mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
VideoCommon: add material asset. A material is similar to other graphics engines where it provides data to be used in conjunction with a shader asset to generate a runtime AbstractShader
This commit is contained in:
parent
7bb04ff1dc
commit
77511e8e7c
@ -637,6 +637,7 @@
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<ClInclude Include="VideoCommon\Assets\CustomAssetLoader.h" />
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<ClInclude Include="VideoCommon\Assets\CustomTextureData.h" />
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<ClInclude Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.h" />
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<ClInclude Include="VideoCommon\Assets\MaterialAsset.h" />
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<ClInclude Include="VideoCommon\Assets\ShaderAsset.h" />
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<ClInclude Include="VideoCommon\Assets\TextureAsset.h" />
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<ClInclude Include="VideoCommon\AsyncRequests.h" />
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@ -1253,6 +1254,7 @@
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<ClCompile Include="VideoCommon\Assets\CustomAssetLoader.cpp" />
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<ClCompile Include="VideoCommon\Assets\CustomTextureData.cpp" />
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<ClCompile Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.cpp" />
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<ClCompile Include="VideoCommon\Assets\MaterialAsset.cpp" />
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<ClCompile Include="VideoCommon\Assets\ShaderAsset.cpp" />
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<ClCompile Include="VideoCommon\Assets\TextureAsset.cpp" />
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<ClCompile Include="VideoCommon\AsyncRequests.cpp" />
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@ -11,6 +11,7 @@
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namespace VideoCommon
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{
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class CustomTextureData;
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struct MaterialData;
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struct PixelShaderData;
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// This class provides functionality to load
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@ -49,5 +50,8 @@ public:
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// Loads a pixel shader
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virtual LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) = 0;
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// Loads a material
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virtual LoadInfo LoadMaterial(const AssetID& asset_id, MaterialData* data) = 0;
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};
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} // namespace VideoCommon
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@ -97,4 +97,11 @@ CustomAssetLoader::LoadPixelShader(const CustomAssetLibrary::AssetID& asset_id,
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{
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return LoadOrCreateAsset<PixelShaderAsset>(asset_id, m_pixel_shaders, std::move(library));
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}
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std::shared_ptr<MaterialAsset>
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CustomAssetLoader::LoadMaterial(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library)
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{
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return LoadOrCreateAsset<MaterialAsset>(asset_id, m_materials, std::move(library));
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}
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} // namespace VideoCommon
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@ -12,6 +12,7 @@
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#include "Common/Flag.h"
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#include "Common/WorkQueueThread.h"
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#include "VideoCommon/Assets/CustomAsset.h"
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#include "VideoCommon/Assets/MaterialAsset.h"
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#include "VideoCommon/Assets/ShaderAsset.h"
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#include "VideoCommon/Assets/TextureAsset.h"
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@ -46,6 +47,9 @@ public:
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std::shared_ptr<PixelShaderAsset> LoadPixelShader(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library);
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std::shared_ptr<MaterialAsset> LoadMaterial(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library);
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private:
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// TODO C++20: use a 'derived_from' concept against 'CustomAsset' when available
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template <typename AssetType>
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@ -79,6 +83,7 @@ private:
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std::map<CustomAssetLibrary::AssetID, std::weak_ptr<RawTextureAsset>> m_textures;
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std::map<CustomAssetLibrary::AssetID, std::weak_ptr<GameTextureAsset>> m_game_textures;
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std::map<CustomAssetLibrary::AssetID, std::weak_ptr<PixelShaderAsset>> m_pixel_shaders;
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std::map<CustomAssetLibrary::AssetID, std::weak_ptr<MaterialAsset>> m_materials;
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std::thread m_asset_monitor_thread;
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Common::Flag m_asset_monitor_thread_shutdown;
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@ -10,6 +10,7 @@
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#include "Common/Logging/Log.h"
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#include "Common/StringUtil.h"
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#include "VideoCommon/Assets/CustomTextureData.h"
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#include "VideoCommon/Assets/MaterialAsset.h"
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#include "VideoCommon/Assets/ShaderAsset.h"
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namespace VideoCommon
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@ -144,6 +145,61 @@ CustomAssetLibrary::LoadInfo DirectFilesystemAssetLibrary::LoadPixelShader(const
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return LoadInfo{approx_mem_size, GetLastAssetWriteTime(asset_id)};
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}
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CustomAssetLibrary::LoadInfo DirectFilesystemAssetLibrary::LoadMaterial(const AssetID& asset_id,
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MaterialData* data)
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{
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const auto asset_map = GetAssetMapForID(asset_id);
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// Material is expected to have one asset mapped
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if (asset_map.empty() || asset_map.size() > 1)
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' error - material expected to have one file mapped!", asset_id);
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return {};
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}
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const auto& asset_path = asset_map.begin()->second;
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std::string json_data;
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if (!File::ReadFileToString(asset_path.string(), json_data))
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' error - material failed to load the json file '{}',",
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asset_id, asset_path.string());
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return {};
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}
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picojson::value root;
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const auto error = picojson::parse(root, json_data);
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if (!error.empty())
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{
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ERROR_LOG_FMT(
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VIDEO,
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"Asset '{}' error - material failed to load the json file '{}', due to parse error: {}",
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asset_id, asset_path.string(), error);
