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https://github.com/dolphin-emu/dolphin.git
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VideoCommon: add additional data types (int, int2, float, bool, etc) as properties of materials and some helper functions to support sending the data to the GPU
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commit
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@ -3,32 +3,137 @@
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#include "VideoCommon/Assets/MaterialAsset.h"
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#include <algorithm>
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#include <string_view>
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#include <vector>
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#include "Common/Logging/Log.h"
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#include "Common/StringUtil.h"
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#include "Common/VariantUtil.h"
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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#include "VideoCommon/ShaderGenCommon.h"
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namespace VideoCommon
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{
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namespace
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{
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bool ParsePropertyValue(const CustomAssetLibrary::AssetID& asset_id, MaterialProperty::Type type,
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const picojson::value& json_value,
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std::optional<MaterialProperty::Value>* value)
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// While not optimal, we pad our data to match std140 shader requirements
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// this memory constant indicates the memory stride for a single uniform
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// regardless of data type
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constexpr std::size_t MemorySize = sizeof(float) * 4;
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template <typename ElementType, std::size_t ElementCount>
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bool ParseNumeric(const CustomAssetLibrary::AssetID& asset_id, const picojson::value& json_value,
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std::string_view code_name, MaterialProperty::Value* value)
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{
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switch (type)
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static_assert(ElementCount <= 4, "Numeric data expected to be four elements or less");
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if constexpr (ElementCount == 1)
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{
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case MaterialProperty::Type::Type_TextureAsset:
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{
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if (json_value.is<std::string>())
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if (!json_value.is<double>())
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{
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*value = json_value.to_str();
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ERROR_LOG_FMT(VIDEO,
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"Asset id '{}' material has attribute '{}' where "
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"a double was expected but not provided.",
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asset_id, code_name);
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return false;
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}
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*value = static_cast<ElementType>(json_value.get<double>());
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}
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else
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{
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if (!json_value.is<picojson::array>())
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset id '{}' material has attribute '{}' where "
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"an array was expected but not provided.",
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asset_id, code_name);
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return false;
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}
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const auto json_data = json_value.get<picojson::array>();
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if (json_data.size() != ElementCount)
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset id '{}' material has attribute '{}' with incorrect number "
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"of elements, expected {}",
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asset_id, code_name, ElementCount);
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return false;
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}
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if (!std::all_of(json_data.begin(), json_data.end(),
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[](const picojson::value& v) { return v.is<double>(); }))
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset id '{}' material has attribute '{}' where "
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"all elements are not of type double.",
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asset_id, code_name);
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return false;
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}
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std::array<ElementType, ElementCount> data;
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for (std::size_t i = 0; i < ElementCount; i++)
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{
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data[i] = static_cast<ElementType>(json_data[i].get<double>());
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}
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*value = std::move(data);
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}
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return true;
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}
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bool ParsePropertyValue(const CustomAssetLibrary::AssetID& asset_id,
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const picojson::value& json_value, std::string_view code_name,
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std::string_view type, MaterialProperty::Value* value)
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{
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if (type == "int")
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{
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return ParseNumeric<s32, 1>(asset_id, json_value, code_name, value);
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}
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else if (type == "int2")
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{
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return ParseNumeric<s32, 2>(asset_id, json_value, code_name, value);
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}
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else if (type == "int3")
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{
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return ParseNumeric<s32, 3>(asset_id, json_value, code_name, value);
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}
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else if (type == "int4")
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{
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return ParseNumeric<s32, 4>(asset_id, json_value, code_name, value);
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}
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else if (type == "float")
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{
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return ParseNumeric<float, 1>(asset_id, json_value, code_name, value);
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}
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else if (type == "float2")
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{
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return ParseNumeric<float, 2>(asset_id, json_value, code_name, value);
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}
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else if (type == "float3")
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{
