mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-03 03:23:03 +00:00
514 lines
21 KiB
C++
514 lines
21 KiB
C++
#include "TechsetDumperIW4.h"
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#include "Dumping/AbstractTextDumper.h"
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#include "Game/IW4/Techset/TechsetConstantsIW4.h"
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#include "Pool/GlobalAssetPool.h"
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#include "Shader/D3D9ShaderAnalyser.h"
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#include "Techset/CommonTechset.h"
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#include "Techset/CommonTechsetDumper.h"
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#include "Techset/TechniqueDumpingZoneState.h"
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#include "Techset/TechsetCommon.h"
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#include "Utils/Logging/Log.h"
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#include <algorithm>
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#include <cassert>
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#include <format>
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#include <set>
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#include <sstream>
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#include <type_traits>
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using namespace IW4;
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namespace
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{
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class TechniqueFileWriter : public AbstractTextDumper
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{
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void DumpStateMap() const
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{
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Indent();
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// TODO: Actual statemap: Maybe find all materials using this techset and try to make out rules for the flags based on the statebitstable
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m_stream << "stateMap \"passthrough\"; // TODO\n";
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}
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static bool FindCodeConstantSourceAccessor(const MaterialConstantSource sourceIndexToFind,
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const CodeConstantSource* codeConstantTable,
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std::string& codeSourceAccessor)
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{
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const auto* currentCodeConst = codeConstantTable;
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while (currentCodeConst->name != nullptr)
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{
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if (currentCodeConst->subtable != nullptr)
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{
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std::string accessorInSubTable;
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if (FindCodeConstantSourceAccessor(sourceIndexToFind, currentCodeConst->subtable, accessorInSubTable))
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{
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std::ostringstream ss;
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ss << currentCodeConst->name << '.' << accessorInSubTable;
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codeSourceAccessor = ss.str();
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return true;
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}
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}
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else if (currentCodeConst->arrayCount > 0)
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{
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if (currentCodeConst->source <= sourceIndexToFind
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&& static_cast<unsigned>(currentCodeConst->source) + currentCodeConst->arrayCount > static_cast<unsigned>(sourceIndexToFind))
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{
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std::ostringstream ss;
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ss << currentCodeConst->name << '[' << (static_cast<unsigned>(sourceIndexToFind) - static_cast<unsigned>(currentCodeConst->source))
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<< ']';
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codeSourceAccessor = ss.str();
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return true;
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}
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}
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else if (currentCodeConst->source == sourceIndexToFind)
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{
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codeSourceAccessor = currentCodeConst->name;
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return true;
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}
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currentCodeConst++;
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}
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return false;
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}
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static bool FindCodeSamplerSourceAccessor(const MaterialTextureSource sourceIndexToFind,
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const CodeSamplerSource* codeSamplerTable,
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std::string& codeSourceAccessor)
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{
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const auto* currentCodeConst = codeSamplerTable;
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while (currentCodeConst->name != nullptr)
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{
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if (currentCodeConst->subtable != nullptr)
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{
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std::string accessorInSubTable;
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if (FindCodeSamplerSourceAccessor(sourceIndexToFind, currentCodeConst->subtable, accessorInSubTable))
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{
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std::ostringstream ss;
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ss << currentCodeConst->name << '.' << accessorInSubTable;
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codeSourceAccessor = ss.str();
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return true;
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}
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}
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else if (currentCodeConst->arrayCount > 0)
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{
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if (currentCodeConst->source <= sourceIndexToFind
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&& static_cast<unsigned>(currentCodeConst->source) + currentCodeConst->arrayCount > static_cast<unsigned>(sourceIndexToFind))
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{
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std::ostringstream ss;
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ss << currentCodeConst->name << '[' << (static_cast<unsigned>(sourceIndexToFind) - static_cast<unsigned>(currentCodeConst->source))
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<< ']';
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codeSourceAccessor = ss.str();
