mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
Load state maps when loading techniques
This commit is contained in:
parent
6d15ddcd08
commit
595af125b9
@ -17,6 +17,8 @@
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#include "Techset/TechniqueFileReader.h"
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#include "Techset/TechsetFileReader.h"
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#include "Shader/D3D9ShaderAnalyser.h"
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#include "StateMap/StateMapReader.h"
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#include "Techset/TechniqueStateMapCache.h"
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#include "Techset/TechsetDefinitionCache.h"
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#include "Utils/Alignment.h"
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@ -118,10 +120,12 @@ namespace IW4
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class TechniqueCreator final : public techset::ITechniqueDefinitionAcceptor
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{
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const std::string& m_technique_name;
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ISearchPath* const m_search_path;
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MemoryManager* const m_memory;
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IAssetLoadingManager* const m_manager;
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TechniqueZoneLoadingState* const m_zone_state;
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techset::TechniqueStateMapCache* const m_state_map_cache;
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ShaderInfoFromFileSystemCacheState* const m_shader_info_cache;
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public:
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@ -201,11 +205,15 @@ namespace IW4
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std::vector<Pass> m_passes;
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std::vector<XAssetInfoGeneric*> m_dependencies;
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TechniqueCreator(ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, TechniqueZoneLoadingState* zoneState, ShaderInfoFromFileSystemCacheState* shaderInfoCache)
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: m_search_path(searchPath),
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TechniqueCreator(const std::string& techniqueName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, TechniqueZoneLoadingState* zoneState,
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ShaderInfoFromFileSystemCacheState* shaderInfoCache,
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techset::TechniqueStateMapCache* stateMapCache)
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: m_technique_name(techniqueName),
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m_search_path(searchPath),
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m_memory(memory),
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m_manager(manager),
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m_zone_state(zoneState),
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m_state_map_cache(stateMapCache),
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m_shader_info_cache(shaderInfoCache)
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{
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}
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@ -406,9 +414,20 @@ namespace IW4
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return true;
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}
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void AcceptStateMap(const std::string& stateMapName) override
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bool AcceptStateMap(const std::string& stateMapName, std::string& errorMessage) override
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{
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// TODO: State maps currently are not used
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const auto* stateMap = AssetLoaderTechniqueSet::LoadStateMapDefinition(stateMapName, m_search_path, m_state_map_cache);
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if (!stateMap)
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{
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std::ostringstream ss;
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ss << "Failed to load specified state map \"" << stateMapName << "\"";
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errorMessage = ss.str();
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return false;
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}
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m_state_map_cache->SetTechniqueUsesStateMap(m_technique_name, stateMap);
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return true;
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}
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static void InitializeArgumentState(const d3d9::ShaderInfo& shaderInfo, std::vector<size_t>& argumentHandledOffsetVector, std::vector<bool>& argumentHandledVector)
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@ -986,6 +1005,7 @@ namespace IW4
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IAssetLoadingManager* m_manager;
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TechniqueZoneLoadingState* m_zone_state;
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ShaderInfoFromFileSystemCacheState* m_shader_info_cache;
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techset::TechniqueStateMapCache* m_state_map_cache;
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static std::string GetTechniqueFileName(const std::string& techniqueName)
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{
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@ -1185,7 +1205,7 @@ namespace IW4
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if (!file.IsOpen())
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return nullptr;
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TechniqueCreator creator(m_search_path, m_memory, m_manager, m_zone_state, m_shader_info_cache);
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TechniqueCreator creator(techniqueName, m_search_path, m_memory, m_manager, m_zone_state, m_shader_info_cache, m_state_map_cache);
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const techset::TechniqueFileReader reader(*file.m_stream, techniqueFileName, &creator);
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if (!reader.ReadTechniqueDefinition())
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return nullptr;
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@ -1199,7 +1219,8 @@ namespace IW4
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m_memory(memory),
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m_manager(manager),
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m_zone_state(manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<TechniqueZoneLoadingState>()),
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m_shader_info_cache(manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<ShaderInfoFromFileSystemCacheState>())
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m_shader_info_cache(manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<ShaderInfoFromFileSystemCacheState>()),
