mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-12 18:27:24 +01:00
486 lines
17 KiB
C#
486 lines
17 KiB
C#
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 Lumina.Extensions;
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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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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 Version;
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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 Resource[] Uavs;
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public Key[] SystemKeys;
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public Key[] SceneKeys;
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public Key[] MaterialKeys;
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public Key[] SubViewKeys;
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public Node[] Nodes;
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public Item[] Items;
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public byte[] AdditionalData;
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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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=> MaterialParams.FirstOrNull(m => m.Id == id);
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public Resource? GetConstantById(uint id)
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=> Constants.FirstOrNull(c => c.Id == id);
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public Resource? GetConstantByName(string name)
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=> Constants.FirstOrNull(c => c.Name == name);
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public Resource? GetSamplerById(uint id)
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=> Samplers.FirstOrNull(s => s.Id == id);
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public Resource? GetSamplerByName(string name)
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=> Samplers.FirstOrNull(s => s.Name == name);
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public Resource? GetUavById(uint id)
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=> Uavs.FirstOrNull(u => u.Id == id);
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public Resource? GetUavByName(string name)
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=> Uavs.FirstOrNull(u => u.Name == name);
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public Key? GetSystemKeyById(uint id)
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=> SystemKeys.FirstOrNull(k => k.Id == id);
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public Key? GetSceneKeyById(uint id)
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=> SceneKeys.FirstOrNull(k => k.Id == id);
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public Key? GetMaterialKeyById(uint id)
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=> MaterialKeys.FirstOrNull(k => k.Id == id);
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public Node? GetNodeById(uint id)
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=> Nodes.FirstOrNull(n => n.Id == id);
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public Item? GetItemById(uint id)
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=> Items.FirstOrNull(i => i.Id == id);
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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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throw new InvalidDataException();
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Version = 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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throw new InvalidDataException();
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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 uavCount = r.ReadUInt32();
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var systemKeyCount = r.ReadUInt32();
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var sceneKeyCount = r.ReadUInt32();
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var materialKeyCount = r.ReadUInt32();
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var nodeCount = r.ReadUInt32();
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var itemCount = r.ReadUInt32();
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var blobs = new ReadOnlySpan<byte>(data, (int)blobsOffset, (int)(stringsOffset - blobsOffset));
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var 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,
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strings);
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PixelShaders = ReadShaderArray(r, (int)pixelShaderCount, DisassembledShader.ShaderStage.Pixel, DirectXVersion, disassemble, blobs,
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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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Uavs = ReadResourceArray(r, (int)uavCount, strings);
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SystemKeys = ReadKeyArray(r, (int)systemKeyCount);
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SceneKeys = ReadKeyArray(r, (int)sceneKeyCount);
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MaterialKeys = ReadKeyArray(r, (int)materialKeyCount);
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var subViewKey1Default = r.ReadUInt32();
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var subViewKey2Default = r.ReadUInt32();
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SubViewKeys = new Key[]
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{
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new()
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{
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Id = 1,
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DefaultValue = subViewKey1Default,
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Values = Array.Empty<uint>(),
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},
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new()
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{
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Id = 2,
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DefaultValue = subViewKey2Default,
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Values = Array.Empty<uint>(),
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},
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};
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Nodes = ReadNodeArray(r, (int)nodeCount, SystemKeys.Length, SceneKeys.Length, MaterialKeys.Length, SubViewKeys.Length);
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Items = r.ReadStructuresAsArray<Item>((int)itemCount);
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AdditionalData = r.ReadBytes((int)(blobsOffset - r.BaseStream.Position)); // This should be empty, but just in case.
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if (disassemble)
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UpdateUsed();
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UpdateKeyValues();
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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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var uavs = new Dictionary<uint, Resource>();
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static void CollectResources(Dictionary<uint, Resource> resources, Resource[] shaderResources, Func<uint, Resource?> getExistingById,
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DisassembledShader.ResourceType type)
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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) && type != DisassembledShader.ResourceType.ConstantBuffer)
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continue;
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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 ?? (type == DisassembledShader.ResourceType.ConstantBuffer ? (ushort)65535 : (ushort)2),
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Size = type == DisassembledShader.ResourceType.ConstantBuffer ? Math.Max(carry.Size, resource.Size) : existing?.Size ?? 0,
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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, DisassembledShader.ResourceType.ConstantBuffer);
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CollectResources(samplers, shader.Samplers, GetSamplerById, DisassembledShader.ResourceType.Sampler);
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CollectResources(uavs, shader.Uavs, GetUavById, DisassembledShader.ResourceType.Uav);
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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, DisassembledShader.ResourceType.ConstantBuffer);
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CollectResources(samplers, shader.Samplers, GetSamplerById, DisassembledShader.ResourceType.Sampler);
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CollectResources(uavs, shader.Uavs, GetUavById, DisassembledShader.ResourceType.Uav);
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}
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Constants = constants.Values.ToArray();
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Samplers = samplers.Values.ToArray();
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Uavs = uavs.Values.ToArray();
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UpdateUsed();
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// Ceil required size to a multiple of 16 bytes.
