mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-29 21:30:53 +00:00
Make minmax/histogram aware of custom shaders. Refs #385
* This moves those functions relative to an output instead of the renderer, so they pick up the settings etc from the output configuration.
This commit is contained in:
@@ -143,6 +143,11 @@ namespace renderdoc
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern void ReplayOutput_GetCustomShaderTexID(IntPtr real, ref ResourceId texid);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern bool ReplayOutput_GetMinMax(IntPtr real, IntPtr outminval, IntPtr outmaxval);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern bool ReplayOutput_GetHistogram(IntPtr real, float minval, float maxval, bool[] channels, IntPtr outhistogram);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern bool ReplayOutput_PickPixel(IntPtr real, ResourceId texID, bool customShader,
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UInt32 x, UInt32 y, UInt32 sliceFace, UInt32 mip, UInt32 sample, IntPtr outval);
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@@ -204,6 +209,50 @@ namespace renderdoc
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return ret;
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}
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public bool GetMinMax(out PixelValue minval, out PixelValue maxval)
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{
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IntPtr mem1 = CustomMarshal.Alloc(typeof(PixelValue));
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IntPtr mem2 = CustomMarshal.Alloc(typeof(PixelValue));
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bool success = ReplayOutput_GetMinMax(m_Real, mem1, mem2);
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if (success)
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{
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minval = (PixelValue)CustomMarshal.PtrToStructure(mem1, typeof(PixelValue), true);
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maxval = (PixelValue)CustomMarshal.PtrToStructure(mem2, typeof(PixelValue), true);
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}
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else
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{
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minval = null;
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maxval = null;
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}
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CustomMarshal.Free(mem1);
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CustomMarshal.Free(mem2);
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return success;
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}
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public bool GetHistogram(float minval, float maxval,
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bool Red, bool Green, bool Blue, bool Alpha,
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out UInt32[] histogram)
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{
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IntPtr mem = CustomMarshal.Alloc(typeof(templated_array));
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bool[] channels = new bool[] { Red, Green, Blue, Alpha };
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bool success = ReplayOutput_GetHistogram(m_Real, minval, maxval, channels, mem);
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histogram = null;
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if (success)
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histogram = (UInt32[])CustomMarshal.GetTemplatedArray(mem, typeof(UInt32), true);
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CustomMarshal.Free(mem);
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return success;
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}
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public PixelValue PickPixel(ResourceId texID, bool customShader, UInt32 x, UInt32 y, UInt32 sliceFace, UInt32 mip, UInt32 sample)
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{
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IntPtr mem = CustomMarshal.Alloc(typeof(PixelValue));
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@@ -313,11 +362,6 @@ namespace renderdoc
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern bool ReplayRenderer_GetPostVSData(IntPtr real, UInt32 instID, MeshDataStage stage, IntPtr outdata);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern bool ReplayRenderer_GetMinMax(IntPtr real, ResourceId tex, UInt32 sliceFace, UInt32 mip, UInt32 sample, FormatComponentType typeHint, IntPtr outminval, IntPtr outmaxval);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern bool ReplayRenderer_GetHistogram(IntPtr real, ResourceId tex, UInt32 sliceFace, UInt32 mip, UInt32 sample, FormatComponentType typeHint, float minval, float maxval, bool[] channels, IntPtr outhistogram);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern bool ReplayRenderer_GetBufferData(IntPtr real, ResourceId buff, UInt64 offset, UInt64 len, IntPtr outdata);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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@@ -821,50 +865,6 @@ namespace renderdoc
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return ret;
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}
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public bool GetMinMax(ResourceId tex, UInt32 sliceFace, UInt32 mip, UInt32 sample, FormatComponentType typeHint, out PixelValue minval, out PixelValue maxval)
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{
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IntPtr mem1 = CustomMarshal.Alloc(typeof(PixelValue));
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IntPtr mem2 = CustomMarshal.Alloc(typeof(PixelValue));
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bool success = ReplayRenderer_GetMinMax(m_Real, tex, sliceFace, mip, sample, typeHint, mem1, mem2);
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if (success)
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{
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minval = (PixelValue)CustomMarshal.PtrToStructure(mem1, typeof(PixelValue), true);
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maxval = (PixelValue)CustomMarshal.PtrToStructure(mem2, typeof(PixelValue), true);
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}
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else
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{
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minval = null;
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maxval = null;
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}
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CustomMarshal.Free(mem1);
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CustomMarshal.Free(mem2);
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return success;
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}
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public bool GetHistogram(ResourceId tex, UInt32 sliceFace, UInt32 mip, UInt32 sample, FormatComponentType typeHint, float minval, float maxval,
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bool Red, bool Green, bool Blue, bool Alpha,
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out UInt32[] histogram)
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{
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IntPtr mem = CustomMarshal.Alloc(typeof(templated_array));
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bool[] channels = new bool[] { Red, Green, Blue, Alpha };
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bool success = ReplayRenderer_GetHistogram(m_Real, tex, sliceFace, mip, sample, typeHint, minval, maxval, channels, mem);
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histogram = null;
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if (success)
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histogram = (UInt32[])CustomMarshal.GetTemplatedArray(mem, typeof(UInt32), true);
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CustomMarshal.Free(mem);
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return success;
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}
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public byte[] GetBufferData(ResourceId buff, UInt64 offset, UInt64 len)
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{
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IntPtr mem = CustomMarshal.Alloc(typeof(templated_array));
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@@ -3331,16 +3331,13 @@ namespace renderdocui.Windows
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private void AutoFitRange()
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{
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// no log loaded or buffer/empty texture currently being viewed - don't autofit
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if (!m_Core.LogLoaded || CurrentTexture == null)
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if (!m_Core.LogLoaded || CurrentTexture == null || m_Output == null)
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return;
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m_Core.Renderer.BeginInvoke((ReplayRenderer r) =>
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{
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PixelValue min, max;
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bool success = r.GetMinMax(m_TexDisplay.texid,
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m_TexDisplay.sliceFace, m_TexDisplay.mip, m_TexDisplay.sampleIdx,
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m_TexDisplay.typeHint,
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out min, out max);
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bool success = m_Output.GetMinMax(out min, out max);
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if (success)
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{
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@@ -3351,6 +3348,11 @@ namespace renderdocui.Windows
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ResourceFormat fmt = CurrentTexture.format;
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if (m_TexDisplay.CustomShader != ResourceId.Null)
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{
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fmt.compType = FormatComponentType.Float;
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}
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for (int i = 0; i < 4; i++)
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{
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if (fmt.compType == FormatComponentType.UInt)
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@@ -3424,17 +3426,17 @@ namespace renderdocui.Windows
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private void RT_UpdateVisualRange(ReplayRenderer r)
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{
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if (!m_Visualise || CurrentTexture == null) return;
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if (!m_Visualise || CurrentTexture == null || m_Output == null) return;
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ResourceFormat fmt = CurrentTexture.format;
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if (m_TexDisplay.CustomShader != ResourceId.Null)
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fmt.compCount = 4;
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bool success = true;
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uint[] histogram;
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success = r.GetHistogram(m_TexDisplay.texid,
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m_TexDisplay.sliceFace, m_TexDisplay.mip, m_TexDisplay.sampleIdx,
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m_TexDisplay.typeHint,
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rangeHistogram.RangeMin, rangeHistogram.RangeMax,
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success = m_Output.GetHistogram(rangeHistogram.RangeMin, rangeHistogram.RangeMax,
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m_TexDisplay.Red,
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m_TexDisplay.Green && fmt.compCount > 1,
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m_TexDisplay.Blue && fmt.compCount > 2,
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