Correctly identify update frequencies for shader arguments

This commit is contained in:
Jan
2022-04-15 16:01:39 +02:00
parent cd8e6cf96a
commit 65c9267b06
3 changed files with 264 additions and 28 deletions

View File

@ -338,6 +338,175 @@ namespace IW4
{}
};
inline MaterialUpdateFrequency s_codeConstUpdateFreq[]
{
MTL_UPDATE_RARELY, // LIGHT_POSITION
MTL_UPDATE_RARELY, // LIGHT_DIFFUSE
MTL_UPDATE_RARELY, // LIGHT_SPECULAR
MTL_UPDATE_RARELY, // LIGHT_SPOTDIR
MTL_UPDATE_RARELY, // LIGHT_SPOTFACTORS
MTL_UPDATE_RARELY, // LIGHT_FALLOFF_PLACEMENT
MTL_UPDATE_RARELY, // PARTICLE_CLOUD_COLOR
MTL_UPDATE_RARELY, // GAMETIME
MTL_UPDATE_RARELY, // PIXEL_COST_FRACS
MTL_UPDATE_RARELY, // PIXEL_COST_DECODE
MTL_UPDATE_RARELY, // FILTER_TAP_0
MTL_UPDATE_RARELY, // FILTER_TAP_1
MTL_UPDATE_RARELY, // FILTER_TAP_2
MTL_UPDATE_RARELY, // FILTER_TAP_3
MTL_UPDATE_RARELY, // FILTER_TAP_4
MTL_UPDATE_RARELY, // FILTER_TAP_5
MTL_UPDATE_RARELY, // FILTER_TAP_6
MTL_UPDATE_RARELY, // FILTER_TAP_7
MTL_UPDATE_RARELY, // COLOR_MATRIX_R
MTL_UPDATE_RARELY, // COLOR_MATRIX_G
MTL_UPDATE_RARELY, // COLOR_MATRIX_B
MTL_UPDATE_RARELY, // SHADOWMAP_POLYGON_OFFSET
MTL_UPDATE_RARELY, // RENDER_TARGET_SIZE
MTL_UPDATE_RARELY, // DOF_EQUATION_VIEWMODEL_AND_FAR_BLUR
MTL_UPDATE_RARELY, // DOF_EQUATION_SCENE
MTL_UPDATE_RARELY, // DOF_LERP_SCALE
MTL_UPDATE_RARELY, // DOF_LERP_BIAS
MTL_UPDATE_RARELY, // DOF_ROW_DELTA
MTL_UPDATE_RARELY, // MOTION_MATRIX_X
MTL_UPDATE_RARELY, // MOTION_MATRIX_Y
MTL_UPDATE_RARELY, // MOTION_MATRIX_W
MTL_UPDATE_RARELY, // SHADOWMAP_SWITCH_PARTITION
MTL_UPDATE_RARELY, // SHADOWMAP_SCALE
MTL_UPDATE_RARELY, // ZNEAR
MTL_UPDATE_RARELY, // LIGHTING_LOOKUP_SCALE
MTL_UPDATE_RARELY, // DEBUG_BUMPMAP
MTL_UPDATE_RARELY, // MATERIAL_COLOR
MTL_UPDATE_RARELY, // FOG
MTL_UPDATE_RARELY, // FOG_COLOR_LINEAR
MTL_UPDATE_RARELY, // FOG_COLOR_GAMMA
MTL_UPDATE_RARELY, // FOG_SUN_CONSTS
MTL_UPDATE_RARELY, // FOG_SUN_COLOR_LINEAR
MTL_UPDATE_RARELY, // FOG_SUN_COLOR_GAMMA
MTL_UPDATE_RARELY, // FOG_SUN_DIR
MTL_UPDATE_RARELY, // GLOW_SETUP
MTL_UPDATE_RARELY, // GLOW_APPLY
MTL_UPDATE_RARELY, // COLOR_BIAS
MTL_UPDATE_RARELY, // COLOR_TINT_BASE
MTL_UPDATE_RARELY, // COLOR_TINT_DELTA
MTL_UPDATE_RARELY, // COLOR_TINT_QUADRATIC_DELTA
MTL_UPDATE_RARELY, // OUTDOOR_FEATHER_PARMS
MTL_UPDATE_RARELY, // ENVMAP_PARMS
MTL_UPDATE_RARELY, // SUN_SHADOWMAP_PIXEL_ADJUST
MTL_UPDATE_RARELY, // SPOT_SHADOWMAP_PIXEL_ADJUST
MTL_UPDATE_RARELY, // COMPOSITE_FX_DISTORTION
MTL_UPDATE_RARELY, // POSTFX_FADE_EFFECT
MTL_UPDATE_RARELY, // VIEWPORT_DIMENSIONS
MTL_UPDATE_RARELY, // FRAMEBUFFER_READ
MTL_UPDATE_PER_PRIM, // BASE_LIGHTING_COORDS
MTL_UPDATE_PER_PRIM, // LIGHT_PROBE_AMBIENT
MTL_UPDATE_RARELY, // NEARPLANE_ORG
