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physis/src/shpk.rs

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// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: GPL-3.0-or-later
use std::io::{Cursor, Seek, SeekFrom};
use binrw::{BinRead, binread, BinReaderExt};
use crate::gamedata::MemoryBuffer;
#[binread]
#[br(little)]
#[br(magic = b"ShPk")]
#[derive(Debug)]
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#[allow(dead_code)]
struct SHPKHeader {
#[br(pad_before = 4)] // what are these bytes? 01 0B
#[br(count = 4)]
#[bw(pad_size_to = 4)]
#[bw(map = |x : &String | x.as_bytes())]
#[br(map = | x: Vec<u8> | String::from_utf8(x).unwrap().trim_matches(char::from(0)).to_string())]
format: String,
file_length: i32,
shader_data_offset: i32,
parameter_list_offset: i32,
vertex_shader_count: i32,
pixel_shader_count: i32,
scalar_parameter_count: i32,
resource_parameter_count: i32
}
pub struct Shader {
pub bytecode: Vec<u8>
}
pub struct ShaderPackage {
pub vertex_shaders: Vec<Shader>,
pub pixel_shaders: Vec<Shader>
}
impl ShaderPackage {
pub fn from_existing(buffer: &MemoryBuffer) -> Option<ShaderPackage> {
let mut cursor = Cursor::new(buffer);
let header = SHPKHeader::read(&mut cursor).ok()?;
// start of shader data
cursor.seek(SeekFrom::Start(header.shader_data_offset as u64 + 12)).ok()?;
let mut vertex_shaders: Vec<Shader> = Vec::new();
let mut pixel_shaders: Vec<Shader> = Vec::new();
let mut buffer: Vec<u8> = Vec::new();
let eof_magic = 1128421444u32;
while vertex_shaders.len() < header.vertex_shader_count as usize {
let word = cursor.read_le::<u32>().unwrap();
if word == eof_magic && !buffer.is_empty() {
vertex_shaders.push(Shader {
bytecode: buffer.clone()
});
buffer.clear();
} else {
buffer.extend_from_slice(word.to_le_bytes().as_slice());
}
}
while pixel_shaders.len() < header.pixel_shader_count as usize {
let word = cursor.read_le::<u32>().unwrap();
if word == eof_magic && !buffer.is_empty() || cursor.position() == header.parameter_list_offset as u64 {
pixel_shaders.push(Shader {
bytecode: buffer.clone()
});
buffer.clear();
} else {
buffer.extend_from_slice(word.to_le_bytes().as_slice());
}
}
Some(ShaderPackage {
vertex_shaders,
pixel_shaders
})
}
}