mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
Load source shaders for vertex shaders
This commit is contained in:
parent
1484618481
commit
dd359d8f6a
@ -43,6 +43,14 @@ workspace "OpenAssetTools"
|
||||
defines "ARCH_x64"
|
||||
filter {}
|
||||
|
||||
filter "system:windows"
|
||||
defines "OS_TARGET_WINDOWS"
|
||||
filter {}
|
||||
|
||||
filter "system:linux"
|
||||
defines "OS_TARGET_LINUX"
|
||||
filter {}
|
||||
|
||||
filter "configurations:Debug"
|
||||
defines "_DEBUG"
|
||||
optimize "Debug"
|
||||
|
@ -464,7 +464,7 @@ namespace IW4
|
||||
|
||||
if (pass.m_vertex_shader->Asset()->name && pass.m_vertex_shader->Asset()->name[0] == ',')
|
||||
{
|
||||
pass.m_vertex_shader_info = m_shader_info_cache->LoadShaderInfoFromDisk(m_search_path, AssetLoaderVertexShader::GetFileNameForAsset(vertexShaderName));
|
||||
pass.m_vertex_shader_info = m_shader_info_cache->LoadShaderInfoFromDisk(m_search_path, AssetLoaderVertexShader::GetFileNameForCompiledShader(vertexShaderName));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4,13 +4,79 @@
|
||||
#include <cstring>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <vector>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
#ifdef OS_TARGET_WINDOWS
|
||||
#include <d3dcompiler.h>
|
||||
|
||||
#pragma comment(lib,"d3dcompiler.lib")
|
||||
#endif
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
class ShaderIncluder : public ID3DInclude
|
||||
{
|
||||
static constexpr auto MAX_SHADER_SIZE = 0x1900000u;
|
||||
|
||||
public:
|
||||
ShaderIncluder(ISearchPath* searchPath)
|
||||
: m_search_path(searchPath)
|
||||
{
|
||||
}
|
||||
|
||||
virtual ~ShaderIncluder() = default;
|
||||
|
||||
HRESULT __stdcall Open(D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID* ppData, UINT* pBytes) override
|
||||
{
|
||||
std::ostringstream ss;
|
||||
ss << "shaders/" << pFileName;
|
||||
|
||||
auto file = m_search_path->Open(ss.str());
|
||||
if (!file.IsOpen() || file.m_length <= 0)
|
||||
return E_FAIL;
|
||||
|
||||
if (file.m_length > MAX_SHADER_SIZE)
|
||||
{
|
||||
std::cerr << "Invalid shader source \"" << pFileName << "\": File too big: " << file.m_length << "\n";
|
||||
return false;
|
||||
}
|
||||
|
||||
const auto shaderSize = static_cast<size_t>(file.m_length);
|
||||
auto shaderData = std::make_unique<char[]>(shaderSize);
|
||||
file.m_stream->read(shaderData.get(), shaderSize);
|
||||
file.m_stream.reset();
|
||||
|
||||
*ppData = shaderData.get();
|
||||
*pBytes = shaderSize;
|
||||
|
||||
m_file_buffers_in_use.push_back(std::move(shaderData));
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT __stdcall Close(LPCVOID pData) override
|
||||
{
|
||||
for (auto i = m_file_buffers_in_use.begin(); i != m_file_buffers_in_use.end(); ++i)
|
||||
{
|
||||
if (i->get() == pData)
|
||||
{
|
||||
m_file_buffers_in_use.erase(i);
|
||||
return S_OK;
|
||||
}
|
||||
}
|
||||
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
private:
|
||||
ISearchPath* m_search_path;
|
||||
std::vector<std::unique_ptr<char[]>> m_file_buffers_in_use;
|
||||
};
|
||||
|
||||
void* AssetLoaderVertexShader::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* vertexShader = memory->Create<MaterialVertexShader>();
|
||||
@ -24,23 +90,102 @@ bool AssetLoaderVertexShader::CanLoadFromRaw() const
|
||||
return true;
|
||||
}
|
||||
|
||||
std::string AssetLoaderVertexShader::GetFileNameForAsset(const std::string& assetName)
|
||||
std::string AssetLoaderVertexShader::GetFileNameForSourceShader(const std::string& assetName)
|
||||
{
|
||||
std::ostringstream ss;
|
||||
ss << "shader/" << assetName;
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
bool AssetLoaderVertexShader::LoadFromSource(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
|
||||
{
|
||||
#ifdef OS_TARGET_WINDOWS
|
||||
const auto fileName = GetFileNameForSourceShader(assetName);
|
||||
auto file = searchPath->Open(fileName);
|
||||
if (!file.IsOpen() || file.m_length <= 0)
|
||||
return false;
|
||||
|
||||
if (file.m_length > MAX_SHADER_SIZE)
|
||||
{
|
||||
std::cerr << "Invalid vertex shader source \"" << assetName << "\": File too big: " << file.m_length << "\n";
|
||||
return false;
|
||||
}
|
||||
|
||||
const auto shaderSize = static_cast<size_t>(file.m_length);
|
||||
const auto shaderData = std::make_unique<char[]>(shaderSize);
|
||||
