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chore: move ShaderDumpingZoneState to non-game specific code
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@@ -4,6 +4,7 @@
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#include "Shader/ShaderCommon.h"
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#include "Techset/CommonTechniqueDumper.h"
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#include "Techset/CommonTechsetDumper.h"
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#include "Techset/ShaderDumpingZoneState.h"
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#include "Techset/TechniqueDumpingZoneState.h"
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#include <unordered_set>
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@@ -12,51 +13,6 @@ using namespace T6;
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namespace
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{
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class ShaderZoneState final : public IZoneAssetDumperState
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{
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public:
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bool ShouldDumpTechnique(const MaterialTechnique* technique)
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{
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const auto existingTechnique = m_dumped_techniques.find(technique);
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if (existingTechnique == m_dumped_techniques.end())
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{
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m_dumped_techniques.emplace(technique);
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return true;
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}
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return false;
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}
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bool ShouldDumpPixelShader(const MaterialPixelShader* pixelShader)
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{
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const auto existingPixelShader = m_dumped_pixel_shaders.find(pixelShader);
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if (existingPixelShader == m_dumped_pixel_shaders.end())
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{
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m_dumped_pixel_shaders.emplace(pixelShader);
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return true;
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}
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return false;
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}
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bool ShouldDumpVertexShader(const MaterialVertexShader* vertexShader)
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{
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const auto existingVertexShader = m_dumped_vertex_shaders.find(vertexShader);
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if (existingVertexShader == m_dumped_vertex_shaders.end())
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{
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m_dumped_vertex_shaders.emplace(vertexShader);
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return true;
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}
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return false;
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}
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private:
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std::unordered_set<const MaterialTechnique*> m_dumped_techniques;
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std::unordered_set<const MaterialPixelShader*> m_dumped_pixel_shaders;
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std::unordered_set<const MaterialVertexShader*> m_dumped_vertex_shaders;
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};
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void DumpPixelShader(const AssetDumpingContext& context, const MaterialPixelShader& pixelShader)
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{
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const auto shaderFile = context.OpenAssetFile(shader::GetFileNameForPixelShaderAssetName(pixelShader.name));
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@@ -79,7 +35,7 @@ namespace
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void DumpShaders(AssetDumpingContext& context, const MaterialTechniqueSet& techset)
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{
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auto* shaderState = context.GetZoneAssetDumperState<ShaderZoneState>();
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auto* shaderState = context.GetZoneAssetDumperState<techset::ShaderDumpingZoneState>();
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for (const auto* technique : techset.techniques)
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{
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31
src/ObjWriting/Techset/ShaderDumpingZoneState.cpp
Normal file
31
src/ObjWriting/Techset/ShaderDumpingZoneState.cpp
Normal file
@@ -0,0 +1,31 @@
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#include "ShaderDumpingZoneState.h"
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namespace techset
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{
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bool ShaderDumpingZoneState::ShouldDumpTechnique(const void* technique)
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{
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if (m_dumped_techniques.contains(technique))
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return false;
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m_dumped_techniques.emplace(technique);
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return true;
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}
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bool ShaderDumpingZoneState::ShouldDumpVertexShader(const void* vertexShader)
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{
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if (m_dumped_vertex_shaders.contains(vertexShader))
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return false;
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m_dumped_vertex_shaders.emplace(vertexShader);
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return true;
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}
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bool ShaderDumpingZoneState::ShouldDumpPixelShader(const void* pixelShader)
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{
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if (m_dumped_pixel_shaders.contains(pixelShader))
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return false;
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m_dumped_pixel_shaders.emplace(pixelShader);
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return true;
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}
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} // namespace techset
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21
src/ObjWriting/Techset/ShaderDumpingZoneState.h
Normal file
21
src/ObjWriting/Techset/ShaderDumpingZoneState.h
Normal file
@@ -0,0 +1,21 @@
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#pragma once
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#include "Dumping/IZoneAssetDumperState.h"
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#include <unordered_set>
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namespace techset
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{
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class ShaderDumpingZoneState final : public IZoneAssetDumperState
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{
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public:
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bool ShouldDumpTechnique(const void* technique);
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bool ShouldDumpVertexShader(const void* vertexShader);
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bool ShouldDumpPixelShader(const void* pixelShader);
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private:
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std::unordered_set<const void*> m_dumped_techniques;
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std::unordered_set<const void*> m_dumped_vertex_shaders;
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std::unordered_set<const void*> m_dumped_pixel_shaders;
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};
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} // namespace techset
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@@ -4,7 +4,7 @@ namespace techset
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{
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bool TechniqueDumpingZoneState::ShouldDumpTechnique(const void* technique)
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{
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if (m_dumped_techniques.find(technique) != m_dumped_techniques.end())
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if (m_dumped_techniques.contains(technique))
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return false;
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m_dumped_techniques.emplace(technique);
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