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return ParseNumeric<float, 3>(asset_id, json_value, code_name, value);
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}
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else if (type == "float4")
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{
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return ParseNumeric<float, 4>(asset_id, json_value, code_name, value);
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}
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else if (type == "bool")
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{
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if (json_value.is<bool>())
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{
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*value = json_value.get<bool>();
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return true;
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}
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}
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else if (type == "texture_asset")
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{
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if (json_value.is<std::string>())
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{
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*value = json_value.get<std::string>();
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return true;
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}
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}
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break;
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};
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse the json, value is not valid for type '{}'",
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asset_id, type);
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@ -67,18 +172,6 @@ bool ParseMaterialProperties(const CustomAssetLibrary::AssetID& asset_id,
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}
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std::string type = type_iter->second.to_str();
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Common::ToLower(&type);
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if (type == "texture_asset")
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{
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property.m_type = MaterialProperty::Type::Type_TextureAsset;
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}
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else
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' failed to parse the json, value entry 'type' is "
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"an invalid option",
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asset_id);
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return false;
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}
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const auto code_name_iter = value_data_obj.find("code_name");
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if (code_name_iter == value_data_obj.end())
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@ -102,8 +195,11 @@ bool ParseMaterialProperties(const CustomAssetLibrary::AssetID& asset_id,
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const auto value_iter = value_data_obj.find("value");
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if (value_iter != value_data_obj.end())
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{
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if (!ParsePropertyValue(asset_id, property.m_type, value_iter->second, &property.m_value))
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if (!ParsePropertyValue(asset_id, value_iter->second, property.m_code_name, type,
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&property.m_value))
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{
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return false;
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}
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}
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material_property->push_back(std::move(property));
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@ -111,7 +207,90 @@ bool ParseMaterialProperties(const CustomAssetLibrary::AssetID& asset_id,
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return true;
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}
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template <typename T, std::size_t N>
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picojson::array ArrayToPicoArray(const std::array<T, N>& value)
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{
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picojson::array result;
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for (std::size_t i = 0; i < N; i++)
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{
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result.push_back(picojson::value{static_cast<double>(value[i])});
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}
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return result;
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}
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} // namespace
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void MaterialProperty::WriteToMemory(u8*& buffer, const MaterialProperty& property)
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{
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const auto write_memory = [&](const void* raw_value, std::size_t data_size) {
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std::memcpy(buffer, raw_value, data_size);
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std::memset(buffer + data_size, 0, MemorySize - data_size);
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buffer += MemorySize;
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};
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std::visit(
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overloaded{
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[&](const CustomAssetLibrary::AssetID&) {},
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[&](s32 value) { write_memory(&value, sizeof(s32)); },
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[&](const std::array<s32, 2>& value) { write_memory(value.data(), sizeof(s32) * 2); },
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[&](const std::array<s32, 3>& value) { write_memory(value.data(), sizeof(s32) * 3); },
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[&](const std::array<s32, 4>& value) { write_memory(value.data(), sizeof(s32) * 4); },
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[&](float value) { write_memory(&value, sizeof(float)); },
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[&](const std::array<float, 2>& value) { write_memory(value.data(), sizeof(float) * 2); },
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[&](const std::array<float, 3>& value) { write_memory(value.data(), sizeof(float) * 3); },
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[&](const std::array<float, 4>& value) { write_memory(value.data(), sizeof(float) * 4); },
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[&](bool value) { write_memory(&value, sizeof(bool)); }},
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property.m_value);
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}
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std::size_t MaterialProperty::GetMemorySize(const MaterialProperty& property)
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{
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std::size_t result = 0;
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std::visit(overloaded{[&](const CustomAssetLibrary::AssetID&) {},
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[&](s32) { result = MemorySize; },
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[&](const std::array<s32, 2>&) { result = MemorySize; },
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[&](const std::array<s32, 3>&) { result = MemorySize; },
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[&](const std::array<s32, 4>&) { result = MemorySize; },
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[&](float) { result = MemorySize; },
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[&](const std::array<float, 2>&) { result = MemorySize; },
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[&](const std::array<float, 3>&) { result = MemorySize; },
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[&](const std::array<float, 4>&) { result = MemorySize; },
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[&](bool) { result = MemorySize; }},
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property.m_value);
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return result;
