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https://github.com/baldurk/renderdoc.git
synced 2026-09-24 06:36:08 +00:00
Refactor qrenderdoc to provide stable, clean and deliberate API
* Note, this API is still in-flux and beta, so there may still be some more changes before it's 'stable', and even then it will still be subject to some amount of change. * This API is then exposed to python via SWIG bindings and hides internals that don't need to be visible, and means the actual API is easier to work with. * We also use this API to reduce inter-dependencies between different windows that need to interact with each other at a high level. * The naming is python/standard RenderDoc TitleCase method names, not Qt style camelCase methods. # Conflicts: # qrenderdoc/Windows/PipelineState/D3D11PipelineStateViewer.cpp # qrenderdoc/Windows/TextureViewer.cpp
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@@ -28,7 +28,7 @@
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QList<ConstantBufferPreviewer *> ConstantBufferPreviewer::m_Previews;
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ConstantBufferPreviewer::ConstantBufferPreviewer(CaptureContext &ctx, const ShaderStage stage,
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ConstantBufferPreviewer::ConstantBufferPreviewer(ICaptureContext &ctx, const ShaderStage stage,
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uint32_t slot, uint32_t idx, QWidget *parent)
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: QFrame(parent), ui(new Ui::ConstantBufferPreviewer), m_Ctx(ctx)
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{
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@@ -94,11 +94,11 @@ void ConstantBufferPreviewer::OnEventChanged(uint32_t eventID)
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{
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uint64_t offs = 0;
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uint64_t size = 0;
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m_Ctx.CurPipelineState.GetConstantBuffer(m_stage, m_slot, m_arrayIdx, m_cbuffer, offs, size);
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m_Ctx.CurPipelineState().GetConstantBuffer(m_stage, m_slot, m_arrayIdx, m_cbuffer, offs, size);
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m_shader = m_Ctx.CurPipelineState.GetShader(m_stage);
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QString entryPoint = m_Ctx.CurPipelineState.GetShaderEntryPoint(m_stage);
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const ShaderReflection *reflection = m_Ctx.CurPipelineState.GetShaderReflection(m_stage);
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m_shader = m_Ctx.CurPipelineState().GetShader(m_stage);
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QString entryPoint = m_Ctx.CurPipelineState().GetShaderEntryPoint(m_stage);
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const ShaderReflection *reflection = m_Ctx.CurPipelineState().GetShaderReflection(m_stage);
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updateLabels();
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@@ -218,7 +218,7 @@ void ConstantBufferPreviewer::updateLabels()
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needName = false;
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}
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const ShaderReflection *reflection = m_Ctx.CurPipelineState.GetShaderReflection(m_stage);
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const ShaderReflection *reflection = m_Ctx.CurPipelineState().GetShaderReflection(m_stage);
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if(reflection != NULL)
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{
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@@ -234,7 +234,7 @@ void ConstantBufferPreviewer::updateLabels()
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QString title =
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QString("%1 %2 %3").arg(ToQStr(m_stage, pipeType)).arg(IsD3D(pipeType) ? "CB" : "UBO").arg(m_slot);
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if(m_Ctx.CurPipelineState.SupportsResourceArrays())
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if(m_Ctx.CurPipelineState().SupportsResourceArrays())
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title += QString(" [%1]").arg(m_arrayIdx);
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ui->slotLabel->setText(title);
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