG_CODE_PIXEL_CONST;
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case techset::CommonShaderValueType::MATERIAL_SAMPLER:
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return MTL_ARG_MATERIAL_PIXEL_SAMPLER;
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case techset::CommonShaderValueType::CODE_SAMPLER:
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return MTL_ARG_CODE_PIXEL_SAMPLER;
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default:
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assert(false);
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return 0;
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}
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}
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void ConvertArgumentValue(MaterialArgumentDef& argValue, const techset::CommonShaderArg& commonArg, MemoryManager& memory, AssetCreationContext& context)
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{
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switch (commonArg.m_type.m_value_type)
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{
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case techset::CommonShaderValueType::LITERAL_CONST:
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{
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const techset::LiteralConst literal(commonArg.m_value.literal_value);
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argValue.literalConst = context.GetZoneAssetCreationState<techset::LiteralConstsZoneState<float>>().GetAllocatedLiteral(literal)->GamePtr();
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break;
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}
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case techset::CommonShaderValueType::CODE_CONST:
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argValue.codeConst.index = static_cast<decltype(MaterialArgumentCodeConst::index)>(commonArg.m_value.code_const_source.m_index);
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argValue.codeConst.firstRow = static_cast<decltype(MaterialArgumentCodeConst::firstRow)>(commonArg.m_value.code_const_source.m_first_row);
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argValue.codeConst.rowCount = static_cast<decltype(MaterialArgumentCodeConst::rowCount)>(commonArg.m_value.code_const_source.m_row_count);
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break;
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case techset::CommonShaderValueType::CODE_SAMPLER:
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argValue.codeSampler = static_cast<decltype(MaterialArgumentDef::codeSampler)>(commonArg.m_value.code_sampler_source);
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break;
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case techset::CommonShaderValueType::MATERIAL_CONST:
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case techset::CommonShaderValueType::MATERIAL_SAMPLER:
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argValue.nameHash = static_cast<decltype(MaterialArgumentDef::nameHash)>(commonArg.m_value.name_hash);
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break;
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}
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}
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void ConvertMaterialArgs(MaterialPass& pass, const techset::CommonPass& commonPass, MemoryManager& memory, AssetCreationContext& context)
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{
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pass.args = memory.Alloc<MaterialShaderArgument>(commonPass.m_args.size());
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const auto frequencyCount = commonPass.GetFrequencyCounts(commonCodeSourceInfos);
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pass.perObjArgCount = static_cast<unsigned char>(frequencyCount[std::to_underlying(techset::CommonCodeSourceUpdateFrequency::PER_OBJECT)]);
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pass.perPrimArgCount = static_cast<unsigned char>(frequencyCount[std::to_underlying(techset::CommonCodeSourceUpdateFrequency::PER_PRIM)]);
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pass.stableArgCount = static_cast<unsigned char>(frequencyCount[std::to_underlying(techset::CommonCodeSourceUpdateFrequency::RARELY)]);
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const auto commonArgCount = commonPass.m_args.size();
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for (auto argIndex = 0u; argIndex < commonArgCount; argIndex++)
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{
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auto& arg = pass.args[argIndex];
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const auto& commonArg = commonPass.m_args[argIndex];
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arg.type = static_cast<decltype(MaterialShaderArgument::type)>(ConvertArgumentType(commonArg.m_type));
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arg.size = static_cast<decltype(MaterialShaderArgument::size)>(commonArg.m_destination.dx11.m_size);
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arg.buffer = static_cast<decltype(MaterialShaderArgument::buffer)>(commonArg.m_destination.dx11.m_buffer);
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if (techset::IsConstValueType(commonArg.m_type.m_value_type))
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{
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arg.location.offset = static_cast<decltype(MaterialArgumentLocation::offset)>(commonArg.m_destination.dx11.m_location.constant_buffer_offset);
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}
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else
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{
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assert(techset::IsSamplerValueType(commonArg.m_type.m_value_type));
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arg.location.textureIndex =
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static_cast<decltype(MaterialArgumentLocation::textureIndex)>(commonArg.m_destination.dx11.m_location.texture_index);
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arg.location.samplerIndex =
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static_cast<decltype(MaterialArgumentLocation::samplerIndex)>(commonArg.m_destination.dx11.m_location.sampler_index);
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}
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ConvertArgumentValue(arg.u, commonArg, memory, context);
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}
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}
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void ConvertVertexDecl(MaterialPass& pass, const techset::CommonVertexDeclaration& commonDecl, AssetCreationContext& context)
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{
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std::ostringstream nameStream;
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for (const auto& entry : commonDecl.m_routing)
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{
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nameStream << commonRoutingInfos.GetSourceAbbreviation(entry.m_source);
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nameStream << commonRoutingInfos.GetDestinationAbbreviation(entry.m_destination);
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}
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const std::string declName(nameStream.str());
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auto* vertexDeclAsset = context.LoadSubAsset<SubAssetVertexDecl>(declName);
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assert(vertexDeclAsset);
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pass.vertexDecl = vertexDeclAsset ? vertexDeclAsset->Asset() : nullptr;
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}
