/****************************************************************************** * 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 ShaderVariable { public UInt32 rows, columns; [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string name; public VarType type; [StructLayout(LayoutKind.Sequential)] public struct ValueUnion { [CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 16, FixedType = CustomFixedType.UInt32)] public UInt32[] uv; [CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 16, FixedType = CustomFixedType.Float)] public float[] fv; [CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 16, FixedType = CustomFixedType.Int32)] public Int32[] iv; [CustomMarshalAs(CustomUnmanagedType.Skip)] public double[] _dv_arr; public double[] dv { get { if (_dv_arr == null) { UInt64[] ds = { 0, 0 }; ds[0] = uv[1]; ds[1] = uv[3]; ds[0] <<= 32; ds[1] <<= 32; ds[0] |= uv[0]; ds[1] |= uv[2]; _dv_arr = new double[2]; _dv_arr[0] = BitConverter.Int64BitsToDouble(unchecked((long)ds[0])); _dv_arr[1] = BitConverter.Int64BitsToDouble(unchecked((long)ds[1])); } return _dv_arr; } } }; [CustomMarshalAs(CustomUnmanagedType.Union)] public ValueUnion value; public bool isStruct; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ShaderVariable[] members; public override string ToString() { if (members.Length > 0) return ""; if (rows == 1) return Row(0); string ret = ""; for (int i = 0; i < (int)rows; i++) { if (i > 0) ret += ", "; ret += "{" + Row(i) + "}"; } return "{ " + ret + " }"; } public string RowTypeString() { if (members.Length > 0) { if (isStruct) return "struct"; else return "flibbertygibbet"; } if (rows == 0 && columns == 0) return "-"; if (columns == 1) return type.Str(); return String.Format("{0}{1}", type.Str(), columns); } public string TypeString() { if (members.Length > 0) { if (isStruct) return "struct"; else return String.Format("{0}[{1}]", members[0].TypeString(), members.Length); } if (rows == 1 && columns == 1) return type.Str(); if (rows == 1) return String.Format("{0}{1}", type.Str(), columns); else return String.Format("{0}{1}x{2}", type.Str(), rows, columns); } public string RowValuesToString(int cols, double x, double y) { if (cols == 1) return Formatter.Format(x); else return Formatter.Format(x) + ", " + Formatter.Format(y); } public string RowValuesToString(int cols, float x, float y, float z, float w) { if (cols == 1) return Formatter.Format(x); else if (cols == 2) return Formatter.Format(x) + ", " + Formatter.Format(y); else if (cols == 3) return Formatter.Format(x) + ", " + Formatter.Format(y) + ", " + Formatter.Format(z); else return Formatter.Format(x) + ", " + Formatter.Format(y) + ", " + Formatter.Format(z) + ", " + Formatter.Format(w); } public string RowValuesToString(int cols, UInt32 x, UInt32 y, UInt32 z, UInt32 w) { if (cols == 1) return Formatter.Format(x); else if (cols == 2) return Formatter.Format(x) + ", " + Formatter.Format(y); else if (cols == 3) return Formatter.Format(x) + ", " + Formatter.Format(y) + ", " + Formatter.Format(z); else return Formatter.Format(x) + ", " + Formatter.Format(y) + ", " + Formatter.Format(z) + ", " + Formatter.Format(w); } public string RowValuesToString(int cols, Int32 x, Int32 y, Int32 z, Int32 w) { if (cols == 1) return Formatter.Format(x); else if (cols == 2) return Formatter.Format(x) + ", " + Formatter.Format(y); else if (cols == 3) return Formatter.Format(x) + ", " + Formatter.Format(y) + ", " + Formatter.Format(z); else return Formatter.Format(x) + ", " + Formatter.Format(y) + ", " + Formatter.Format(z) + ", " + Formatter.Format(w); } public string Row(int row, VarType t) { if(t == VarType.Double) return RowValuesToString((int)columns, value.dv[row * columns + 0], value.dv[row * columns + 1]); else if(t == VarType.Int) return RowValuesToString((int)columns, value.iv[row * columns + 0], value.iv[row * columns + 1], value.iv[row * columns + 2], value.iv[row * columns + 3]); else if(t == VarType.UInt) return RowValuesToString((int)columns, value.uv[row * columns + 0], value.uv[row * columns + 1], value.uv[row * columns + 2], value.uv[row * columns + 3]); else return RowValuesToString((int)columns, value.fv[row * columns + 0], value.fv[row * columns + 1], value.fv[row * columns + 2], value.fv[row * columns + 3]); } public string Row(int row) { return Row(row, type); } }; [StructLayout(LayoutKind.Sequential)] public class ShaderDebugState { [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ShaderVariable[] registers; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ShaderVariable[] outputs; [StructLayout(LayoutKind.Sequential)] public struct IndexableTempArray { [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ShaderVariable[] temps; }; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public IndexableTempArray[] indexableTemps; public UInt32 nextInstruction; }; [StructLayout(LayoutKind.Sequential)] public class ShaderDebugTrace { [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ShaderVariable[] inputs; [StructLayout(LayoutKind.Sequential)] public struct CBuffer { [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ShaderVariable[] variables; }; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public CBuffer[] cbuffers; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ShaderDebugState[] states; }; [StructLayout(LayoutKind.Sequential)] public class SigParameter { [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string varName; [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string semanticName; public UInt32 semanticIndex; [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string semanticIdxName; public bool needSemanticIndex; public UInt32 regIndex; public SystemAttribute systemValue; public FormatComponentType compType; public byte regChannelMask; public byte channelUsedMask; public UInt32 compCount; public UInt32 stream; public string TypeString { get { string ret = ""; if (compType == FormatComponentType.Float) ret += "float"; else if (compType == FormatComponentType.UInt) ret += "uint"; else if (compType == FormatComponentType.SInt) ret += "int"; else if (compType == FormatComponentType.UNorm) ret += "unorm float"; else if (compType == FormatComponentType.SNorm) ret += "snorm float"; else if (compType == FormatComponentType.Depth) ret += "float"; if (compCount > 1) ret += compCount; return ret; } } public string D3D11SemanticString { get { if (systemValue == SystemAttribute.None) return semanticIdxName; string ret = systemValue.Str(); // need to include the index if it's a system value semantic that's numbered if (systemValue == SystemAttribute.ColourOutput || systemValue == SystemAttribute.CullDistance || systemValue == SystemAttribute.ClipDistance) ret += semanticIndex; return ret; } } public static string GetComponentString(byte mask) { string ret = ""; if ((mask & 0x1) > 0) ret += "R"; if ((mask & 0x2) > 0) ret += "G"; if ((mask & 0x4) > 0) ret += "B"; if ((mask & 0x8) > 0) ret += "A"; return ret; } }; [StructLayout(LayoutKind.Sequential)] public class ShaderVariableType { [StructLayout(LayoutKind.Sequential)] public struct ShaderVarDescriptor { public VarType type; public UInt32 rows; public UInt32 cols; public UInt32 elements; public bool rowMajorStorage; [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string name; }; [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public ShaderVarDescriptor descriptor; public string Name { get { return descriptor.name; } } [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ShaderConstant[] members; }; [StructLayout(LayoutKind.Sequential)] public class ShaderConstant { [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string name; [StructLayout(LayoutKind.Sequential)] public struct RegSpan { public UInt32 vec; public UInt32 comp; }; [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public RegSpan reg; [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public ShaderVariableType type; }; [StructLayout(LayoutKind.Sequential)] public class ConstantBlock { [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string name; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ShaderConstant[] variables; public bool bufferBacked; public Int32 bindPoint; }; [StructLayout(LayoutKind.Sequential)] public class ShaderResource { public bool IsSampler; public bool IsTexture; public bool IsSRV; public bool IsUAV; public ShaderResourceType resType; [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string name; [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public ShaderVariableType variableType; public Int32 bindPoint; }; [StructLayout(LayoutKind.Sequential)] public class ShaderDebugChunk { [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string entryFunc; public UInt32 compileFlags; public struct DebugFile { [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string filename; [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string filetext; }; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public DebugFile[] files; }; [StructLayout(LayoutKind.Sequential)] public class ShaderReflection { [CustomMarshalAs(CustomUnmanagedType.CustomClass)] public ShaderDebugChunk DebugInfo; [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string Disassembly; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public SigParameter[] InputSig; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public SigParameter[] OutputSig; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ConstantBlock[] ConstantBlocks; // sparse - index indicates bind point [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public ShaderResource[] Resources; // non-sparse, since bind points can overlap. [StructLayout(LayoutKind.Sequential)] public struct Interface { [CustomMarshalAs(CustomUnmanagedType.AsciiTemplatedString)] public string Name; }; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public Interface[] Interfaces; }; [StructLayout(LayoutKind.Sequential)] public class BindpointMap { public Int32 bind; public bool used; }; [StructLayout(LayoutKind.Sequential)] public class ShaderBindpointMapping { [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public BindpointMap[] ConstantBlocks; [CustomMarshalAs(CustomUnmanagedType.TemplatedArray)] public BindpointMap[] Resources; }; };