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// Offsets can be skipped, MaterialParamsConstantId's size is the count.
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MaterialParamsSize = (GetConstantById(MaterialParamsConstantId)?.Size ?? 0u) << 4;
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foreach (var param in MaterialParams)
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MaterialParamsSize = Math.Max(MaterialParamsSize, (uint)param.ByteOffset + param.ByteSize);
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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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var uUsage = new Dictionary<uint, (DisassembledShader.VectorComponents[], DisassembledShader.VectorComponents)>();
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static void CollectUsed(Dictionary<uint, (DisassembledShader.VectorComponents[], DisassembledShader.VectorComponents)> usage,
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Resource[] resources)
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{
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foreach (var resource in resources)
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{
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if (resource.Used == null)
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continue;
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usage.TryGetValue(resource.Id, out var carry);
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carry.Item1 ??= Array.Empty<DisassembledShader.VectorComponents>();
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var combined = new DisassembledShader.VectorComponents[Math.Max(carry.Item1.Length, resource.Used.Length)];
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for (var i = 0; i < combined.Length; ++i)
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combined[i] = (i < carry.Item1.Length ? carry.Item1[i] : 0) | (i < resource.Used.Length ? resource.Used[i] : 0);
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usage[resource.Id] = (combined, carry.Item2 | (resource.UsedDynamically ?? 0));
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}
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}
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static void CopyUsed(Resource[] resources,
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Dictionary<uint, (DisassembledShader.VectorComponents[], DisassembledShader.VectorComponents)> used)
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{
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for (var i = 0; i < resources.Length; ++i)
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{
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if (used.TryGetValue(resources[i].Id, out var usage))
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{
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resources[i].Used = usage.Item1;
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resources[i].UsedDynamically = usage.Item2;
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}
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else
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{
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resources[i].Used = null;
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resources[i].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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CollectUsed(cUsage, shader.Constants);
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CollectUsed(sUsage, shader.Samplers);
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CollectUsed(uUsage, shader.Uavs);
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}
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foreach (var shader in PixelShaders)
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{
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CollectUsed(cUsage, shader.Constants);
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CollectUsed(sUsage, shader.Samplers);
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CollectUsed(uUsage, shader.Uavs);
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}
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CopyUsed(Constants, cUsage);
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CopyUsed(Samplers, sUsage);
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CopyUsed(Uavs, uUsage);
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}
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public void UpdateKeyValues()
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{
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static HashSet<uint>[] InitializeValueSet(Key[] keys)
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=> Array.ConvertAll(keys, key => new HashSet<uint>()
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{
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key.DefaultValue,
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});
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static void CollectValues(HashSet<uint>[] valueSets, uint[] values)
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{
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for (var i = 0; i < valueSets.Length; ++i)
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valueSets[i].Add(values[i]);
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}
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static void CopyValues(Key[] keys, HashSet<uint>[] valueSets)
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{
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for (var i = 0; i < keys.Length; ++i)
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keys[i].Values = valueSets[i].ToArray();
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}
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var systemKeyValues = InitializeValueSet(SystemKeys);
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var sceneKeyValues = InitializeValueSet(SceneKeys);
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var materialKeyValues = InitializeValueSet(MaterialKeys);
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var subViewKeyValues = InitializeValueSet(SubViewKeys);
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foreach (var node in Nodes)
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{
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CollectValues(systemKeyValues, node.SystemKeys);
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CollectValues(sceneKeyValues, node.SceneKeys);
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CollectValues(materialKeyValues, node.MaterialKeys);
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CollectValues(subViewKeyValues, node.SubViewKeys);
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}
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CopyValues(SystemKeys, systemKeyValues);
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CopyValues(SceneKeys, sceneKeyValues);
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CopyValues(MaterialKeys, materialKeyValues);
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CopyValues(SubViewKeys, subViewKeyValues);
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}
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public void SetInvalid()
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=> Valid = false;
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public void SetChanged()
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=> _changed = true;
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public bool IsChanged()
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{
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var changed = _changed;
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_changed = false;
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return changed;
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}
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private static void ClearUsed(Resource[] resources)
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{
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for (var i = 0; i < resources.Length; ++i)
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{
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resources[i].Used = null;
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resources[i].UsedDynamically = null;
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}
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}
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private static Resource[] ReadResourceArray(BinaryReader r, int count, StringPool strings)
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{
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var ret = new Resource[count];