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return true;
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}
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}
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else if (currentCodeConst->source == sourceIndexToFind)
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{
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codeSourceAccessor = currentCodeConst->name;
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return true;
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}
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currentCodeConst++;
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}
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return false;
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}
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void DumpShaderArg(const MaterialShaderArgument& arg, const d3d9::ShaderInfo& shaderInfo) const
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{
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const auto expectedRegisterSet =
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arg.type == MTL_ARG_CODE_PIXEL_SAMPLER || arg.type == MTL_ARG_MATERIAL_PIXEL_SAMPLER ? d3d9::RegisterSet::SAMPLER : d3d9::RegisterSet::FLOAT_4;
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const auto targetShaderArg = std::ranges::find_if(shaderInfo.m_constants,
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[arg, expectedRegisterSet](const d3d9::ShaderConstant& constant)
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{
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return constant.m_register_set == expectedRegisterSet && constant.m_register_index <= arg.dest
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&& constant.m_register_index + constant.m_register_count > arg.dest;
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});
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assert(targetShaderArg != shaderInfo.m_constants.end());
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if (targetShaderArg == shaderInfo.m_constants.end())
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{
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m_stream << "// Unrecognized arg dest:" << arg.dest << " type: " << arg.type << "\n";
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return;
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}
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std::string codeDestAccessor;
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if (targetShaderArg->m_type_elements > 1)
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{
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std::ostringstream ss;
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ss << targetShaderArg->m_name << '[' << (arg.dest - targetShaderArg->m_register_index) << ']';
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codeDestAccessor = ss.str();
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}
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else
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codeDestAccessor = targetShaderArg->m_name;
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if (arg.type == MTL_ARG_CODE_VERTEX_CONST || arg.type == MTL_ARG_CODE_PIXEL_CONST)
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{
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const auto sourceIndex = static_cast<MaterialConstantSource>(arg.u.codeConst.index);
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std::string codeSourceAccessor;
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if (FindCodeConstantSourceAccessor(sourceIndex, s_codeConsts, codeSourceAccessor)
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|| FindCodeConstantSourceAccessor(sourceIndex, s_defaultCodeConsts, codeSourceAccessor))
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{
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if (codeDestAccessor != codeSourceAccessor)
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{
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Indent();
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m_stream << codeDestAccessor << " = constant." << codeSourceAccessor << ";\n";
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}
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else
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{
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#ifdef TECHSET_DEBUG
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Indent();
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m_stream << "// Omitted due to matching accessors: " << codeDestAccessor << " = constant." << codeSourceAccessor << ";\n";
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#endif
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}
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}
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else
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{
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assert(false);
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Indent();
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m_stream << codeDestAccessor << " = UNKNOWN;\n";
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}
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}
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else if (arg.type == MTL_ARG_CODE_PIXEL_SAMPLER)
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{
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const auto sourceIndex = static_cast<MaterialTextureSource>(arg.u.codeSampler);
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std::string codeSourceAccessor;
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if (FindCodeSamplerSourceAccessor(sourceIndex, s_codeSamplers, codeSourceAccessor)
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|| FindCodeSamplerSourceAccessor(sourceIndex, s_defaultCodeSamplers, codeSourceAccessor))
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{
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if (codeDestAccessor != codeSourceAccessor)
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{
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Indent();
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m_stream << codeDestAccessor << " = sampler." << codeSourceAccessor << ";\n";
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}
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else
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{
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#ifdef TECHSET_DEBUG
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Indent();
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m_stream << "// Omitted due to matching accessors: " << codeDestAccessor << " = sampler." << codeSourceAccessor << ";\n";
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#endif
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}
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}
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else
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{
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assert(false);
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Indent();
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m_stream << codeDestAccessor << " = UNKNOWN;\n";
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}
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}
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else if (arg.type == MTL_ARG_LITERAL_VERTEX_CONST || arg.type == MTL_ARG_LITERAL_PIXEL_CONST)
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{
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if (arg.u.literalConst)
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{
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Indent();
