mirror of
https://github.com/AssetRipper/AssetRipper.git
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81 lines
2.7 KiB
C#
81 lines
2.7 KiB
C#
using AssetRipper.Export.Modules.Shaders.Resources;
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using AssetRipper.Export.Modules.Shaders.ShaderBlob;
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using AssetRipper.IO.Endian;
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using AssetRipper.Primitives;
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namespace AssetRipper.Export.Modules.Shaders;
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public static class DXShaderProgramRestorer
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{
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public static byte[] RestoreProgramData(BinaryReader reader, UnityVersion version, ref ShaderSubProgram shaderSubProgram)
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{
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using MemoryStream dest = new MemoryStream();
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using BinaryWriter writer = new BinaryWriter(dest);
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uint baseOffset = (uint)reader.BaseStream.Position;
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byte[] magicBytes = reader.ReadBytes(4);
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byte[] checksum = reader.ReadBytes(16);
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uint unknown0 = reader.ReadUInt32();
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uint totalSize = reader.ReadUInt32();
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uint chunkCount = reader.ReadUInt32();
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List<uint> chunkOffsets = new List<uint>();
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for (int i = 0; i < chunkCount; i++)
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{
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chunkOffsets.Add(reader.ReadUInt32());
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}
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uint bodyOffset = (uint)reader.BaseStream.Position;
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// Check if shader already has resource chunk
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foreach (uint chunkOffset in chunkOffsets)
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{
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reader.BaseStream.Position = chunkOffset + baseOffset;
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uint fourCc = reader.ReadUInt32();
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if (fourCc == RDEFFourCC)
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{
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reader.BaseStream.Position = baseOffset;
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byte[] original = reader.ReadBytes((int)reader.BaseStream.Length);
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return original;
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}
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}
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reader.BaseStream.Position = bodyOffset;
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byte[] resourceChunkData = GetResourceChunk(version, ref shaderSubProgram);
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//Adjust for new chunk
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totalSize += (uint)resourceChunkData.Length;
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for (int i = 0; i < chunkCount; i++)
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{
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chunkOffsets[i] += (uint)resourceChunkData.Length + 4;
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}
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chunkOffsets.Insert(0, bodyOffset - baseOffset + 4);
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chunkCount += 1;
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totalSize += (uint)resourceChunkData.Length;
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writer.Write(magicBytes);
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writer.Write(checksum);
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writer.Write(unknown0);
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writer.Write(totalSize);
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writer.Write(chunkCount);
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foreach (uint chunkOffset in chunkOffsets)
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{
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writer.Write(chunkOffset);
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}
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writer.Write(resourceChunkData);
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byte[] rest = reader.ReadBytes((int)reader.BaseStream.Length - (int)reader.BaseStream.Position);
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writer.Write(rest);
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return dest.ToArray();
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}
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private static byte[] GetResourceChunk(UnityVersion version, ref ShaderSubProgram shaderSubprogram)
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{
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using MemoryStream memoryStream = new MemoryStream();
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using EndianWriter writer = new EndianWriter(memoryStream, EndianType.LittleEndian);
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ResourceChunk resourceChunk = new ResourceChunk(version, ref shaderSubprogram);
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resourceChunk.Write(writer);
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//uint size = resourceChunk.Size;
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//if (memoryStream.Length != resourceChunk.Size) throw new Exception("Expected size does not match actual size");
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return memoryStream.ToArray();
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}
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/// <summary>
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/// 'RDEF' ascii
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/// </summary>
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public const uint RDEFFourCC = 0x46454452;
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}
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