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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Resources/MaterialResource.h"
#include <utility>
#include <xxh3.h>
#include "Common/VariantUtil.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/PipelineUtils.h"
#include "VideoCommon/Resources/CustomResourceManager.h"
#include "VideoCommon/VideoConfig.h"
namespace
{
// TODO: absorb this with TextureCacheBase
bool IsAnisotropicEnhancementSafe(const SamplerState::TM0& tm0)
{
return !(tm0.min_filter == FilterMode::Near && tm0.mag_filter == FilterMode::Near);
}
// TODO: absorb this with TextureCacheBase
SamplerState CalculateSamplerAnisotropy(const SamplerState& initial_sampler)
{
SamplerState state = initial_sampler;
if (g_ActiveConfig.iMaxAnisotropy != AnisotropicFilteringMode::Default &&
IsAnisotropicEnhancementSafe(state.tm0))
{
state.tm0.anisotropic_filtering = std::to_underlying(g_ActiveConfig.iMaxAnisotropy);
}
if (state.tm0.anisotropic_filtering != 0)
{
// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
// For predictable results on all hardware/drivers, only use one of:
// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
// Letting the game set other combinations will have varying arbitrary results;
// possibly being interpreted as equal to bilinear/trilinear, implicitly
// disabling anisotropy, or changing the anisotropic algorithm employed.
state.tm0.min_filter = FilterMode::Linear;
state.tm0.mag_filter = FilterMode::Linear;
state.tm0.mipmap_filter = FilterMode::Linear;
}
return state;
}
} // namespace
namespace VideoCommon
{
MaterialResource::MaterialResource(Resource::ResourceContext resource_context,
const GXPipelineUid& pipeline_uid)
: Resource(std::move(resource_context)), m_uid(pipeline_uid)
{
m_material_asset = m_resource_context.asset_cache->CreateAsset<MaterialAsset>(
m_resource_context.primary_asset_id, m_resource_context.asset_library, this);
m_uid_vertex_format_copy =
g_gfx->CreateNativeVertexFormat(m_uid.vertex_format->GetVertexDeclaration());
m_uid.vertex_format = m_uid_vertex_format_copy.get();
}
void MaterialResource::ResetData()
{
if (m_current_data)
{
m_current_data->m_shader_resource->RemoveReference(this);
for (const auto& texture_like_resource : m_current_data->m_texture_like_resources)
{
if (texture_like_resource)
texture_like_resource->RemoveReference(this);
}
if (m_current_data->m_next_material)
m_current_data->m_next_material->RemoveReference(this);
}
m_load_data = std::make_shared<Data>();
m_processing_load_data = false;
}
Resource::TaskComplete MaterialResource::CollectPrimaryData()
{
const auto material_data = m_material_asset->GetData();
if (!material_data) [[unlikely]]
{
return Resource::TaskComplete::No;
}
m_load_data->m_material_data = material_data;
// A shader asset is required to function
if (m_load_data->m_material_data->shader_asset == "")
{
return Resource::TaskComplete::Error;
}
CreateTextureData(m_load_data.get());
SetShaderKey(m_load_data.get(), &m_uid);
return Resource::TaskComplete::Yes;
}
Resource::TaskComplete MaterialResource::CollectDependencyData()
{
bool loaded = true;
{
auto* const shader_resource = m_resource_context.resource_manager->GetShaderFromAsset(
m_load_data->m_material_data->shader_asset, m_load_data->m_shader_key, m_uid,
m_load_data->m_preprocessor_settings, m_resource_context.asset_library);
shader_resource->AddReference(this);
m_load_data->m_shader_resource = shader_resource;
const auto data_processed = shader_resource->IsDataProcessed();
if (data_processed == TaskComplete::Error)
return TaskComplete::Error;
loaded &= data_processed == TaskComplete::Yes;
}
for (std::size_t i = 0; i < m_load_data->m_material_data->textures.size(); i++)
{
const auto& texture_and_sampler = m_load_data->m_material_data->textures[i];
if (texture_and_sampler.asset == "")
continue;
const auto texture = m_resource_context.resource_manager->GetTextureAndSamplerFromAsset(
texture_and_sampler.asset, m_resource_context.asset_library);
m_load_data->m_texture_like_resources[i] = texture;
m_load_data->m_texture_like_data[i] = texture->GetData();
