mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
Correctly identify update frequencies for shader arguments
This commit is contained in:
parent
cd8e6cf96a
commit
65c9267b06
@ -1148,24 +1148,32 @@ namespace IW4
|
||||
|
||||
enum MaterialShaderArgumentType
|
||||
{
|
||||
MTL_ARG_MATERIAL_VERTEX_CONST = 0x0,
|
||||
MTL_ARG_LITERAL_VERTEX_CONST = 0x1,
|
||||
MTL_ARG_MATERIAL_PIXEL_SAMPLER = 0x2,
|
||||
MTL_ARG_MATERIAL_VERTEX_CONST = 0x0, // stable
|
||||
MTL_ARG_LITERAL_VERTEX_CONST = 0x1, // stable
|
||||
MTL_ARG_MATERIAL_PIXEL_SAMPLER = 0x2, // stable
|
||||
|
||||
MTL_ARG_CODE_PRIM_BEGIN = 0x3,
|
||||
|
||||
MTL_ARG_CODE_VERTEX_CONST = 0x3,
|
||||
MTL_ARG_CODE_PIXEL_SAMPLER = 0x4,
|
||||
MTL_ARG_CODE_PIXEL_CONST = 0x5,
|
||||
MTL_ARG_CODE_VERTEX_CONST = 0x3, // stable object prim
|
||||
MTL_ARG_CODE_PIXEL_SAMPLER = 0x4, // stable object
|
||||
MTL_ARG_CODE_PIXEL_CONST = 0x5, // stable
|
||||
|
||||
MTL_ARG_CODE_PRIM_END = 0x6,
|
||||
|
||||
MTL_ARG_MATERIAL_PIXEL_CONST = 0x6,
|
||||
MTL_ARG_LITERAL_PIXEL_CONST = 0x7,
|
||||
MTL_ARG_MATERIAL_PIXEL_CONST = 0x6, // stable
|
||||
MTL_ARG_LITERAL_PIXEL_CONST = 0x7, // stable
|
||||
|
||||
MTL_ARG_COUNT
|
||||
};
|
||||
|
||||
enum MaterialUpdateFrequency
|
||||
{
|
||||
MTL_UPDATE_PER_PRIM = 0x0,
|
||||
MTL_UPDATE_PER_OBJECT = 0x1,
|
||||
MTL_UPDATE_RARELY = 0x2,
|
||||
MTL_UPDATE_CUSTOM = 0x3,
|
||||
};
|
||||
|
||||
struct MaterialShaderArgument
|
||||
{
|
||||
uint16_t type;
|
||||
|
@ -338,6 +338,175 @@ namespace IW4
|
||||
{}
|
||||
};
|
||||
|
||||
inline MaterialUpdateFrequency s_codeConstUpdateFreq[]
|
||||
{
|
||||
MTL_UPDATE_RARELY, // LIGHT_POSITION
|
||||
MTL_UPDATE_RARELY, // LIGHT_DIFFUSE
|
||||
MTL_UPDATE_RARELY, // LIGHT_SPECULAR
|
||||
MTL_UPDATE_RARELY, // LIGHT_SPOTDIR
|
||||
MTL_UPDATE_RARELY, // LIGHT_SPOTFACTORS
|
||||
MTL_UPDATE_RARELY, // LIGHT_FALLOFF_PLACEMENT
|
||||
MTL_UPDATE_RARELY, // PARTICLE_CLOUD_COLOR
|
||||
MTL_UPDATE_RARELY, // GAMETIME
|
||||
MTL_UPDATE_RARELY, // PIXEL_COST_FRACS
|
||||
MTL_UPDATE_RARELY, // PIXEL_COST_DECODE
|
||||
MTL_UPDATE_RARELY, // FILTER_TAP_0
|
||||
MTL_UPDATE_RARELY, // FILTER_TAP_1
|
||||
MTL_UPDATE_RARELY, // FILTER_TAP_2
|
||||
MTL_UPDATE_RARELY, // FILTER_TAP_3
|
||||
MTL_UPDATE_RARELY, // FILTER_TAP_4
|
||||
MTL_UPDATE_RARELY, // FILTER_TAP_5
|
||||
MTL_UPDATE_RARELY, // FILTER_TAP_6
|
||||
MTL_UPDATE_RARELY, // FILTER_TAP_7
|
||||
MTL_UPDATE_RARELY, // COLOR_MATRIX_R
|
||||
MTL_UPDATE_RARELY, // COLOR_MATRIX_G
|
||||
MTL_UPDATE_RARELY, // COLOR_MATRIX_B
|
||||
MTL_UPDATE_RARELY, // SHADOWMAP_POLYGON_OFFSET
|
||||
MTL_UPDATE_RARELY, // RENDER_TARGET_SIZE
|
||||
MTL_UPDATE_RARELY, // DOF_EQUATION_VIEWMODEL_AND_FAR_BLUR
|
||||
MTL_UPDATE_RARELY, // DOF_EQUATION_SCENE
|
||||
MTL_UPDATE_RARELY, // DOF_LERP_SCALE
|
||||
MTL_UPDATE_RARELY, // DOF_LERP_BIAS
|
||||
MTL_UPDATE_RARELY, // DOF_ROW_DELTA
|
||||
MTL_UPDATE_RARELY, // MOTION_MATRIX_X
|
||||
MTL_UPDATE_RARELY, // MOTION_MATRIX_Y
|
||||
MTL_UPDATE_RARELY, // MOTION_MATRIX_W
|
||||
MTL_UPDATE_RARELY, // SHADOWMAP_SWITCH_PARTITION
|
||||
MTL_UPDATE_RARELY, // SHADOWMAP_SCALE
|
||||
MTL_UPDATE_RARELY, // ZNEAR
|
||||
MTL_UPDATE_RARELY, // LIGHTING_LOOKUP_SCALE
|
||||
MTL_UPDATE_RARELY, // DEBUG_BUMPMAP
|
