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https://github.com/xivdev/Penumbra.git
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Mtrl shader resource editing, ShPk editing
This commit is contained in:
parent
7ee80c7d48
commit
0c17892f03
12 changed files with 2535 additions and 63 deletions
644
Penumbra.GameData/Files/ShpkFile.cs
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644
Penumbra.GameData/Files/ShpkFile.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using Lumina.Extensions;
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using Lumina.Misc;
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using Penumbra.GameData.Data;
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namespace Penumbra.GameData.Files;
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public partial class ShpkFile : IWritable
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{
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public enum DXVersion : uint
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{
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DirectX9 = 9,
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DirectX11 = 11,
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}
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public struct Resource
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{
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public uint Id;
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public string Name;
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public ushort Slot;
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public ushort Size;
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public DisassembledShader.VectorComponents[]? Used;
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public DisassembledShader.VectorComponents? UsedDynamically;
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}
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public struct Shader
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{
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public DisassembledShader.ShaderStage Stage;
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public DXVersion DirectXVersion;
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public Resource[] Constants;
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public Resource[] Samplers;
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public Resource[] UnknownX;
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public Resource[] UnknownY;
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public byte[] AdditionalHeader;
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private byte[] _blob;
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private DisassembledShader? _disassembly;
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public byte[] Blob
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{
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get => _blob;
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set
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{
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if (_blob == value)
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{
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return;
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}
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if (Stage != DisassembledShader.ShaderStage.Unspecified)
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{
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// Reject the blob entirely if we can't disassemble it or if we find inconsistencies.
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var disasm = DisassembledShader.Disassemble(value);
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if (disasm.Stage != Stage || (disasm.ShaderModel >> 8) + 6 != (uint)DirectXVersion)
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{
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throw new ArgumentException($"The supplied blob is a DirectX {(disasm.ShaderModel >> 8) + 6} {disasm.Stage} shader ; expected a DirectX {(uint)DirectXVersion} {Stage} shader.", nameof(value));
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}
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if (disasm.ShaderModel >= 0x0500)
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{
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var samplers = new Dictionary<uint, string>();
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var textures = new Dictionary<uint, string>();
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foreach (var binding in disasm.ResourceBindings)
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{
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switch (binding.Type)
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{
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case DisassembledShader.ResourceType.Texture:
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textures[binding.Slot] = NormalizeResourceName(binding.Name);
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break;
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case DisassembledShader.ResourceType.Sampler:
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samplers[binding.Slot] = NormalizeResourceName(binding.Name);
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break;
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}
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}
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if (samplers.Count != textures.Count || !samplers.All(pair => textures.TryGetValue(pair.Key, out var texName) && pair.Value == texName))
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{
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throw new ArgumentException($"The supplied blob has inconsistent shader and texture allocation.");
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}
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}
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_blob = value;
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_disassembly = disasm;
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}
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else
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{
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_blob = value;
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_disassembly = null;
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}
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UpdateUsed();
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}
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}
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public DisassembledShader? Disassembly => _disassembly;
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public Resource? GetConstantById(uint id)
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{
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return Constants.Select(res => new Resource?(res)).FirstOrDefault(res => res!.Value.Id == id);
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}
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public Resource? GetConstantByName(string name)
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{
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return Constants.Select(res => new Resource?(res)).FirstOrDefault(res => res!.Value.Name == name);
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}
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public Resource? GetSamplerById(uint id)
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{
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return Samplers.Select(res => new Resource?(res)).FirstOrDefault(res => res!.Value.Id == id);
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}
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public Resource? GetSamplerByName(string name)
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{
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return Samplers.Select(res => new Resource?(res)).FirstOrDefault(res => res!.Value.Name == name);
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}
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public void UpdateResources(ShpkFile file)
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{
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if (_disassembly == null)
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{
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throw new InvalidOperationException();
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}
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var constants = new List<Resource>();
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var samplers = new List<Resource>();
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foreach (var binding in _disassembly.ResourceBindings)
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{
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switch (binding.Type)
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{
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case DisassembledShader.ResourceType.ConstantBuffer:
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var name = NormalizeResourceName(binding.Name);
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// We want to preserve IDs as much as possible, and to deterministically generate new ones, to maximize compatibility.
