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https://github.com/baldurk/renderdoc.git
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c38affcded
* All renderdoc code up to this point was written by me, history is available by request
143 lines
4.5 KiB
C#
143 lines
4.5 KiB
C#
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using WeifenLuo.WinFormsUI.Docking;
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using renderdoc;
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using renderdocui.Code;
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namespace renderdocui.Windows.PipelineState
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{
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// this is a tiny wrapper class. The only reason it's here is so that layouts get serialised
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// referring to this class, and we can then decide on a per-log basis which API's viewer to
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// instantiate and show, without needing people to change their layout.
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public partial class PipelineStateViewer : DockContent, ILogViewerForm
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{
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private Core m_Core;
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private D3D11PipelineStateViewer m_D3D11 = null;
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private GLPipelineStateViewer m_GL = null;
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private ILogViewerForm m_Current = null;
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public PipelineStateViewer(Core core)
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{
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InitializeComponent();
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Icon = global::renderdocui.Properties.Resources.icon;
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m_Core = core;
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DockHandler.GetPersistStringCallback = PersistString;
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m_D3D11 = new D3D11PipelineStateViewer(core, this);
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m_D3D11.Dock = DockStyle.Fill;
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Controls.Add(m_D3D11);
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}
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private string PersistString()
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{
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if (m_Current == m_D3D11)
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return GetType().ToString() + "D3D11";
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else if (m_Current == m_GL)
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return GetType().ToString() + "GL";
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return GetType().ToString();
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}
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public void InitFromPersistString(string str)
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{
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string type = str.Substring(GetType().ToString().Length);
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if (type == "GL")
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SetToGL();
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else if (type == "D3D11")
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SetToD3D11();
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}
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private void SetToD3D11()
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{
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m_GL = null;
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if (m_D3D11 == null)
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{
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Controls.Clear();
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m_D3D11 = new D3D11PipelineStateViewer(m_Core, this);
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m_D3D11.Dock = DockStyle.Fill;
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Controls.Add(m_D3D11);
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}
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m_Current = m_D3D11;
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}
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private void SetToGL()
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{
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m_D3D11 = null;
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if (m_GL == null)
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{
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Controls.Clear();
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m_GL = new GLPipelineStateViewer(m_Core, this);
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m_GL.Dock = DockStyle.Fill;
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Controls.Add(m_GL);
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}
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m_Current = m_GL;
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}
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public void OnLogfileLoaded()
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{
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if (m_Core.APIProps.pipelineType == APIPipelineStateType.D3D11)
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SetToD3D11();
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else if (m_Core.APIProps.pipelineType == APIPipelineStateType.OpenGL)
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SetToGL();
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m_Current.OnLogfileLoaded();
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}
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public void OnLogfileClosed()
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{
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if (m_Current != null)
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m_Current.OnLogfileClosed();
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}
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public void OnEventSelected(UInt32 frameID, UInt32 eventID)
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{
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if(m_Current != null)
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m_Current.OnEventSelected(frameID, eventID);
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}
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private void PipelineStateViewer_FormClosed(object sender, FormClosedEventArgs e)
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{
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m_Core.RemoveLogViewer(this);
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}
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}
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}
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