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shaderpackage.py
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shaderpackage.py
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"""Basic Oblivion shader package reading/writing
Most of this was from reading OBMM code, so for example where it's unsure if the
official format is a uint32 vs an int32, it's because OBMM uses int32 but the value
itself would make more sense as a uint32.
Values are Little Endian byte-order
Format:
HEADER:
4 bytes: `magic` - 64 00 00 00 (hex), or 100 in decimal
(u?)int32: `count` - number of shaders in this shader package
(u?)int32: `data_size` - total size in bytes of the shader data (so file size - 12 bytes for the header)
ARRAY: `count` entries, packed (no padding bytes)
ENTRY:
0x100 bytes: `name` - name of the shader file name (ex: SLS1000.vso)
(u?)int32: `shader_size` - size of the shader data
`shader_size` bytes: `compiled_shader` - raw binary data of the compiled shader. This is exactly
what would be in the file if it were a loose file.
Notes/Q's:
- Does the game engine care what the timestamp of the SDP is?
- Does the game engine do any error checking to verify `count`, `data_size`, etc are accurate?
- If not: does the game engine crash if bad values are fed to it here?
- Is there a shader decompiler we can run these through to get back to the code (even without variable names?)
A: disassembler at least - https://github.com/aizvorski/dx-shader-decompiler/
- What does the game engine do if two of the same filename are in the same shader package?
- What encoding does the game engine assume for the filename entries?
"""
import struct
import os
__all__ = [
'Shader',
'ShaderPackage',
]
# Helper functions for reading/writing data
def _generate_readwrite(format, single=False):
compiled = struct.Struct(format)
size = compiled.size
packer = compiled.pack
unpacker = compiled.unpack
if single:
# Single variable packer/unpacker
def read(input_stream):
return unpacker(input_stream.read(size))[0]
def write(output_stream, value):
return output_stream.write(packer(value))
else:
def read(input_stream):
return unpacker(input_stream.read(size))
def write(output_stream, *values):
return output_stream.write(packer(*values))
return read, write
read_int32, write_int32 = _generate_readwrite('<i', True)
read_uint32, write_uint32 = _generate_readwrite('<I', True)
def write_name(output_stream, name, encoding='utf8', size=0x100):
"""Write filename, padded with nulls, for a total of 0x100 bytes."""
name = name.encode(encoding)
assert len(name) <= size
buffer = bytearray(size)
buffer[0:len(name)] = name
output_stream.write(buffer)
class Shader:
"""Represents a single shader."""
def __init__(self, filename, shader_data):
self.filename = filename
self.shader_data = shader_data
def __repr__(self):
return f"<Shader '{self.filename}' - {len(self.shader_data)}>"
@classmethod
def from_stream(cls, input_stream):
"""Read in shader information from an already open shader package,
with the file read position at the beginning of the shader
entry you want to read."""
name = input_stream.read(0x100).strip(b'\x00').decode('utf8')
size = read_int32(input_stream)
shader_data = input_stream.read(size)
return cls(name, shader_data)
@classmethod
def from_object_file(cls, filename):
"""Read in shader information from vertex/pixel shader object file (.vso/.pso)"""
with open(filename, 'rb') as input_stream:
shader_data = input_stream.read()
return cls(filename, shader_data)
def write_object_file(self, directory, filename=None):
"""Write the shader out as a vertex/pixel shader object file (.vso/.pso),
in the directory `directory`. If `filename` is not specified, use the
filename that was attached to this shader at creation (read from file,
read from package)."""
if filename is None:
filename = self.filename
filename = os.path.join(directory, filename)
with open(filename, 'wb') as output_stream:
output_stream.write(self.shader_data)
def write_stream(self, output_stream):
"""Write shader information to an already open shader package,
with the file write position where the shader entry should
be written."""
write_name(output_stream, self.filename)
write_int32(output_stream, len(self.shader_data))
output_stream.write(self.shader_data)
class ShaderPackage(list):
"""Basically a thin wrapper around a list of `Shader` objects."""
MAGIC = 100
@classmethod
def from_shaderpackage(cls, filename):
"""Reads shader data from a shader package, with almost no error
checking of claimed sizes."""
with open(filename, 'rb') as input_stream:
magic = read_int32(input_stream)
assert magic == cls.MAGIC
count = read_int32(input_stream)
data_size = read_int32(input_stream)
return cls(Shader.from_stream(input_stream) for _ in range(count))
@classmethod
def from_directory(cls, directory):
"""Read all shader object files from a directory."""
# Changing working directory is hacky, probably need to decouple
# internal storage of the filename from the actual path string
ret = cls()
cwd = os.getcwd()
try:
os.chdir(directory)
for filename in os.listdir('.'):
ext = os.path.splitext(filename)[1].lower()
if ext in ('.vso', '.pso'):
ret.append(Shader.from_object_file(filename))
return ret
finally:
os.chdir(cwd)
def write_file(self, filename):
"""Save the whole shader package to file."""
with open(filename, 'wb') as output_stream:
# Write the header (mostly)
write_int32(output_stream, self.MAGIC)
write_int32(output_stream, len(self))
# Write the size info later
size_offset = output_stream.tell()
write_int32(output_stream, 0)
# Write the shader array
for shader in self:
shader.write_stream(output_stream)
# Go back and fill in the final size
size = output_stream.tell() - 12 # Don't include header size
output_stream.seek(size_offset, os.SEEK_SET)
write_int32(output_stream, size)
def unpack(self, directory):
"""Save the individual shaders in the shader package to directory."""
if not os.path.exists(directory):
os.makedirs(directory)
for shader in self:
shader.write_object_file(directory)