||||
MTL_UPDATE_RARELY, // MATERIAL_COLOR
|
||||
MTL_UPDATE_RARELY, // FOG
|
||||
MTL_UPDATE_RARELY, // FOG_COLOR_LINEAR
|
||||
MTL_UPDATE_RARELY, // FOG_COLOR_GAMMA
|
||||
MTL_UPDATE_RARELY, // FOG_SUN_CONSTS
|
||||
MTL_UPDATE_RARELY, // FOG_SUN_COLOR_LINEAR
|
||||
MTL_UPDATE_RARELY, // FOG_SUN_COLOR_GAMMA
|
||||
MTL_UPDATE_RARELY, // FOG_SUN_DIR
|
||||
MTL_UPDATE_RARELY, // GLOW_SETUP
|
||||
MTL_UPDATE_RARELY, // GLOW_APPLY
|
||||
MTL_UPDATE_RARELY, // COLOR_BIAS
|
||||
MTL_UPDATE_RARELY, // COLOR_TINT_BASE
|
||||
MTL_UPDATE_RARELY, // COLOR_TINT_DELTA
|
||||
MTL_UPDATE_RARELY, // COLOR_TINT_QUADRATIC_DELTA
|
||||
MTL_UPDATE_RARELY, // OUTDOOR_FEATHER_PARMS
|
||||
MTL_UPDATE_RARELY, // ENVMAP_PARMS
|
||||
MTL_UPDATE_RARELY, // SUN_SHADOWMAP_PIXEL_ADJUST
|
||||
MTL_UPDATE_RARELY, // SPOT_SHADOWMAP_PIXEL_ADJUST
|
||||
MTL_UPDATE_RARELY, // COMPOSITE_FX_DISTORTION
|
||||
MTL_UPDATE_RARELY, // POSTFX_FADE_EFFECT
|
||||
MTL_UPDATE_RARELY, // VIEWPORT_DIMENSIONS
|
||||
MTL_UPDATE_RARELY, // FRAMEBUFFER_READ
|
||||
MTL_UPDATE_PER_PRIM, // BASE_LIGHTING_COORDS
|
||||
MTL_UPDATE_PER_PRIM, // LIGHT_PROBE_AMBIENT
|
||||
MTL_UPDATE_RARELY, // NEARPLANE_ORG
|
||||
MTL_UPDATE_RARELY, // NEARPLANE_DX
|
||||
MTL_UPDATE_RARELY, // NEARPLANE_DY
|
||||
MTL_UPDATE_RARELY, // CLIP_SPACE_LOOKUP_SCALE
|
||||
MTL_UPDATE_RARELY, // CLIP_SPACE_LOOKUP_OFFSET
|
||||
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_MATRIX0
|
||||
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_MATRIX1
|
||||
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_MATRIX2
|
||||
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_SPARK_COLOR0
|
||||
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_SPARK_COLOR1
|
||||
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_SPARK_COLOR2
|
||||
MTL_UPDATE_PER_OBJECT, // PARTICLE_FOUNTAIN_PARM0
|
||||
MTL_UPDATE_PER_OBJECT, // PARTICLE_FOUNTAIN_PARM1
|
||||
MTL_UPDATE_PER_OBJECT, // DEPTH_FROM_CLIP
|
||||
MTL_UPDATE_PER_OBJECT, // CODE_MESH_ARG_0
|
||||
MTL_UPDATE_PER_OBJECT, // CODE_MESH_ARG_1
|
||||
MTL_UPDATE_PER_OBJECT, // VIEW_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // INVERSE_VIEW_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // TRANSPOSE_VIEW_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // INVERSE_TRANSPOSE_VIEW_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // PROJECTION_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // INVERSE_PROJECTION_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // TRANSPOSE_PROJECTION_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // INVERSE_TRANSPOSE_PROJECTION_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // VIEW_PROJECTION_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // INVERSE_VIEW_PROJECTION_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // TRANSPOSE_VIEW_PROJECTION_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // INVERSE_TRANSPOSE_VIEW_PROJECTION_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // SHADOW_LOOKUP_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // INVERSE_SHADOW_LOOKUP_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // TRANSPOSE_SHADOW_LOOKUP_MATRIX
|
||||
MTL_UPDATE_PER_OBJECT, // INVERSE_TRANSPOSE_SHADOW_LOOKUP_MATRIX
