Handle EngineBuffers, Preview Names and variable editor types for materials

This commit is contained in:
Simon Lübeß
2025-03-22 23:40:43 +01:00
parent 77a7a04637
commit 5e50d75eb9
13 changed files with 696 additions and 431 deletions
@@ -69,6 +69,8 @@ class ProcessedShader : ProcessedResource
class ShaderVariable
{
private String _name ~ delete _;
private String _previewName ~ delete _;
private String _editorType ~ delete _;
private Dictionary<String, Variant> _parameters = new .() ~ {
for (var (entryKey, entry) in _)
@@ -84,6 +86,21 @@ class ShaderVariable
get => _name;
set => String.NewOrSet!(_name, value);
}
public StringView PreviewName
{
get => _previewName;
set => String.NewOrSet!(_previewName, value);
}
public StringView EditorType
{
get => _editorType;
set => String.NewOrSet!(_editorType, value);
}
public Variant MinValue ~ _.Dispose();
public Variant MaxValue ~ _.Dispose();
public Dictionary<String, Variant> Parameters => _parameters;
@@ -134,10 +151,12 @@ class ShaderProcessor : IAssetProcessor
}
}
String code = new String(importedShader.HlslCode);
defer { delete code; }
String tmpCode = new String(importedShader.HlslCode);
Try!(ProcessFileContent(code, vsName, psName, variables, bufferNames, engineBuffers));
// TODO: This is terrible. Currently we process too often... (here + each shader stage)
Try!(ShaderCodePreprocessor.ProcessFileContent(tmpCode , vsName, psName, variables, bufferNames, engineBuffers));
delete tmpCode;
if (String.IsNullOrWhiteSpace(vsName) && String.IsNullOrWhiteSpace(psName))
{
@@ -147,28 +166,24 @@ class ShaderProcessor : IAssetProcessor
processedShader = new ProcessedShader(new AssetIdentifier(importedShader.AssetIdentifier), config.AssetHandle);
Try!(CompileAndReflect(vsName, psName, importedShader, code, processedShader));
Try!(CompileAndReflect(vsName, psName, importedShader, importedShader.HlslCode, processedShader));
Try!(MergeResources(processedShader, variables, engineBuffers));
Try!(MergeResources(processedShader));
outProcessedResources.Add(processedShader);
return .Ok;
}
private static Result<void> MergeResources(ProcessedShader processedShader,
Dictionary<StringView, ShaderVariable> variables,
Dictionary<StringView, StringView> engineBuffers)
private static Result<void> MergeResources(ProcessedShader processedShader)
{
Try!(MergeConstantBuffers(processedShader, variables, engineBuffers));
Try!(MergeConstantBuffers(processedShader));
Try!(MergeTextures(processedShader));
return .Ok;
}
private static Result<void> MergeConstantBuffers(ProcessedShader processedShader,
Dictionary<StringView, ShaderVariable> variables,
Dictionary<StringView, StringView> engineBuffers)
private static Result<void> MergeConstantBuffers(ProcessedShader processedShader)
{
HashSet<StringView> bufferNames = scope .();
@@ -211,11 +226,6 @@ class ShaderProcessor : IAssetProcessor
Log.EngineLogger.Assert(constantBufferEntry.ConstantBuffer != null);
Log.EngineLogger.Assert(constantBufferEntry.VertexShaderBindPoint > -1 || constantBufferEntry.PixelShaderBindPoint > -1);
if (engineBuffers.TryGetValue(constantBufferEntry.ConstantBuffer.Name, let engineBufferName))
{
constantBufferEntry.ConstantBuffer.EngineBufferName = engineBufferName;
}
processedShader.AddConstantBuffer(constantBufferEntry);
}
@@ -283,304 +293,4 @@ class ShaderProcessor : IAssetProcessor
return ShaderCompiler.CompileAndReflectShader(code, importedShader.AssetIdentifier, vsName, "ps_5_0", .());
}
private static Result<void> ProcessFileContent(String fileContent, String outVsName, String outPsName,
Dictionary<StringView, ShaderVariable> outVarDescs,
List<String> outBufferNames, Dictionary<StringView, StringView> outEngineBuffers)
{
Debug.Profiler.ProfileResourceFunction!();
Dictionary<StringView, StringView> arguments = scope .();
int index = 0;
while (true)
{
if ((int Start, int End) value = GetNextPreprocessor(fileContent, index, let name, arguments..Clear()))
{
index = value.End;
switch(name)
{
case "Effect":
for (let (argName, argValue) in arguments)
{
switch(argName)
{
case "VS", "VertexShader":
outVsName.Append(argValue);
case "PS", "PixelShader":
outPsName.Append(argValue);
default:
Log.EngineLogger.Error($"Unknown parameter name \"{name}\".");
return .Err;
}
}
case "EditorVariable":
Try!(ProcessEditorVariables(arguments, outVarDescs));
case "EngineBuffer":
Try!(ProcessEngineBuffer(arguments, outBufferNames, outEngineBuffers));
default:
continue;
}
CommentLine(fileContent, value.Start);
}
else
{
break;
}
}
return .Ok;
}
private static void CommentLine(StringView code, int commentPosition)
{
code[commentPosition] = '/';
code[commentPosition + 1] = '/';
}
private static Result<(int Start, int End)> GetNextPreprocessor(StringView code, int startindex, out StringView name, Dictionary<StringView, StringView> arguments)
