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feat: dump material techniques for T6

This commit is contained in:
Jan Laupetin
2025-11-13 22:44:09 +00:00
parent 18ccbb9180
commit 9b526adaed
8 changed files with 221 additions and 36 deletions

View File

@@ -0,0 +1,143 @@
#include "CommonTechniqueDumper.h"
#include "Dumping/AbstractTextDumper.h"
#include "Shader/D3D11ShaderAnalyser.h"
#include "Shader/D3D9ShaderAnalyser.h"
#include "Techset/TechsetCommon.h"
#include <cassert>
#include <cstdint>
using namespace techset;
namespace
{
enum class TechniqueShaderType : std::uint8_t
{
VERTEX_SHADER,
PIXEL_SHADER
};
class TechniqueFileWriter : public AbstractTextDumper
{
public:
explicit TechniqueFileWriter(std::ostream& stream)
: AbstractTextDumper(stream)
{
}
void DumpTechnique(const CommonTechnique& technique)
{
#ifdef TECHSET_DEBUG
if (technique.m_flags)
{
for (auto i = 0u; i < sizeof(CommonTechnique::m_flags) * 8u; i++)
{
const auto mask = 1ui64 << i;
if (technique.m_flags & mask)
{
Indent();
m_stream << std::format("// TECHNIQUE FLAGS: 0x{:x}\n", mask);
}
}
}
#endif
for (const auto& pass : technique.m_passes)
DumpPass(pass);
}
private:
void DumpPass(const CommonPass& pass)
{
m_stream << "{\n";
IncIndent();
#ifdef TECHSET_DEBUG
for (auto i = 0u; i < sizeof(CommonPass::m_sampler_flags) * 8u; i++)
{
const auto mask = 1ui64 << i;
if (pass.m_sampler_flags & mask)
{
Indent();
m_stream << std::format("// CUSTOM SAMPLER FLAGS: 0x{:x}\n", mask);
}
}
#endif
DumpStateMap();
DumpShader(pass, pass.m_vertex_shader, TechniqueShaderType::VERTEX_SHADER);
DumpShader(pass, pass.m_pixel_shader, TechniqueShaderType::PIXEL_SHADER);
// DumpVertexDecl(pass);
DecIndent();
m_stream << "}\n";
}
void DumpStateMap() const
{
Indent();
// TODO: Actual statemap: Maybe find all materials using this techset and try to make out rules
// for the flags based on the statebitstable
m_stream << "stateMap \"passthrough\"; // TODO\n";
}
void DumpShader(const CommonPass& pass, const CommonTechniqueShader& shader, const TechniqueShaderType shaderType) const
{
if (!shader.m_shader_bin)
{
if (!shader.m_name.empty())
m_stream << std::format("// Cannot dump shader {} as its data is not loaded\n", shader.m_name);
return;
}
unsigned versionMajor, versionMinor;
if (pass.m_dx_version == DxVersion::DX9)
{
const auto shaderInfo = d3d9::ShaderAnalyser::GetShaderInfo(shader.m_shader_bin, shader.m_shader_bin_size);
assert(shaderInfo);
if (!shaderInfo)
return;
versionMajor = shaderInfo->m_version_major;
versionMinor = shaderInfo->m_version_minor;
}
else
{
assert(pass.m_dx_version == DxVersion::DX11);
const auto shaderInfo = d3d11::ShaderAnalyser::GetShaderInfo(shader.m_shader_bin, shader.m_shader_bin_size);
assert(shaderInfo);
if (!shaderInfo)
return;
versionMajor = shaderInfo->m_version_major;
versionMinor = shaderInfo->m_version_minor;
}
const auto shaderTypeName = shaderType == TechniqueShaderType::VERTEX_SHADER ? "vertexShader" : "pixelShader";
m_stream << "\n";
Indent();
m_stream << std::format("{} {}.{} \"{}\"\n", shaderTypeName, versionMajor, versionMinor, shader.m_name);
Indent();
m_stream << "{\n";
Indent();
m_stream << "}\n";
}
};
} // namespace
namespace techset
{
void DumpCommonTechnique(const AssetDumpingContext& context, const CommonTechnique& technique)
{
const auto techniqueFile = context.OpenAssetFile(GetFileNameForTechniqueName(technique.m_name));
if (techniqueFile)
{
TechniqueFileWriter writer(*techniqueFile);
writer.DumpTechnique(technique);
}
}
} // namespace techset