texture->AddReference(this);
const auto data_processed = texture->IsDataProcessed();
if (data_processed == TaskComplete::Error)
return TaskComplete::Error;
loaded &= data_processed == TaskComplete::Yes;
}
if (m_load_data->m_material_data->next_material_asset != "")
{
m_load_data->m_next_material = m_resource_context.resource_manager->GetMaterialFromAsset(
m_load_data->m_material_data->next_material_asset, m_uid, m_resource_context.asset_library);
m_load_data->m_next_material->AddReference(this);
const auto data_processed = m_load_data->m_next_material->IsDataProcessed();
if (data_processed == TaskComplete::Error)
return TaskComplete::Error;
loaded &= data_processed == TaskComplete::Yes;
}
return loaded ? TaskComplete::Yes : TaskComplete::No;
}
Resource::TaskComplete MaterialResource::ProcessData()
{
auto shader_data = m_load_data->m_shader_resource->GetData();
if (!shader_data) [[unlikely]]
return Resource::TaskComplete::Error;
for (std::size_t i = 0; i < m_load_data->m_texture_like_data.size(); i++)
{
auto& texture_like_reference = m_load_data->m_texture_like_references[i];
const auto& texture_and_sampler = m_load_data->m_material_data->textures[i];
// If the texture doesn't exist, use one of the placeholders
if (texture_and_sampler.asset == "")
{
const auto texture_type = shader_data->GetTextureType(i);
if (texture_type == AbstractTextureType::Texture_2D)
texture_like_reference.texture = m_resource_context.invalid_color_texture;
else if (texture_type == AbstractTextureType::Texture_2DArray)
texture_like_reference.texture = m_resource_context.invalid_array_texture;
else if (texture_type == AbstractTextureType::Texture_CubeMap)
texture_like_reference.texture = m_resource_context.invalid_cubemap_texture;
if (texture_like_reference.texture == nullptr)
{
PanicAlertFmt("Invalid texture (texture_type={}) is not found during material "
"resource processing (asset_id={})",
texture_type, m_resource_context.primary_asset_id);
}
continue;
}
auto& texture_like_data = m_load_data->m_texture_like_data[i];
std::visit(overloaded{[&](const std::shared_ptr<TextureAndSamplerResource::Data>& data) {
texture_like_reference.texture = data->GetTexture();
texture_like_reference.sampler = CalculateSamplerAnisotropy(data->GetSampler());
;
}},
texture_like_data);
}
class WorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
WorkItem(std::shared_ptr<MaterialResource::Data> material_resource_data,
std::shared_ptr<ShaderResource::Data> shader_resource_data,
VideoCommon::GXPipelineUid* uid, FramebufferState frame_buffer_state)
: m_material_resource_data(std::move(material_resource_data)),
m_shader_resource_data(std::move(shader_resource_data)), m_uid(uid),
m_frame_buffer_state(frame_buffer_state)
{
}
bool Compile() override
{
// Sanity check
if (!m_shader_resource_data->IsCompiled())
{
m_material_resource_data->m_processing_finished = true;
return false;
}
AbstractPipelineConfig config;
config.vertex_shader = m_shader_resource_data->GetVertexShader();
config.pixel_shader = m_shader_resource_data->GetPixelShader();
config.geometry_shader = m_shader_resource_data->GetGeometryShader();
const auto actual_uid = ApplyDriverBugs(*m_uid);
if (m_material_resource_data->m_material_data->blending_state)
config.blending_state = *m_material_resource_data->m_material_data->blending_state;
else
config.blending_state = actual_uid.blending_state;
if (m_material_resource_data->m_material_data->depth_state)
config.depth_state = *m_material_resource_data->m_material_data->depth_state;
else
config.depth_state = actual_uid.depth_state;
config.framebuffer_state = std::move(m_frame_buffer_state);
config.framebuffer_state.additional_color_attachment_count = 0;
config.rasterization_state = actual_uid.rasterization_state;
if (m_material_resource_data->m_material_data->cull_mode)
{
config.rasterization_state.cull_mode =
*m_material_resource_data->m_material_data->cull_mode;
}
config.vertex_format = actual_uid.vertex_format;
config.usage = AbstractPipelineUsage::GX;
m_material_resource_data->m_pipeline = g_gfx->CreatePipeline(config);
if (m_material_resource_data->m_pipeline)
