mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-05 12:33:02 +00:00
feat: compile t6 techsets
This commit is contained in:
@@ -4,6 +4,7 @@
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#include "Image/ImageIPakPostProcessor.h"
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#include "Image/ImageIwdPostProcessor.h"
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#include "KeyValuePairs/KeyValuePairsCompilerT6.h"
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#include "Techset/TechniqueCompilerT6.h"
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#include "Techset/TechsetCompilerT6.h"
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#include "Techset/VertexDeclCompilerT6.h"
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@@ -24,6 +25,7 @@ namespace
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collection.AddAssetCreator(key_value_pairs::CreateCompilerT6(memory, zone, zoneDefinition.m_zone_definition, zoneStates));
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collection.AddAssetCreator(techset::CreateCompilerT6(memory, searchPath));
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collection.AddSubAssetCreator(techset::CreateTechniqueCompilerT6(memory, searchPath));
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collection.AddSubAssetCreator(techset::CreateVertexDeclCompilerT6(memory));
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}
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276
src/ObjCompiling/Game/T6/Techset/TechniqueCompilerT6.cpp
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276
src/ObjCompiling/Game/T6/Techset/TechniqueCompilerT6.cpp
Normal file
@@ -0,0 +1,276 @@
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#include "TechniqueCompilerT6.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/Techset/TechsetConstantsT6.h"
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#include "Techset/CommonShaderArgCreator.h"
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#include "Techset/CommonTechniqueLoader.h"
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#include "Techset/LiteralConstsZoneState.h"
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#include "Utils/StringUtils.h"
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#include <cassert>
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#include <sstream>
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using namespace T6;
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namespace
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{
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unsigned ConvertArgumentType(const techset::CommonShaderArgumentType& type)
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{
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if (type.m_shader_type == techset::CommonTechniqueShaderType::VERTEX)
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{
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switch (type.m_value_type)
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{
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case techset::CommonShaderValueType::LITERAL_CONST:
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return MTL_ARG_LITERAL_VERTEX_CONST;
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case techset::CommonShaderValueType::MATERIAL_CONST:
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return MTL_ARG_MATERIAL_VERTEX_CONST;
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case techset::CommonShaderValueType::CODE_CONST:
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return MTL_ARG_CODE_VERTEX_CONST;
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case techset::CommonShaderValueType::MATERIAL_SAMPLER:
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case techset::CommonShaderValueType::CODE_SAMPLER:
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default:
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assert(false);
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return 0;
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}
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}
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assert(type.m_shader_type == techset::CommonTechniqueShaderType::PIXEL);
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switch (type.m_value_type)
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{
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case techset::CommonShaderValueType::LITERAL_CONST:
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return MTL_ARG_LITERAL_PIXEL_CONST;
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case techset::CommonShaderValueType::MATERIAL_CONST:
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return MTL_ARG_MATERIAL_PIXEL_CONST;
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case techset::CommonShaderValueType::CODE_CONST:
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return MTL_ARG_CODE_PIXEL_CONST;
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case techset::CommonShaderValueType::MATERIAL_SAMPLER:
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return MTL_ARG_MATERIAL_PIXEL_SAMPLER;
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case techset::CommonShaderValueType::CODE_SAMPLER:
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return MTL_ARG_CODE_PIXEL_SAMPLER;
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default:
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assert(false);
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return 0;
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}
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}
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void ConvertArgumentValue(MaterialArgumentDef& argValue, const techset::CommonShaderArg& commonArg, MemoryManager& memory, AssetCreationContext& context)
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{
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switch (commonArg.m_type.m_value_type)
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{
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case techset::CommonShaderValueType::LITERAL_CONST:
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{
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const techset::LiteralConst literal(commonArg.m_value.literal_value);
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argValue.literalConst = context.GetZoneAssetCreationState<techset::LiteralConstsZoneState<float>>().GetAllocatedLiteral(literal)->GamePtr();
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break;
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}
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case techset::CommonShaderValueType::CODE_CONST:
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argValue.codeConst.index = static_cast<decltype(MaterialArgumentCodeConst::index)>(commonArg.m_value.code_const_source.m_index);
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argValue.codeConst.firstRow = static_cast<decltype(MaterialArgumentCodeConst::firstRow)>(commonArg.m_value.code_const_source.m_first_row);
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argValue.codeConst.rowCount = static_cast<decltype(MaterialArgumentCodeConst::rowCount)>(commonArg.m_value.code_const_source.m_row_count);
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break;
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case techset::CommonShaderValueType::CODE_SAMPLER:
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argValue.codeSampler = static_cast<decltype(MaterialArgumentDef::codeSampler)>(commonArg.m_value.code_sampler_source);
