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renderdoc/renderdoc/driver/d3d12/d3d12_serialise.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2025 Baldur Karlsson
*
* 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.
******************************************************************************/
#include "driver/dxgi/dxgi_common.h"
#include "d3d12_command_list.h"
#include "d3d12_common.h"
#include "d3d12_resources.h"
wchar_t *AllocateWideCharArray(rdcstr src)
{
if(src.empty())
{
return NULL;
}
rdcwstr wstr = StringFormat::UTF82Wide(src);
wchar_t *dest = new wchar_t[wstr.length() + 1];
wcscpy_s(dest, wstr.length() + 1, wstr.c_str());
return dest;
}
// some helper enums with custom stringise to handle special cases
enum D3D12ResourceBarrierSubresource
{
D3D12AllSubresources = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES
};
DECLARE_REFLECTION_ENUM(D3D12ResourceBarrierSubresource);
template <>
rdcstr DoStringise(const D3D12ResourceBarrierSubresource &el)
{
RDCCOMPILE_ASSERT(sizeof(D3D12ResourceBarrierSubresource) == sizeof(uint32_t),
"Enum isn't uint sized");
if(el == D3D12AllSubresources)
return "All Subresources";
return ToStr(uint32_t(el));
}
enum D3D12ComponentMapping
{
};
DECLARE_REFLECTION_ENUM(D3D12ComponentMapping);
template <>
rdcstr DoStringise(const D3D12ComponentMapping &el)
{
RDCCOMPILE_ASSERT(sizeof(D3D12ComponentMapping) == sizeof(uint32_t), "Enum isn't uint sized");
// handle some common ones as literals to avoid allocations
if(el == D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, 3))
return "RGBA"_lit;
if(el == D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, 4))
return "RGB0"_lit;
if(el == D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, 5))
return "RGB1"_lit;
if(el == D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 4, 4, 4))
return "R000"_lit;
if(el == D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 4, 4, 5))
return "R001"_lit;
if(el == D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 5, 5, 5))
return "R111"_lit;
if(el == D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(3, 2, 1, 3))
return "BGRA"_lit;
rdcstr ret;
// value should always be <= 5, see D3D12_SHADER_COMPONENT_MAPPING
const char mapping[] = {'R', 'G', 'B', 'A', '0', '1', '?', '!'};
uint32_t swizzle = (uint32_t)el;
for(int i = 0; i < 4; i++)
ret += mapping[D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(i, swizzle)];
return ret;
}
// serialisation of object handles via IDs.
template <class SerialiserType, class Interface>
void DoSerialiseViaResourceId(SerialiserType &ser, Interface *&el)
{
D3D12ResourceManager *rm = (D3D12ResourceManager *)ser.GetUserData();
ResourceId id;
if(ser.IsWriting())
id = GetResID(el);
if(ser.IsStructurising() && rm)
id = rm->GetOriginalID(GetResID(el));
DoSerialise(ser, id);
if(ser.IsReading() && !ser.IsStructurising())
{
if(id != ResourceId() && rm && rm->HasLiveResource(id))
el = rm->GetLiveAs<Interface>(id);
else
el = NULL;
}
}
#undef SERIALISE_INTERFACE
#define SERIALISE_INTERFACE(iface) \
template <class SerialiserType> \
void DoSerialise(SerialiserType &ser, iface *&el) \
{ \
DoSerialiseViaResourceId(ser, el); \
} \
INSTANTIATE_SERIALISE_TYPE(iface *);
SERIALISE_D3D_INTERFACES();
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DESCRIPTOR_RANGE1 &el)
{
SERIALISE_MEMBER(RangeType);
SERIALISE_MEMBER(NumDescriptors);
SERIALISE_MEMBER(BaseShaderRegister);
SERIALISE_MEMBER(RegisterSpace);
SERIALISE_MEMBER(Flags);
SERIALISE_MEMBER(OffsetInDescriptorsFromTableStart);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_ROOT_DESCRIPTOR_TABLE1 &el)
{
SERIALISE_MEMBER(NumDescriptorRanges);
SERIALISE_MEMBER_ARRAY(pDescriptorRanges, NumDescriptorRanges);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_ROOT_CONSTANTS &el)
{
SERIALISE_MEMBER(ShaderRegister);