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void ConvertMaterialPass(MaterialPass& pass, const techset::CommonPass& commonPass, AssetCreationContext& context, MemoryManager& memory)
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{
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ConvertVertexDecl(pass, commonPass.m_vertex_declaration, context);
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if (!commonPass.m_vertex_shader.m_name.empty())
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{
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auto* vertexShaderAsset = context.LoadSubAsset<SubAssetVertexShader>(commonPass.m_vertex_shader.m_name);
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assert(vertexShaderAsset);
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pass.vertexShader = vertexShaderAsset ? vertexShaderAsset->Asset() : nullptr;
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}
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if (!commonPass.m_pixel_shader.m_name.empty())
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{
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auto* pixelShaderAsset = context.LoadSubAsset<SubAssetPixelShader>(commonPass.m_pixel_shader.m_name);
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assert(pixelShaderAsset);
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pass.pixelShader = pixelShaderAsset ? pixelShaderAsset->Asset() : nullptr;
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}
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ConvertMaterialArgs(pass, commonPass, memory, context);
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pass.customSamplerFlags = static_cast<decltype(MaterialPass::customSamplerFlags)>(commonPass.m_sampler_flags);
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}
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bool AnyDeclHasOptionalSource(const MaterialTechnique& technique)
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{
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for (auto passIndex = 0u; passIndex < technique.passCount; passIndex++)
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{
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const auto& pass = technique.passArray[passIndex];
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if (!pass.vertexDecl)
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continue;
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if (pass.vertexDecl->hasOptionalSource)
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return true;
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}
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return false;
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}
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void UpdateTechniqueFlags(MaterialTechnique& technique, const techset::CommonTechnique& commonTechnique)
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{
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std::string lowerTechniqueName(commonTechnique.m_name);
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utils::MakeStringLowerCase(lowerTechniqueName);
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// Not a particularly cool way to do this but...
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// the game actually does this :shrug:
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if (lowerTechniqueName == "zprepass" || lowerTechniqueName.starts_with("pimp_technique_zprepass_")
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|| lowerTechniqueName.starts_with("pimp_technique_layer_zprepass_") || lowerTechniqueName.starts_with("pimp_technique_buildshadowmap_"))
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{
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technique.flags |= TECHNIQUE_FLAG_4;
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}
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if (AnyDeclHasOptionalSource(technique))
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technique.flags |= TECHNIQUE_FLAG_8;
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}
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MaterialTechnique* ConvertTechnique(const techset::CommonTechnique& commonTechnique, AssetCreationContext& context, MemoryManager& memory)
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{
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const auto additionalPassCount = std::max(commonTechnique.m_passes.size(), 1uz) - 1uz;
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auto* technique = static_cast<MaterialTechnique*>(memory.AllocRaw(sizeof(MaterialTechnique) + additionalPassCount * sizeof(MaterialPass)));
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const auto passCount = static_cast<decltype(MaterialTechnique::passCount)>(commonTechnique.m_passes.size());
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technique->name = memory.Dup(commonTechnique.m_name.c_str());
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technique->passCount = passCount;
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for (auto passIndex = 0u; passIndex < passCount; passIndex++)
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ConvertMaterialPass(technique->passArray[passIndex], commonTechnique.m_passes[passIndex], context, memory);
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// Take common flags and apply further logic
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technique->flags = static_cast<decltype(MaterialTechnique::flags)>(commonTechnique.m_flags);
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UpdateTechniqueFlags(*technique, commonTechnique);
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return technique;
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}
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void ApplyTechFlagsFromMaterial(const Material& material, const Zone& zone)
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{
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if (!material.techniqueSet || !material.techniqueSet->name || !material.stateBitsTable)
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return;
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// Find the techniqueset asset from our zone since the material may link to a different one
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const auto techniqueSetAsset = zone.m_pools.GetAsset<AssetTechniqueSet>(material.techniqueSet->name);
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if (!techniqueSetAsset)
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return;
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for (auto techType = 0u; techType < TECHNIQUE_COUNT; techType++)
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{
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auto* technique = techniqueSetAsset->Asset()->techniques[techType];
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const auto stateBitsEntry = material.stateBitsEntry[techType];
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if (!technique || stateBitsEntry < 0 || static_cast<decltype(Material::stateBitsCount)>(stateBitsEntry) >= material.stateBitsCount)
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continue;
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const auto& stateBits = material.stateBitsTable[static_cast<decltype(Material::stateBitsCount)>(stateBitsEntry)].loadBits;
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const bool shouldSetFlag80 = stateBits.structured.depthTestDisabled == 0 || stateBits.structured.depthWrite > 0
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|| stateBits.structured.depthTest > 0 || stateBits.structured.polygonOffset > 0;
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if (shouldSetFlag80)
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technique->flags |= TECHNIQUE_FLAG_80;
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}
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}
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class SHADER_LOADER_CLASS_NAME final : public techset::ITechniqueShaderLoader