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var id = GetConstantByName(name)?.Id ?? file.GetConstantByName(name)?.Id ?? Crc32.Get(name);
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constants.Add(new Resource
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{
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Id = id,
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Name = name,
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Slot = (ushort)binding.Slot,
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Size = (ushort)binding.RegisterCount,
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Used = binding.Used,
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});
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break;
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case DisassembledShader.ResourceType.Texture:
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name = NormalizeResourceName(binding.Name);
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id = GetSamplerByName(name)?.Id ?? file.GetSamplerByName(name)?.Id ?? Crc32.Get(name);
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samplers.Add(new Resource
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{
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Id = id,
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Name = name,
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Slot = (ushort)binding.Slot,
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Size = (ushort)binding.Slot,
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Used = binding.Used,
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});
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break;
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}
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}
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Constants = constants.ToArray();
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Samplers = samplers.ToArray();
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}
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private void UpdateUsed()
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{
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if (_disassembly != null)
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{
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var cbUsage = new Dictionary<string, (DisassembledShader.VectorComponents[], DisassembledShader.VectorComponents)>();
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var tUsage = new Dictionary<string, (DisassembledShader.VectorComponents[], DisassembledShader.VectorComponents)>();
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foreach (var binding in _disassembly.ResourceBindings)
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{
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switch (binding.Type)
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{
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case DisassembledShader.ResourceType.ConstantBuffer:
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cbUsage[NormalizeResourceName(binding.Name)] = (binding.Used, binding.UsedDynamically);
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break;
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case DisassembledShader.ResourceType.Texture:
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tUsage[NormalizeResourceName(binding.Name)] = (binding.Used, binding.UsedDynamically);
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break;
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}
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}
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for (var i = 0; i < Constants.Length; ++i)
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{
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if (cbUsage.TryGetValue(Constants[i].Name, out var usage))
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{
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Constants[i].Used = usage.Item1;
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Constants[i].UsedDynamically = usage.Item2;
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}
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else
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{
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Constants[i].Used = null;
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Constants[i].UsedDynamically = null;
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}
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}
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for (var i = 0; i < Samplers.Length; ++i)
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{
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if (tUsage.TryGetValue(Samplers[i].Name, out var usage))
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{
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Samplers[i].Used = usage.Item1;
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Samplers[i].UsedDynamically = usage.Item2;
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}
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else
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{
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Samplers[i].Used = null;
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Samplers[i].UsedDynamically = null;
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}
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}
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}
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else
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{
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ClearUsed(Constants);
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ClearUsed(Samplers);
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}
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}
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private static string NormalizeResourceName(string resourceName)
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{
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var dot = resourceName.IndexOf('.');
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if (dot >= 0)
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{
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return resourceName[..dot];
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}
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else if (resourceName.EndsWith("_S") || resourceName.EndsWith("_T"))
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{
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return resourceName[..^2];
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}
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else
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{
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return resourceName;
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}
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}
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}
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public struct MaterialParam
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{
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public uint Id;
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public ushort ByteOffset;
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public ushort ByteSize;
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}
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public class StringPool
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{
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public MemoryStream Data;
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public List<int> StartingOffsets;
