// ---- METHODS ------------------------------------------------------------------------------------------------ void IResData.Load(BfshaFileLoader loader) { ShaderInputDictionary = loader.LoadDict(); ShaderOutputDictionary = loader.LoadDict(); ShaderSamplerDictionary = loader.LoadDict(); ShaderConstantsDictionary = loader.LoadDict(); ShaderUnknownDictionary = loader.LoadDict(); Unknown1 = loader.ReadInt32(); Unknown2 = loader.ReadInt32(); Unknown3 = loader.ReadInt32(); Unknown4 = loader.ReadInt32(); Unknown5 = loader.ReadInt32(); Unknown6 = loader.ReadInt32(); Unknown7 = loader.ReadInt32(); Unknown8 = loader.ReadInt32(); Unknown9 = loader.ReadInt32(); Unknown10 = loader.ReadInt32(); Unknown11 = loader.ReadInt32(); loader.ReadInt64(); //padding foreach (var key in ShaderInputDictionary) { Console.WriteLine($"Input: {key}"); } foreach (var key in ShaderOutputDictionary) { Console.WriteLine($"Output: {key}"); } foreach (var key in ShaderSamplerDictionary) { Console.WriteLine($"Sampler: {key}"); } foreach (var key in ShaderConstantsDictionary) { Console.WriteLine($"Constant: {key}"); } foreach (var key in ShaderUnknownDictionary) { Console.WriteLine($"Unknown: {key}"); } }
// ---- METHODS ------------------------------------------------------------------------------------------------ void IResData.Load(BfshaFileLoader loader) { long uniformArrayOffset = loader.ReadInt64(); UniformDict = loader.LoadDict(); long defaultOffset = loader.ReadInt64(); Index = loader.ReadByte(); Type = loader.ReadEnum <BlockType>(true); Size = loader.ReadUInt16(); ushort uniformCount = loader.ReadUInt16(); ushort padding = loader.ReadUInt16(); Uniforms = loader.LoadList <UniformVar>(uniformCount, uniformArrayOffset); }
// ---- METHODS ------------------------------------------------------------------------------------------------ void IResData.Load(BfshaFileLoader loader) { Name = loader.LoadString(); ChoiceDict = loader.LoadDict(); long ChoiceValuesOffset = loader.ReadOffset(); byte choiceCount = loader.ReadByte(); DefaultIndex = loader.ReadByte(); //Index to default choice value BlockOffset = loader.ReadUInt16(); // Uniform block offset. flag = loader.ReadByte(); keyOffset = loader.ReadByte(); //Offset for key table flags0 = loader.ReadByte(); //Flags for choices flags1 = loader.ReadByte(); flags2 = loader.ReadUInt32(); uint padding = loader.ReadUInt32(); Choices = loader.LoadCustom(() => loader.ReadUInt32s(choiceCount), ChoiceValuesOffset); }
// ---- METHODS ------------------------------------------------------------------------------------------------ void IResData.Load(BfshaFileLoader loader) { loader.CheckSignature(_signature); //Same binary header as BNSH, BFRES, ETC uint padding = loader.ReadUInt32(); VersionMajor = loader.ReadInt16(); VersionMinor = loader.ReadByte(); VersionMicro = loader.ReadByte(); ByteOrder = loader.ReadEnum <ByteOrder>(false); Alignment = loader.ReadByte(); TargetAddressSize = loader.ReadByte(); //Thanks MasterF0X for pointing out the layout of the these uint OffsetToFileName = loader.ReadUInt32(); uint OffsetPath = loader.ReadUInt32(); uint RelocationTableOffset = loader.ReadUInt32(); uint sizFile = loader.ReadUInt32(); long shaderArchiveOffset = loader.ReadOffset(); long StringPoolOffset = loader.ReadOffset(); long ShaderingModelOffset = loader.ReadOffset(); Name = loader.LoadString(); Path = loader.LoadString(); long ShaderModelArrayOffset = loader.ReadOffset(); ShaderModelDict = loader.LoadDict(); var padding2 = loader.ReadUInt64(); var unk1 = loader.ReadUInt64(); var unk2 = loader.ReadUInt64(); ushort ModelCount = loader.ReadUInt16(); ushort flag = loader.ReadUInt16(); loader.ReadUInt16(); if (VersionMinor >= 7) //padding { loader.ReadUInt16(); } ShaderModels = loader.LoadList <ShaderModel>(ModelCount, ShaderModelArrayOffset); }
