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https://github.com/baldurk/renderdoc.git
synced 2026-07-20 22:41:36 +00:00
Remove legacy ElementOffset/ElementWidth from D3D11 pipeline state
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@@ -82,8 +82,6 @@ struct View
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Structured(false),
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BufferStructCount(0),
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ElementSize(0),
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ElementOffset(0),
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ElementWidth(0),
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FirstElement(0),
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NumElements(1),
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Flags(D3DBufferViewFlags::NoFlags),
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@@ -103,10 +101,6 @@ struct View
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uint32_t BufferStructCount;
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uint32_t ElementSize;
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// Buffer (SRV)
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uint32_t ElementOffset;
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uint32_t ElementWidth;
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// Buffer (UAV)
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uint32_t FirstElement;
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uint32_t NumElements;
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@@ -336,8 +336,6 @@ void Serialiser::Serialise(const char *name, D3D11Pipe::View &el)
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Serialise("", el.Structured);
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Serialise("", el.BufferStructCount);
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Serialise("", el.ElementOffset);
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Serialise("", el.ElementWidth);
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Serialise("", el.FirstElement);
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Serialise("", el.NumElements);
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@@ -347,7 +345,7 @@ void Serialiser::Serialise(const char *name, D3D11Pipe::View &el)
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Serialise("", el.ArraySize);
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Serialise("", el.FirstArraySlice);
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SIZE_CHECK(128);
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SIZE_CHECK(112);
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}
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template <>
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@@ -994,10 +994,8 @@ bool D3D11DebugManager::InitDebugRendering()
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
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srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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srvDesc.Buffer.ElementOffset = 0;
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srvDesc.Buffer.FirstElement = 0;
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srvDesc.Buffer.ElementWidth = 4 * sizeof(float);
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srvDesc.Buffer.NumElements = bDesc.ByteWidth / srvDesc.Buffer.ElementWidth;
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srvDesc.Buffer.NumElements = bDesc.ByteWidth / sizeof(Vec4f);
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hr = m_pDevice->CreateShaderResourceView(m_DebugRender.tileResultBuff, &srvDesc,
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&m_DebugRender.tileResultSRV[0]);
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@@ -685,8 +685,6 @@ D3D11Pipe::State D3D11Replay::MakePipelineState()
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{
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view.FirstElement = desc.Buffer.FirstElement;
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view.NumElements = desc.Buffer.NumElements;
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view.ElementOffset = desc.Buffer.ElementOffset;
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view.ElementWidth = desc.Buffer.ElementWidth;
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D3D11_BUFFER_DESC bufdesc;
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((ID3D11Buffer *)res)->GetDesc(&bufdesc);
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@@ -128,11 +128,7 @@ namespace renderdoc
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public UInt32 BufferStructCount;
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public UInt32 ElementSize;
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// Buffer (SRV)
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public UInt32 ElementOffset;
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public UInt32 ElementWidth;
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// Buffer (UAV)
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// Buffer
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public UInt32 FirstElement;
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public UInt32 NumElements;
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