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m_stream << codeDestAccessor << " = float4( " << (*arg.u.literalConst)[0] << ", " << (*arg.u.literalConst)[1] << ", "
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<< (*arg.u.literalConst)[2] << ", " << (*arg.u.literalConst)[3] << " );\n";
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}
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}
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else if (arg.type == MTL_ARG_MATERIAL_PIXEL_CONST || arg.type == MTL_ARG_MATERIAL_VERTEX_CONST || arg.type == MTL_ARG_MATERIAL_PIXEL_SAMPLER)
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{
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Indent();
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m_stream << codeDestAccessor << " = material.";
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const auto knownConstantName = knownConstantNames.find(arg.u.nameHash);
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if (knownConstantName != knownConstantNames.end())
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{
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m_stream << knownConstantName->second;
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}
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else
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{
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const auto knownMaterialTextureName = knownTextureMaps.find(arg.u.nameHash);
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if (knownMaterialTextureName != knownTextureMaps.end())
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{
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m_stream << knownMaterialTextureName->second.m_name;
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}
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else
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{
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const auto shaderArgNameHash = Common::R_HashString(targetShaderArg->m_name.c_str(), 0u);
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if (shaderArgNameHash == arg.u.nameHash)
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m_stream << targetShaderArg->m_name;
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else
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m_stream << "#0x" << std::hex << arg.u.nameHash;
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}
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}
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m_stream << ";\n";
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}
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else
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{
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assert(false);
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}
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}
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void DumpVertexShader(const MaterialPass& pass)
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{
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auto vertexShader = pass.vertexShader;
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if (vertexShader == nullptr || vertexShader->name == nullptr)
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return;
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if (vertexShader->name[0] == ',')
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{
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const auto loadedVertexShaderFromOtherZone =
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GameGlobalAssetPools::GetGlobalPoolsForGame(GameId::IW4)->GetAsset<AssetVertexShader>(&vertexShader->name[1]);
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if (loadedVertexShaderFromOtherZone == nullptr)
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{
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// Cannot dump when shader is referenced due to unknown constant names and unknown version
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Indent();
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con::error("Cannot dump vertex shader {} due to being a referenced asset", &vertexShader->name[1]);
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m_stream << std::format("// Cannot dump vertex shader {} due to being a referenced asset\n", &vertexShader->name[1]);
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return;
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}
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vertexShader = loadedVertexShaderFromOtherZone->Asset();
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}
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const auto vertexShaderInfo =
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d3d9::ShaderAnalyser::GetShaderInfo(vertexShader->prog.loadDef.program, vertexShader->prog.loadDef.programSize * sizeof(uint32_t));
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assert(vertexShaderInfo);
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if (!vertexShaderInfo)
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return;
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m_stream << "\n";
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Indent();
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m_stream << "vertexShader " << vertexShaderInfo->m_version_major << "." << vertexShaderInfo->m_version_minor << " \"" << vertexShader->name
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<< "\"\n";
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Indent();
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m_stream << "{\n";
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IncIndent();
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if (pass.args)
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{
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const auto totalArgCount =
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static_cast<size_t>(pass.perPrimArgCount) + static_cast<size_t>(pass.perObjArgCount) + static_cast<size_t>(pass.stableArgCount);
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for (auto i = 0u; i < totalArgCount; i++)
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{
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const auto& arg = pass.args[i];
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if (arg.type == MTL_ARG_MATERIAL_VERTEX_CONST || arg.type == MTL_ARG_LITERAL_VERTEX_CONST || arg.type == MTL_ARG_CODE_VERTEX_CONST)
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{
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DumpShaderArg(arg, *vertexShaderInfo);
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}
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}
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}
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DecIndent();
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Indent();
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m_stream << "}\n";
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}
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void DumpPixelShader(const MaterialPass& pass)
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{
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auto pixelShader = pass.pixelShader;
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if (pixelShader == nullptr || pixelShader->name == nullptr)
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return;
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if (pixelShader->name[0] == ',')
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{
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const auto loadedPixelShaderFromOtherZone =