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break;
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case techset::CommonShaderValueType::MATERIAL_CONST:
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case techset::CommonShaderValueType::MATERIAL_SAMPLER:
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argValue.nameHash = static_cast<decltype(MaterialArgumentDef::nameHash)>(commonArg.m_value.name_hash);
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break;
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}
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}
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void ConvertMaterialArgs(MaterialPass& pass, const techset::CommonPass& commonPass, MemoryManager& memory, AssetCreationContext& context)
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{
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pass.args = memory.Alloc<MaterialShaderArgument>(commonPass.m_args.size());
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const auto frequencyCount = commonPass.GetFrequencyCounts(commonCodeSourceInfos);
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pass.perObjArgCount = static_cast<unsigned char>(frequencyCount[std::to_underlying(techset::CommonCodeSourceUpdateFrequency::PER_OBJECT)]);
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pass.perPrimArgCount = static_cast<unsigned char>(frequencyCount[std::to_underlying(techset::CommonCodeSourceUpdateFrequency::PER_PRIM)]);
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pass.stableArgCount = static_cast<unsigned char>(frequencyCount[std::to_underlying(techset::CommonCodeSourceUpdateFrequency::RARELY)]);
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const auto commonArgCount = commonPass.m_args.size();
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for (auto argIndex = 0u; argIndex < commonArgCount; argIndex++)
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{
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auto& arg = pass.args[argIndex];
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const auto& commonArg = commonPass.m_args[argIndex];
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arg.type = static_cast<decltype(MaterialShaderArgument::type)>(ConvertArgumentType(commonArg.m_type));
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arg.size = static_cast<decltype(MaterialShaderArgument::size)>(commonArg.m_destination.dx11.m_size);
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arg.buffer = static_cast<decltype(MaterialShaderArgument::buffer)>(commonArg.m_destination.dx11.m_buffer);
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if (techset::IsConstValueType(commonArg.m_type.m_value_type))
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{
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arg.location.offset = static_cast<decltype(MaterialArgumentLocation::offset)>(commonArg.m_destination.dx11.m_location.constant_buffer_offset);
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}
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else
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{
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assert(techset::IsSamplerValueType(commonArg.m_type.m_value_type));
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arg.location.textureIndex =
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static_cast<decltype(MaterialArgumentLocation::textureIndex)>(commonArg.m_destination.dx11.m_location.texture_index);
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arg.location.samplerIndex =
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static_cast<decltype(MaterialArgumentLocation::samplerIndex)>(commonArg.m_destination.dx11.m_location.sampler_index);
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}
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ConvertArgumentValue(arg.u, commonArg, memory, context);
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}
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}
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void ConvertVertexDecl(MaterialPass& pass, const techset::CommonVertexDeclaration& commonDecl, AssetCreationContext& context)
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{
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std::ostringstream nameStream;
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for (const auto& entry : commonDecl.m_routing)
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{
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nameStream << commonRoutingInfos.GetSourceAbbreviation(entry.m_source);
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nameStream << commonRoutingInfos.GetDestinationAbbreviation(entry.m_destination);
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}
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const std::string declName(nameStream.str());
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auto* vertexDeclAsset = context.LoadSubAsset<SubAssetVertexDecl>(declName);
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assert(vertexDeclAsset);
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pass.vertexDecl = vertexDeclAsset ? vertexDeclAsset->Asset() : nullptr;
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}
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void ConvertMaterialPass(MaterialPass& pass, const techset::CommonPass& commonPass, AssetCreationContext& context, MemoryManager& memory)
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{
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ConvertVertexDecl(pass, commonPass.m_vertex_declaration, context);
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if (!commonPass.m_vertex_shader.m_name.empty())
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{
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auto* vertexShaderAsset = context.LoadSubAsset<SubAssetVertexShader>(commonPass.m_vertex_shader.m_name);
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assert(vertexShaderAsset);
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pass.vertexShader = vertexShaderAsset ? vertexShaderAsset->Asset() : nullptr;
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}
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if (!commonPass.m_pixel_shader.m_name.empty())
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{
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auto* pixelShaderAsset = context.LoadSubAsset<SubAssetPixelShader>(commonPass.m_pixel_shader.m_name);
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assert(pixelShaderAsset);
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pass.pixelShader = pixelShaderAsset ? pixelShaderAsset->Asset() : nullptr;
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}
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ConvertMaterialArgs(pass, commonPass, memory, context);
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}
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void UpdateTechniqueFlags(MaterialTechnique& technique, const techset::CommonTechnique& commonTechnique)
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{
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std::string lowerTechniqueName(commonTechnique.m_name);
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utils::MakeStringLowerCase(lowerTechniqueName);
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// Not a particularly cool way to do this but...
