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https://github.com/baldurk/renderdoc.git
synced 2026-05-06 01:50:38 +00:00
Display texture swizzling and depth/stencil read mode on textures
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@@ -73,6 +73,9 @@ struct GLPipelineState
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ResourceId Resource;
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uint32_t FirstSlice;
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ShaderResourceType ResType;
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TextureSwizzle Swizzle[4];
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int32_t DepthReadChannel;
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};
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rdctype::array<Texture> Textures;
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@@ -46,6 +46,16 @@ enum FormatComponentType
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eCompType_Double,
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};
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enum TextureSwizzle
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{
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eSwizzle_Red,
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eSwizzle_Green,
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eSwizzle_Blue,
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eSwizzle_Alpha,
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eSwizzle_Zero,
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eSwizzle_One,
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};
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enum ShaderResourceType
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{
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eResType_None,
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@@ -1259,7 +1259,53 @@ void GLReplay::SavePipelineState()
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pipe.Textures[unit].Resource = rm->GetOriginalID(rm->GetID(TextureRes(ctx, tex)));
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pipe.Textures[unit].FirstSlice = (uint32_t)firstSlice;
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pipe.Textures[unit].ResType = resType;
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pipe.Textures[unit].DepthReadChannel = -1;
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GLenum levelQueryType = target == eGL_TEXTURE_CUBE_MAP ? eGL_TEXTURE_CUBE_MAP_POSITIVE_X : target;
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GLenum fmt = eGL_NONE;
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gl.glGetTexLevelParameteriv(levelQueryType, 0, eGL_TEXTURE_INTERNAL_FORMAT, (GLint *)&fmt);
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if(IsDepthStencilFormat(fmt))
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{
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GLint depthMode;
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gl.glGetTexParameteriv(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, &depthMode);
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if(depthMode == eGL_DEPTH_COMPONENT)
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pipe.Textures[unit].DepthReadChannel = 0;
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else if(depthMode == eGL_STENCIL_INDEX)
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pipe.Textures[unit].DepthReadChannel = 1;
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}
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GLint swizzles[4] = { eGL_RED, eGL_GREEN, eGL_BLUE, eGL_ALPHA };
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if(target != eGL_TEXTURE_BUFFER)
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gl.glGetTexParameteriv(target, eGL_TEXTURE_SWIZZLE_RGBA, swizzles);
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for(int i=0; i < 4; i++)
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{
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switch(swizzles[i])
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{
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default:
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case GL_ZERO:
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pipe.Textures[unit].Swizzle[i] = eSwizzle_Zero;
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break;
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case GL_ONE:
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pipe.Textures[unit].Swizzle[i] = eSwizzle_One;
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break;
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case eGL_RED:
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pipe.Textures[unit].Swizzle[i] = eSwizzle_Red;
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break;
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case eGL_GREEN:
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pipe.Textures[unit].Swizzle[i] = eSwizzle_Green;
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break;
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case eGL_BLUE:
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pipe.Textures[unit].Swizzle[i] = eSwizzle_Blue;
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break;
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case eGL_ALPHA:
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pipe.Textures[unit].Swizzle[i] = eSwizzle_Alpha;
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break;
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}
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}
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GLuint samp;
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gl.glGetIntegerv(eGL_SAMPLER_BINDING, (GLint *)&samp);
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@@ -48,6 +48,16 @@ namespace renderdoc
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Double,
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};
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public enum TextureSwizzle
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{
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Red,
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Green,
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Blue,
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Alpha,
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Zero,
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One,
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};
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public enum ShaderResourceType
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{
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None,
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@@ -434,6 +444,21 @@ namespace renderdoc
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return "Unknown Type";
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}
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public static string Str(this TextureSwizzle swiz)
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{
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switch (swiz)
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{
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case TextureSwizzle.Red: return "R";
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case TextureSwizzle.Green: return "G";
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case TextureSwizzle.Blue: return "B";
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case TextureSwizzle.Alpha: return "A";
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case TextureSwizzle.Zero: return "0";
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case TextureSwizzle.One: return "1";
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}
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return "Unknown";
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}
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public static string Str(this ReplayCreateStatus status)
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{
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switch (status)
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@@ -96,6 +96,9 @@ namespace renderdoc
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public ResourceId Resource;
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public UInt32 FirstSlice;
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public ShaderResourceType ResType;
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[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 4)]
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public TextureSwizzle[] Swizzle;
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public Int32 DepthReadChannel;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public Texture[] Textures;
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@@ -265,6 +265,29 @@ namespace renderdocui.Windows.PipelineState
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name = texs[t].name;
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typename = texs[t].resType.ToString();
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if (texs[t].format.special &&
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(texs[t].format.specialFormat == SpecialFormat.D24S8 ||
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texs[t].format.specialFormat == SpecialFormat.D32S8)
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)
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{
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if (r.DepthReadChannel == 0)
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format += " Depth-Read";
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else if (r.DepthReadChannel == 1)
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format += " Stencil-Read";
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}
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else if (
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r.Swizzle[0] != TextureSwizzle.Red ||
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r.Swizzle[1] != TextureSwizzle.Green ||
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r.Swizzle[2] != TextureSwizzle.Blue ||
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r.Swizzle[3] != TextureSwizzle.Alpha)
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{
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format += String.Format(" swizzle[{0}{1}{2}{3}]",
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r.Swizzle[0].Str(),
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r.Swizzle[1].Str(),
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r.Swizzle[2].Str(),
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r.Swizzle[3].Str());
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}
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tag = texs[t];
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}
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}
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