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https://github.com/baldurk/renderdoc.git
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Move API-agnostic pipeline state wrapper into core interface
* There's no need for this to be in the UI, and moving it allows it to be used from script which is very useful.
This commit is contained in:
@@ -160,148 +160,3 @@ void RemoteHost::CheckStatus()
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void RemoteHost::Launch()
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{
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}
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////////////////////////////////////////////////////////////////////////////////
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// CommonPipelineState.cpp stubs
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////////////////////////////////////////////////////////////////////////////////
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rdcstr CommonPipelineState::GetResourceLayout(ResourceId id)
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{
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return "";
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}
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rdcstr CommonPipelineState::Abbrev(ShaderStage stage)
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{
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return "";
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}
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rdcstr CommonPipelineState::OutputAbbrev()
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{
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return "";
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}
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const D3D11Pipe::Shader &CommonPipelineState::GetD3D11Stage(ShaderStage stage)
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{
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static D3D11Pipe::Shader dummy;
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return dummy;
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}
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const D3D12Pipe::Shader &CommonPipelineState::GetD3D12Stage(ShaderStage stage)
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{
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static D3D12Pipe::Shader dummy;
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return dummy;
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}
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const GLPipe::Shader &CommonPipelineState::GetGLStage(ShaderStage stage)
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{
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static GLPipe::Shader dummy;
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return dummy;
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}
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const VKPipe::Shader &CommonPipelineState::GetVulkanStage(ShaderStage stage)
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{
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static VKPipe::Shader dummy;
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return dummy;
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}
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rdcstr CommonPipelineState::GetShaderExtension()
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{
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return "";
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}
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Viewport CommonPipelineState::GetViewport(int index)
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{
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return Viewport();
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}
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Scissor CommonPipelineState::GetScissor(int index)
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{
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return Scissor();
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}
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const ShaderBindpointMapping &CommonPipelineState::GetBindpointMapping(ShaderStage stage)
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{
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static ShaderBindpointMapping dummy;
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return dummy;
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}
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const ShaderReflection *CommonPipelineState::GetShaderReflection(ShaderStage stage)
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{
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return NULL;
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}
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ResourceId CommonPipelineState::GetComputePipelineObject()
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{
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return ResourceId();
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}
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ResourceId CommonPipelineState::GetGraphicsPipelineObject()
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{
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return ResourceId();
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}
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rdcstr CommonPipelineState::GetShaderEntryPoint(ShaderStage stage)
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{
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return "";
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}
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ResourceId CommonPipelineState::GetShader(ShaderStage stage)
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{
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return ResourceId();
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}
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rdcstr CommonPipelineState::GetShaderName(ShaderStage stage)
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{
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return "";
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}
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BoundVBuffer CommonPipelineState::GetIBuffer()
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{
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return BoundVBuffer();
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}
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bool CommonPipelineState::IsStripRestartEnabled()
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{
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return false;
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}
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uint32_t CommonPipelineState::GetStripRestartIndex()
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{
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return UINT32_MAX;
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}
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rdcarray<BoundVBuffer> CommonPipelineState::GetVBuffers()
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{
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return rdcarray<BoundVBuffer>();
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}
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rdcarray<VertexInputAttribute> CommonPipelineState::GetVertexInputs()
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{
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return rdcarray<VertexInputAttribute>();
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}
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BoundCBuffer CommonPipelineState::GetConstantBuffer(ShaderStage stage, uint32_t BufIdx,
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uint32_t ArrayIdx)
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{
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return BoundCBuffer();
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}
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rdcarray<BoundResourceArray> CommonPipelineState::GetReadOnlyResources(ShaderStage stage)
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{
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return rdcarray<BoundResourceArray>();
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}
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rdcarray<BoundResourceArray> CommonPipelineState::GetReadWriteResources(ShaderStage stage)
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{
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return rdcarray<BoundResourceArray>();
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}
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BoundResource CommonPipelineState::GetDepthTarget()
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{
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return BoundResource();
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}
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rdcarray<BoundResource> CommonPipelineState::GetOutputTargets()
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{
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return rdcarray<BoundResource>();
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}
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