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{
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public:
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explicit SHADER_LOADER_CLASS_NAME(AssetCreationContext& context)
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: m_context(context)
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{
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}
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std::optional<techset::CommonTechniqueShaderBin> LoadVertexShader(const std::string& name) override
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{
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auto* shaderAsset = m_context.LoadSubAsset<SubAssetVertexShader>(name);
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if (!shaderAsset)
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return std::nullopt;
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const auto* shader = shaderAsset->Asset();
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assert(shader->prog.loadDef.program && shader->prog.loadDef.programSize > 0);
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if (!shader->prog.loadDef.program || shader->prog.loadDef.programSize == 0)
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return std::nullopt;
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return techset::CommonTechniqueShaderBin{
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.m_shader_bin = shader->prog.loadDef.program,
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.m_shader_bin_size = shader->prog.loadDef.programSize,
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};
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}
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std::optional<techset::CommonTechniqueShaderBin> LoadPixelShader(const std::string& name) override
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{
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auto* shaderAsset = m_context.LoadSubAsset<SubAssetPixelShader>(name);
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if (!shaderAsset)
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return std::nullopt;
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const auto* shader = shaderAsset->Asset();
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assert(shader->prog.loadDef.program && shader->prog.loadDef.programSize > 0);
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if (!shader->prog.loadDef.program || shader->prog.loadDef.programSize == 0)
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return std::nullopt;
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return techset::CommonTechniqueShaderBin{
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.m_shader_bin = shader->prog.loadDef.program,
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.m_shader_bin_size = shader->prog.loadDef.programSize,
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};
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}
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private:
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AssetCreationContext& m_context;
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};
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class COMPILER_CLASS_NAME final : public SubAssetCreator<SubAssetTechnique>
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{
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public:
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COMPILER_CLASS_NAME(MemoryManager& memory, Zone& zone, ISearchPath& searchPath)
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: m_memory(memory),
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m_zone(zone),
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m_search_path(searchPath)
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{
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}
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AssetCreationResult CreateSubAsset(const std::string& subAssetName, AssetCreationContext& context) override
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{
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bool failure = false;
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SHADER_LOADER_CLASS_NAME shaderLoader(context);
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const auto commonShaderArgCreator = techset::CommonShaderArgCreator::CreateDx11(shaderLoader, context, commonCodeSourceInfos);
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const auto commonTechnique =
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techset::LoadCommonTechnique(subAssetName, commonCodeSourceInfos, commonRoutingInfos, *commonShaderArgCreator, m_search_path, failure);
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if (!commonTechnique)
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return failure ? AssetCreationResult::Failure() : AssetCreationResult::NoAction();
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auto* convertedTechnique = ConvertTechnique(*commonTechnique, context, m_memory);
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assert(convertedTechnique);
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return AssetCreationResult::Success(context.AddSubAsset(AssetRegistration<SubAssetTechnique>(subAssetName, convertedTechnique)));
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}
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void FinalizeZone(AssetCreationContext& context) override
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{
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const auto materials = m_zone.m_pools.PoolAssets<AssetMaterial>();
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for (auto* materialAsset : materials)
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{
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ApplyTechFlagsFromMaterial(*materialAsset->Asset(), m_zone);
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}
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const auto techniques = context.PoolSubAssets<SubAssetTechnique>();
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for (auto* techniqueSubAsset : techniques)
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{
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auto& technique = *techniqueSubAsset->Asset();
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for (auto passIndex = 0u; passIndex < technique.passCount; passIndex++)
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{
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ApplyPrecompiledIndex(technique.passArray[passIndex]);
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}
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}
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}
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private:
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MemoryManager& m_memory;
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Zone& m_zone;
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ISearchPath& m_search_path;
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};
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} // namespace
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#set CREATE_COMPILER_METHOD "CreateTechniqueCompiler" + GAME
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namespace techset
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{
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std::unique_ptr<ISubAssetCreator> CREATE_COMPILER_METHOD(MemoryManager& memory, Zone& zone, ISearchPath& searchPath)
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{
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return std::make_unique<COMPILER_CLASS_NAME>(memory, zone, searchPath);
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}
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} // namespace techset
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