{
name = .();
int startOfLine;
int endOfLine;
do
{
startOfLine = code.IndexOf("#pragma", startindex);
if (startOfLine == -1)
return .Err;
endOfLine = code.IndexOf('\n', startOfLine);
StringView line = (endOfLine != -1) ? code.Substring(startOfLine, endOfLine - startOfLine) : code.Substring(startOfLine);
// cut off the #pragma
line = line.Substring(7);
int lBracketIndex = line.IndexOf('[');
if (lBracketIndex == -1)
{
name = line..Trim();
break;
}
name = line.Substring(0, lBracketIndex);
name.Trim();
int rBracketIndex = line.IndexOf(']');
if (rBracketIndex == -1)
{
Log.EngineLogger.Error($"Pragma is missing closing Bracket (\"{line}\")");
rBracketIndex = line.Length;
}
StringView argumentText = line.Substring(lBracketIndex + 1, rBracketIndex - lBracketIndex - 1);
for (StringView argument in argumentText.Split(';'))
{
int equalsIndex = argument.IndexOf('=');
StringView argumentName = .();
StringView argumentValue = .();
if (equalsIndex == -1)
{
argumentName = argument;
argumentName.Trim();
}
else
{
argumentName = argument.Substring(0, equalsIndex);
argumentName.Trim();
argumentValue = argument.Substring(equalsIndex + 1);
argumentValue.Trim();
}
if (arguments.ContainsKey(argumentName))
{
Log.EngineLogger.Error($"Arguments \"{argumentName}\" already exists.");
continue;
}
arguments.Add(argumentName, argumentValue);
}
}
return .Ok((startOfLine, endOfLine));
}
private static Result<void> ProcessEngineBuffer(Dictionary<StringView, StringView> arguments,
List<String> outBufferNames, Dictionary<StringView, StringView> outEngineBuffers)
{
String nameInEngine = null;
String nameInShader = null;
for (var (argName, argValue) in arguments)
{
if (argValue.StartsWith('"') && argValue.EndsWith('"'))
{
argValue = argValue[1...^2];
}
switch (argName)
{
case "Name":
nameInShader = new String(argValue);
case "Binding":
nameInEngine = new String(argValue);
default:
Log.EngineLogger.Error($"Unknown parameter for EngineBuffer: \"{argName}\".");
delete nameInEngine;
delete nameInShader;
return .Err;
}
}
if (String.IsNullOrWhiteSpace(nameInEngine) || String.IsNullOrWhiteSpace(nameInShader))
{
Log.EngineLogger.Error($"Name and Binding need to be defined.");
delete nameInEngine;
delete nameInShader;
return .Err;
}
outBufferNames.Add(nameInShader);
outBufferNames.Add(nameInEngine);
outEngineBuffers.Add(nameInShader, nameInEngine);
return .Ok;
}
private static Result<void> ProcessEditorVariables(Dictionary<StringView, StringView> arguments, Dictionary<StringView, ShaderVariable> outVarDescs)
{
ShaderVariable variable = new .();
for (var (name, value) in arguments)
{
if (value.StartsWith('"') && value.EndsWith('"'))
{
value = value[1...^2];
}
switch(name)
{
case "Name":
variable.Name = value;
case "Min", "Max":
if (Variant paramValue = ParseVariableValue(value))
variable.AddParameter(name, paramValue);
else
{
delete variable;
return .Err;
}
default:
Variant paramValue = Variant.Create(new String(value), true);
variable.AddParameter(name, paramValue);
}
}
if (variable.Name.IsWhiteSpace)
{
Log.EngineLogger.Error("Failed to process shader: Missing argument \"Name\" int variable description.");
delete variable;
return .Err;
}
outVarDescs.Add(variable.Name, variable);
return .Ok;
}
private static Result<Variant> ParseVariableValue(StringView valueString)
{
if (valueString[0].IsDigit || valueString[0] == '-')
{
var valueString;
if (valueString.EndsWith('f'))
valueString.Length--;
float value = Try!(float.Parse(valueString));
return Variant.Create(value);
}
else if (valueString.StartsWith("float"))
{
int index = 5;
int numComponents = valueString[index++] - '0';
while (valueString[index] != '(')
{
if (!valueString[index].IsWhiteSpace)
{
Log.EngineLogger.Error("Failed to process shader: Expected '('.");
return .Err;
}
index++;
}
if (numComponents < 2 || numComponents > 4)
{
Log.EngineLogger.Error($"Failed to process shader: Unsupported component count {numComponents}. Value must be between 2 and 4.");
return .Err;
}
float[] floats = scope float[numComponents];
for (int i < numComponents)
{
while (true)
{
char8 c = valueString[++index];
if (c.IsDigit || c == '.' || c == '-')
break;
}
int start = index;
while (true)
{
char8 c = valueString[++index];
if (!c.IsDigit && c != '.')
break;
}
int end = index;
StringView numberView = .(valueString, start, end - start);
var result = float.Parse(numberView);
if (result case .Ok(let value))
{
floats[i] = value;
}
}
if (numComponents == 2)
return Variant.Create(*(float2*)floats.Ptr);
else if (numComponents == 3)
return Variant.Create(*(float3*)floats.Ptr);
else
return Variant.Create(*(float4*)floats.Ptr);
}
else
{
Log.EngineLogger.Error($"Failed to process shader: Unsupported variable value: \"{valueString}\".");
return .Err;
}
}
}