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public StringPool(ReadOnlySpan<byte> bytes)
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{
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Data = new MemoryStream();
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Data.Write(bytes);
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StartingOffsets = new List<int>
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{
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0,
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};
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for (var i = 0; i < bytes.Length; ++i)
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{
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if (bytes[i] == 0)
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{
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StartingOffsets.Add(i + 1);
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}
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}
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if (StartingOffsets[^1] == bytes.Length)
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{
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StartingOffsets.RemoveAt(StartingOffsets.Count - 1);
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}
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else
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{
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Data.WriteByte(0);
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}
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}
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public string GetString(int offset, int size)
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{
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return Encoding.UTF8.GetString(Data.GetBuffer().AsSpan().Slice(offset, size));
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}
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public string GetNullTerminatedString(int offset)
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{
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var str = Data.GetBuffer().AsSpan()[offset..];
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var size = str.IndexOf((byte)0);
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if (size >= 0)
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{
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str = str[..size];
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}
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return Encoding.UTF8.GetString(str);
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}
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public (int, int) FindOrAddString(string str)
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{
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var dataSpan = Data.GetBuffer().AsSpan();
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var bytes = Encoding.UTF8.GetBytes(str);
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foreach (var offset in StartingOffsets)
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{
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if (offset + bytes.Length > Data.Length)
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{
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break;
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}
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var strSpan = dataSpan[offset..];
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var match = true;
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for (var i = 0; i < bytes.Length; ++i)
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{
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if (strSpan[i] != bytes[i])
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{
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match = false;
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break;
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}
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}
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if (match && strSpan[bytes.Length] == 0)
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{
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return (offset, bytes.Length);
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}
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}
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Data.Seek(0L, SeekOrigin.End);
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var newOffset = (int)Data.Position;
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StartingOffsets.Add(newOffset);
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Data.Write(bytes);
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Data.WriteByte(0);
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return (newOffset, bytes.Length);
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}
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}
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private const uint ShPkMagic = 0x6B506853u; // bytes of ShPk
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private const uint DX9Magic = 0x00395844u; // bytes of DX9\0
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private const uint DX11Magic = 0x31315844u; // bytes of DX11
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public const uint MaterialParamsConstantId = 0x64D12851u;
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public uint Unknown1;
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public DXVersion DirectXVersion;
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public Shader[] VertexShaders;
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public Shader[] PixelShaders;
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public uint MaterialParamsSize;
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public MaterialParam[] MaterialParams;
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public Resource[] Constants;
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public Resource[] Samplers;
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public (uint, uint)[] UnknownA;
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public (uint, uint)[] UnknownB;
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public (uint, uint)[] UnknownC;
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public uint Unknown2;
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public uint Unknown3;
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public uint Unknown4;
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public (uint, uint, uint) Unknowns;
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public byte[] AdditionalData;
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public StringPool Strings; // Cannot be safely discarded yet, we don't know if AdditionalData references it
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public bool Valid { get; private set; }
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private bool _changed;
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public MaterialParam? GetMaterialParamById(uint id)
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{
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return MaterialParams.Select(param => new MaterialParam?(param)).FirstOrDefault(param => param!.Value.Id == id);
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}
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public Resource? GetConstantById(uint id)
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{
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return Constants.Select(res => new Resource?(res)).FirstOrDefault(res => res!.Value.Id == id);
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}