MTL_UPDATE_RARELY, // NEARPLANE_DX
MTL_UPDATE_RARELY, // NEARPLANE_DY
MTL_UPDATE_RARELY, // CLIP_SPACE_LOOKUP_SCALE
MTL_UPDATE_RARELY, // CLIP_SPACE_LOOKUP_OFFSET
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_MATRIX0
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_MATRIX1
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_MATRIX2
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_SPARK_COLOR0
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_SPARK_COLOR1
MTL_UPDATE_PER_OBJECT, // PARTICLE_CLOUD_SPARK_COLOR2
MTL_UPDATE_PER_OBJECT, // PARTICLE_FOUNTAIN_PARM0
MTL_UPDATE_PER_OBJECT, // PARTICLE_FOUNTAIN_PARM1
MTL_UPDATE_PER_OBJECT, // DEPTH_FROM_CLIP
MTL_UPDATE_PER_OBJECT, // CODE_MESH_ARG_0
MTL_UPDATE_PER_OBJECT, // CODE_MESH_ARG_1
MTL_UPDATE_PER_OBJECT, // VIEW_MATRIX
MTL_UPDATE_PER_OBJECT, // INVERSE_VIEW_MATRIX
MTL_UPDATE_PER_OBJECT, // TRANSPOSE_VIEW_MATRIX
MTL_UPDATE_PER_OBJECT, // INVERSE_TRANSPOSE_VIEW_MATRIX
MTL_UPDATE_PER_OBJECT, // PROJECTION_MATRIX
MTL_UPDATE_PER_OBJECT, // INVERSE_PROJECTION_MATRIX
MTL_UPDATE_PER_OBJECT, // TRANSPOSE_PROJECTION_MATRIX
MTL_UPDATE_PER_OBJECT, // INVERSE_TRANSPOSE_PROJECTION_MATRIX
MTL_UPDATE_PER_OBJECT, // VIEW_PROJECTION_MATRIX
MTL_UPDATE_PER_OBJECT, // INVERSE_VIEW_PROJECTION_MATRIX
MTL_UPDATE_PER_OBJECT, // TRANSPOSE_VIEW_PROJECTION_MATRIX
MTL_UPDATE_PER_OBJECT, // INVERSE_TRANSPOSE_VIEW_PROJECTION_MATRIX
MTL_UPDATE_PER_OBJECT, // SHADOW_LOOKUP_MATRIX
MTL_UPDATE_PER_OBJECT, // INVERSE_SHADOW_LOOKUP_MATRIX
MTL_UPDATE_PER_OBJECT, // TRANSPOSE_SHADOW_LOOKUP_MATRIX
MTL_UPDATE_PER_OBJECT, // INVERSE_TRANSPOSE_SHADOW_LOOKUP_MATRIX
MTL_UPDATE_PER_PRIM, // WORLD_OUTDOOR_LOOKUP_MATRIX
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_OUTDOOR_LOOKUP_MATRIX
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_OUTDOOR_LOOKUP_MATRIX
MTL_UPDATE_PER_PRIM, // WORLD_MATRIX0
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_MATRIX0
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_MATRIX0
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_MATRIX0
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_MATRIX0
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_MATRIX0
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_MATRIX0
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX0
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_PROJECTION_MATRIX0
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_PROJECTION_MATRIX0
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX0
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX0
MTL_UPDATE_PER_PRIM, // WORLD_MATRIX1
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_MATRIX1
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_MATRIX1