SERIALISE_MEMBER(RegisterSpace);
SERIALISE_MEMBER(Num32BitValues);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_ROOT_DESCRIPTOR1 &el)
{
SERIALISE_MEMBER(ShaderRegister);
SERIALISE_MEMBER(RegisterSpace);
SERIALISE_MEMBER(Flags);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_STATIC_SAMPLER_DESC &el)
{
SERIALISE_MEMBER(Filter);
SERIALISE_MEMBER(AddressU);
SERIALISE_MEMBER(AddressV);
SERIALISE_MEMBER(AddressW);
SERIALISE_MEMBER(MipLODBias);
SERIALISE_MEMBER(MaxAnisotropy);
SERIALISE_MEMBER(ComparisonFunc);
SERIALISE_MEMBER(BorderColor);
SERIALISE_MEMBER(MinLOD);
SERIALISE_MEMBER(MaxLOD);
SERIALISE_MEMBER(ShaderRegister);
SERIALISE_MEMBER(RegisterSpace);
SERIALISE_MEMBER(ShaderVisibility);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_STATIC_SAMPLER_DESC1 &el)
{
SERIALISE_MEMBER(Filter);
SERIALISE_MEMBER(AddressU);
SERIALISE_MEMBER(AddressV);
SERIALISE_MEMBER(AddressW);
SERIALISE_MEMBER(MipLODBias);
SERIALISE_MEMBER(MaxAnisotropy);
SERIALISE_MEMBER(ComparisonFunc);
SERIALISE_MEMBER(BorderColor);
SERIALISE_MEMBER(MinLOD);
SERIALISE_MEMBER(MaxLOD);
SERIALISE_MEMBER(ShaderRegister);
SERIALISE_MEMBER(RegisterSpace);
SERIALISE_MEMBER(ShaderVisibility);
SERIALISE_MEMBER(Flags);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12RootSignatureParameter &el)
{
RDCASSERTMSG(
"root signature parameter serialisation is only supported for structured serialisers",
ser.IsStructurising());
SERIALISE_MEMBER(ParameterType);
switch(el.ParameterType)
{
case D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE:
{
SERIALISE_MEMBER(DescriptorTable);
break;
}
case D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS:
{
SERIALISE_MEMBER(Constants);
break;
}
case D3D12_ROOT_PARAMETER_TYPE_CBV:
case D3D12_ROOT_PARAMETER_TYPE_SRV:
case D3D12_ROOT_PARAMETER_TYPE_UAV:
{
SERIALISE_MEMBER(Descriptor);
break;
}
}
SERIALISE_MEMBER(ShaderVisibility);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12RootSignature &el)
{
SERIALISE_MEMBER(Flags);
SERIALISE_MEMBER(Parameters);
SERIALISE_MEMBER(StaticSamplers);
}
// similarly we serialise handles, buffer locations, through Id + indices
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, PortableHandle &el)
{
SERIALISE_MEMBER(heap);
SERIALISE_MEMBER(index);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_CPU_DESCRIPTOR_HANDLE &el)
{
D3D12ResourceManager *rm = (D3D12ResourceManager *)ser.GetUserData();
PortableHandle ph;
if(ser.IsWriting() || ser.IsStructurising())
ph = ToPortableHandle(el);
if(ser.IsStructurising() && rm)
ph.heap = rm->GetOriginalID(ph.heap);
DoSerialise(ser, ph);
if(ser.IsReading() && !ser.IsStructurising())
{
if(rm)
el.ptr = (SIZE_T)DescriptorFromPortableHandle(rm, ph);
else
ser.ClearObj(el.ptr);
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_GPU_DESCRIPTOR_HANDLE &el)
{
D3D12ResourceManager *rm = (D3D12ResourceManager *)ser.GetUserData();
PortableHandle ph;
if(ser.IsWriting() || ser.IsStructurising())
ph = ToPortableHandle(el);
if(ser.IsStructurising() && rm)
ph.heap = rm->GetOriginalID(ph.heap);
DoSerialise(ser, ph);
if(ser.IsReading() && !ser.IsStructurising())
{
if(rm)
el.ptr = (SIZE_T)DescriptorFromPortableHandle(rm, ph);
else
ser.ClearObj(el.ptr);
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, DynamicDescriptorCopy &el)
{
D3D12ResourceManager *rm = (D3D12ResourceManager *)ser.GetUserData();
SERIALISE_MEMBER(type);
PortableHandle dst, src;
if(ser.IsWriting() || ser.IsStructurising())
{
dst = ToPortableHandle(el.dst);
src = ToPortableHandle(el.src);
}
if(ser.IsStructurising() && rm)
{
dst.heap = rm->GetOriginalID(dst.heap);
src.heap = rm->GetOriginalID(src.heap);
}
ser.Serialise("dst"_lit, dst).Important();
ser.Serialise("src"_lit, src).Important();
if(ser.IsReading() && !ser.IsStructurising())
{
if(rm)
{
el.dst = DescriptorFromPortableHandle(rm, dst);