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// the game actually does this :shrug:
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if (lowerTechniqueName == "zprepass" || lowerTechniqueName.starts_with("pimp_technique_zprepass_")
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|| lowerTechniqueName.starts_with("pimp_technique_layer_zprepass_") || lowerTechniqueName.starts_with("pimp_technique_buildshadowmap_"))
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{
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technique.flags |= TECHNIQUE_FLAG_4;
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}
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}
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MaterialTechnique* ConvertTechnique(const techset::CommonTechnique& commonTechnique, AssetCreationContext& context, MemoryManager& memory)
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{
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const auto additionalPassCount = std::max(commonTechnique.m_passes.size(), 1uz) - 1uz;
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auto* technique = static_cast<MaterialTechnique*>(memory.AllocRaw(sizeof(MaterialTechnique) + additionalPassCount * sizeof(MaterialPass)));
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const auto passCount = static_cast<decltype(MaterialTechnique::passCount)>(commonTechnique.m_passes.size());
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technique->name = memory.Dup(commonTechnique.m_name.c_str());
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// Take common flags and apply further logic
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technique->flags = static_cast<decltype(MaterialTechnique::flags)>(commonTechnique.m_flags);
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UpdateTechniqueFlags(*technique, commonTechnique);
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technique->passCount = passCount;
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for (auto passIndex = 0u; passIndex < passCount; passIndex++)
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ConvertMaterialPass(technique->passArray[passIndex], commonTechnique.m_passes[passIndex], context, memory);
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return technique;
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}
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class TechniqueShaderLoaderT6 final : public techset::ITechniqueShaderLoader
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{
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public:
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explicit TechniqueShaderLoaderT6(AssetCreationContext& context)
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: m_context(context)
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{
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}
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std::optional<techset::CommonTechniqueShaderBin> LoadVertexShader(const std::string& name) override
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{
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auto* shaderAsset = m_context.LoadSubAsset<SubAssetVertexShader>(name);
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if (!shaderAsset)
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return std::nullopt;
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const auto* shader = shaderAsset->Asset();
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assert(shader->prog.loadDef.program && shader->prog.loadDef.programSize > 0);
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if (!shader->prog.loadDef.program || shader->prog.loadDef.programSize == 0)
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return std::nullopt;
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return techset::CommonTechniqueShaderBin{
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.m_shader_bin = shader->prog.loadDef.program,
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.m_shader_bin_size = shader->prog.loadDef.programSize,
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};
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}
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std::optional<techset::CommonTechniqueShaderBin> LoadPixelShader(const std::string& name) override
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{
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auto* shaderAsset = m_context.LoadSubAsset<SubAssetPixelShader>(name);
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if (!shaderAsset)
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return std::nullopt;
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const auto* shader = shaderAsset->Asset();
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assert(shader->prog.loadDef.program && shader->prog.loadDef.programSize > 0);
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if (!shader->prog.loadDef.program || shader->prog.loadDef.programSize == 0)
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return std::nullopt;
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return techset::CommonTechniqueShaderBin{
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.m_shader_bin = shader->prog.loadDef.program,
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.m_shader_bin_size = shader->prog.loadDef.programSize,
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};
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}
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private:
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AssetCreationContext& m_context;
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};
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class TechniqueCompilerT6 final : public SubAssetCreator<SubAssetTechnique>
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{
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public:
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TechniqueCompilerT6(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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AssetCreationResult CreateSubAsset(const std::string& subAssetName, AssetCreationContext& context) override
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{
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bool failure = false;
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TechniqueShaderLoaderT6 shaderLoader(context);
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const auto commonShaderArgCreator = techset::CommonShaderArgCreator::CreateDx11(shaderLoader, context, commonCodeSourceInfos);
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const auto commonTechnique =
