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:
iwubcode 2023-07-02 21:27:24 -05:00
parent 7bb04ff1dc
commit 77511e8e7c
9 changed files with 304 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\MaterialAsset.h" />
<ClInclude Include="VideoCommon\Assets\ShaderAsset.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" />
@ -1253,6 +1254,7 @@
<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\MaterialAsset.cpp" />
<ClCompile Include="VideoCommon\Assets\ShaderAsset.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" />

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@ -11,6 +11,7 @@
namespace VideoCommon namespace VideoCommon
{ {
class CustomTextureData; class CustomTextureData;
struct MaterialData;
struct PixelShaderData; struct PixelShaderData;
// This class provides functionality to load // This class provides functionality to load
@ -49,5 +50,8 @@ public:
// Loads a pixel shader // Loads a pixel shader
virtual LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) = 0; virtual LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) = 0;
// Loads a material
virtual LoadInfo LoadMaterial(const AssetID& asset_id, MaterialData* data) = 0;
}; };
} // namespace VideoCommon } // namespace VideoCommon

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@ -97,4 +97,11 @@ CustomAssetLoader::LoadPixelShader(const CustomAssetLibrary::AssetID& asset_id,
{ {
return LoadOrCreateAsset<PixelShaderAsset>(asset_id, m_pixel_shaders, std::move(library)); return LoadOrCreateAsset<PixelShaderAsset>(asset_id, m_pixel_shaders, std::move(library));
} }
std::shared_ptr<MaterialAsset>
CustomAssetLoader::LoadMaterial(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<CustomAssetLibrary> library)
{
return LoadOrCreateAsset<MaterialAsset>(asset_id, m_materials, 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/MaterialAsset.h"
#include "VideoCommon/Assets/ShaderAsset.h" #include "VideoCommon/Assets/ShaderAsset.h"
#include "VideoCommon/Assets/TextureAsset.h" #include "VideoCommon/Assets/TextureAsset.h"
@ -46,6 +47,9 @@ public:
std::shared_ptr<PixelShaderAsset> LoadPixelShader(const CustomAssetLibrary::AssetID& asset_id, std::shared_ptr<PixelShaderAsset> LoadPixelShader(const CustomAssetLibrary::AssetID& asset_id,
std::shared_ptr<CustomAssetLibrary> library); std::shared_ptr<CustomAssetLibrary> library);
std::shared_ptr<MaterialAsset> LoadMaterial(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>
@ -79,6 +83,7 @@ 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::map<CustomAssetLibrary::AssetID, std::weak_ptr<PixelShaderAsset>> m_pixel_shaders;
std::map<CustomAssetLibrary::AssetID, std::weak_ptr<MaterialAsset>> m_materials;
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/MaterialAsset.h"
#include "VideoCommon/Assets/ShaderAsset.h" #include "VideoCommon/Assets/ShaderAsset.h"
namespace VideoCommon namespace VideoCommon
@ -144,6 +145,61 @@ CustomAssetLibrary::LoadInfo DirectFilesystemAssetLibrary::LoadPixelShader(const
return LoadInfo{approx_mem_size, GetLastAssetWriteTime(asset_id)}; return LoadInfo{approx_mem_size, GetLastAssetWriteTime(asset_id)};
} }
CustomAssetLibrary::LoadInfo DirectFilesystemAssetLibrary::LoadMaterial(const AssetID& asset_id,
MaterialData* data)
{
const auto asset_map = GetAssetMapForID(asset_id);
// Material is expected to have one asset mapped
if (asset_map.empty() || asset_map.size() > 1)
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' error - material expected to have one file mapped!", asset_id);
return {};
}
const auto& asset_path = asset_map.begin()->second;
std::string json_data;
if (!File::ReadFileToString(asset_path.string(), json_data))
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' error - material failed to load the json file '{}',",
asset_id, asset_path.string());
return {};
}
picojson::value root;
const auto error = picojson::parse(root, json_data);
if (!error.empty())
{
ERROR_LOG_FMT(
VIDEO,
"Asset '{}' error - material failed to load the json file '{}', due to parse error: {}",
asset_id, asset_path.string(), error);
return {};
}
if (!root.is<picojson::object>())
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' error - material failed to load the json file '{}', due to root not "
"being an object!",
asset_id, asset_path.string());
return {};
}
const auto& root_obj = root.get<picojson::object>();
if (!MaterialData::FromJson(asset_id, root_obj, data))
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' error - material failed to load the json file '{}', as material "
"json could not be parsed!",
asset_id, asset_path.string());
return {};
}
return LoadInfo{json_data.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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@ -23,6 +23,7 @@ public:
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; LoadInfo LoadPixelShader(const AssetID& asset_id, PixelShaderData* data) override;
LoadInfo LoadMaterial(const AssetID& asset_id, MaterialData* 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 +1,166 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Assets/MaterialAsset.h"
#include <vector>
#include "Common/Logging/Log.h"