file.m_stream->read(shaderData.get(), shaderSize);
|
||||
file.m_stream.reset();
|
||||
|
||||
constexpr unsigned shaderFlags = D3DCOMPILE_OPTIMIZATION_LEVEL1
|
||||
#ifdef _DEBUG
|
||||
| D3DCOMPILE_DEBUG
|
||||
#endif
|
||||
;
|
||||
|
||||
ShaderIncluder shaderIncluder(searchPath);
|
||||
|
||||
ID3DBlob* shaderBlob = nullptr;
|
||||
ID3DBlob* errorBlob = nullptr;
|
||||
const auto errorCode = D3DCompile(shaderData.get(), shaderSize, assetName.c_str(), nullptr, &shaderIncluder, "VSMain", "vs_3_0", shaderFlags, 0u, &shaderBlob, &errorBlob);
|
||||
|
||||
if (FAILED(errorCode))
|
||||
{
|
||||
std::cerr << "Invalid vertex shader \"" << assetName << "\": Compilation error\n";
|
||||
|
||||
if (errorBlob)
|
||||
{
|
||||
std::cerr << " " << static_cast<char*>(errorBlob->GetBufferPointer()) << "\n";
|
||||
errorBlob->Release();
|
||||
}
|
||||
|
||||
if (shaderBlob)
|
||||
shaderBlob->Release();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
std::cout << "Compiled vertex shader \"" << assetName << "\"\n";
|
||||
|
||||
const auto shaderBlobSize = static_cast<size_t>(shaderBlob->GetBufferSize());
|
||||
assert(shaderBlobSize % sizeof(uint32_t) == 0);
|
||||
|
||||
auto* vertexShader = memory->Create<MaterialVertexShader>();
|
||||
vertexShader->name = memory->Dup(assetName.c_str());
|
||||
vertexShader->prog.loadDef.programSize = static_cast<uint16_t>(shaderBlobSize / sizeof(uint32_t));
|
||||
vertexShader->prog.loadDef.loadForRenderer = 0;
|
||||
vertexShader->prog.vs = nullptr;
|
||||
|
||||
auto* assetShaderBuffer = static_cast<char*>(memory->Alloc(shaderBlobSize));
|
||||
memcpy(assetShaderBuffer, shaderBlob->GetBufferPointer(), shaderBlobSize);
|
||||
vertexShader->prog.loadDef.program = reinterpret_cast<uint32_t*>(assetShaderBuffer);
|
||||
manager->AddAsset(ASSET_TYPE_VERTEXSHADER, assetName, vertexShader);
|
||||
|
||||
shaderBlob->Release();
|
||||
|
||||
return true;
|
||||
#else
|
||||
// Shader compilation is only support with Windows
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
std::string AssetLoaderVertexShader::GetFileNameForCompiledShader(const std::string& assetName)
|
||||
{
|
||||
std::ostringstream ss;
|
||||
ss << "shader_bin/vs_" << assetName << ".cso";
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
bool AssetLoaderVertexShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
|
||||
bool AssetLoaderVertexShader::LoadCompiled(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
|
||||
{
|
||||
const auto fileName = GetFileNameForAsset(assetName);
|
||||
const auto fileName = GetFileNameForCompiledShader(assetName);
|
||||
const auto file = searchPath->Open(fileName);
|
||||
if (!file.IsOpen())
|
||||
return false;
|
||||
|
||||
if (file.m_length % sizeof(uint32_t) != 0)
|
||||
{
|
||||
std::cerr << "Invalid vertex shader \"" << assetName << "\": Size must be dividable by " << sizeof(uint32_t) << "\n";
|
||||
std::cerr << "Invalid compiled vertex shader \"" << assetName << "\": Size must be dividable by " << sizeof(uint32_t) << "\n";
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -60,3 +205,8 @@ bool AssetLoaderVertexShader::LoadFromRaw(const std::string& assetName, ISearchP
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AssetLoaderVertexShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
|
||||
{
|
||||
return LoadFromSource(assetName, searchPath, memory, manager, zone) || LoadCompiled(assetName, searchPath, memory, manager, zone);
|
||||
}
|
||||
|
@ -8,8 +8,14 @@ namespace IW4
|
||||
{
|
||||
class AssetLoaderVertexShader final : public BasicAssetLoader<ASSET_TYPE_VERTEXSHADER, MaterialVertexShader>
|
||||
{
|
||||
static constexpr auto MAX_SHADER_SIZE = 0x1900000u;
|
||||
|
||||
public:
|
||||
_NODISCARD static std::string GetFileNameForAsset(const std::string& assetName);
|
||||
_NODISCARD static std::string GetFileNameForSourceShader(const std::string& assetName);
|
||||
static bool LoadFromSource(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);
|
||||
|
||||
_NODISCARD static std::string GetFileNameForCompiledShader(const std::string& assetName);
|
||||
static bool LoadCompiled(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);
|
||||
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
_NODISCARD bool CanLoadFromRaw() const override;
|
||||
|
Loading…
x
Reference in New Issue
Block a user