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