If pixel or vertex shader is only referenced asset, attempt to load asset from GlobalAssetPools to be able to use a shader from a previously loaded zone

This commit is contained in:
Jan 2022-03-25 14:46:09 +01:00
parent 324dead2e3
commit 90eaf9c4a9

View File

@ -7,6 +7,7 @@
#include "Dumping/AbstractTextDumper.h"
#include "Game/IW4/TechsetConstantsIW4.h"
#include "Pool/GlobalAssetPool.h"
#include "Shader/D3D9ShaderAnalyser.h"
using namespace IW4;
@ -218,26 +219,34 @@ namespace IW4
void DumpVertexShader(const MaterialPass& pass)
{
if (pass.vertexShader == nullptr || pass.vertexShader->name == nullptr)
auto vertexShader = pass.vertexShader;
if (vertexShader == nullptr || vertexShader->name == nullptr)
return;
if (pass.vertexShader->name[0] == ',')
if (vertexShader->name[0] == ',')
{
// Cannot dump when shader is referenced due to unknown constant names and unknown version
Indent();
std::cerr << "Cannot dump vertex shader " << &pass.vertexShader->name[1] << " due to being a referenced asset\n";
m_stream << "// Cannot dump vertex shader " << &pass.vertexShader->name[1] << " due to being a referenced asset\n";
return;
const auto loadedVertexShaderFromOtherZone = GlobalAssetPool<MaterialVertexShader>::GetAssetByName(&vertexShader->name[1]);
if(loadedVertexShaderFromOtherZone == nullptr)
{
// Cannot dump when shader is referenced due to unknown constant names and unknown version
Indent();
std::cerr << "Cannot dump vertex shader " << &vertexShader->name[1] << " due to being a referenced asset\n";
m_stream << "// Cannot dump vertex shader " << &vertexShader->name[1] << " due to being a referenced asset\n";
return;
}
vertexShader = loadedVertexShaderFromOtherZone->Asset();
}
const auto vertexShaderInfo = d3d9::ShaderAnalyser::GetShaderInfo(pass.vertexShader->prog.loadDef.program, pass.vertexShader->prog.loadDef.programSize * sizeof(uint32_t));
const auto vertexShaderInfo = d3d9::ShaderAnalyser::GetShaderInfo(vertexShader->prog.loadDef.program, vertexShader->prog.loadDef.programSize * sizeof(uint32_t));
assert(vertexShaderInfo);
if (!vertexShaderInfo)
return;
m_stream << "\n";
Indent();
m_stream << "vertexShader " << vertexShaderInfo->m_version_major << "." << vertexShaderInfo->m_version_minor << " \"" << pass.vertexShader->name << "\"\n";
m_stream << "vertexShader " << vertexShaderInfo->m_version_major << "." << vertexShaderInfo->m_version_minor << " \"" << vertexShader->name << "\"\n";
Indent();
m_stream << "{\n";
IncIndent();
@ -266,26 +275,34 @@ namespace IW4
void DumpPixelShader(const MaterialPass& pass)
{
if (pass.pixelShader == nullptr || pass.pixelShader->name == nullptr)
auto pixelShader = pass.pixelShader;
if (pixelShader == nullptr || pixelShader->name == nullptr)
return;
if(pass.pixelShader->name[0] == ',')
if (pixelShader->name[0] == ',')
{
// Cannot dump when shader is referenced due to unknown constant names and unknown version
Indent();
std::cerr << "Cannot dump pixel shader " << &pass.pixelShader->name[1] << " due to being a referenced asset\n";
m_stream << "// Cannot dump pixel shader " << &pass.pixelShader->name[1] << " due to being a referenced asset\n";
return;
const auto loadedPixelShaderFromOtherZone = GlobalAssetPool<MaterialPixelShader>::GetAssetByName(&pixelShader->name[1]);
if (loadedPixelShaderFromOtherZone == nullptr)
{
// Cannot dump when shader is referenced due to unknown constant names and unknown version
Indent();
std::cerr << "Cannot dump pixel shader " << &pixelShader->name[1] << " due to being a referenced asset\n";
m_stream << "// Cannot dump pixel shader " << &pixelShader->name[1] << " due to being a referenced asset\n";
return;
}
pixelShader = loadedPixelShaderFromOtherZone->Asset();
}
const auto pixelShaderInfo = d3d9::ShaderAnalyser::GetShaderInfo(pass.pixelShader->prog.loadDef.program, pass.pixelShader->prog.loadDef.programSize * sizeof(uint32_t));
const auto pixelShaderInfo = d3d9::ShaderAnalyser::GetShaderInfo(pixelShader->prog.loadDef.program, pixelShader->prog.loadDef.programSize * sizeof(uint32_t));
assert(pixelShaderInfo);
if (!pixelShaderInfo)
return;
m_stream << "\n";
Indent();
m_stream << "pixelShader " << pixelShaderInfo->m_version_major << "." << pixelShaderInfo->m_version_minor << " \"" << pass.pixelShader->name << "\"\n";
m_stream << "pixelShader " << pixelShaderInfo->m_version_major << "." << pixelShaderInfo->m_version_minor << " \"" << pixelShader->name << "\"\n";
Indent();
m_stream << "{\n";
IncIndent();