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public Resource? GetConstantByName(string name)
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{
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return Constants.Select(res => new Resource?(res)).FirstOrDefault(res => res!.Value.Name == name);
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}
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public Resource? GetSamplerById(uint id)
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{
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return Samplers.Select(res => new Resource?(res)).FirstOrDefault(res => res!.Value.Id == id);
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}
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public Resource? GetSamplerByName(string name)
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{
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return Samplers.Select(res => new Resource?(res)).FirstOrDefault(res => res!.Value.Name == name);
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}
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// Activator.CreateInstance can't use a ctor with a default value so this has to be made explicit
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public ShpkFile(byte[] data)
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: this(data, false)
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{
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}
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public ShpkFile(byte[] data, bool disassemble = false)
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{
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using var stream = new MemoryStream(data);
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using var r = new BinaryReader(stream);
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if (r.ReadUInt32() != ShPkMagic)
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{
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throw new InvalidDataException();
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}
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Unknown1 = r.ReadUInt32();
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DirectXVersion = r.ReadUInt32() switch
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{
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DX9Magic => DXVersion.DirectX9,
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DX11Magic => DXVersion.DirectX11,
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_ => throw new InvalidDataException(),
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};
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if (r.ReadUInt32() != data.Length)
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{
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throw new InvalidDataException();
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}
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var blobsOffset = r.ReadUInt32();
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var stringsOffset = r.ReadUInt32();
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var vertexShaderCount = r.ReadUInt32();
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var pixelShaderCount = r.ReadUInt32();
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MaterialParamsSize = r.ReadUInt32();
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var materialParamCount = r.ReadUInt32();
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var constantCount = r.ReadUInt32();
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var samplerCount = r.ReadUInt32();
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var unknownACount = r.ReadUInt32();
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var unknownBCount = r.ReadUInt32();
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var unknownCCount = r.ReadUInt32();
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Unknown2 = r.ReadUInt32();
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Unknown3 = r.ReadUInt32();
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Unknown4 = r.ReadUInt32();
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var blobs = new ReadOnlySpan<byte>(data, (int)blobsOffset, (int)(stringsOffset - blobsOffset));
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Strings = new StringPool(new ReadOnlySpan<byte>(data, (int)stringsOffset, (int)(data.Length - stringsOffset)));
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VertexShaders = ReadShaderArray(r, (int)vertexShaderCount, DisassembledShader.ShaderStage.Vertex, DirectXVersion, disassemble, blobs, Strings);
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PixelShaders = ReadShaderArray(r, (int)pixelShaderCount, DisassembledShader.ShaderStage.Pixel, DirectXVersion, disassemble, blobs, Strings);
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MaterialParams = r.ReadStructuresAsArray<MaterialParam>((int)materialParamCount);
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Constants = ReadResourceArray(r, (int)constantCount, Strings);
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Samplers = ReadResourceArray(r, (int)samplerCount, Strings);
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var unk1 = r.ReadUInt32();
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var unk2 = r.ReadUInt32();
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var unk3 = r.ReadUInt32();
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Unknowns = (unk1, unk2, unk3);
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UnknownA = ReadUInt32PairArray(r, (int)unknownACount);
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UnknownB = ReadUInt32PairArray(r, (int)unknownBCount);
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UnknownC = ReadUInt32PairArray(r, (int)unknownCCount);
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AdditionalData = r.ReadBytes((int)(blobsOffset - r.BaseStream.Position));
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if (disassemble)
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{
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UpdateUsed();
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}
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Valid = true;
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_changed = false;
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}
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public void UpdateResources()
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{
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var constants = new Dictionary<uint, Resource>();
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var samplers = new Dictionary<uint, Resource>();
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static void CollectResources(Dictionary<uint, Resource> resources, Resource[] shaderResources, Func<uint, Resource?> getExistingById, bool isSamplers)
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{
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foreach (var resource in shaderResources)
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{
|
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if (resources.TryGetValue(resource.Id, out var carry) && isSamplers)
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{
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continue;
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}
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var existing = getExistingById(resource.Id);
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resources[resource.Id] = new Resource
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{
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Id = resource.Id,
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Name = resource.Name,
