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

This commit is contained in:
iwubcode 2023-10-15 16:34:06 -05:00
parent 96c256f97a
commit e204b3c8ee
3 changed files with 219 additions and 53 deletions

View file

@ -3,32 +3,137 @@
#include "VideoCommon/Assets/MaterialAsset.h"
#include <algorithm>
#include <string_view>
#include <vector>
#include "Common/Logging/Log.h"
#include "Common/StringUtil.h"
#include "Common/VariantUtil.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "VideoCommon/ShaderGenCommon.h"
namespace VideoCommon
{
namespace
{
bool ParsePropertyValue(const CustomAssetLibrary::AssetID& asset_id, MaterialProperty::Type type,
const picojson::value& json_value,
std::optional<MaterialProperty::Value>* value)
// While not optimal, we pad our data to match std140 shader requirements
// this memory constant indicates the memory stride for a single uniform
// regardless of data type
constexpr std::size_t MemorySize = sizeof(float) * 4;
template <typename ElementType, std::size_t ElementCount>
bool ParseNumeric(const CustomAssetLibrary::AssetID& asset_id, const picojson::value& json_value,
std::string_view code_name, MaterialProperty::Value* value)
{
switch (type)
static_assert(ElementCount <= 4, "Numeric data expected to be four elements or less");
if constexpr (ElementCount == 1)
{
case MaterialProperty::Type::Type_TextureAsset:
{
if (json_value.is<std::string>())
if (!json_value.is<double>())
{
*value = json_value.to_str();
ERROR_LOG_FMT(VIDEO,
"Asset id '{}' material has attribute '{}' where "
"a double was expected but not provided.",
asset_id, code_name);
return false;
}
*value = static_cast<ElementType>(json_value.get<double>());
}
else
{
if (!json_value.is<picojson::array>())
{
ERROR_LOG_FMT(VIDEO,
"Asset id '{}' material has attribute '{}' where "
"an array was expected but not provided.",
asset_id, code_name);
return false;
}
const auto json_data = json_value.get<picojson::array>();
if (json_data.size() != ElementCount)
{
ERROR_LOG_FMT(VIDEO,
"Asset id '{}' material has attribute '{}' with incorrect number "
"of elements, expected {}",
asset_id, code_name, ElementCount);
return false;
}
if (!std::all_of(json_data.begin(), json_data.end(),
[](const picojson::value& v) { return v.is<double>(); }))
{
ERROR_LOG_FMT(VIDEO,
"Asset id '{}' material has attribute '{}' where "
"all elements are not of type double.",
asset_id, code_name);
return false;
}
std::array<ElementType, ElementCount> data;
for (std::size_t i = 0; i < ElementCount; i++)
{
data[i] = static_cast<ElementType>(json_data[i].get<double>());
}
*value = std::move(data);
}
return true;
}
bool ParsePropertyValue(const CustomAssetLibrary::AssetID& asset_id,
const picojson::value& json_value, std::string_view code_name,
std::string_view type, MaterialProperty::Value* value)
{
if (type == "int")
{
return ParseNumeric<s32, 1>(asset_id, json_value, code_name, value);
}
else if (type == "int2")
{
return ParseNumeric<s32, 2>(asset_id, json_value, code_name, value);
}
else if (type == "int3")
{
return ParseNumeric<s32, 3>(asset_id, json_value, code_name, value);
}
else if (type == "int4")
{
return ParseNumeric<s32, 4>(asset_id, json_value, code_name, value);
}
else if (type == "float")
{
return ParseNumeric<float, 1>(asset_id, json_value, code_name, value);
}
else if (type == "float2")
{
return ParseNumeric<float, 2>(asset_id, json_value, code_name, value);
}
else if (type == "float3")
{
return ParseNumeric<float, 3>(asset_id, json_value, code_name, value);
}
else if (type == "float4")
{
return ParseNumeric<float, 4>(asset_id, json_value, code_name, value);
}
else if (type == "bool")
{
if (json_value.is<bool>())
{
*value = json_value.get<bool>();
return true;
}
}
else if (type == "texture_asset")
{
if (json_value.is<std::string>())
{
*value = json_value.get<std::string>();
return true;
}
}
break;
};
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse the json, value is not valid for type '{}'",
asset_id, type);
@ -67,18 +172,6 @@ bool ParseMaterialProperties(const CustomAssetLibrary::AssetID& asset_id,
}
std::string type = type_iter->second.to_str();
Common::ToLower(&type);
if (type == "texture_asset")