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m_state_map_cache(manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<techset::TechniqueStateMapCache>())
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{
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}
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@ -1234,6 +1255,13 @@ std::string AssetLoaderTechniqueSet::GetTechsetFileName(const std::string& techs
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return ss.str();
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}
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std::string AssetLoaderTechniqueSet::GetStateMapFileName(const std::string& stateMapName)
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{
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std::ostringstream ss;
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ss << "statemaps/" << stateMapName << ".sm";
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return ss.str();
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}
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bool AssetLoaderTechniqueSet::CreateTechsetFromDefinition(const std::string& assetName, const techset::TechsetDefinition& definition, ISearchPath* searchPath, MemoryManager* memory,
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IAssetLoadingManager* manager)
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{
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@ -1285,6 +1313,29 @@ techset::TechsetDefinition* AssetLoaderTechniqueSet::LoadTechsetDefinition(const
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return techsetDefinitionPtr;
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}
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const state_map::StateMapDefinition* AssetLoaderTechniqueSet::LoadStateMapDefinition(const std::string& stateMapName, ISearchPath* searchPath, techset::TechniqueStateMapCache* stateMapCache)
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{
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auto* cachedStateMap = stateMapCache->GetCachedStateMap(stateMapName);
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if (cachedStateMap)
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return cachedStateMap;
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const auto stateMapFileName = GetStateMapFileName(stateMapName);
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const auto file = searchPath->Open(stateMapFileName);
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if (!file.IsOpen())
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return nullptr;
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const state_map::StateMapReader reader(*file.m_stream, stateMapFileName, stateMapName, stateMapLayout);
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auto stateMapDefinition = reader.ReadStateMapDefinition();
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if (!stateMapDefinition)
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return nullptr;
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const auto* stateMapDefinitionPtr = stateMapDefinition.get();
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stateMapCache->AddStateMapToCache(std::move(stateMapDefinition));
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return stateMapDefinitionPtr;
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}
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bool AssetLoaderTechniqueSet::CanLoadFromRaw() const
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{
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return true;
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@ -3,6 +3,8 @@
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "StateMap/StateMapDefinition.h"
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#include "Techset/TechniqueStateMapCache.h"
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#include "Techset/TechsetDefinition.h"
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#include "Techset/TechsetDefinitionCache.h"
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@ -11,11 +13,13 @@ namespace IW4
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class AssetLoaderTechniqueSet final : public BasicAssetLoader<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>
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{
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static std::string GetTechsetFileName(const std::string& techsetAssetName);
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static std::string GetStateMapFileName(const std::string& stateMapName);
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static bool CreateTechsetFromDefinition(const std::string& assetName, const techset::TechsetDefinition& definition, ISearchPath* searchPath, MemoryManager* memory,
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IAssetLoadingManager* manager);
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public:
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static techset::TechsetDefinition* LoadTechsetDefinition(const std::string& assetName, ISearchPath* searchPath, techset::TechsetDefinitionCache* definitionCache);
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static const state_map::StateMapDefinition* LoadStateMapDefinition(const std::string& stateMapName, ISearchPath* searchPath, techset::TechniqueStateMapCache* stateMapCache);
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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@ -142,8 +142,8 @@ namespace state_map
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};
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}
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StateMapParser::StateMapParser(SimpleLexer* lexer, const StateMapLayout& layout)
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: AbstractParser(lexer, std::make_unique<StateMapParserState>(layout))
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StateMapParser::StateMapParser(SimpleLexer* lexer, std::string stateMapName, const StateMapLayout& layout)
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: AbstractParser(lexer, std::make_unique<StateMapParserState>(std::move(stateMapName), layout))
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{
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}
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@ -15,7 +15,7 @@ namespace state_map
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const std::vector<sequence_t*>& GetTestsForState() override;
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public:
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StateMapParser(SimpleLexer* lexer, const StateMapLayout& layout);
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StateMapParser(SimpleLexer* lexer, std::string stateMapName, const StateMapLayout& layout);
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_NODISCARD std::unique_ptr<StateMapDefinition> GetStateMapDefinition() const;
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_NODISCARD StateMapParserState* GetState() const;
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};
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@ -2,11 +2,12 @@
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using namespace state_map;
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StateMapParserState::StateMapParserState(const StateMapLayout& layout)