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return {};
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}
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if (!root.is<picojson::object>())
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' error - material failed to load the json file '{}', due to root not "
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"being an object!",
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asset_id, asset_path.string());
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return {};
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}
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const auto& root_obj = root.get<picojson::object>();
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if (!MaterialData::FromJson(asset_id, root_obj, data))
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' error - material failed to load the json file '{}', as material "
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"json could not be parsed!",
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asset_id, asset_path.string());
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return {};
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}
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return LoadInfo{json_data.size(), GetLastAssetWriteTime(asset_id)};
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}
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CustomAssetLibrary::LoadInfo DirectFilesystemAssetLibrary::LoadTexture(const AssetID& asset_id,
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CustomTextureData* data)
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{
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@ -23,6 +23,7 @@ public:
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LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) override;
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LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) override;
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LoadInfo LoadMaterial(const AssetID& asset_id, MaterialData* data) override;
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// Gets the latest time from amongst all the files in the asset map
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TimeType GetLastAssetWriteTime(const AssetID& asset_id) const override;
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166
Source/Core/VideoCommon/Assets/MaterialAsset.cpp
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166
Source/Core/VideoCommon/Assets/MaterialAsset.cpp
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@ -0,0 +1,166 @@
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/Assets/MaterialAsset.h"
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#include <vector>
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#include "Common/Logging/Log.h"
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#include "Common/StringUtil.h"
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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namespace VideoCommon
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{
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namespace
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{
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bool ParsePropertyValue(const CustomAssetLibrary::AssetID& asset_id, MaterialProperty::Type type,
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const picojson::value& json_value,
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std::optional<MaterialProperty::Value>* value)
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{
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switch (type)
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{
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case MaterialProperty::Type::Type_TextureAsset:
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{
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if (json_value.is<std::string>())
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{
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*value = json_value.to_str();
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return true;
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}
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}
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break;
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};
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse the json, value is not valid for type '{}'",
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asset_id, type);
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return false;
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}
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bool ParseMaterialProperties(const CustomAssetLibrary::AssetID& asset_id,
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const picojson::array& values_data,
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std::vector<MaterialProperty>* material_property)
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{
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for (const auto& value_data : values_data)
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{
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VideoCommon::MaterialProperty property;
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if (!value_data.is<picojson::object>())
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse the json, value is not the right json type",
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asset_id);
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return false;
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}
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const auto& value_data_obj = value_data.get<picojson::object>();
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const auto type_iter = value_data_obj.find("type");
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if (type_iter == value_data_obj.end())
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse the json, value entry 'type' not found",
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asset_id);
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return false;
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}
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if (!type_iter->second.is<std::string>())
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' failed to parse the json, value entry 'type' is not "
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"the right json type",
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asset_id);
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return false;
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}
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std::string type = type_iter->second.to_str();
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Common::ToLower(&type);
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if (type == "texture_asset")
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{
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property.m_type = MaterialProperty::Type::Type_TextureAsset;
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}
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else
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' failed to parse the json, value entry 'type' is "
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"an invalid option",
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asset_id);
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return false;
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}
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const auto code_name_iter = value_data_obj.find("code_name");
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if (code_name_iter == value_data_obj.end())
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' failed to parse the json, value entry "
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"'code_name' not found",
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asset_id);
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return false;
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}
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if (!code_name_iter->second.is<std::string>())
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' failed to parse the json, value entry 'code_name' is not "
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"the right json type",
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asset_id);
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return false;
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}
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property.m_code_name = code_name_iter->second.to_str();
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const auto value_iter = value_data_obj.find("value");
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if (value_iter != value_data_obj.end())
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{