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for (var i = 0; i < count; ++i)
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{
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var id = r.ReadUInt32();
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var strOffset = r.ReadUInt32();
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var strSize = r.ReadUInt32();
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ret[i] = new Resource
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{
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Id = id,
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Name = strings.GetString((int)strOffset, (int)strSize),
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Slot = r.ReadUInt16(),
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Size = r.ReadUInt16(),
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};
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}
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return ret;
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}
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private static Shader[] ReadShaderArray(BinaryReader r, int count, DisassembledShader.ShaderStage stage, DxVersion directX,
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bool disassemble, ReadOnlySpan<byte> blobs, StringPool strings)
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{
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var extraHeaderSize = stage switch
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{
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DisassembledShader.ShaderStage.Vertex => directX switch
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{
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DxVersion.DirectX9 => 4,
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DxVersion.DirectX11 => 8,
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_ => throw new NotImplementedException(),
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},
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_ => 0,
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};
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var ret = new Shader[count];
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for (var i = 0; i < count; ++i)
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{
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var blobOffset = r.ReadUInt32();
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var blobSize = r.ReadUInt32();
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var constantCount = r.ReadUInt16();
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var samplerCount = r.ReadUInt16();
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var uavCount = r.ReadUInt16();
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if (r.ReadUInt16() != 0)
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throw new NotImplementedException();
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var rawBlob = blobs.Slice((int)blobOffset, (int)blobSize);
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ret[i] = new Shader
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{
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Stage = disassemble ? stage : DisassembledShader.ShaderStage.Unspecified,
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DirectXVersion = directX,
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Constants = ReadResourceArray(r, constantCount, strings),
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Samplers = ReadResourceArray(r, samplerCount, strings),
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Uavs = ReadResourceArray(r, uavCount, strings),
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AdditionalHeader = rawBlob[..extraHeaderSize].ToArray(),
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Blob = rawBlob[extraHeaderSize..].ToArray(),
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};
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}
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return ret;
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}
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private static Key[] ReadKeyArray(BinaryReader r, int count)
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{
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var ret = new Key[count];
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for (var i = 0; i < count; ++i)
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{
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ret[i] = new Key
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{
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Id = r.ReadUInt32(),
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DefaultValue = r.ReadUInt32(),
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Values = Array.Empty<uint>(),
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};
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}
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return ret;
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}
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private static Node[] ReadNodeArray(BinaryReader r, int count, int systemKeyCount, int sceneKeyCount, int materialKeyCount,
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int subViewKeyCount)
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{
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var ret = new Node[count];
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for (var i = 0; i < count; ++i)
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{
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var id = r.ReadUInt32();
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var passCount = r.ReadUInt32();
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ret[i] = new Node
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{
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Id = id,
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PassIndices = r.ReadBytes(16),
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SystemKeys = r.ReadStructuresAsArray<uint>(systemKeyCount),
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SceneKeys = r.ReadStructuresAsArray<uint>(sceneKeyCount),
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MaterialKeys = r.ReadStructuresAsArray<uint>(materialKeyCount),
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SubViewKeys = r.ReadStructuresAsArray<uint>(subViewKeyCount),
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Passes = r.ReadStructuresAsArray<Pass>((int)passCount),
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};
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}
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return ret;
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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 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 struct Pass
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{
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public uint Id;
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public uint VertexShader;
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public uint PixelShader;
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}
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public struct Key
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{
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public uint Id;
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public uint DefaultValue;
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public uint[] Values;
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}
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public struct Node
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{
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public uint Id;
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public byte[] PassIndices;
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public uint[] SystemKeys;
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public uint[] SceneKeys;
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public uint[] MaterialKeys;
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public uint[] SubViewKeys;
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public Pass[] Passes;
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}
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public struct Item
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{
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public uint Id;
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public uint Node;
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}
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}
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