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

@ -123,6 +123,50 @@ namespace IW4
ShaderInfoFromFileSystemCacheState* const m_shader_info_cache;
public:
class PassShaderArgument
{
public:
MaterialShaderArgument m_arg;
MaterialUpdateFrequency m_update_frequency;
static MaterialUpdateFrequency GetUpdateFrequencyForArg(MaterialShaderArgument arg)
{
switch(arg.type)
{
case MTL_ARG_CODE_VERTEX_CONST:
case MTL_ARG_CODE_PIXEL_CONST:
if (arg.u.codeConst.index >= std::extent_v<decltype(s_codeConstUpdateFreq)>)
{
assert(false);
return MTL_UPDATE_RARELY;
}
return s_codeConstUpdateFreq[arg.u.codeConst.index];
case MTL_ARG_CODE_PIXEL_SAMPLER:
if(arg.u.codeSampler >= std::extent_v<decltype(s_codeSamplerUpdateFreq)>)
{
assert(false);
return MTL_UPDATE_RARELY;
}
return s_codeSamplerUpdateFreq[arg.u.codeSampler];
case MTL_ARG_MATERIAL_VERTEX_CONST:
case MTL_ARG_MATERIAL_PIXEL_SAMPLER:
case MTL_ARG_MATERIAL_PIXEL_CONST:
case MTL_ARG_LITERAL_VERTEX_CONST:
case MTL_ARG_LITERAL_PIXEL_CONST:
default:
return MTL_UPDATE_RARELY;
}
}
explicit PassShaderArgument(const MaterialShaderArgument arg)
: m_arg(arg),
m_update_frequency(GetUpdateFrequencyForArg(arg))
{
}
};
struct Pass
{
XAssetInfo<MaterialVertexShader>* m_vertex_shader;
@ -139,11 +183,13 @@ namespace IW4
MaterialVertexDeclaration m_vertex_decl;
XAssetInfo<MaterialVertexDeclaration>* m_vertex_decl_asset;
std::vector<MaterialShaderArgument> m_arguments;
std::vector<PassShaderArgument> m_arguments;
Pass()
: m_vertex_shader(nullptr),
m_vertex_shader_info(nullptr),
m_pixel_shader(nullptr),
m_pixel_shader_info(nullptr),
m_vertex_decl{},
m_vertex_decl_asset(nullptr)
{
@ -230,7 +276,7 @@ namespace IW4
if (elementOffset >= std::max(arrayCount, 1u))
return false;
pass.m_arguments.push_back(argument);
pass.m_arguments.emplace_back(argument);
return true;
}
@ -332,9 +378,18 @@ namespace IW4
bool AcceptEndPass(std::string& errorMessage) override
{
assert(!m_passes.empty());
auto& pass = m_passes.at(m_passes.size() - 1);
if (!AutoCreateVertexShaderArguments(errorMessage) || !AutoCreatePixelShaderArguments(errorMessage))
return false;
// Sort args by their update frequency
std::sort(pass.m_arguments.begin(), pass.m_arguments.end(), [](const PassShaderArgument& arg1, const PassShaderArgument& arg2)
{
return arg1.m_update_frequency < arg2.m_update_frequency;
});
AllocateVertexDecl();
return true;
@ -646,7 +701,7 @@ namespace IW4
if (!SetArgumentCodeConst(argument, source, shaderConstant, constantSource->source, constantSource->arrayCount, errorMessage))
return false;
pass.m_arguments.push_back(argument);
pass.m_arguments.emplace_back(argument);
pass.m_handled_vertex_shader_arguments[pass.m_vertex_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
return true;
@ -725,7 +780,7 @@ namespace IW4
}
pass.m_arguments.push_back(argument);
pass.m_arguments.emplace_back(argument);
pass.m_handled_pixel_shader_arguments[pass.m_pixel_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
return true;
@ -800,7 +855,7 @@ namespace IW4
argument.dest = static_cast<uint16_t>(shaderConstant.m_register_index + registerOffset);
argument.u.literalConst = m_zone_state->GetAllocatedLiteral(m_memory, source);
pass.m_arguments.push_back(argument);
pass.m_arguments.emplace_back(argument);
if (shader == techset::ShaderSelector::VERTEX_SHADER)
pass.m_handled_vertex_shader_arguments[pass.m_vertex_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
@ -864,7 +919,7 @@ namespace IW4
argument.u.nameHash = Common::R_HashString(source.m_name.c_str(), 0u);
argument.dest = static_cast<uint16_t>(shaderConstant.m_register_index + registerOffset);
pass.m_arguments.push_back(argument);
pass.m_arguments.emplace_back(argument);
if (shader == techset::ShaderSelector::VERTEX_SHADER)
pass.m_handled_vertex_shader_arguments[pass.m_vertex_shader_argument_handled_offset[shaderConstantIndex] + elementOffset] = true;
@ -935,35 +990,39 @@ namespace IW4
out.pixelShader = in.m_pixel_shader->Asset();
out.vertexDecl = in.m_vertex_decl_asset->Asset();
const auto argDataSize = sizeof(MaterialShaderArgument) * in.m_arguments.size();
out.args = static_cast<MaterialShaderArgument*>(m_memory->Alloc(argDataSize));
size_t perObjArgCount = 0u;
size_t perPrimArgCount = 0u;
size_t stableArgCount = 0u;
size_t argIndex = 0u;
for (const auto& arg : in.m_arguments)
{
if (arg.type == MTL_ARG_MATERIAL_VERTEX_CONST
|| arg.type == MTL_ARG_MATERIAL_PIXEL_CONST
|| arg.type == MTL_ARG_MATERIAL_PIXEL_SAMPLER)
{
perObjArgCount++;
}
else if (arg.type >= MTL_ARG_CODE_PRIM_BEGIN && arg.type < MTL_ARG_CODE_PRIM_END)
switch (arg.m_update_frequency)
{
case MTL_UPDATE_PER_PRIM:
perPrimArgCount++;
}
else
{
break;
case MTL_UPDATE_PER_OBJECT:
perObjArgCount++;
break;
case MTL_UPDATE_RARELY:
stableArgCount++;
break;
case MTL_UPDATE_CUSTOM:
default:
assert(false);
break;
}
out.args[argIndex++] = arg.m_arg;
}
out.perObjArgCount = static_cast<unsigned char>(perObjArgCount);
out.perPrimArgCount = static_cast<unsigned char>(perPrimArgCount);
out.stableArgCount = static_cast<unsigned char>(stableArgCount);
const auto dataSize = sizeof(MaterialShaderArgument) * in.m_arguments.size();
out.args = static_cast<MaterialShaderArgument*>(m_memory->Alloc(dataSize));
memcpy(out.args, in.m_arguments.data(), dataSize);
if (in.m_vertex_shader)
dependencies.push_back(in.m_vertex_shader);
if (in.m_pixel_shader)