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techset::LoadCommonTechnique(subAssetName, commonCodeSourceInfos, commonRoutingInfos, *commonShaderArgCreator, m_search_path, failure);
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if (!commonTechnique)
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return failure ? AssetCreationResult::Failure() : AssetCreationResult::NoAction();
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auto* convertedTechnique = ConvertTechnique(*commonTechnique, context, m_memory);
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assert(convertedTechnique);
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return AssetCreationResult::Success(context.AddSubAsset(AssetRegistration<SubAssetTechnique>(subAssetName, convertedTechnique)));
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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} // namespace
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namespace techset
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{
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std::unique_ptr<ISubAssetCreator> CreateTechniqueCompilerT6(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<TechniqueCompilerT6>(memory, searchPath);
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}
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} // namespace techset
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12
src/ObjCompiling/Game/T6/Techset/TechniqueCompilerT6.h
Normal file
12
src/ObjCompiling/Game/T6/Techset/TechniqueCompilerT6.h
Normal file
@@ -0,0 +1,12 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace techset
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{
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std::unique_ptr<ISubAssetCreator> CreateTechniqueCompilerT6(MemoryManager& memory, ISearchPath& searchPath);
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}
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@@ -17,8 +17,8 @@ namespace
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techset::CountWorldVertFormatParameters(name, texCount, normalCount);
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// 0 and 1 seem to be treated equally
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texCount = std::max(texCount, 1u);
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normalCount = std::max(normalCount, 1u);
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texCount = std::max(texCount, 1uz);
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normalCount = std::max(normalCount, 1uz);
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if (texCount == 1 && normalCount == 1)
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return MTL_WORLDVERT_TEX_1_NRM_1;
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@@ -43,6 +43,25 @@ namespace
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return static_cast<MaterialWorldVertexFormat>(0);
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}
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MaterialType GetMaterialType(const std::string& name)
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{
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for (unsigned materialTypeIndex = MTL_TYPE_MODEL; materialTypeIndex < MTL_TYPE_COUNT; materialTypeIndex++)
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{
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if (name.starts_with(g_materialTypeInfo[materialTypeIndex].techniqueSetPrefix))
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return static_cast<MaterialType>(materialTypeIndex);
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}
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return MTL_TYPE_DEFAULT;
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}
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void ApplyMaterialTypeToTechnique(MaterialTechnique& technique, const MaterialType materialType)
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{
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for (auto passIndex = 0u; passIndex < technique.passCount; passIndex++)
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{
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technique.passArray[passIndex].materialType = materialType;
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}
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}
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MaterialTechniqueSet* ConvertTechniqueSet(const techset::CommonTechset& commonTechset, MemoryManager& memory)
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{
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auto* techset = memory.Alloc<MaterialTechniqueSet>();
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@@ -69,6 +88,27 @@ namespace
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return failure ? AssetCreationResult::Failure() : AssetCreationResult::NoAction();
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auto* techset = ConvertTechniqueSet(*commonTechset, m_memory);
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const auto materialType = GetMaterialType(assetName);
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for (auto techniqueIndex = 0u; techniqueIndex < std::extent_v<decltype(MaterialTechniqueSet::techniques)>; techniqueIndex++)
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{
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const auto& techniqueName = commonTechset->m_technique_names[techniqueIndex];
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if (techniqueName.empty())
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continue;
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auto* technique = context.LoadSubAsset<SubAssetTechnique>(techniqueName);
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if (!technique)
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return AssetCreationResult::Failure();
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techset->techniques[techniqueIndex] = technique->Asset();
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// Another techset may override this for the technique
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// but the game determines the material type by techset name.
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// So this may just be a constraint that cannot be changed.
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ApplyMaterialTypeToTechnique(*techset->techniques[techniqueIndex], materialType);
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// Precompiled index?
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}
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return AssetCreationResult::Success(context.AddAsset(AssetRegistration<AssetTechniqueSet>(assetName, techset)));
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}
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