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_MATRIX1
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_MATRIX1
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_MATRIX1
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_MATRIX1
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX1
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_PROJECTION_MATRIX1
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_PROJECTION_MATRIX1
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX1
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX1
MTL_UPDATE_PER_PRIM, // WORLD_MATRIX2
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_MATRIX2
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_MATRIX2
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_MATRIX2
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_MATRIX2
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_MATRIX2
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_MATRIX2
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX2
MTL_UPDATE_PER_PRIM, // WORLD_VIEW_PROJECTION_MATRIX2
MTL_UPDATE_PER_PRIM, // INVERSE_WORLD_VIEW_PROJECTION_MATRIX2
MTL_UPDATE_PER_PRIM, // TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX2
MTL_UPDATE_PER_PRIM, // INVERSE_TRANSPOSE_WORLD_VIEW_PROJECTION_MATRIX2
};
static_assert(std::extent_v<decltype(s_codeConstUpdateFreq)> == CONST_SRC_TOTAL_COUNT);
inline MaterialUpdateFrequency s_codeSamplerUpdateFreq[]
{
MTL_UPDATE_RARELY, // BLACK
MTL_UPDATE_RARELY, // WHITE
MTL_UPDATE_RARELY, // IDENTITY_NORMAL_MAP
MTL_UPDATE_RARELY, // MODEL_LIGHTING
MTL_UPDATE_CUSTOM, // LIGHTMAP_PRIMARY
MTL_UPDATE_CUSTOM, // LIGHTMAP_SECONDARY
MTL_UPDATE_RARELY, // SHADOWMAP_SUN
MTL_UPDATE_RARELY, // SHADOWMAP_SPOT
MTL_UPDATE_PER_OBJECT, // FEEDBACK
MTL_UPDATE_RARELY, // RESOLVED_POST_SUN
MTL_UPDATE_RARELY, // RESOLVED_SCENE
MTL_UPDATE_RARELY, // POST_EFFECT_0
MTL_UPDATE_RARELY, // POST_EFFECT_1
MTL_UPDATE_PER_OBJECT, // LIGHT_ATTENUATION
MTL_UPDATE_RARELY, // OUTDOOR
MTL_UPDATE_RARELY, // FLOATZ
MTL_UPDATE_RARELY, // PROCESSED_FLOATZ
MTL_UPDATE_RARELY, // RAW_FLOATZ
MTL_UPDATE_RARELY, // HALF_PARTICLES
MTL_UPDATE_RARELY, // HALF_PARTICLES_Z
MTL_UPDATE_PER_OBJECT, // CASE_TEXTURE
MTL_UPDATE_PER_OBJECT, // CINEMATIC_Y
MTL_UPDATE_PER_OBJECT, // CINEMATIC_CR
MTL_UPDATE_PER_OBJECT, // CINEMATIC_CB
MTL_UPDATE_PER_OBJECT, // CINEMATIC_A
MTL_UPDATE_CUSTOM, // REFLECTION_PROBE
MTL_UPDATE_RARELY, // ALTERNATE_SCENE
};
static_assert(std::extent_v<decltype(s_codeSamplerUpdateFreq)> == TEXTURE_SRC_CODE_COUNT);
static constexpr std::pair<uint32_t, const char*> KnownMaterialSource(const char* name)
{
return std::make_pair(Common::R_HashString(name, 0u), name);