#include "Common/StringUtil.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
namespace VideoCommon
{
namespace
{
bool ParsePropertyValue(const CustomAssetLibrary::AssetID& asset_id, MaterialProperty::Type type,
const picojson::value& json_value,
std::optional<MaterialProperty::Value>* value)
{
switch (type)
{
case MaterialProperty::Type::Type_TextureAsset:
{
if (json_value.is<std::string>())
{
*value = json_value.to_str();
return true;
}
}
break;
};
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse the json, value is not valid for type '{}'",
asset_id, type);
return false;
}
bool ParseMaterialProperties(const CustomAssetLibrary::AssetID& asset_id,
const picojson::array& values_data,
std::vector<MaterialProperty>* material_property)
{
for (const auto& value_data : values_data)
{
VideoCommon::MaterialProperty property;
if (!value_data.is<picojson::object>())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse the json, value is not the right json type",
asset_id);
return false;
}
const auto& value_data_obj = value_data.get<picojson::object>();
const auto type_iter = value_data_obj.find("type");
if (type_iter == value_data_obj.end())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse the json, value entry 'type' not found",
asset_id);
return false;
}
if (!type_iter->second.is<std::string>())
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' failed to parse the json, value entry 'type' is not "
"the right json type",
asset_id);
return false;
}
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())
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' failed to parse the json, value 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 the json, value entry 'code_name' is not "
"the right json type",
asset_id);
return false;
}
property.m_code_name = code_name_iter->second.to_str();
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))
return false;
}
material_property->push_back(std::move(property));
}
return true;
}
} // namespace
bool MaterialData::FromJson(const CustomAssetLibrary::AssetID& asset_id,
const picojson::object& json, MaterialData* data)
{
const auto values_iter = json.find("values");
if (values_iter == json.end())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'values' not found", asset_id);
return false;
}
if (!values_iter->second.is<picojson::array>())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'values' is not the right json type",
asset_id);
return false;
}
const auto& values_array = values_iter->second.get<picojson::array>();
if (!ParseMaterialProperties(asset_id, values_array, &data->properties))
return false;
const auto shader_asset_iter = json.find("shader_asset");
if (shader_asset_iter == json.end())
{
ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'shader_asset' not found", asset_id);
return false;
}
if (!shader_asset_iter->second.is<std::string>())
{
ERROR_LOG_FMT(VIDEO,
"Asset '{}' failed to parse json, 'shader_asset' is not the right json type",
asset_id);
return false;
}
data->shader_asset = shader_asset_iter->second.to_str();
return true;
}
CustomAssetLibrary::LoadInfo MaterialAsset::LoadImpl(const CustomAssetLibrary::AssetID& asset_id)
{
auto potential_data = std::make_shared<MaterialData>();
const auto loaded_info = m_owning_library->LoadMaterial(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 +1,61 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <optional>
#include <string>
#include <variant>
#include <vector>
#include <picojson.h>
#include "Common/CommonTypes.h"
#include "Common/EnumFormatter.h"
#include "VideoCommon/Assets/CustomAsset.h"
namespace VideoCommon
{
struct MaterialProperty
{
using Value = std::variant<std::string>;
enum class Type
{
Type_Undefined,
Type_TextureAsset,
Type_Max = Type_TextureAsset
};
std::string m_code_name;
Type m_type = Type::Type_Undefined;
std::optional<Value> m_value;
};
struct MaterialData
{
static bool FromJson(const CustomAssetLibrary::AssetID& asset_id, const picojson::object& json,
MaterialData* data);
std::string shader_asset;
std::vector<MaterialProperty> properties;
};
// Much like Unity and Unreal materials, a Dolphin material does very little on its own
// Its sole purpose is to provide data (through properties) that are used in conjunction
// with a shader asset that is provided by name. It is up to user of this asset to
// use the two together to create the relevant runtime data
class MaterialAsset final : public CustomLoadableAsset<MaterialData>
{
public:
using CustomLoadableAsset::CustomLoadableAsset;
private:
CustomAssetLibrary::LoadInfo LoadImpl(const CustomAssetLibrary::AssetID& asset_id) override;
};
} // namespace VideoCommon
template <>
struct fmt::formatter<VideoCommon::MaterialProperty::Type>
: EnumFormatter<VideoCommon::MaterialProperty::Type::Type_Max>
{
constexpr formatter() : EnumFormatter({"Undefined", "Texture"}) {}
};

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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/MaterialAsset.cpp
Assets/MaterialAsset.h
Assets/ShaderAsset.cpp Assets/ShaderAsset.cpp
Assets/ShaderAsset.h Assets/ShaderAsset.h
Assets/TextureAsset.cpp Assets/TextureAsset.cpp