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Rewrite SHPK reading

This commit is contained in:
Joshua Goins 2024-01-29 15:07:35 -05:00
parent 6000720658
commit a18602e3d5

View file

@ -7,41 +7,115 @@ use binrw::{BinRead, binread};
use crate::ByteSpan; use crate::ByteSpan;
#[binread] #[binread]
#[br(little)] #[br(little, import {
strings_offset: u32
})]
#[derive(Debug)] #[derive(Debug)]
#[allow(unused)] #[allow(unused)]
struct ParameterHeader { pub struct ResourceParameter {
id: i32, id: u32,
name_offset: i32, #[br(temp)]
#[br(pad_after = 8)] local_string_offset: u32,
name_length: i32 #[br(temp)]
string_length: u32,
pub slot: u16,
size: u16,
#[br(seek_before = SeekFrom::Start(strings_offset as u64 + local_string_offset as u64))]
#[br(count = string_length, map = | x: Vec<u8> | String::from_utf8(x).unwrap().trim_matches(char::from(0)).to_string())]
#[br(restore_position)]
pub name: String
} }
#[binread] #[binread]
#[br(little)] #[br(little, import {
shader_data_offset: u32,
strings_offset: u32
})]
#[derive(Debug)] #[derive(Debug)]
#[allow(unused)] #[allow(unused)]
struct ShaderParameterReference { pub struct Shader {
#[br(pad_after = 12)] data_offset: u32,
id: i32 data_size: u32,
scalar_parameter_count: u16,
resource_parameter_count: u16,
uav_parameter_count: u16,
unknown1: u16,
#[br(args { count: scalar_parameter_count as usize, inner: ResourceParameterBinReadArgs { strings_offset }})]
pub scalar_parameters: Vec<ResourceParameter>,
#[br(args { count: resource_parameter_count as usize, inner: ResourceParameterBinReadArgs { strings_offset }})]
pub resource_parameters: Vec<ResourceParameter>,
#[br(args { count: uav_parameter_count as usize, inner: ResourceParameterBinReadArgs { strings_offset }})]
pub uav_parameters: Vec<ResourceParameter>,
/// The HLSL bytecode of this shader. The DX level used varies.
#[br(seek_before = SeekFrom::Start(shader_data_offset as u64 + data_offset as u64))]
#[br(count = data_size)]
#[br(restore_position)]
pub bytecode: Vec<u8>
} }
#[binread] #[binread]
#[br(little)]
#[derive(Debug)] #[derive(Debug)]
#[allow(unused)] #[allow(unused)]
struct ShaderHeader { pub struct MaterialParameter {
data_offset: i32, id: u32,
data_length: i32, byte_offset: u16,
byte_size: u16
}
num_scalar: i16, #[binread]
#[br(pad_after = 4)] #[derive(Debug)]
num_resource: i16, #[allow(unused)]
pub struct Key {
id: u32,
default_value: u32
}
#[br(count = num_scalar)] #[binread]
scalar_parameters: Vec<ShaderParameterReference>, #[repr(C)]
#[br(count = num_resource)] #[derive(Debug, Clone, Copy)]
resource_parameters: Vec<ShaderParameterReference>, #[allow(unused)]
pub struct Pass {
id: u32,
vertex_shader: u32,
pixel_shader: u32
}
#[binread]
#[derive(Debug)]
#[allow(unused)]
pub struct NodeAlias {
selector: u32,
node: u32
}
#[binread]
#[br(little, import {
system_key_count: u32,
scene_key_count: u32,
material_key_count: u32,
subview_key_count: u32
})]
#[derive(Debug)]
#[allow(unused)]
pub struct Node {
pub selector: u32,
pub pass_count: u32,
pub pass_indices: [u8; 16],
#[br(count = system_key_count)]
pub system_keys: Vec<u32>,
#[br(count = scene_key_count)]
pub scene_keys: Vec<u32>,
#[br(count = material_key_count)]
pub material_keys: Vec<u32>,
#[br(count = subview_key_count)]
pub subview_keys: Vec<u32>,
#[br(count = pass_count, err_context("system_key_count = {}", material_key_count))]
pub passes: Vec<Pass>
} }
#[binread] #[binread]
@ -49,91 +123,115 @@ struct ShaderHeader {
#[br(magic = b"ShPk")] #[br(magic = b"ShPk")]
#[derive(Debug)] #[derive(Debug)]
#[allow(dead_code)] #[allow(dead_code)]
struct SHPKHeader { pub struct ShaderPackage {
#[br(pad_before = 4)] // what are these bytes? 01 0B version: u32,
// "DX9\0" or "DX11"
#[br(count = 4)] #[br(count = 4)]
#[bw(pad_size_to = 4)] #[bw(pad_size_to = 4)]
#[bw(map = |x : &String | x.as_bytes())] #[bw(map = |x : &String | x.as_bytes())]
#[br(map = | x: Vec<u8> | String::from_utf8(x).unwrap().trim_matches(char::from(0)).to_string())] #[br(map = | x: Vec<u8> | String::from_utf8(x).unwrap().trim_matches(char::from(0)).to_string())]
format: String, format: String,
file_length: u32,
file_length: i32, shader_data_offset: u32,
shader_data_offset: i32, strings_offset: u32,
parameter_list_offset: i32, vertex_shader_count: u32,
vertex_shader_count: i32, pixel_shader_count: u32,
pixel_shader_count: i32,
#[br(pad_before = 4)] material_parameters_size: u32,
c1: i32, material_parameter_count: u32,
// 8 bytes... scalar_parameter_count: u32,
scalar_parameter_count: i32, resource_parameter_count: u32,
resource_parameter_count: i32, uav_count: u32,
system_key_count: u32,
scene_key_count: u32,
material_key_count: u32,
node_count: u32,
