Merge pull request #12009 from iwubcode/shader_asset

VideoCommon: add a pixel shader asset
This commit is contained in:
Admiral H. Curtiss 2023-07-03 03:24:11 +02:00 committed by GitHub
commit 0366122306
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GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 310 additions and 0 deletions

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@ -637,6 +637,7 @@
<ClInclude Include="VideoCommon\Assets\CustomAssetLoader.h" /> <ClInclude Include="VideoCommon\Assets\CustomAssetLoader.h" />
<ClInclude Include="VideoCommon\Assets\CustomTextureData.h" /> <ClInclude Include="VideoCommon\Assets\CustomTextureData.h" />
<ClInclude Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.h" /> <ClInclude Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.h" />
<ClInclude Include="VideoCommon\Assets\ShaderAsset.h" />
<ClInclude Include="VideoCommon\Assets\TextureAsset.h" /> <ClInclude Include="VideoCommon\Assets\TextureAsset.h" />
<ClInclude Include="VideoCommon\AsyncRequests.h" /> <ClInclude Include="VideoCommon\AsyncRequests.h" />
<ClInclude Include="VideoCommon\AsyncShaderCompiler.h" /> <ClInclude Include="VideoCommon\AsyncShaderCompiler.h" />
@ -1252,6 +1253,7 @@
<ClCompile Include="VideoCommon\Assets\CustomAssetLoader.cpp" /> <ClCompile Include="VideoCommon\Assets\CustomAssetLoader.cpp" />
<ClCompile Include="VideoCommon\Assets\CustomTextureData.cpp" /> <ClCompile Include="VideoCommon\Assets\CustomTextureData.cpp" />
<ClCompile Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.cpp" /> <ClCompile Include="VideoCommon\Assets\DirectFilesystemAssetLibrary.cpp" />
<ClCompile Include="VideoCommon\Assets\ShaderAsset.cpp" />
<ClCompile Include="VideoCommon\Assets\TextureAsset.cpp" /> <ClCompile Include="VideoCommon\Assets\TextureAsset.cpp" />
<ClCompile Include="VideoCommon\AsyncRequests.cpp" /> <ClCompile Include="VideoCommon\AsyncRequests.cpp" />
<ClCompile Include="VideoCommon\AsyncShaderCompiler.cpp" /> <ClCompile Include="VideoCommon\AsyncShaderCompiler.cpp" />

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@ -11,6 +11,7 @@
namespace VideoCommon namespace VideoCommon
{ {
class CustomTextureData; class CustomTextureData;
struct PixelShaderData;
// This class provides functionality to load // This class provides functionality to load
// specific data (like textures). Where this data // specific data (like textures). Where this data
@ -45,5 +46,8 @@ public:
// Loads a texture as a game texture, providing additional checks like confirming // Loads a texture as a game texture, providing additional checks like confirming
// each mip level size is correct and that the format is consistent across the data // each mip level size is correct and that the format is consistent across the data
LoadInfo LoadGameTexture(const AssetID& asset_id, CustomTextureData* data); LoadInfo LoadGameTexture(const AssetID& asset_id, CustomTextureData* data);
// Loads a pixel shader
virtual LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) = 0;
}; };
} // namespace VideoCommon } // namespace VideoCommon

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@ -90,4 +90,11 @@ CustomAssetLoader::LoadGameTexture(const CustomAssetLibrary::AssetID& asset_id,
{ {
return LoadOrCreateAsset<GameTextureAsset>(asset_id, m_game_textures, std::move(library)); return LoadOrCreateAsset<GameTextureAsset>(asset_id, m_game_textures, std::move(library));
} }
std::shared_ptr<PixelShaderAsset>
CustomAssetLoader::LoadPixelShader(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<CustomAssetLibrary> library)
{
return LoadOrCreateAsset<PixelShaderAsset>(asset_id, m_pixel_shaders, std::move(library));
}
} // namespace VideoCommon } // namespace VideoCommon

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@ -12,6 +12,7 @@
#include "Common/Flag.h" #include "Common/Flag.h"
#include "Common/WorkQueueThread.h" #include "Common/WorkQueueThread.h"
#include "VideoCommon/Assets/CustomAsset.h" #include "VideoCommon/Assets/CustomAsset.h"
#include "VideoCommon/Assets/ShaderAsset.h"
#include "VideoCommon/Assets/TextureAsset.h" #include "VideoCommon/Assets/TextureAsset.h"
namespace VideoCommon namespace VideoCommon
@ -42,6 +43,9 @@ public:
std::shared_ptr<GameTextureAsset> LoadGameTexture(const CustomAssetLibrary::AssetID& asset_id, std::shared_ptr<GameTextureAsset> LoadGameTexture(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<CustomAssetLibrary> library); std::shared_ptr<CustomAssetLibrary> library);
std::shared_ptr<PixelShaderAsset> LoadPixelShader(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<CustomAssetLibrary> library);
private: private:
// TODO C++20: use a 'derived_from' concept against 'CustomAsset' when available // TODO C++20: use a 'derived_from' concept against 'CustomAsset' when available
template <typename AssetType> template <typename AssetType>
@ -74,6 +78,7 @@ private:
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<RawTextureAsset>> m_textures; std::map<CustomAssetLibrary::AssetID, std::weak_ptr<RawTextureAsset>> m_textures;
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<GameTextureAsset>> m_game_textures; std::map<CustomAssetLibrary::AssetID, std::weak_ptr<GameTextureAsset>> m_game_textures;
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<PixelShaderAsset>> m_pixel_shaders;
std::thread m_asset_monitor_thread; std::thread m_asset_monitor_thread;
Common::Flag m_asset_monitor_thread_shutdown; Common::Flag m_asset_monitor_thread_shutdown;

