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https://github.com/baldurk/renderdoc.git
synced 2026-05-06 01:50:38 +00:00
Add serialisers for D3D11.3 RTV_DESC1 and UAV_DESC1
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@@ -1157,6 +1157,53 @@ void Serialiser::Serialise(const char *name, D3D11_RENDER_TARGET_VIEW_DESC &el)
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}
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}
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template <>
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void Serialiser::Serialise(const char *name, D3D11_RENDER_TARGET_VIEW_DESC1 &el)
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{
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ScopedContext scope(this, name, "D3D11_RENDER_TARGET_VIEW_DESC1", 0, true);
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Serialise("Format", el.Format);
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Serialise("ViewDimension", el.ViewDimension);
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switch(el.ViewDimension)
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{
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case D3D11_RTV_DIMENSION_BUFFER:
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Serialise("Buffer.FirstElement", el.Buffer.FirstElement);
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Serialise("Buffer.NumElements", el.Buffer.NumElements);
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break;
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case D3D11_RTV_DIMENSION_TEXTURE1D:
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Serialise("Texture1D.MipSlice", el.Texture1D.MipSlice);
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break;
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case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
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Serialise("Texture1DArray.MipSlice", el.Texture1DArray.MipSlice);
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Serialise("Texture1DArray.ArraySize", el.Texture1DArray.ArraySize);
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Serialise("Texture1DArray.FirstArraySlice", el.Texture1DArray.FirstArraySlice);
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break;
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case D3D11_RTV_DIMENSION_TEXTURE2D:
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Serialise("Texture2D.MipSlice", el.Texture2D.MipSlice);
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Serialise("Texture2D.PlaneSlice", el.Texture2D.PlaneSlice);
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break;
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case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
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Serialise("Texture2DArray.MipSlice", el.Texture2DArray.MipSlice);
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Serialise("Texture2DArray.ArraySize", el.Texture2DArray.ArraySize);
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Serialise("Texture2DArray.FirstArraySlice", el.Texture2DArray.FirstArraySlice);
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Serialise("Texture2DArray.PlaneSlice", el.Texture2DArray.PlaneSlice);
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break;
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case D3D11_RTV_DIMENSION_TEXTURE2DMS:
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// el.Texture2DMS.UnusedField_NothingToDefine
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break;
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case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
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Serialise("Texture2DMSArray.ArraySize", el.Texture2DMSArray.ArraySize);
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Serialise("Texture2DMSArray.FirstArraySlice", el.Texture2DMSArray.FirstArraySlice);
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break;
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case D3D11_RTV_DIMENSION_TEXTURE3D:
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Serialise("Texture3D.MipSlice", el.Texture3D.MipSlice);
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Serialise("Texture3D.FirstWSlice", el.Texture3D.FirstWSlice);
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Serialise("Texture3D.WSize", el.Texture3D.WSize);
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break;
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default: RDCERR("Unrecognised RTV Dimension %d", el.ViewDimension); break;
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}
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}
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template <>
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void Serialiser::Serialise(const char *name, D3D11_UNORDERED_ACCESS_VIEW_DESC &el)
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{
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@@ -1196,6 +1243,47 @@ void Serialiser::Serialise(const char *name, D3D11_UNORDERED_ACCESS_VIEW_DESC &e
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}
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}
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template <>
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void Serialiser::Serialise(const char *name, D3D11_UNORDERED_ACCESS_VIEW_DESC1 &el)
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{
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ScopedContext scope(this, name, "D3D11_UNORDERED_ACCESS_VIEW_DESC1", 0, true);
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Serialise("Format", el.Format);
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Serialise("ViewDimension", el.ViewDimension);
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switch(el.ViewDimension)
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{
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case D3D11_UAV_DIMENSION_BUFFER:
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Serialise("Buffer.FirstElement", el.Buffer.FirstElement);
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Serialise("Buffer.NumElements", el.Buffer.NumElements);
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Serialise("Buffer.Flags", el.Buffer.Flags);
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break;
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case D3D11_UAV_DIMENSION_TEXTURE1D:
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Serialise("Texture1D.MipSlice", el.Texture1D.MipSlice);
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break;
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case D3D11_UAV_DIMENSION_TEXTURE1DARRAY:
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Serialise("Texture1DArray.MipSlice", el.Texture1DArray.MipSlice);
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Serialise("Texture1DArray.ArraySize", el.Texture1DArray.ArraySize);
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Serialise("Texture1DArray.FirstArraySlice", el.Texture1DArray.FirstArraySlice);
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break;
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case D3D11_UAV_DIMENSION_TEXTURE2D:
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Serialise("Texture2D.MipSlice", el.Texture2D.MipSlice);
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Serialise("Texture2D.PlaneSlice", el.Texture2D.PlaneSlice);
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break;
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case D3D11_UAV_DIMENSION_TEXTURE2DARRAY:
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Serialise("Texture2DArray.MipSlice", el.Texture2DArray.MipSlice);
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Serialise("Texture2DArray.ArraySize", el.Texture2DArray.ArraySize);
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Serialise("Texture2DArray.FirstArraySlice", el.Texture2DArray.FirstArraySlice);
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Serialise("Texture2DArray.PlaneSlice", el.Texture2DArray.PlaneSlice);
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break;
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case D3D11_UAV_DIMENSION_TEXTURE3D:
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Serialise("Texture3D.MipSlice", el.Texture3D.MipSlice);
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Serialise("Texture3D.FirstWSlice", el.Texture3D.FirstWSlice);
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Serialise("Texture3D.WSize", el.Texture3D.WSize);
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break;
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default: RDCERR("Unrecognised RTV Dimension %d", el.ViewDimension); break;
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}
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}
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template <>
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void Serialiser::Serialise(const char *name, D3D11_DEPTH_STENCIL_VIEW_DESC &el)
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{
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@@ -146,10 +146,14 @@ void Serialiser::Serialise(const char *name, D3D11_SHADER_RESOURCE_VIEW_DESC &el
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template <>
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void Serialiser::Serialise(const char *name, D3D11_RENDER_TARGET_VIEW_DESC &el);
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template <>
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void Serialiser::Serialise(const char *name, D3D11_RENDER_TARGET_VIEW_DESC1 &el);
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template <>
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void Serialiser::Serialise(const char *name, D3D11_DEPTH_STENCIL_VIEW_DESC &el);
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template <>
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void Serialiser::Serialise(const char *name, D3D11_UNORDERED_ACCESS_VIEW_DESC &el);
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template <>
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void Serialiser::Serialise(const char *name, D3D11_UNORDERED_ACCESS_VIEW_DESC1 &el);
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template <>
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void Serialiser::Serialise(const char *name, D3D11_BLEND_DESC &el);
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template <>
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void Serialiser::Serialise(const char *name, D3D11_DEPTH_STENCIL_DESC &el);
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