node_alias_count: u32,
#[br(pad_before = 24)] // TODO: dx9 needs 4 bytes of padding, dx11 is 8 (correct)
#[br(count = vertex_shader_count)] #[br(args { count: vertex_shader_count as usize, inner : ShaderBinReadArgs { shader_data_offset: shader_data_offset + 8, strings_offset }})]
vertex_shader_headers: Vec<ShaderHeader>,
#[br(count = pixel_shader_count)]
pixel_shader_headers: Vec<ShaderHeader>
}
pub struct Shader {
/// The HLSL bytecode of this shader. The DX level used varies.
pub bytecode: Vec<u8>
}
pub struct ShaderPackage {
/// The vertex shaders in this package
pub vertex_shaders: Vec<Shader>, pub vertex_shaders: Vec<Shader>,
/// The pixel (fragment) shaders in this package #[br(args { count: pixel_shader_count as usize, inner: ShaderBinReadArgs { shader_data_offset, strings_offset } })]
pub pixel_shaders: Vec<Shader> pub pixel_shaders: Vec<Shader>,
#[br(count = material_parameter_count)]
material_parameters: Vec<MaterialParameter>,
#[br(args { count: scalar_parameter_count as usize, inner: ResourceParameterBinReadArgs { strings_offset }})]
scalar_parameters: Vec<ResourceParameter>,
#[br(args { count: resource_parameter_count as usize, inner: ResourceParameterBinReadArgs { strings_offset }})]
resource_parameters: Vec<ResourceParameter>,
#[br(args { count: uav_count as usize, inner: ResourceParameterBinReadArgs { strings_offset }})]
uav_parameters: Vec<ResourceParameter>,
#[br(count = system_key_count)]
system_keys: Vec<Key>,
#[br(count = scene_key_count)]
scene_keys: Vec<Key>,
#[br(count = material_key_count)]
material_keys: Vec<Key>,
sub_view_key1_default: u32,
sub_view_key2_default: u32,
#[br(args { count: node_count as usize, inner: NodeBinReadArgs { system_key_count, scene_key_count, material_key_count, subview_key_count: 2 }})]
nodes: Vec<Node>,
#[br(ignore)]
node_selectors: Vec<(u32, u32)>,
#[br(count = node_alias_count)]
node_aliases: Vec<NodeAlias>
} }
impl ShaderPackage { impl ShaderPackage {
/// Reads an existing SHPK file /// Reads an existing SHPK file
pub fn from_existing(buffer: ByteSpan) -> Option<ShaderPackage> { pub fn from_existing(buffer: ByteSpan) -> Option<ShaderPackage> {
let mut cursor = Cursor::new(buffer); let mut cursor = Cursor::new(buffer);
let shpk_header = SHPKHeader::read(&mut cursor).unwrap(); let mut package = ShaderPackage::read(&mut cursor).unwrap();
// shader parameters for (i, node) in package.nodes.iter().enumerate() {
cursor.seek(SeekFrom::Current((shpk_header.c1 as u64 * 0x08) as i64)).ok()?; package.node_selectors.push((node.selector, i as u32));
}
for _ in 0..shpk_header.scalar_parameter_count { for alias in &package.node_aliases {
let _ = ParameterHeader::read_le(&mut cursor).ok()?; package.node_selectors.push((alias.selector, alias.node));
} }
for _ in 0..shpk_header.resource_parameter_count { println!("test: {:#?}", package.nodes);
let _ = ParameterHeader::read_le(&mut cursor).ok()?; println!("test: {:#?}", package.node_aliases);
Some(package)
}
pub fn find_node(&self, selector: u32) -> Option<&Node> {
for (sel, node) in &self.node_selectors {
if *sel == selector {
return Some(&self.nodes[*node as usize]);
}
} }
// shader bytecode None
let mut vertex_shaders: Vec<Shader> = Vec::new(); }
for header in shpk_header.vertex_shader_headers {
cursor.seek(SeekFrom::Start((shpk_header.shader_data_offset + header.data_offset + 8) as u64)).ok()?;
let mut bytecode = vec![0u8; header.data_length as usize]; pub fn build_selector_from_all_keys(system_keys: &[u32], scene_keys: &[u32], material_keys: &[u32], subview_keys: &[u32]) -> u32 {
cursor.read_exact(bytecode.as_mut_slice()).ok()?; Self::build_selector_from_keys(Self::build_selector(system_keys), Self::build_selector(scene_keys), Self::build_selector(material_keys), Self::build_selector(subview_keys))
}
vertex_shaders.push(Shader { pub fn build_selector_from_keys(system_key: u32, scene_key: u32, material_key: u32, subview_key: u32) -> u32 {
bytecode Self::build_selector(&[system_key, scene_key, material_key, subview_key])
}); }
pub fn build_selector(keys: &[u32]) -> u32 {
let mut selector: u32 = 0;
let mut multiplier: u32 = 1;
for key in keys {
selector = selector.wrapping_add(key.wrapping_mul(multiplier));
multiplier = multiplier.wrapping_mul(31);
} }
let mut pixel_shaders: Vec<Shader> = Vec::new(); selector
for header in shpk_header.pixel_shader_headers {
cursor.seek(SeekFrom::Start((shpk_header.shader_data_offset + header.data_offset) as u64)).ok()?;
let mut bytecode = vec![0u8; header.data_length as usize];
cursor.read_exact(bytecode.as_mut_slice()).ok()?;
pixel_shaders.push(Shader {
bytecode
});
}
Some(ShaderPackage {
vertex_shaders,
pixel_shaders
})
} }
} }