|
||||
MTL_UPDATE_PER_PRIM, // WORLD_OUTDOOR_LOOKUP_MATRIX
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_OUTDOOR_LOOKUP_MATRIX
|
||||
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX
|
||||
MTL_UPDATE_PER_PRIM, // WORLD_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_PROJECTION_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_PROJECTION_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX0
|
||||
MTL_UPDATE_PER_PRIM, // WORLD_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_PROJECTION_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_PROJECTION_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX1
|
||||
MTL_UPDATE_PER_PRIM, // WORLD_MATRIX2
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_MATRIX2
|
||||
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_MATRIX2
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_MATRIX2
|
||||
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_MATRIX2
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_MATRIX2
|
||||
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_MATRIX2
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX2
|
||||
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_PROJECTION_MATRIX2
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_PROJECTION_MATRIX2
|
||||
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX2
|
||||
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX2
|
||||
};
|
||||
static_assert(std::extent_v<decltype(s_codeConstUpdateFreq)> == CONST_SRC_TOTAL_COUNT);
|
||||
|
||||
inline MaterialUpdateFrequency s_codeSamplerUpdateFreq[]
|
||||
{
|
||||
MTL_UPDATE_RARELY, // BLACK
|
||||
MTL_UPDATE_RARELY, // WHITE
|
||||
MTL_UPDATE_RARELY, // IDENTITY_NORMAL_MAP
|
||||
MTL_UPDATE_RARELY, // MODEL_LIGHTING
|
||||
MTL_UPDATE_CUSTOM, // LIGHTMAP_PRIMARY
|
||||
MTL_UPDATE_CUSTOM, // LIGHTMAP_SECONDARY
|
||||
MTL_UPDATE_RARELY, // SHADOWMAP_SUN
|
||||
MTL_UPDATE_RARELY, // SHADOWMAP_SPOT
|
||||
MTL_UPDATE_PER_OBJECT, // FEEDBACK
|
||||
MTL_UPDATE_RARELY, // RESOLVED_POST_SUN
|
||||
MTL_UPDATE_RARELY, // RESOLVED_SCENE
|
||||
MTL_UPDATE_RARELY, // POST_EFFECT_0
|
||||
MTL_UPDATE_RARELY, // POST_EFFECT_1
|
||||
MTL_UPDATE_PER_OBJECT, // LIGHT_ATTENUATION
|
||||
MTL_UPDATE_RARELY, // OUTDOOR
|
||||
MTL_UPDATE_RARELY, // FLOATZ
|
||||
MTL_UPDATE_RARELY, // PROCESSED_FLOATZ
|
||||
MTL_UPDATE_RARELY, // RAW_FLOATZ
|
||||
MTL_UPDATE_RARELY, // HALF_PARTICLES
|
||||
MTL_UPDATE_RARELY, // HALF_PARTICLES_Z
|
||||
MTL_UPDATE_PER_OBJECT, // CASE_TEXTURE
|
||||
MTL_UPDATE_PER_OBJECT, // CINEMATIC_Y
|
||||
MTL_UPDATE_PER_OBJECT, // CINEMATIC_CR
|
||||
MTL_UPDATE_PER_OBJECT, // CINEMATIC_CB
|
||||
MTL_UPDATE_PER_OBJECT, // CINEMATIC_A
|
||||
MTL_UPDATE_CUSTOM, // REFLECTION_PROBE
|
||||
MTL_UPDATE_RARELY, // ALTERNATE_SCENE
|
||||
};
|
||||
static_assert(std::extent_v<decltype(s_codeSamplerUpdateFreq)> == TEXTURE_SRC_CODE_COUNT);
|
||||
|
||||
static constexpr std::pair<uint32_t, const char*> KnownMaterialSource(const char* name)
|
||||
{
|
||||
return std::make_pair(Common::R_HashString(name, 0u), name);
|
||||
|
@ -123,6 +123,50 @@ namespace IW4
|
||||
ShaderInfoFromFileSystemCacheState* const m_shader_info_cache;
|
||||
|
||||
public:
|
||||