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GameGlobalAssetPools::GetGlobalPoolsForGame(GameId::IW4)->GetAsset<AssetPixelShader>(&pixelShader->name[1]);
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if (loadedPixelShaderFromOtherZone == nullptr)
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{
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// Cannot dump when shader is referenced due to unknown constant names and unknown version
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Indent();
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con::error("Cannot dump pixel shader {} due to being a referenced asset", &pixelShader->name[1]);
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m_stream << std::format("// Cannot dump pixel shader {} due to being a referenced asset\n", &pixelShader->name[1]);
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return;
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}
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pixelShader = loadedPixelShaderFromOtherZone->Asset();
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}
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const auto pixelShaderInfo =
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d3d9::ShaderAnalyser::GetShaderInfo(pixelShader->prog.loadDef.program, pixelShader->prog.loadDef.programSize * sizeof(uint32_t));
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assert(pixelShaderInfo);
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if (!pixelShaderInfo)
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return;
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m_stream << "\n";
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Indent();
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m_stream << "pixelShader " << pixelShaderInfo->m_version_major << "." << pixelShaderInfo->m_version_minor << " \"" << pixelShader->name << "\"\n";
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Indent();
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m_stream << "{\n";
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IncIndent();
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if (pass.args)
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{
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const auto totalArgCount =
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static_cast<size_t>(pass.perPrimArgCount) + static_cast<size_t>(pass.perObjArgCount) + static_cast<size_t>(pass.stableArgCount);
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for (auto i = 0u; i < totalArgCount; i++)
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{
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const auto& arg = pass.args[i];
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if (arg.type == MTL_ARG_MATERIAL_PIXEL_SAMPLER || arg.type == MTL_ARG_CODE_PIXEL_SAMPLER || arg.type == MTL_ARG_CODE_PIXEL_CONST
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|| arg.type == MTL_ARG_MATERIAL_PIXEL_CONST || arg.type == MTL_ARG_LITERAL_PIXEL_CONST)
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{
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DumpShaderArg(arg, *pixelShaderInfo);
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}
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}
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}
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DecIndent();
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Indent();
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m_stream << "}\n";
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}
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static const char* GetStreamDestinationString(const MaterialStreamDestination_e dst)
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{
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const auto dstIndex = static_cast<size_t>(dst);
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assert(dstIndex < std::extent_v<decltype(materialStreamDestinationNames)>);
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if (dstIndex < std::extent_v<decltype(materialStreamDestinationNames)>)
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return materialStreamDestinationNames[dstIndex];
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return "";
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}
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static const char* GetStreamSourceString(const MaterialStreamStreamSource_e src)
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{
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const auto srcIndex = static_cast<size_t>(src);
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assert(srcIndex < std::extent_v<decltype(materialStreamSourceNames)>);
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if (srcIndex < std::extent_v<decltype(materialStreamSourceNames)>)
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return materialStreamSourceNames[srcIndex];
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return "";
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}
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void DumpVertexDecl(const MaterialPass& pass)
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{
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const auto* vertexDecl = pass.vertexDecl;
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if (vertexDecl == nullptr)
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return;
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if (vertexDecl->name && vertexDecl->name[0] == ',')
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{
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const auto loadedVertexDeclFromOtherZone =
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GameGlobalAssetPools::GetGlobalPoolsForGame(GameId::IW4)->GetAsset<AssetVertexDecl>(&vertexDecl->name[1]);
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if (loadedVertexDeclFromOtherZone == nullptr)
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{
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// Cannot dump when shader is referenced due to unknown constant names and unknown version
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Indent();
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con::error("Cannot dump vertex decl {} due to being a referenced asset", &vertexDecl->name[1]);
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m_stream << std::format("// Cannot dump vertex decl {} due to being a referenced asset\n", &vertexDecl->name[1]);
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return;
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}
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vertexDecl = loadedVertexDeclFromOtherZone->Asset();
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}
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m_stream << "\n";
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#ifdef TECHSET_DEBUG
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Indent();
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m_stream << "// Decl: " << vertexDecl->name << "\n";
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#endif
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const auto streamCount = std::min(static_cast<size_t>(vertexDecl->streamCount), std::extent_v<decltype(MaterialVertexStreamRouting::data)>);
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for (auto streamIndex = 0u; streamIndex < streamCount; streamIndex++)
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{
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const auto& stream = vertexDecl->routing.data[streamIndex];
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Indent();
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m_stream << "vertex." << GetStreamDestinationString(static_cast<MaterialStreamDestination_e>(stream.dest)) << " = code."