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StateMapParserState::StateMapParserState(std::string stateMapName, const StateMapLayout& layout)
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: m_layout(layout),
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m_definition(std::make_unique<StateMapDefinition>(layout.m_layout_entries.size())),
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m_definition(std::make_unique<StateMapDefinition>(std::move(stateMapName), layout.m_layout_entries.size())),
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m_in_entry(false),
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m_current_entry_index(0u)
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m_current_entry_index(0u),
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m_current_rule(nullptr)
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{
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for (auto i = 0u; i < m_layout.m_layout_entries.size(); i++)
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m_valid_state_map_entry_names.emplace(m_layout.m_layout_entries[i].m_name, i);
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@ -20,6 +20,6 @@ namespace state_map
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size_t m_current_entry_index;
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StateMapRule* m_current_rule;
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explicit StateMapParserState(const StateMapLayout& layout);
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StateMapParserState(std::string stateMapName, const StateMapLayout& layout);
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};
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}
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return m_values.empty();
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}
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StateMapDefinition::StateMapDefinition(const size_t entryCount)
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: m_state_map_entries(entryCount)
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StateMapDefinition::StateMapDefinition(std::string name, const size_t entryCount)
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: m_name(std::move(name)),
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m_state_map_entries(entryCount)
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{
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}
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#pragma once
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#include <memory>
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#include <string>
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#include <vector>
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@ -26,8 +27,9 @@ namespace state_map
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class StateMapDefinition
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{
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public:
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explicit StateMapDefinition(size_t entryCount);
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StateMapDefinition(std::string name, size_t entryCount);
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std::string m_name;
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std::vector<StateMapEntry> m_state_map_entries;
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};
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}
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using namespace state_map;
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StateMapReader::StateMapReader(std::istream& stream, std::string fileName, const StateMapLayout& layout)
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: m_file_name(std::move(fileName)),
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StateMapReader::StateMapReader(std::istream& stream, std::string fileName, std::string stateMapName, const StateMapLayout& layout)
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: m_state_map_name(std::move(stateMapName)),
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m_file_name(std::move(fileName)),
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m_state_map_layout(layout)
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{
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m_base_stream = std::make_unique<ParserSingleInputStream>(stream, m_file_name);
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@ -42,7 +43,7 @@ std::unique_ptr<StateMapDefinition> StateMapReader::ReadStateMapDefinition() con
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lexerConfig.m_read_floating_point_numbers = false;
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const auto lexer = std::make_unique<SimpleLexer>(m_comment_proxy.get(), std::move(lexerConfig));
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const auto parser = std::make_unique<StateMapParser>(lexer.get(), m_state_map_layout);
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const auto parser = std::make_unique<StateMapParser>(lexer.get(), m_state_map_name, m_state_map_layout);
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const auto success = parser->Parse();
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if (!success)
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{
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class StateMapReader
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{
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std::string m_state_map_name;
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std::string m_file_name;
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const StateMapLayout& m_state_map_layout;
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std::unique_ptr<IParserLineStream> m_base_stream;
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std::unique_ptr<IParserLineStream> m_comment_proxy;
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public:
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StateMapReader(std::istream& stream, std::string fileName, const StateMapLayout& layout);
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StateMapReader(std::istream& stream, std::string fileName, std::string stateMapName, const StateMapLayout& layout);
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_NODISCARD bool IsValidEndState(const StateMapParserState* state) const;
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_NODISCARD std::unique_ptr<StateMapDefinition> ReadStateMapDefinition() const;
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assert(state->m_in_pass == true);
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std::string errorMessage;
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if(!state->m_acceptor->AcceptEndPass(errorMessage))
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if (!state->m_acceptor->AcceptEndPass(errorMessage))
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throw ParsingException(result.NextCapture(CAPTURE_FIRST_TOKEN).GetPos(), errorMessage);
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state->m_in_pass = false;
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@ -38,7 +38,8 @@ namespace techset
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class SequenceStateMap final : public TechniqueParser::sequence_t
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{
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static constexpr auto CAPTURE_STATE_MAP_NAME = 1;