class PassShaderArgument
|
||||
{
|
||||
public:
|
||||
MaterialShaderArgument m_arg;
|
||||
MaterialUpdateFrequency m_update_frequency;
|
||||
|
||||
static MaterialUpdateFrequency GetUpdateFrequencyForArg(MaterialShaderArgument arg)
|
||||
{
|
||||
switch(arg.type)
|
||||
{
|
||||
case MTL_ARG_CODE_VERTEX_CONST:
|
||||
case MTL_ARG_CODE_PIXEL_CONST:
|
||||
if (arg.u.codeConst.index >= std::extent_v<decltype(s_codeConstUpdateFreq)>)
|
||||
{
|
||||
assert(false);
|
||||
return MTL_UPDATE_RARELY;
|
||||
}
|
||||
return s_codeConstUpdateFreq[arg.u.codeConst.index];
|
||||
|
||||
case MTL_ARG_CODE_PIXEL_SAMPLER:
|
||||
if(arg.u.codeSampler >= std::extent_v<decltype(s_codeSamplerUpdateFreq)>)
|
||||
{
|
||||
assert(false);
|
||||
return MTL_UPDATE_RARELY;
|
||||
}
|
||||
return s_codeSamplerUpdateFreq[arg.u.codeSampler];
|
||||
|
||||
case MTL_ARG_MATERIAL_VERTEX_CONST:
|
||||
case MTL_ARG_MATERIAL_PIXEL_SAMPLER:
|
||||
case MTL_ARG_MATERIAL_PIXEL_CONST:
|
||||
case MTL_ARG_LITERAL_VERTEX_CONST:
|
||||
case MTL_ARG_LITERAL_PIXEL_CONST:
|
||||
default:
|
||||
return MTL_UPDATE_RARELY;
|
||||
}
|
||||
}
|
||||
|
||||
explicit PassShaderArgument(const MaterialShaderArgument arg)
|
||||
: m_arg(arg),
|
||||
m_update_frequency(GetUpdateFrequencyForArg(arg))
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
struct Pass
|
||||
{
|
||||
XAssetInfo<MaterialVertexShader>* m_vertex_shader;
|
||||
@ -139,11 +183,13 @@ namespace IW4
|
||||
|
||||
MaterialVertexDeclaration m_vertex_decl;
|
||||
XAssetInfo<MaterialVertexDeclaration>* m_vertex_decl_asset;
|
||||
std::vector<MaterialShaderArgument> m_arguments;
|
||||
std::vector<PassShaderArgument> m_arguments;
|
||||
|
||||
Pass()
|
||||
: m_vertex_shader(nullptr),
|
||||
m_vertex_shader_info(nullptr),
|
||||
m_pixel_shader(nullptr),
|
||||
m_pixel_shader_info(nullptr),
|
||||
m_vertex_decl{},
|
||||
m_vertex_decl_asset(nullptr)
|
||||
{
|
||||
@ -230,7 +276,7 @@ namespace IW4
|
||||
if (elementOffset >= std::max(arrayCount, 1u))
|
||||
return false;
|
||||
|
||||
pass.m_arguments.push_back(argument);
|
||||
pass.m_arguments.emplace_back(argument);
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -332,9 +378,18 @@ namespace IW4
|
||||
|
||||
bool AcceptEndPass(std::string& errorMessage) override
|
||||
{
|
||||
assert(!m_passes.empty());
|
||||
auto& pass = m_passes.at(m_passes.size() - 1);
|
||||
|
||||
if (!AutoCreateVertexShaderArguments(errorMessage) || !AutoCreatePixelShaderArguments(errorMessage))
|
||||
return false;
|
||||
|
||||
// Sort args by their update frequency
|
||||
std::sort(pass.m_arguments.begin(), pass.m_arguments.end(), [](const PassShaderArgument& arg1, const PassShaderArgument& arg2)
|
||||
{
|
||||
return arg1.m_update_frequency < arg2.m_update_frequency;
|
||||
});
|
||||
|
||||
AllocateVertexDecl();
|
||||
|
||||
return true;
|
||||
@ -646,7 +701,7 @@ namespace IW4
|
||||
if (!SetArgumentCodeConst(argument, source, shaderConstant, constantSource->source, constantSource->arrayCount, errorMessage))
|
||||
return false;
|
||||
|
||||
pass.m_arguments.push_back(argument);
|
||||
pass.m_arguments.emplace_back(argument);
|
||||
pass.m_handled_vertex_shader_arguments[pass.m_vertex_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