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<< GetStreamSourceString(static_cast<MaterialStreamStreamSource_e>(stream.source)) << ";\n";
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}
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}
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void DumpPass(const MaterialPass& pass)
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{
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m_stream << "{\n";
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IncIndent();
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#ifdef TECHSET_DEBUG
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for (auto i = 0u; i < 8; i++)
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{
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const auto mask = 1u << i;
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if (pass.customSamplerFlags & mask)
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{
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Indent();
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m_stream << "// CUSTOM SAMPLER FLAGS: 0x" << std::hex << mask << "\n";
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}
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}
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#endif
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DumpStateMap();
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DumpVertexShader(pass);
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DumpPixelShader(pass);
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DumpVertexDecl(pass);
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DecIndent();
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m_stream << "}\n";
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}
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public:
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explicit TechniqueFileWriter(std::ostream& stream)
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: AbstractTextDumper(stream)
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{
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}
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void DumpTechnique(const MaterialTechnique* technique)
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{
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#ifdef TECHSET_DEBUG
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if (technique->flags)
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{
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for (auto i = 0u; i < 16; i++)
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{
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const auto mask = 1u << i;
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if (technique->flags & mask)
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{
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Indent();
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m_stream << "// TECHNIQUE FLAGS: 0x" << std::hex << mask << "\n";
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}
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}
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}
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#endif
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for (auto i = 0u; i < technique->passCount; i++)
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DumpPass(technique->passArray[i]);
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}
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};
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techset::CommonTechset ConvertToCommonTechset(const MaterialTechniqueSet& techset)
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{
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std::vector<std::string> techniqueNames(std::extent_v<decltype(techniqueTypeNames)>);
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for (auto techniqueIndex = 0u; techniqueIndex < std::extent_v<decltype(techniqueTypeNames)>; techniqueIndex++)
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{
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const auto* technique = techset.techniques[techniqueIndex];
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if (technique && technique->name)
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techniqueNames[techniqueIndex] = technique->name;
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}
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return techset::CommonTechset{
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.m_name = techset.name,
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.m_technique_names = std::move(techniqueNames),
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};
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}
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void DumpTechset(const AssetDumpingContext& context, const MaterialTechniqueSet& techset)
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{
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static techset::CommonTechniqueTypeNames commonNames(techniqueTypeNames, std::extent_v<decltype(techniqueTypeNames)>);
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const auto commonTechset = ConvertToCommonTechset(techset);
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techset::DumpCommonTechset(commonNames, context, commonTechset);
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}
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} // namespace
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namespace techset
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{
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void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetTechniqueSet::Type>& asset)
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{
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const auto* techniqueSet = asset.Asset();
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DumpTechset(context, *techniqueSet);
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auto* techniqueState = context.GetZoneAssetDumperState<TechniqueDumpingZoneState>();
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for (const auto* technique : techniqueSet->techniques)
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{
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if (technique && techniqueState->ShouldDumpTechnique(technique))
|
|
{
|
|
const auto techniqueFile = context.OpenAssetFile(GetFileNameForTechniqueName(technique->name));
|
|
if (techniqueFile)
|
|
{
|
|
TechniqueFileWriter writer(*techniqueFile);
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|
writer.DumpTechnique(technique);
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|
}
|
|
}
|
|
}
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|
}
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} // namespace techset
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