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@ -10,6 +10,7 @@
#include "Common/Logging/Log.h" #include "Common/Logging/Log.h"
#include "Common/StringUtil.h" #include "Common/StringUtil.h"
#include "VideoCommon/Assets/CustomTextureData.h" #include "VideoCommon/Assets/CustomTextureData.h"
#include "VideoCommon/Assets/ShaderAsset.h"
namespace VideoCommon namespace VideoCommon
{ {
@ -49,6 +50,100 @@ DirectFilesystemAssetLibrary::GetLastAssetWriteTime(const AssetID& asset_id) con
return {}; return {};
} }
CustomAssetLibrary::LoadInfo DirectFilesystemAssetLibrary::LoadPixelShader(const AssetID& asset_id,
PixelShaderData* data)
{
const auto asset_map = GetAssetMapForID(asset_id);
// Asset map for a pixel shader is the shader and some metadata
if (asset_map.size() != 2)
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' expected to have two files mapped!", asset_id);
return {};
}
const auto metadata = asset_map.find("metadata");
const auto shader = asset_map.find("shader");
if (metadata == asset_map.end())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' expected to have a metadata entry mapped!", asset_id);
return {};
}
if (shader == asset_map.end())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' expected to have a shader entry mapped!", asset_id);
return {};
}
std::size_t metadata_size;
{
std::error_code ec;
metadata_size = std::filesystem::file_size(metadata->second, ec);
if (ec)
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' error - failed to get shader metadata file size with error '{}'!",
asset_id, ec);
return {};
}
}
std::size_t shader_size;
{
std::error_code ec;
shader_size = std::filesystem::file_size(shader->second, ec);
if (ec)
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' error - failed to get shader source file size with error '{}'!",
asset_id, ec);
return {};
}
}
const auto approx_mem_size = metadata_size + shader_size;
if (!File::ReadFileToString(shader->second.string(), data->m_shader_source))
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' error - failed to load the shader file '{}',", asset_id,
shader->second.string());
return {};
}
std::string json_data;
if (!File::ReadFileToString(metadata->second.string(), json_data))
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' error - failed to load the json file '{}',", asset_id,
metadata->second.string());
return {};
}
picojson::value root;
const auto error = picojson::parse(root, json_data);
if (!error.empty())
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' error - failed to load the json file '{}', due to parse error: {}",
asset_id, metadata->second.string(), error);
return {};
}
if (!root.is<picojson::object>())
{
ERROR_LOG_FMT(
VIDEO,
"Asset '{}' error - failed to load the json file '{}', due to root not being an object!",
asset_id, metadata->second.string());
return {};
}
const auto& root_obj = root.get<picojson::object>();
if (!PixelShaderData::FromJson(asset_id, root_obj, data))
return {};
return LoadInfo{approx_mem_size, GetLastAssetWriteTime(asset_id)};
}
CustomAssetLibrary::LoadInfo DirectFilesystemAssetLibrary::LoadTexture(const AssetID& asset_id, CustomAssetLibrary::LoadInfo DirectFilesystemAssetLibrary::LoadTexture(const AssetID& asset_id,
CustomTextureData* data) CustomTextureData* data)
{ {

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@ -22,6 +22,7 @@ public:
using AssetMap = std::map<std::string, std::filesystem::path>; using AssetMap = std::map<std::string, std::filesystem::path>;
LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) override; LoadInfo LoadTexture(const AssetID& asset_id, CustomTextureData* data) override;
LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) override;
// Gets the latest time from amongst all the files in the asset map // Gets the latest time from amongst all the files in the asset map
TimeType GetLastAssetWriteTime(const AssetID& asset_id) const override; TimeType GetLastAssetWriteTime(const AssetID& asset_id) const override;