{
WriteUniforms(m_material_resource_data.get());
}
m_material_resource_data->m_processing_finished = true;
return true;
}
void Retrieve() override {}
private:
std::shared_ptr<MaterialResource::Data> m_material_resource_data;
std::shared_ptr<ShaderResource::Data> m_shader_resource_data;
VideoCommon::GXPipelineUid* m_uid;
FramebufferState m_frame_buffer_state;
};
if (!m_processing_load_data)
{
auto wi = m_resource_context.shader_compiler->CreateWorkItem<WorkItem>(
m_load_data, std::move(shader_data), &m_uid,
g_framebuffer_manager->GetEFBFramebufferState());
// We don't need priority, that is already handled by the resource system
m_resource_context.shader_compiler->QueueWorkItem(std::move(wi), 0);
m_processing_load_data = true;
}
if (!m_load_data->m_processing_finished)
return TaskComplete::No;
if (!m_load_data->m_pipeline)
{
return TaskComplete::Error;
}
std::swap(m_current_data, m_load_data);
return TaskComplete::Yes;
}
void MaterialResource::MarkAsActive()
{
if (!m_current_data) [[unlikely]]
return;
m_resource_context.asset_cache->MarkAssetActive(m_material_asset);
for (const auto& texture_like_resource : m_current_data->m_texture_like_resources)
{
if (texture_like_resource)
texture_like_resource->MarkAsActive();
}
if (m_current_data->m_shader_resource)
m_current_data->m_shader_resource->MarkAsActive();
if (m_current_data->m_next_material)
m_current_data->m_next_material->MarkAsActive();
}
void MaterialResource::MarkAsPending()
{
m_resource_context.asset_cache->MarkAssetPending(m_material_asset);
}
void MaterialResource::CreateTextureData(Data* data)
{
ShaderCode preprocessor_settings;
const auto& material_data = *data->m_material_data;
data->m_texture_like_data.clear();
data->m_texture_like_resources.clear();
data->m_texture_like_references.clear();
const u32 custom_sampler_index_offset = 8;
for (u32 i = 0; i < static_cast<u32>(material_data.textures.size()); i++)
{
const auto& texture_and_sampler = material_data.textures[i];
data->m_texture_like_references.push_back(TextureLikeReference{});
TextureAndSamplerResource* value = nullptr;
data->m_texture_like_resources.push_back(value);
data->m_texture_like_data.push_back(std::shared_ptr<TextureAndSamplerResource::Data>{});
auto& texture_like_reference = data->m_texture_like_references[i];
if (texture_and_sampler.asset == "")
{
preprocessor_settings.Write("#define HAS_SAMPLER_{} 0\n", i);
// For an invalid asset, force the sampler to use the default sampler
texture_like_reference.sampler_origin =
VideoCommon::TextureSamplerValue::SamplerOrigin::Asset;
texture_like_reference.texture_hash = "";
}
else
{
preprocessor_settings.Write("#define HAS_SAMPLER_{} 1\n", i);
texture_like_reference.sampler_origin = texture_and_sampler.sampler_origin;
texture_like_reference.texture_hash = texture_and_sampler.texture_hash;
}
texture_like_reference.sampler_index = i + custom_sampler_index_offset;
texture_like_reference.texture = nullptr;
}
data->m_preprocessor_settings = preprocessor_settings.GetBuffer();
}
void MaterialResource::SetShaderKey(Data* data, GXPipelineUid* uid)
{
XXH3_state_t shader_key_hash;
XXH3_INITSTATE(&shader_key_hash);
XXH3_64bits_reset_withSeed(&shader_key_hash, static_cast<XXH64_hash_t>(1));
UpdateHashWithPipeline(*uid, &shader_key_hash);
XXH3_64bits_update(&shader_key_hash, data->m_preprocessor_settings.c_str(),
data->m_preprocessor_settings.size());
data->m_shader_key = XXH3_64bits_digest(&shader_key_hash);
}
void MaterialResource::WriteUniforms(Data* data)
{
// Calculate the size in memory of the buffer
std::size_t max_uniformdata_size = 0;
for (const auto& property : data->m_material_data->properties)
{
max_uniformdata_size += VideoCommon::MaterialProperty::GetMemorySize(property);
}
data->m_uniform_data = Common::UniqueBuffer<u8>(max_uniformdata_size);
// Now write the memory
u8* uniform_data = data->m_uniform_data.data();
for (const auto& property : data->m_material_data->properties)
{
VideoCommon::MaterialProperty::WriteToMemory(uniform_data, property);
}
}
} // namespace VideoCommon
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