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static constexpr auto CAPTURE_START = 1;
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static constexpr auto CAPTURE_STATE_MAP_NAME = 2;
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public:
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SequenceStateMap()
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@ -46,7 +47,7 @@ namespace techset
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const SimpleMatcherFactory create(this);
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AddMatchers({
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create.Keyword("stateMap"),
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create.Keyword("stateMap").Capture(CAPTURE_START),
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create.String().Capture(CAPTURE_STATE_MAP_NAME),
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create.Char(';')
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});
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@ -55,7 +56,13 @@ namespace techset
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protected:
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void ProcessMatch(TechniqueParserState* state, SequenceResult<SimpleParserValue>& result) const override
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{
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state->m_acceptor->AcceptStateMap(result.NextCapture(CAPTURE_STATE_MAP_NAME).StringValue());
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const auto& firstToken = result.NextCapture(CAPTURE_START);
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std::string errorMessage;
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const auto acceptorResult = state->m_acceptor->AcceptStateMap(result.NextCapture(CAPTURE_STATE_MAP_NAME).StringValue(), errorMessage);
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if (!acceptorResult)
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throw ParsingException(firstToken.GetPos(), std::move(errorMessage));
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}
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};
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@ -76,7 +76,7 @@ namespace techset
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virtual void AcceptNextPass() = 0;
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virtual bool AcceptEndPass(std::string& errorMessage) = 0;
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virtual void AcceptStateMap(const std::string& stateMapName) = 0;
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virtual bool AcceptStateMap(const std::string& stateMapName, std::string& errorMessage) = 0;
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virtual bool AcceptVertexShader(const std::string& vertexShaderName, std::string& errorMessage) = 0;
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virtual bool AcceptPixelShader(const std::string& pixelShaderName, std::string& errorMessage) = 0;
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#include "TechniqueStateMapCache.h"
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using namespace techset;
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const state_map::StateMapDefinition* TechniqueStateMapCache::GetCachedStateMap(const std::string& name) const
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{
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const auto foundStateMap = m_state_map_cache.find(name);
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if (foundStateMap != m_state_map_cache.end())
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return foundStateMap->second.get();
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return nullptr;
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}
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void TechniqueStateMapCache::AddStateMapToCache(std::unique_ptr<state_map::StateMapDefinition> stateMap)
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{
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m_state_map_cache.emplace(std::make_pair(stateMap->m_name, std::move(stateMap)));
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}
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const state_map::StateMapDefinition* TechniqueStateMapCache::GetStateMapForTechnique(const std::string& techniqueName) const
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{
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const auto foundTechnique = m_state_map_per_technique.find(techniqueName);
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if (foundTechnique != m_state_map_per_technique.end())
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return foundTechnique->second;
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return nullptr;
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}
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void TechniqueStateMapCache::SetTechniqueUsesStateMap(std::string techniqueName, const state_map::StateMapDefinition* stateMap)
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{
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m_state_map_per_technique.emplace(std::make_pair(std::move(techniqueName), stateMap));
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}
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#pragma once
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include "AssetLoading/IZoneAssetLoaderState.h"
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#include "Utils/ClassUtils.h"
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#include "StateMap/StateMapDefinition.h"
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namespace techset
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{
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class TechniqueStateMapCache
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class TechniqueStateMapCache final : public IZoneAssetLoaderState
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{
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// TODO: Cache which state map is being used for which technique
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// TODO: Cache state map data
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public:
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_NODISCARD const state_map::StateMapDefinition* GetCachedStateMap(const std::string& name) const;
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void AddStateMapToCache(std::unique_ptr<state_map::StateMapDefinition> stateMap);
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_NODISCARD const state_map::StateMapDefinition* GetStateMapForTechnique(const std::string& techniqueName) const;
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void SetTechniqueUsesStateMap(std::string techniqueName, const state_map::StateMapDefinition* stateMap);
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private:
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std::unordered_map<std::string, const state_map::StateMapDefinition*> m_state_map_per_technique;
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std::unordered_map<std::string, std::unique_ptr<state_map::StateMapDefinition>> m_state_map_cache;
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};
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}
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