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Centralise resource naming with capture context to allow customisation
* We remove the now unneeded name fields in buffer/texture descriptions and some of the pipeline state structs. * A single function will give the human-readable name for a resource id. This will look up a custom set of renames, on top of the names from the resource descriptions.
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-860
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@@ -107,14 +107,6 @@ struct IA
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DOCUMENT("A :class:`ShaderReflection` describing the bytecode used to create the input layout.");
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ShaderReflection *Bytecode = NULL;
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DOCUMENT(R"(``True`` if :data:`name` was assigned by the application, otherwise it's autogenerated
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based on the ID.
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)");
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bool customName = false;
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DOCUMENT("The name of the input layout object.");
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rdcstr name;
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DOCUMENT("A list of :class:`D3D11_VB` with the vertex buffers that are bound.");
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rdcarray<VB> vbuffers;
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@@ -172,12 +164,6 @@ struct Sampler
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{
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DOCUMENT("The :class:`ResourceId` of the sampler state object.");
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ResourceId Samp;
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DOCUMENT("The name of the sampler state object.");
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rdcstr name;
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DOCUMENT(R"(``True`` if :data:`name` was assigned by the application, otherwise it's autogenerated
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based on the ID.
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)");
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bool customName = false;
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DOCUMENT("The :class:`AddressMode` in the U direction.");
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AddressMode AddressU = AddressMode::Wrap;
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DOCUMENT("The :class:`AddressMode` in the V direction.");
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@@ -236,14 +222,6 @@ struct Shader
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DOCUMENT("The :class:`ResourceId` of the shader object itself.");
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ResourceId Object;
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DOCUMENT("The name of the shader object.");
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rdcstr name;
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DOCUMENT(R"(``True`` if :data:`name` was assigned by the application, otherwise it's autogenerated
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based on the ID.
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)");
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bool customName = false;
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DOCUMENT("A :class:`ShaderReflection` describing the reflection data for this shader.");
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ShaderReflection *ShaderDetails = NULL;
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DOCUMENT(R"(A :class:`ShaderBindpointMapping` to match :data:`ShaderDetails` with the bindpoint
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@@ -520,14 +520,6 @@ struct State
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DOCUMENT("The :class:`ResourceId` of the pipeline state object.");
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ResourceId pipeline;
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DOCUMENT(R"(``True`` if :data:`name` was assigned by the application, otherwise it's autogenerated
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based on the ID.
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)");
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bool customName = false;
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DOCUMENT("The name of the pipeline state object.");
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rdcstr name;
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DOCUMENT("The :class:`ResourceId` of the root signature object.");
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ResourceId rootSig;
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@@ -204,14 +204,6 @@ struct BufferDescription
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DOCUMENT("The unique :class:`ResourceId` that identifies this buffer.");
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ResourceId ID;
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DOCUMENT("The name given to this buffer.");
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rdcstr name;
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DOCUMENT(R"(``True`` if the name was assigned by the application, otherwise it's autogenerated
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based on the ID.
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)");
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bool customName;
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DOCUMENT("The way this buffer will be used in the pipeline.");
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BufferCategory creationFlags;
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@@ -224,14 +216,6 @@ DECLARE_REFLECTION_STRUCT(BufferDescription);
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DOCUMENT("A description of a texture resource.");
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struct TextureDescription
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{
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DOCUMENT("The name given to this buffer.");
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rdcstr name;
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DOCUMENT(R"(``True`` if the name was assigned by the application, otherwise it's autogenerated
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based on the ID.
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)");
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bool customName;
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DOCUMENT("The :class:`ResourceFormat` that describes the format of each pixel in the texture.");
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ResourceFormat format;
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@@ -101,28 +101,8 @@ struct Shader
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DOCUMENT("The :class:`ResourceId` of the shader object itself.");
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ResourceId Object;
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DOCUMENT("The name of the shader object.");
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rdcstr ShaderName;
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DOCUMENT(R"(``True`` if :data:`ShaderName` was assigned by the application, otherwise it's
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autogenerated based on the ID.
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)");
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bool customShaderName = false;
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DOCUMENT("The name of the program object.");
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rdcstr ProgramName;
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DOCUMENT(R"(``True`` if :data:`ProgramName` was assigned by the application, otherwise it's
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autogenerated based on the ID.
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)");
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bool customProgramName = false;
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DOCUMENT("``True`` if a program pipeline object is in use.");
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bool PipelineActive = false;
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DOCUMENT("The name of the pipeline object.");
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rdcstr PipelineName;
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DOCUMENT(R"(``True`` if :data:`PipelineName` was assigned by the application, otherwise it's
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autogenerated based on the ID.
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)");
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bool customPipelineName = false;
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DOCUMENT("The :class:`ResourceId` of the program bound to this stage.");
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ResourceId Program;
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DOCUMENT("A :class:`ShaderReflection` describing the reflection data for this shader.");
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ShaderReflection *ShaderDetails = NULL;
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@@ -557,6 +537,9 @@ struct State
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DOCUMENT("A :class:`GL_Shader` describing the compute shader stage.");
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Shader m_CS;
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DOCUMENT("The :class:`ResourceId` of the program pipeline (if active).");
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ResourceId Pipeline;
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DOCUMENT(
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"A :class:`GL_FixedVertexProcessing` describing the fixed-function vertex processing stage.");
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FixedVertexProcessing m_VtxProcess;
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@@ -38,14 +38,6 @@ struct BindingElement
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DOCUMENT("``True`` if this is an immutable sampler binding.");
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bool immutableSampler = false;
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DOCUMENT("The name of the current sampler object, if one is bound. Empty for other bindings.");
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rdcstr name;
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DOCUMENT(R"(``True`` if :data:`name` was assigned by the application, otherwise it's autogenerated
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based on the ID.
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)");
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bool customName = false;
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DOCUMENT("The :class:`ResourceFormat` that the view uses.");
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ResourceFormat viewfmt;
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DOCUMENT("Four :class:`TextureSwizzle` elements indicating the swizzle applied to this texture.");
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@@ -227,13 +219,6 @@ struct Shader
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DOCUMENT("The name of the entry point in the shader module that is used.");
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rdcstr entryPoint;
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DOCUMENT("The name of the shader module.");
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rdcstr name;
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DOCUMENT(R"(``True`` if :data:`name` was assigned by the application, otherwise it's autogenerated
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based on the ID.
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)");
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bool customName = false;
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DOCUMENT("A :class:`ShaderReflection` describing the reflection data for this shader.");
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ShaderReflection *ShaderDetails = NULL;
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DOCUMENT(R"(A :class:`ShaderBindpointMapping` to match :data:`ShaderDetails` with the bindpoint
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