{
property.m_type = MaterialProperty::Type::Type_TextureAsset;
}
else
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' failed to parse the json, value entry 'type' is "
"an invalid option",
asset_id);
return false;
}
const auto code_name_iter = value_data_obj.find("code_name");
if (code_name_iter == value_data_obj.end())
@ -102,8 +195,11 @@ bool ParseMaterialProperties(const CustomAssetLibrary::AssetID& asset_id,
const auto value_iter = value_data_obj.find("value");
if (value_iter != value_data_obj.end())
{
if (!ParsePropertyValue(asset_id, property.m_type, value_iter->second, &property.m_value))
if (!ParsePropertyValue(asset_id, value_iter->second, property.m_code_name, type,
&property.m_value))
{
return false;
}
}
material_property->push_back(std::move(property));
@ -111,7 +207,90 @@ bool ParseMaterialProperties(const CustomAssetLibrary::AssetID& asset_id,
return true;
}
template <typename T, std::size_t N>
picojson::array ArrayToPicoArray(const std::array<T, N>& value)
{
picojson::array result;
for (std::size_t i = 0; i < N; i++)
{
result.push_back(picojson::value{static_cast<double>(value[i])});
}
return result;
}
} // namespace
void MaterialProperty::WriteToMemory(u8*& buffer, const MaterialProperty& property)
{
const auto write_memory = [&](const void* raw_value, std::size_t data_size) {
std::memcpy(buffer, raw_value, data_size);
std::memset(buffer + data_size, 0, MemorySize - data_size);
buffer += MemorySize;
};
std::visit(
overloaded{
[&](const CustomAssetLibrary::AssetID&) {},
[&](s32 value) { write_memory(&value, sizeof(s32)); },
[&](const std::array<s32, 2>& value) { write_memory(value.data(), sizeof(s32) * 2); },
[&](const std::array<s32, 3>& value) { write_memory(value.data(), sizeof(s32) * 3); },
[&](const std::array<s32, 4>& value) { write_memory(value.data(), sizeof(s32) * 4); },
[&](float value) { write_memory(&value, sizeof(float)); },
[&](const std::array<float, 2>& value) { write_memory(value.data(), sizeof(float) * 2); },
[&](const std::array<float, 3>& value) { write_memory(value.data(), sizeof(float) * 3); },
[&](const std::array<float, 4>& value) { write_memory(value.data(), sizeof(float) * 4); },
[&](bool value) { write_memory(&value, sizeof(bool)); }},
property.m_value);
}
std::size_t MaterialProperty::GetMemorySize(const MaterialProperty& property)
{
std::size_t result = 0;
std::visit(overloaded{[&](const CustomAssetLibrary::AssetID&) {},
[&](s32) { result = MemorySize; },
[&](const std::array<s32, 2>&) { result = MemorySize; },
[&](const std::array<s32, 3>&) { result = MemorySize; },
[&](const std::array<s32, 4>&) { result = MemorySize; },
[&](float) { result = MemorySize; },
[&](const std::array<float, 2>&) { result = MemorySize; },
[&](const std::array<float, 3>&) { result = MemorySize; },
[&](const std::array<float, 4>&) { result = MemorySize; },
[&](bool) { result = MemorySize; }},
property.m_value);
return result;
}
void MaterialProperty::WriteAsShaderCode(ShaderCode& shader_source,
const MaterialProperty& property)
{
const auto write_shader = [&](std::string_view type, u32 element_count) {
if (element_count == 1)
{
shader_source.Write("{} {};\n", type, property.m_code_name);
}
else
{
shader_source.Write("{}{} {};\n", type, element_count, property.m_code_name);
}
for (std::size_t i = element_count; i < 4; i++)
{
shader_source.Write("{} {}_padding_{};\n", type, property.m_code_name, i + 1);
}
};
std::visit(overloaded{[&](const CustomAssetLibrary::AssetID&) {},
[&](s32 value) { write_shader("int", 1); },
[&](const std::array<s32, 2>& value) { write_shader("int", 2); },
[&](const std::array<s32, 3>& value) { write_shader("int", 3); },
[&](const std::array<s32, 4>& value) { write_shader("int", 4); },
[&](float value) { write_shader("float", 1); },
[&](const std::array<float, 2>& value) { write_shader("float", 2); },
[&](const std::array<float, 3>& value) { write_shader("float", 3); },
[&](const std::array<float, 4>& value) { write_shader("float", 4); },
[&](bool value) { write_shader("bool", 1); }},
property.m_value);
}
bool MaterialData::FromJson(const CustomAssetLibrary::AssetID& asset_id,
const picojson::object& json, MaterialData* data)
{