|
||||
|
||||
return true;
|
||||
@ -725,7 +780,7 @@ namespace IW4
|
||||
}
|
||||
|
||||
|
||||
pass.m_arguments.push_back(argument);
|
||||
pass.m_arguments.emplace_back(argument);
|
||||
pass.m_handled_pixel_shader_arguments[pass.m_pixel_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
|
||||
|
||||
return true;
|
||||
@ -800,7 +855,7 @@ namespace IW4
|
||||
|
||||
argument.dest = static_cast<uint16_t>(shaderConstant.m_register_index + registerOffset);
|
||||
argument.u.literalConst = m_zone_state->GetAllocatedLiteral(m_memory, source);
|
||||
pass.m_arguments.push_back(argument);
|
||||
pass.m_arguments.emplace_back(argument);
|
||||
|
||||
if (shader == techset::ShaderSelector::VERTEX_SHADER)
|
||||
pass.m_handled_vertex_shader_arguments[pass.m_vertex_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
|
||||
@ -864,7 +919,7 @@ namespace IW4
|
||||
argument.u.nameHash = Common::R_HashString(source.m_name.c_str(), 0u);
|
||||
|
||||
argument.dest = static_cast<uint16_t>(shaderConstant.m_register_index + registerOffset);
|
||||
pass.m_arguments.push_back(argument);
|
||||
pass.m_arguments.emplace_back(argument);
|
||||
|
||||
if (shader == techset::ShaderSelector::VERTEX_SHADER)
|
||||
pass.m_handled_vertex_shader_arguments[pass.m_vertex_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
|
||||
@ -935,35 +990,39 @@ namespace IW4
|
||||
out.pixelShader = in.m_pixel_shader->Asset();
|
||||
out.vertexDecl = in.m_vertex_decl_asset->Asset();
|
||||
|
||||
const auto argDataSize = sizeof(MaterialShaderArgument) * in.m_arguments.size();
|
||||
out.args = static_cast<MaterialShaderArgument*>(m_memory->Alloc(argDataSize));
|
||||
|
||||
size_t perObjArgCount = 0u;
|
||||
size_t perPrimArgCount = 0u;
|
||||
size_t stableArgCount = 0u;
|
||||
size_t argIndex = 0u;
|
||||
for (const auto& arg : in.m_arguments)
|
||||
{
|
||||
if (arg.type == MTL_ARG_MATERIAL_VERTEX_CONST
|
||||
|| arg.type == MTL_ARG_MATERIAL_PIXEL_CONST
|
||||
|| arg.type == MTL_ARG_MATERIAL_PIXEL_SAMPLER)
|
||||
{
|
||||
perObjArgCount++;
|
||||
}
|
||||
else if (arg.type >= MTL_ARG_CODE_PRIM_BEGIN && arg.type < MTL_ARG_CODE_PRIM_END)
|
||||
switch (arg.m_update_frequency)
|
||||
{
|
||||
case MTL_UPDATE_PER_PRIM:
|
||||
perPrimArgCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
case MTL_UPDATE_PER_OBJECT:
|
||||
perObjArgCount++;
|
||||
break;
|
||||
case MTL_UPDATE_RARELY:
|
||||
stableArgCount++;
|
||||
break;
|
||||
case MTL_UPDATE_CUSTOM:
|
||||
default:
|
||||
assert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
out.args[argIndex++] = arg.m_arg;
|
||||
}
|
||||
|
||||
out.perObjArgCount = static_cast<unsigned char>(perObjArgCount);
|
||||
out.perPrimArgCount = static_cast<unsigned char>(perPrimArgCount);
|
||||
out.stableArgCount = static_cast<unsigned char>(stableArgCount);
|
||||
|
||||
const auto dataSize = sizeof(MaterialShaderArgument) * in.m_arguments.size();
|
||||
out.args = static_cast<MaterialShaderArgument*>(m_memory->Alloc(dataSize));
|
||||
memcpy(out.args, in.m_arguments.data(), dataSize);
|
||||
|
||||
if (in.m_vertex_shader)
|
||||
dependencies.push_back(in.m_vertex_shader);
|
||||
if (in.m_pixel_shader)
|
||||
|
Loading…
x
Reference in New Issue
Block a user