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OpenAssetTools/src/ObjCommon/Techset/CommonTechnique.h

323 lines
11 KiB
C++

#pragma once
#include <array>
#include <cstdint>
#include <optional>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <utility>
#include <vector>
namespace techset
{
typedef std::uint8_t CommonStreamSource;
typedef std::uint8_t CommonStreamDestination;
typedef std::uint8_t CommonCodeConstSource;
typedef std::uint8_t CommonCodeSamplerSource;
struct CommonStreamRoutingSourceInfo
{
const char* name;
const char* abbreviation;
bool optional;
};
struct CommonStreamRoutingDestinationInfo
{
const char* name;
const char* abbreviation;
};
enum class CommonTechniqueShaderType : std::uint8_t
{
VERTEX,
PIXEL,
COUNT
};
enum class CommonShaderValueType : std::uint8_t
{
// Value is set to a float4 value in the pass
LITERAL_CONST,
// Value is set to a float4 value in the material
MATERIAL_CONST,
// Value is set to a float4 value calculated in code
CODE_CONST,
// Value is set to a sampler from the material
MATERIAL_SAMPLER,
// Value is set to a sampler generated in code
CODE_SAMPLER,
COUNT
};
constexpr bool IsConstValueType(const CommonShaderValueType valueType)
{
return valueType == CommonShaderValueType::LITERAL_CONST || valueType == CommonShaderValueType::MATERIAL_CONST
|| valueType == CommonShaderValueType::CODE_CONST;
}
constexpr bool IsSamplerValueType(const CommonShaderValueType valueType)
{
return valueType == CommonShaderValueType::MATERIAL_SAMPLER || valueType == CommonShaderValueType::CODE_SAMPLER;
}
enum class CommonCodeSourceUpdateFrequency : std::uint8_t
{
PER_PRIM,
PER_OBJECT,
RARELY,
CUSTOM,
IGNORE,
COUNT
};
struct CommonCodeConstSourceInfo
{
CommonCodeConstSource value;
const char* accessor;
std::uint8_t arrayCount;
CommonCodeSourceUpdateFrequency updateFrequency;
std::optional<unsigned> techFlags;
std::optional<CommonTechniqueShaderType> techFlagShaderType;
std::optional<CommonCodeConstSource> transposedMatrix;
};
struct CommonCodeSamplerSourceInfo
{
CommonCodeSamplerSource value;
const char* accessor;
CommonCodeSourceUpdateFrequency updateFrequency;
std::optional<unsigned> techFlags;
std::optional<unsigned> customSamplerIndex;
};
struct CommonShaderArgumentType
{
friend bool operator==(const CommonShaderArgumentType& lhs, const CommonShaderArgumentType& rhs)
{
return lhs.m_shader_type == rhs.m_shader_type && lhs.m_value_type == rhs.m_value_type;
}
friend bool operator!=(const CommonShaderArgumentType& lhs, const CommonShaderArgumentType& rhs)
{
return !(lhs == rhs);
}
CommonTechniqueShaderType m_shader_type;
CommonShaderValueType m_value_type;
};
class CommonCodeSourceInfos
{
public:
CommonCodeSourceInfos(const CommonCodeConstSourceInfo* codeConstSourceInfos,
size_t codeConstCount,
const CommonCodeSamplerSourceInfo* codeSamplerSourceInfos,
size_t codeSamplerCount,
const char** ignoreArgAccessors,
size_t ignoredArgAccessorCount,
const CommonShaderArgumentType* argumentTypes,
size_t argumentTypeCount);
[[nodiscard]] std::optional<CommonCodeConstSourceInfo> GetInfoForCodeConstSource(CommonCodeConstSource codeConstSource) const;
[[nodiscard]] std::optional<CommonCodeSamplerSourceInfo> GetInfoForCodeSamplerSource(CommonCodeSamplerSource codeSamplerSource) const;
/**
* \brief Some games like T6 do not create args for certain variables. This checks whether an accessor identifies one of these variables.