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Slot = existing?.Slot ?? (isSamplers ? (ushort)2 : (ushort)65535),
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Size = isSamplers ? (existing?.Size ?? 0) : Math.Max(carry.Size, resource.Size),
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Used = null,
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UsedDynamically = null,
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};
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}
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}
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foreach (var shader in VertexShaders)
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{
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CollectResources(constants, shader.Constants, GetConstantById, false);
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CollectResources(samplers, shader.Samplers, GetSamplerById, true);
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}
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foreach (var shader in PixelShaders)
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{
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CollectResources(constants, shader.Constants, GetConstantById, false);
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CollectResources(samplers, shader.Samplers, GetSamplerById, true);
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}
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Constants = constants.Values.ToArray();
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Samplers = samplers.Values.ToArray();
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UpdateUsed();
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MaterialParamsSize = (GetConstantById(MaterialParamsConstantId)?.Size ?? 0u) << 4;
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foreach (var param in MaterialParams)
|
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{
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MaterialParamsSize = Math.Max(MaterialParamsSize, (uint)param.ByteOffset + param.ByteSize);
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}
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MaterialParamsSize = (MaterialParamsSize + 0xFu) & ~0xFu;
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}
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private void UpdateUsed()
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{
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var cUsage = new Dictionary<uint, (DisassembledShader.VectorComponents[], DisassembledShader.VectorComponents)>();
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var sUsage = new Dictionary<uint, (DisassembledShader.VectorComponents[], DisassembledShader.VectorComponents)>();
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static void CollectUsage(Dictionary<uint, (DisassembledShader.VectorComponents[], DisassembledShader.VectorComponents)> usage, Resource[] resources)
|
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{
|
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foreach (var resource in resources)
|
||||
{
|
||||
if (resource.Used == null)
|
||||
{
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continue;
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||||
}
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usage.TryGetValue(resource.Id, out var carry);
|
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carry.Item1 ??= Array.Empty<DisassembledShader.VectorComponents>();
|
||||
var combined = new DisassembledShader.VectorComponents[Math.Max(carry.Item1.Length, resource.Used.Length)];
|
||||
for (var i = 0; i < combined.Length; ++i)
|
||||
{
|
||||
combined[i] = (i < carry.Item1.Length ? carry.Item1[i] : 0) | (i < resource.Used.Length ? resource.Used[i] : 0);
|
||||
}
|
||||
usage[resource.Id] = (combined, carry.Item2 | (resource.UsedDynamically ?? 0));
|
||||
}
|
||||
}
|
||||
foreach (var shader in VertexShaders)
|
||||
{
|
||||
CollectUsage(cUsage, shader.Constants);
|
||||
CollectUsage(sUsage, shader.Samplers);
|
||||
}
|
||||
foreach (var shader in PixelShaders)
|
||||
{
|
||||
CollectUsage(cUsage, shader.Constants);
|
||||
CollectUsage(sUsage, shader.Samplers);
|
||||
}
|
||||
for (var i = 0; i < Constants.Length; ++i)
|
||||
{
|
||||
if (cUsage.TryGetValue(Constants[i].Id, out var usage))
|
||||
{
|
||||
Constants[i].Used = usage.Item1;
|
||||
Constants[i].UsedDynamically = usage.Item2;
|
||||
}
|
||||
else
|
||||
{
|
||||
Constants[i].Used = null;
|
||||
Constants[i].UsedDynamically = null;
|
||||
}
|
||||
}
|
||||
for (var i = 0; i < Samplers.Length; ++i)
|
||||
{
|
||||
if (sUsage.TryGetValue(Samplers[i].Id, out var usage))
|
||||
{
|
||||
Samplers[i].Used = usage.Item1;
|
||||
Samplers[i].UsedDynamically = usage.Item2;
|
||||
}
|
||||
else
|
||||
{
|
||||
Samplers[i].Used = null;
|
||||
Samplers[i].UsedDynamically = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetInvalid()
|
||||
{
|
||||
Valid = false;
|
||||
}
|
||||
|
||||
public void SetChanged()
|
||||
{
|
||||
_changed = true;
|
||||
}
|
||||
|
||||
public bool IsChanged()
|
||||
{
|
||||
var changed = _changed;
|
||||
_changed = false;
|
||||
return changed;
|
||||
}
|
||||
|
||||
private static void ClearUsed(Resource[] resources)
|
||||
{
|
||||
for (var i = 0; i < resources.Length; ++i)
|
||||
{
|
||||
resources[i].Used = null;
|
||||
resources[i].UsedDynamically = null;
|
||||
}
|
||||
}
|
||||
|
||||
private static Resource[] ReadResourceArray(BinaryReader r, int count, StringPool strings)
|
||||
{
|
||||
var ret = new Resource[count];
|
||||
for (var i = 0; i < count; ++i)
|
||||
{
|
||||
var buf = new Resource();
|
||||
|
||||
buf.Id = r.ReadUInt32();
|
||||
var strOffset = r.ReadUInt32();
|
||||
var strSize = r.ReadUInt32();
|
||||
buf.Name = strings.GetString((int)strOffset, (int)strSize);
|
||||
buf.Slot = r.ReadUInt16();
|
||||
buf.Size = r.ReadUInt16();
|
||||
|
||||
ret[i] = buf;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
private static Shader[] ReadShaderArray(BinaryReader r, int count, DisassembledShader.ShaderStage stage, DXVersion directX, bool disassemble, ReadOnlySpan<byte> blobs, StringPool strings)
|
||||
{
|
||||
var extraHeaderSize = stage switch
|
||||
{
|
||||
DisassembledShader.ShaderStage.Vertex => directX switch
|
||||
{
|
||||
DXVersion.DirectX9 => 4,
|
||||
DXVersion.DirectX11 => 8,
|
||||
_ => throw new NotImplementedException(),
|
||||
},
|
||||
_ => 0,
|
||||
};
|
||||
|
||||
var ret = new Shader[count];
|
||||
for (var i = 0; i < count; ++i)
|
||||
{
|
||||
var blobOffset = r.ReadUInt32();
|
||||
var blobSize = r.ReadUInt32();
|
||||
var constantCount = r.ReadUInt16();
|
||||
var samplerCount = r.ReadUInt16();
|
||||
var unknownXCount = r.ReadUInt16();
|
||||
var unknownYCount = r.ReadUInt16();
|
||||
|
||||
var rawBlob = blobs.Slice((int)blobOffset, (int)blobSize);
|
||||
|
||||
var shader = new Shader();
|
||||
|
||||
shader.Stage = disassemble ? stage : DisassembledShader.ShaderStage.Unspecified;
|
||||
shader.DirectXVersion = directX;
|
||||
shader.Constants = ReadResourceArray(r, constantCount, strings);
|
||||
shader.Samplers = ReadResourceArray(r, samplerCount, strings);
|
||||
shader.UnknownX = ReadResourceArray(r, unknownXCount, strings);
|
||||
shader.UnknownY = ReadResourceArray(r, unknownYCount, strings);
|
||||
shader.AdditionalHeader = rawBlob[..extraHeaderSize].ToArray();
|
||||
shader.Blob = rawBlob[extraHeaderSize..].ToArray();
|
||||
|
||||
ret[i] = shader;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
private static (uint, uint)[] ReadUInt32PairArray(BinaryReader r, int count)
|
||||
{
|
||||
var ret = new (uint, uint)[count];
|
||||
for (var i = 0; i < count; ++i)
|
||||
{
|
||||
var first = r.ReadUInt32();
|
||||
var second = r.ReadUInt32();
|
||||
|
||||
ret[i] = (first, second);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue