Expose queries for descriptor stores and D3D12 root signature range

* This will allow a UI viewer or consumer of the replay API to more easily query
  'all' descriptors for a given store.
This commit is contained in:
baldurk
2024-04-10 18:58:53 +01:00
parent 9a18e871e5
commit 153cd2aa16
26 changed files with 689 additions and 75 deletions
@@ -1136,7 +1136,7 @@ void D3D12PipelineStateViewer::setShaderState(const D3D12Pipe::Shader &stage, RD
ShaderReflection *shaderDetails = stage.reflection;
const D3D12Pipe::State &state = *m_Ctx.CurD3D12PipelineState();
rootSig->setText(ToQStr(state.rootSignatureResourceId));
rootSig->setText(ToQStr(state.rootSignature.resourceId));
QString shText = ToQStr(stage.resourceId);
+4
View File
@@ -519,6 +519,10 @@ struct CaptureContextInvoker : ObjectForwarder<ICaptureContext>
virtual TextureDescription *GetTexture(ResourceId id) override { return m_Obj.GetTexture(id); }
virtual const rdcarray<TextureDescription> &GetTextures() override { return m_Obj.GetTextures(); }
virtual BufferDescription *GetBuffer(ResourceId id) override { return m_Obj.GetBuffer(id); }
virtual DescriptorStoreDescription *GetDescriptorStore(ResourceId id) override
{
return m_Obj.GetDescriptorStore(id);
}
virtual const rdcarray<BufferDescription> &GetBuffers() const override
{
return m_Obj.GetBuffers();