* \param accessor The accessor of the variable
* \return \c true if the accessor should be ignored
*/
[[nodiscard]] bool IsArgAccessorIgnored(const std::string& accessor) const;
[[nodiscard]] std::optional<CommonCodeConstSource> GetCodeConstSourceForAccessor(const std::string& accessor) const;
[[nodiscard]] std::optional<CommonCodeSamplerSource> GetCodeSamplerSourceForAccessor(const std::string& accessor) const;
[[nodiscard]] std::optional<size_t> GetArgumentTypeNumericValue(const CommonShaderArgumentType& argumentType) const;
private:
std::vector<CommonCodeConstSourceInfo> m_code_const_source_infos;
std::vector<CommonCodeSamplerSourceInfo> m_code_sampler_source_infos;
std::unordered_set<std::string> m_ignored_arg_accessors;
std::unordered_map<std::string, CommonCodeConstSource> m_code_const_lookup;
std::unordered_map<std::string, CommonCodeSamplerSource> m_code_sampler_lookup;
std::vector<CommonShaderArgumentType> m_argument_types;
};
class CommonStreamRoutingInfos
{
public:
CommonStreamRoutingInfos(const CommonStreamRoutingSourceInfo* sourceInfos,
size_t sourceCount,
const CommonStreamRoutingDestinationInfo* destinationNames,
size_t destinationCount);
[[nodiscard]] const char* GetSourceName(CommonStreamSource source) const;
[[nodiscard]] const char* GetSourceAbbreviation(CommonStreamSource source) const;
[[nodiscard]] bool IsSourceOptional(CommonStreamSource source) const;
[[nodiscard]] const char* GetDestinationName(CommonStreamDestination destination) const;
[[nodiscard]] const char* GetDestinationAbbreviation(CommonStreamDestination destination) const;
[[nodiscard]] std::optional<CommonStreamSource> GetSourceByName(const std::string& name) const;
[[nodiscard]] std::optional<CommonStreamSource> GetSourceByAbbreviation(const std::string& abbreviation) const;
[[nodiscard]] std::optional<CommonStreamDestination> GetDestinationByName(const std::string& name) const;
[[nodiscard]] std::optional<CommonStreamDestination> GetDestinationByAbbreviation(const std::string& abbreviation) const;
private:
std::vector<CommonStreamRoutingSourceInfo> m_sources;
std::vector<CommonStreamRoutingDestinationInfo> m_destinations;
std::unordered_map<std::string, CommonStreamSource> m_source_name_lookup;
std::unordered_map<std::string, CommonStreamDestination> m_destination_name_lookup;
std::unordered_map<std::string, CommonStreamSource> m_source_abbreviation_lookup;
std::unordered_map<std::string, CommonStreamDestination> m_destination_abbreviation_lookup;
};
struct CommonShaderArgCodeConstValue
{
CommonCodeConstSource m_index;
unsigned m_first_row;
unsigned m_row_count;
};
union CommonShaderArgValue
{
std::array<float, 4> literal_value;
CommonShaderArgCodeConstValue code_const_source;
CommonCodeSamplerSource code_sampler_source;
unsigned name_hash;
};
class CommonShaderArgDestinationDx9
{
public:
unsigned m_destination_register;
};
// In case of a constant: Offset in constant buffer
// In case of a sampler: Index of sampler + index of texture
union CommonShaderArgLocationDx11
{
unsigned constant_buffer_offset;
struct
{
unsigned texture_index;
unsigned sampler_index;
};
};
class CommonShaderArgDestinationDx11
{
public:
CommonShaderArgLocationDx11 m_location;
unsigned m_size;
unsigned m_buffer;
};
union CommonShaderArgDestination
{
CommonShaderArgDestinationDx9 dx9;
CommonShaderArgDestinationDx11 dx11;
};
class CommonShaderArg
{
public:
CommonShaderArg() = default;
CommonShaderArg(CommonShaderArgumentType type, const CommonShaderArgDestination& destination, const CommonShaderArgValue& value);
[[nodiscard]] CommonCodeSourceUpdateFrequency GetFrequency(const CommonCodeSourceInfos& infos) const;
CommonShaderArgumentType m_type;
CommonShaderArgDestination m_destination;
CommonShaderArgValue m_value;
std::optional<CommonCodeSourceUpdateFrequency> m_bin;
};
class CommonStreamRouting
{
public:
CommonStreamRouting() = default;
CommonStreamRouting(CommonStreamSource source, CommonStreamDestination destination);
CommonStreamSource m_source;
CommonStreamDestination m_destination;
};
class CommonVertexDeclaration
{
public:
CommonVertexDeclaration() = default;
explicit CommonVertexDeclaration(std::vector<CommonStreamRouting> routing);
void SortRoutingEntries();
std::vector<CommonStreamRouting> m_routing;
};
class CommonTechniqueShaderBin
{
public:
const void* m_shader_bin;
size_t m_shader_bin_size;
};
class CommonTechniqueShader
{
public:
CommonTechniqueShader();
CommonTechniqueShader(CommonTechniqueShaderType type, std::string name);
CommonTechniqueShaderType m_type;
std::string m_name;
std::optional<CommonTechniqueShaderBin> m_bin;
};
class CommonPass
{
public:
using FrequencyCounts_t = std::array<size_t, std::to_underlying(CommonCodeSourceUpdateFrequency::COUNT)>;
CommonPass() = default;
CommonPass(uint32_t samplerFlags,
std::string stateMap,
CommonTechniqueShader vertexShader,
CommonTechniqueShader pixelShader,
CommonVertexDeclaration vertexDeclaration,
std::string comment);
[[nodiscard]] FrequencyCounts_t GetFrequencyCounts(const CommonCodeSourceInfos& infos) const;
uint32_t m_sampler_flags;
std::string m_state_map;
CommonTechniqueShader m_vertex_shader;
CommonTechniqueShader m_pixel_shader;
CommonVertexDeclaration m_vertex_declaration;
std::string m_comment;
std::vector<CommonShaderArg> m_args;
};
class CommonTechnique
{
public:
CommonTechnique() = default;
explicit CommonTechnique(std::string name);
CommonTechnique(std::string name, uint64_t flags);
std::string m_name;
uint64_t m_flags;
std::vector<CommonPass> m_passes;
};
enum class DxVersion : std::uint8_t
{
DX9,
DX11
};
} // namespace techset