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@ -3,7 +3,7 @@
#pragma once
#include <optional>
#include <array>
#include <string>
#include <variant>
#include <vector>
@ -14,20 +14,20 @@
#include "Common/EnumFormatter.h"
#include "VideoCommon/Assets/CustomAsset.h"
class ShaderCode;
namespace VideoCommon
{
struct MaterialProperty
{
using Value = std::variant<std::string>;
enum class Type
{
Type_Undefined,
Type_TextureAsset,
Type_Max = Type_TextureAsset
};
static void WriteToMemory(u8*& buffer, const MaterialProperty& property);
static std::size_t GetMemorySize(const MaterialProperty& property);
static void WriteAsShaderCode(ShaderCode& shader_source, const MaterialProperty& property);
using Value = std::variant<CustomAssetLibrary::AssetID, s32, std::array<s32, 2>,
std::array<s32, 3>, std::array<s32, 4>, float, std::array<float, 2>,
std::array<float, 3>, std::array<float, 4>, bool>;
std::string m_code_name;
Type m_type = Type::Type_Undefined;
std::optional<Value> m_value;
Value m_value;
};
struct MaterialData
@ -52,10 +52,3 @@ private:
};
} // namespace VideoCommon
template <>
struct fmt::formatter<VideoCommon::MaterialProperty::Type>
: EnumFormatter<VideoCommon::MaterialProperty::Type::Type_Max>
{
constexpr formatter() : EnumFormatter({"Undefined", "Texture"}) {}
};

View file

@ -393,21 +393,15 @@ void CustomPipelineAction::OnTextureCreate(GraphicsModActionData::TextureCreate*
return;
}
if (property.m_type == VideoCommon::MaterialProperty::Type::Type_TextureAsset)
if (auto* value = std::get_if<std::string>(&property.m_value))
{
if (property.m_value)
auto asset = loader.LoadGameTexture(*value, m_library);
if (asset)
{
if (auto* value = std::get_if<std::string>(&*property.m_value))
{
auto asset = loader.LoadGameTexture(*value, m_library);
if (asset)
{
const auto loaded_time = asset->GetLastLoadedTime();
game_assets.push_back(VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>{
std::move(asset), loaded_time});
m_texture_code_names.push_back(property.m_code_name);
}
}
const auto loaded_time = asset->GetLastLoadedTime();
game_assets.push_back(
VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>{std::move(asset), loaded_time});
m_texture_code_names.push_back(property.m_code_name);
}
}
}