Merge pull request #12137 from iwubcode/custom_pipeline_more_error_checking

VideoCommon: additional error checking for CustomPipelineAction
This commit is contained in:
JMC47 2023-09-04 22:43:41 -04:00 committed by GitHub
commit 82ea4f4c70
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 22 additions and 22 deletions

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@ -282,27 +282,8 @@ void CustomPipelineAction::OnDrawStarted(GraphicsModActionData::DrawStarted* dra
const auto shader_data = pass.m_pixel_shader.m_asset->GetData();
if (shader_data)
{
if (pass.m_pixel_shader.m_asset->GetLastLoadedTime() > pass.m_pixel_shader.m_cached_write_time)
if (m_last_generated_shader_code.GetBuffer().empty())
{
const auto material = pass.m_pixel_material.m_asset->GetData();
if (!material)
return;
pass.m_pixel_shader.m_cached_write_time = pass.m_pixel_shader.m_asset->GetLastLoadedTime();
for (const auto& prop : material->properties)
{
if (!shader_data->m_properties.contains(prop.m_code_name))
{
ERROR_LOG_FMT(VIDEO,
"Custom pipeline has material asset '{}' that has property '{}'"
"that is not on shader asset '{}'",
pass.m_pixel_material.m_asset->GetAssetId(), prop.m_code_name,
pass.m_pixel_shader.m_asset->GetAssetId());
return;
}
}
// Calculate shader details
std::string color_shader_data =
ReplaceAll(shader_data->m_shader_source, "custom_main", CUSTOM_PIXELSHADER_COLOR_FUNC);
@ -336,7 +317,6 @@ void CustomPipelineAction::OnDrawStarted(GraphicsModActionData::DrawStarted* dra
fmt::format("{}_UNIT_{{0}}", texture_code_name));
}
m_last_generated_shader_code = ShaderCode{};
WriteDefines(&m_last_generated_shader_code, m_texture_code_names, draw_started->texture_unit);
m_last_generated_shader_code.Write("{}", color_shader_data);
}
@ -383,16 +363,36 @@ void CustomPipelineAction::OnTextureCreate(GraphicsModActionData::TextureCreate*
if (!pass.m_pixel_shader.m_asset || pass.m_pixel_material.m_asset->GetLastLoadedTime() >
pass.m_pixel_material.m_cached_write_time)
{
m_last_generated_shader_code = ShaderCode{};
pass.m_pixel_shader.m_asset = loader.LoadPixelShader(material_data->shader_asset, m_library);
// Note: the asset timestamp will be updated in the draw command
pass.m_pixel_shader.m_cached_write_time = pass.m_pixel_shader.m_asset->GetLastLoadedTime();
}
create->additional_dependencies->push_back(VideoCommon::CachedAsset<VideoCommon::CustomAsset>{
pass.m_pixel_shader.m_asset, pass.m_pixel_shader.m_asset->GetLastLoadedTime()});
const auto shader_data = pass.m_pixel_shader.m_asset->GetData();
if (!shader_data)
{
m_valid = false;
return;
}
m_texture_code_names.clear();
std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> game_assets;
for (const auto& property : material_data->properties)
{
const auto shader_it = shader_data->m_properties.find(property.m_code_name);
if (shader_it == shader_data->m_properties.end())
{
ERROR_LOG_FMT(VIDEO,
"Custom pipeline for texture '{}' has material asset '{}' that uses a "
"code name of '{}' but that can't be found on shader asset '{}'!",
create->texture_name, pass.m_pixel_material.m_asset->GetAssetId(),
property.m_code_name, pass.m_pixel_shader.m_asset->GetAssetId());
m_valid = false;
return;
}
if (property.m_type == VideoCommon::MaterialProperty::Type::Type_TextureAsset)
{
if (property.m_value)