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@ -0,0 +1,147 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Assets/ShaderAsset.h"
#include "Common/Logging/Log.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
namespace VideoCommon
{
bool ParseShaderProperties(const VideoCommon::CustomAssetLibrary::AssetID& asset_id,
const picojson::array& properties_data,
std::map<std::string, VideoCommon::ShaderProperty>* shader_properties)
{
if (!shader_properties) [[unlikely]]
return false;
for (const auto& property_data : properties_data)
{
VideoCommon::ShaderProperty property;
if (!property_data.is<picojson::object>())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, property is not the right json type",
asset_id);
return false;
}
const auto& property_data_obj = property_data.get<picojson::object>();
const auto type_iter = property_data_obj.find("type");
if (type_iter == property_data_obj.end())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, property entry 'type' not found",
asset_id);
return false;
}
if (!type_iter->second.is<std::string>())
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' failed to parse json, property entry 'type' is not "
"the right json type",
asset_id);
return false;
}
std::string type = type_iter->second.to_str();
std::transform(type.begin(), type.end(), type.begin(),
[](unsigned char c) { return std::tolower(c); });
if (type == "sampler2d")
{
property.m_type = ShaderProperty::Type::Type_Sampler2D;
}
else
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' failed to parse json, property entry 'description' is "
"an invalid option",
asset_id);
return false;
}
const auto description_iter = property_data_obj.find("description");
if (description_iter == property_data_obj.end())
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' failed to parse json, property entry 'description' not found",
asset_id);
return false;
}
if (!description_iter->second.is<std::string>())
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' failed to parse json, property entry 'description' is not "
"the right json type",
asset_id);
return false;
}
property.m_description = description_iter->second.to_str();
const auto code_name_iter = property_data_obj.find("code_name");
if (code_name_iter == property_data_obj.end())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, property entry 'code_name' not found",
asset_id);
return false;
}
if (!code_name_iter->second.is<std::string>())
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' failed to parse json, property entry 'code_name' is not "
"the right json type",
asset_id);
return false;
}
shader_properties->try_emplace(code_name_iter->second.to_str(), std::move(property));
}
return true;
}
bool PixelShaderData::FromJson(const VideoCommon::CustomAssetLibrary::AssetID& asset_id,
const picojson::object& json, PixelShaderData* data)
{
const auto properties_iter = json.find("properties");
if (properties_iter == json.end())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'properties' not found", asset_id);
return false;
}
if (!properties_iter->second.is<picojson::array>())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'properties' is not the right json type",
asset_id);
return false;
}
const auto& properties_array = properties_iter->second.get<picojson::array>();
if (!ParseShaderProperties(asset_id, properties_array, &data->m_properties))
return false;
for (const auto& [name, property] : data->m_properties)
{
if (data->m_shader_source.find(name) == std::string::npos)
{
ERROR_LOG_FMT(
VIDEO,
"Asset '{}' failed to parse json, the code name '{}' defined in the metadata was not "
"found in the shader source",
asset_id, name);
return false;
}
}
return true;
}
CustomAssetLibrary::LoadInfo PixelShaderAsset::LoadImpl(const CustomAssetLibrary::AssetID& asset_id)
{
auto potential_data = std::make_shared<PixelShaderData>();
const auto loaded_info = m_owning_library->LoadPixelShader(asset_id, potential_data.get());
if (loaded_info.m_bytes_loaded == 0)
return {};
{
std::lock_guard lk(m_data_lock);
m_loaded = true;
m_data = std::move(potential_data);
}
return loaded_info;
}
} // namespace VideoCommon

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@ -0,0 +1,47 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <map>
#include <string>
#include <picojson.h>
#include "VideoCommon/Assets/CustomAsset.h"
namespace VideoCommon
{
struct ShaderProperty
{
enum class Type
{
Type_Undefined,
Type_Sampler2D,
Type_Max = Type_Sampler2D
};
Type m_type;
std::string m_description;
};
struct PixelShaderData
{
static bool FromJson(const CustomAssetLibrary::AssetID& asset_id, const picojson::object& json,
PixelShaderData* data);
// These shader properties describe the input that the
// shader expects to expose. The key is text
// expected to be in the shader code and the propery
// describes various details about the input
std::map<std::string, ShaderProperty> m_properties;
std::string m_shader_source;
};
class PixelShaderAsset final : public CustomLoadableAsset<PixelShaderData>
{
public:
using CustomLoadableAsset::CustomLoadableAsset;
private:
CustomAssetLibrary::LoadInfo LoadImpl(const CustomAssetLibrary::AssetID& asset_id) override;
};
} // namespace VideoCommon

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@ -18,6 +18,8 @@ add_library(videocommon
Assets/CustomTextureData.h Assets/CustomTextureData.h
Assets/DirectFilesystemAssetLibrary.cpp Assets/DirectFilesystemAssetLibrary.cpp
Assets/DirectFilesystemAssetLibrary.h Assets/DirectFilesystemAssetLibrary.h
Assets/ShaderAsset.cpp
Assets/ShaderAsset.h
Assets/TextureAsset.cpp Assets/TextureAsset.cpp
Assets/TextureAsset.h Assets/TextureAsset.h
AsyncRequests.cpp AsyncRequests.cpp