VideoCommon: add additional properties to ShaderAsset to support custom shader uniforms
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@ -3,6 +3,11 @@
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#include "VideoCommon/Assets/ShaderAsset.h"
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#include <algorithm>
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#include <array>
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#include <string_view>
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#include <utility>
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#include "Common/Logging/Log.h"
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#include "VideoCommon/Assets/CustomAssetLibrary.h"
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@ -45,28 +50,38 @@ bool ParseShaderProperties(const VideoCommon::CustomAssetLibrary::AssetID& asset
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std::transform(type.begin(), type.end(), type.begin(),
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[](unsigned char c) { return std::tolower(c); });
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if (type == "sampler2d")
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static constexpr std::array<std::pair<std::string_view, ShaderProperty::Type>,
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static_cast<int>(ShaderProperty::Type::Type_Max)>
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pairs = {{
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{"sampler2d", ShaderProperty::Type::Type_Sampler2D},
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{"samplercube", ShaderProperty::Type::Type_SamplerCube},
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{"samplerarrayshared_main", ShaderProperty::Type::Type_SamplerArrayShared_Main},
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{"samplerarrayshared_additional",
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ShaderProperty::Type::Type_SamplerArrayShared_Additional},
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{"int", ShaderProperty::Type::Type_Int},
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{"int2", ShaderProperty::Type::Type_Int2},
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{"int3", ShaderProperty::Type::Type_Int3},
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{"int4", ShaderProperty::Type::Type_Int4},
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{"float", ShaderProperty::Type::Type_Float},
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{"float2", ShaderProperty::Type::Type_Float2},
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{"float3", ShaderProperty::Type::Type_Float3},
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{"float4", ShaderProperty::Type::Type_Float4},
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{"rgb", ShaderProperty::Type::Type_RGB},
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{"rgba", ShaderProperty::Type::Type_RGBA},
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{"bool", ShaderProperty::Type::Type_Bool},
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}};
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if (const auto it = std::find_if(pairs.begin(), pairs.end(),
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[&](const auto& pair) { return pair.first == type; });
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it != pairs.end())
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{
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property.m_type = ShaderProperty::Type::Type_Sampler2D;
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}
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else if (type == "samplercube")
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{
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property.m_type = ShaderProperty::Type::Type_SamplerCube;
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}
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else if (type == "samplerarrayshared_main")
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{
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property.m_type = ShaderProperty::Type::Type_SamplerArrayShared_Main;
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}
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else if (type == "samplerarrayshared_additional")
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{
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property.m_type = ShaderProperty::Type::Type_SamplerArrayShared_Additional;
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property.m_type = it->second;
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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 json, property entry 'description' is "
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"Asset '{}' failed to parse json, property entry type '{}' is "
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"an invalid option",
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asset_id);
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asset_id, type_iter->second.to_str());
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return false;
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}
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@ -8,6 +8,7 @@
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#include <picojson.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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@ -27,7 +28,18 @@ struct ShaderProperty
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Type_SamplerArrayShared_Additional,
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Type_Sampler2D,
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Type_SamplerCube,
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Type_Max = Type_SamplerCube
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Type_Int,
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Type_Int2,
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Type_Int3,
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Type_Int4,
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Type_Float,
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Type_Float2,
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Type_Float3,
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Type_Float4,
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Type_RGB,
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Type_RGBA,
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Type_Bool,
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Type_Max = Type_Bool
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};
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Type m_type;
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std::string m_description;
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@ -54,3 +66,15 @@ 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::ShaderProperty::Type>
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: EnumFormatter<VideoCommon::ShaderProperty::Type::Type_Max>
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{
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constexpr formatter()
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: EnumFormatter({"Undefined", "DolphinSamplerArray_Main", "DolphinSamplerArray_Additional",
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"2DSampler", "CubeSampler", "Int", "Int2", "Int3", "Int4", "Float", "Float2",
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"Float3", "Float4", "RGB", "RGBA", "Bool"})
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{
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}
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};
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