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}
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void MaterialProperty::WriteAsShaderCode(ShaderCode& shader_source,
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const MaterialProperty& property)
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{
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const auto write_shader = [&](std::string_view type, u32 element_count) {
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if (element_count == 1)
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{
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shader_source.Write("{} {};\n", type, property.m_code_name);
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}
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else
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{
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shader_source.Write("{}{} {};\n", type, element_count, property.m_code_name);
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}
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for (std::size_t i = element_count; i < 4; i++)
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{
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shader_source.Write("{} {}_padding_{};\n", type, property.m_code_name, i + 1);
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}
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};
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std::visit(overloaded{[&](const CustomAssetLibrary::AssetID&) {},
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[&](s32 value) { write_shader("int", 1); },
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[&](const std::array<s32, 2>& value) { write_shader("int", 2); },
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[&](const std::array<s32, 3>& value) { write_shader("int", 3); },
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[&](const std::array<s32, 4>& value) { write_shader("int", 4); },
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[&](float value) { write_shader("float", 1); },
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[&](const std::array<float, 2>& value) { write_shader("float", 2); },
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[&](const std::array<float, 3>& value) { write_shader("float", 3); },
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[&](const std::array<float, 4>& value) { write_shader("float", 4); },
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[&](bool value) { write_shader("bool", 1); }},
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property.m_value);
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}
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bool MaterialData::FromJson(const CustomAssetLibrary::AssetID& asset_id,
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const picojson::object& json, MaterialData* data)
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{
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@ -3,7 +3,7 @@
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#pragma once
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#include <optional>
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#include <array>
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#include <string>
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#include <variant>
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#include <vector>
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@ -14,20 +14,20 @@
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#include "Common/EnumFormatter.h"
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#include "VideoCommon/Assets/CustomAsset.h"
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class ShaderCode;
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namespace VideoCommon
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{
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struct MaterialProperty
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{
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using Value = std::variant<std::string>;
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enum class Type
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{
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Type_Undefined,
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Type_TextureAsset,
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Type_Max = Type_TextureAsset
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};
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static void WriteToMemory(u8*& buffer, const MaterialProperty& property);
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static std::size_t GetMemorySize(const MaterialProperty& property);
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static void WriteAsShaderCode(ShaderCode& shader_source, const MaterialProperty& property);
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using Value = std::variant<CustomAssetLibrary::AssetID, s32, std::array<s32, 2>,
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std::array<s32, 3>, std::array<s32, 4>, float, std::array<float, 2>,
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std::array<float, 3>, std::array<float, 4>, bool>;
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std::string m_code_name;
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Type m_type = Type::Type_Undefined;
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std::optional<Value> m_value;
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Value m_value;
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};
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struct MaterialData
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@ -52,10 +52,3 @@ private:
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};
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} // namespace VideoCommon
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template <>
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struct fmt::formatter<VideoCommon::MaterialProperty::Type>
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: EnumFormatter<VideoCommon::MaterialProperty::Type::Type_Max>
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{
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constexpr formatter() : EnumFormatter({"Undefined", "Texture"}) {}
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};
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@ -393,21 +393,15 @@ void CustomPipelineAction::OnTextureCreate(GraphicsModActionData::TextureCreate*
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return;
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}
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if (property.m_type == VideoCommon::MaterialProperty::Type::Type_TextureAsset)
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if (auto* value = std::get_if<std::string>(&property.m_value))
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{
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if (property.m_value)
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auto asset = loader.LoadGameTexture(*value, m_library);
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if (asset)
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{
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if (auto* value = std::get_if<std::string>(&*property.m_value))
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{
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auto asset = loader.LoadGameTexture(*value, m_library);
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if (asset)
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{
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const auto loaded_time = asset->GetLastLoadedTime();
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game_assets.push_back(VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>{
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std::move(asset), loaded_time});
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m_texture_code_names.push_back(property.m_code_name);
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}
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}
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const auto loaded_time = asset->GetLastLoadedTime();
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game_assets.push_back(
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VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>{std::move(asset), loaded_time});
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m_texture_code_names.push_back(property.m_code_name);
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}
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}
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}
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