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if (!ParsePropertyValue(asset_id, property.m_type, value_iter->second, &property.m_value))
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return false;
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}
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material_property->push_back(std::move(property));
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}
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return true;
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}
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} // namespace
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bool MaterialData::FromJson(const CustomAssetLibrary::AssetID& asset_id,
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const picojson::object& json, MaterialData* data)
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{
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const auto values_iter = json.find("values");
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if (values_iter == json.end())
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'values' not found", asset_id);
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return false;
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}
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if (!values_iter->second.is<picojson::array>())
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'values' is not the right json type",
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asset_id);
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return false;
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}
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const auto& values_array = values_iter->second.get<picojson::array>();
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if (!ParseMaterialProperties(asset_id, values_array, &data->properties))
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return false;
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const auto shader_asset_iter = json.find("shader_asset");
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if (shader_asset_iter == json.end())
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'shader_asset' not found", asset_id);
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return false;
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}
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if (!shader_asset_iter->second.is<std::string>())
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' failed to parse json, 'shader_asset' is not the right json type",
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asset_id);
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return false;
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}
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data->shader_asset = shader_asset_iter->second.to_str();
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return true;
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}
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CustomAssetLibrary::LoadInfo MaterialAsset::LoadImpl(const CustomAssetLibrary::AssetID& asset_id)
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{
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auto potential_data = std::make_shared<MaterialData>();
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const auto loaded_info = m_owning_library->LoadMaterial(asset_id, potential_data.get());
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if (loaded_info.m_bytes_loaded == 0)
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return {};
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{
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std::lock_guard lk(m_data_lock);
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m_loaded = true;
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m_data = std::move(potential_data);
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}
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return loaded_info;
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}
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} // namespace VideoCommon
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61
Source/Core/VideoCommon/Assets/MaterialAsset.h
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61
Source/Core/VideoCommon/Assets/MaterialAsset.h
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@ -0,0 +1,61 @@
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <optional>
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#include <string>
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#include <variant>
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#include <vector>
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#include <picojson.h>
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#include "Common/CommonTypes.h"
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#include "Common/EnumFormatter.h"
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#include "VideoCommon/Assets/CustomAsset.h"
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namespace VideoCommon
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{
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struct MaterialProperty
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{
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using Value = std::variant<std::string>;
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enum class Type
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{
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Type_Undefined,
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Type_TextureAsset,
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Type_Max = Type_TextureAsset
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};
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std::string m_code_name;
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Type m_type = Type::Type_Undefined;
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std::optional<Value> m_value;
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};
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struct MaterialData
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{
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static bool FromJson(const CustomAssetLibrary::AssetID& asset_id, const picojson::object& json,
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MaterialData* data);
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std::string shader_asset;
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std::vector<MaterialProperty> properties;
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};
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// Much like Unity and Unreal materials, a Dolphin material does very little on its own
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// Its sole purpose is to provide data (through properties) that are used in conjunction
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// with a shader asset that is provided by name. It is up to user of this asset to
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// use the two together to create the relevant runtime data
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class MaterialAsset final : public CustomLoadableAsset<MaterialData>
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{
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public:
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using CustomLoadableAsset::CustomLoadableAsset;
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private:
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CustomAssetLibrary::LoadInfo LoadImpl(const CustomAssetLibrary::AssetID& asset_id) override;
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};
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} // namespace VideoCommon
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template <>
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struct fmt::formatter<VideoCommon::MaterialProperty::Type>
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: EnumFormatter<VideoCommon::MaterialProperty::Type::Type_Max>
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{
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constexpr formatter() : EnumFormatter({"Undefined", "Texture"}) {}
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};
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@ -18,6 +18,8 @@ add_library(videocommon
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Assets/CustomTextureData.h
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Assets/DirectFilesystemAssetLibrary.cpp
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Assets/DirectFilesystemAssetLibrary.h
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Assets/MaterialAsset.cpp
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Assets/MaterialAsset.h
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Assets/ShaderAsset.cpp
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Assets/ShaderAsset.h
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Assets/TextureAsset.cpp
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