void IResData.Load(BfshaFileLoader loader) { Name = loader.LoadString(); long staticOptionArrayOffset = loader.ReadOffset(); StaticOptionDict = loader.LoadDict(); long dynamicOptionArrayOffset = loader.ReadOffset(); DynamiOptionDict = loader.LoadDict(); long attribArrayOffset = loader.ReadOffset(); AttributeDict = loader.LoadDict(); long samplerArrayOffset = loader.ReadOffset(); SamplersDict = loader.LoadDict(); if (loader.BfshaFile.VersionMinor >= 8) { loader.ReadInt64(); loader.ReadInt64(); } long uniformBlockArrayOffset = loader.ReadOffset(); UniformBlockDict = loader.LoadDict(); long uniformArrayOffset = loader.ReadOffset(); if (loader.BfshaFile.VersionMinor >= 7) { loader.ReadInt64(); loader.ReadInt64(); loader.ReadInt64(); } long shaderProgramArrayOffset = loader.ReadOffset(); long tableOffset = loader.ReadOffset(); long shaderArchiveOffset = loader.ReadOffset(); long shaderInfoOffset = loader.ReadOffset(); long shaderFileOffset = loader.ReadOffset(); loader.ReadUInt64(); if (loader.BfshaFile.VersionMinor >= 7) { //padding loader.ReadInt64(); loader.ReadInt64(); } loader.ReadUInt64(); loader.ReadUInt64(); uint uniformCount = loader.ReadUInt32(); if (loader.BfshaFile.VersionMinor <= 7) { loader.ReadUInt32(); } int defaultProgramIndex = loader.ReadInt32(); ushort staticOptionCount = loader.ReadUInt16(); ushort dynamicOptionCount = loader.ReadUInt16(); ushort shaderProgramCount = loader.ReadUInt16(); byte staticKeyLength = loader.ReadByte(); byte dynamicKeyLength = loader.ReadByte(); byte attribCount = loader.ReadByte(); byte samplerCount = loader.ReadByte(); if (loader.BfshaFile.VersionMinor >= 8) { byte imageCount = loader.ReadByte(); } byte uniformBlockCount = loader.ReadByte(); loader.ReadBytes(5); if (loader.BfshaFile.VersionMinor >= 7) { loader.ReadBytes(6); } System.Console.WriteLine($"shaderFileOffset " + shaderFileOffset); System.Console.WriteLine($"Sampler " + samplerCount); System.Console.WriteLine($"attribCount " + attribCount); System.Console.WriteLine($"dynamicOptionCount " + dynamicOptionCount); System.Console.WriteLine($"staticOptionArrayOffset " + staticOptionArrayOffset); System.Console.WriteLine($"staticOptionCount " + staticOptionCount); if (loader.BfshaFile.VersionMinor >= 8) { loader.ReadBytes(7); } if (loader.BfshaFile.VersionMinor < 7) { loader.ReadBytes(4); } System.Console.WriteLine($"end pos " + loader.Position); int BnshSize = 0; if (shaderFileOffset != 0) { //Go into the bnsh file and get the file size using (loader.TemporarySeek(shaderFileOffset + 0x1C, System.IO.SeekOrigin.Begin)) { BnshSize = (int)loader.ReadUInt32(); } } byte[] BinaryShaderData = loader.LoadCustom(() => loader.ReadBytes(BnshSize), shaderFileOffset); BnshFile = new BnshFile(new System.IO.MemoryStream(BinaryShaderData)); StaticOptions = loader.LoadList <ShaderOption>(staticOptionCount, staticOptionArrayOffset); DynamiOptions = loader.LoadList <ShaderOption>(dynamicOptionCount, dynamicOptionArrayOffset); Attributes = loader.LoadList <Attribute>(attribCount, attribArrayOffset); Samplers = loader.LoadList <Sampler>(samplerCount, samplerArrayOffset); UniformBlocks = loader.LoadList <UniformBlock>(uniformBlockCount, uniformBlockArrayOffset); UniformVars = loader.LoadList <UniformVar>((int)uniformCount, uniformArrayOffset); }