/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2014 Crytek * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. ******************************************************************************/ using System; using System.Runtime.InteropServices; namespace renderdoc { [StructLayout(LayoutKind.Sequential)] public class GLPipelineState { [StructLayout(LayoutKind.Sequential)] public class VertexInputs { [StructLayout(LayoutKind.Sequential)] public class VertexAttribute { public bool Enabled; [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public ResourceFormat Format; public UInt32 BufferSlot; public UInt32 RelativeOffset; }; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public VertexAttribute[] attributes; [StructLayout(LayoutKind.Sequential)] public class VertexBuffer { public ResourceId Buffer; public UInt32 Stride; public UInt32 Offset; public bool PerInstance; public UInt32 Divisor; }; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public VertexBuffer[] vbuffers; [StructLayout(LayoutKind.Sequential)] public class IndexBuffer { public ResourceId Buffer; [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public ResourceFormat Format; public UInt32 Offset; }; [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public IndexBuffer ibuffer; public PrimitiveTopology Topology; }; [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public VertexInputs m_VtxIn; [StructLayout(LayoutKind.Sequential)] public class ShaderStage { private void PostMarshal() { if (_ptr_ShaderDetails != IntPtr.Zero) ShaderDetails = (ShaderReflection)CustomMarshal.PtrToStructure(_ptr_ShaderDetails, typeof(ShaderReflection), false); else ShaderDetails = null; _ptr_ShaderDetails = IntPtr.Zero; } public ResourceId Shader; private IntPtr _ptr_ShaderDetails; [CustomMarshalAs(CustomUnmanagedType.Skip)] public ShaderReflection ShaderDetails; [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public ShaderBindpointMapping BindpointMapping; public ShaderStageType stage; }; [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public ShaderStage m_VS, m_TCS, m_TES, m_GS, m_FS, m_CS; [StructLayout(LayoutKind.Sequential)] public class Texture { public ResourceId Resource; public UInt32 FirstSlice; }; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public Texture[] Textures; [StructLayout(LayoutKind.Sequential)] public class Buffer { public ResourceId Resource; public UInt64 Offset; public UInt64 Size; }; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public Buffer[] UniformBuffers; [StructLayout(LayoutKind.Sequential)] public class FrameBuffer { public ResourceId FBO; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ResourceId[] Color; public ResourceId Depth; public ResourceId Stencil; }; [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public FrameBuffer m_FB; } }