el.src = DescriptorFromPortableHandle(rm, src);
}
else
{
el.dst = NULL;
el.src = NULL;
}
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12BufferLocation &el)
{
D3D12ResourceManager *rm = (D3D12ResourceManager *)ser.GetUserData();
ResourceId buffer;
UINT64 offs = 0;
if(ser.IsWriting() || ser.IsStructurising())
WrappedID3D12Resource::GetResIDFromAddrAllowOutOfBounds(el.Location, buffer, offs);
if(ser.IsStructurising() && rm)
buffer = rm->GetOriginalID(buffer);
ser.Serialise("Buffer"_lit, buffer).Important();
ser.Serialise("Offset"_lit, offs).OffsetOrSize();
if(ser.IsReading() && !ser.IsStructurising())
{
if(rm && buffer != ResourceId() && rm->HasLiveResource(buffer))
el.Location = rm->GetLiveAs<ID3D12Resource>(buffer)->GetGPUVirtualAddress() + offs;
else
ser.ClearObj(el.Location);
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12ASLocation &el, bool useSideband)
{
D3D12ResourceManager *rm = (D3D12ResourceManager *)ser.GetUserData();
ResourceId buffer;
UINT64 offs = 0;
ResourceId asId;
bool isZero = el.Location == 0;
if(ser.IsWriting() || ser.IsStructurising())
{
WrappedID3D12Resource::GetResIDFromAddrAllowOutOfBounds(el.Location, buffer, offs);
// for ASs which haven't yet been created where we're serialising them, we allow the user to
// pass in the upcoming ResourceId via sideband data.
if(useSideband)
{
asId = ser.GetSidebandData<ResourceId>(D3D12DestASLocation::SidebandGUID);
}
else
{
// otherwise query from the resource for the current AS there, if one exists
WrappedID3D12Resource *res = rm ? rm->GetCurrentAs<WrappedID3D12Resource>(buffer) : NULL;
if(res)
{
D3D12AccelerationStructure *as = NULL;
if(res->GetAccStructIfExist(offs, &as))
asId = as->GetResourceID();
}
}
}
if(ser.IsStructurising() && rm)
{
buffer = rm->GetOriginalID(buffer);
asId = rm->GetOriginalID(asId);
}
// we get a little dynamic with this. If we successfully got an AS (or it was a zero location)
// then we only display the AS's ID since no offset is needed. If for some reason the AS didn't
// come through, we display it as a buffer location with buffer+offset
ser.Serialise("isZero"_lit, isZero).Hidden();
ser.Serialise("AccStruct"_lit, asId);
if(asId != ResourceId() || isZero)
ser.Important();
else
ser.Hidden();
ser.Serialise("Buffer"_lit, buffer);
if(asId != ResourceId() || isZero)
ser.Hidden();
else
ser.Important();
ser.Serialise("Offset"_lit, offs).OffsetOrSize();
if(asId != ResourceId() || isZero)
ser.Hidden();
if(ser.IsReading() && !ser.IsStructurising())
{
if(rm && asId != ResourceId() && rm->HasLiveResource(asId))
el.Location = rm->GetLiveAs<D3D12AccelerationStructure>(asId)->GetVirtualAddress();
else if(rm && buffer != ResourceId() && rm->HasLiveResource(buffer))
el.Location = rm->GetLiveAs<ID3D12Resource>(buffer)->GetGPUVirtualAddress() + offs;
else
ser.ClearObj(el.Location);
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12DestASLocation &el)
{
return DoSerialise(ser, el, true);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12SrcASLocation &el)
{
return DoSerialise(ser, el, false);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12Descriptor &el)
{
D3D12DescriptorType type = el.GetType();
ser.Serialise("type"_lit, type);
// SRV/RTV/DSV/UAV will make the resource important, others just display the type
if(type == D3D12DescriptorType::Sampler)
ser.Important();
ID3D12DescriptorHeap *heap = (ID3D12DescriptorHeap *)el.data.samp.heap;
ser.Serialise("heap"_lit, heap);
ser.Serialise("index"_lit, el.data.samp.idx);
if(ser.IsReading() && !ser.IsStructurising())
{
el.data.samp.heap = (WrappedID3D12DescriptorHeap *)heap;
// for sampler types, this will be overwritten when serialising the sampler descriptor
el.data.nonsamp.type = type;
}
// we serialise via a pointer. This means if the resource isn't present it becomes NULL and we set
// the ResourceId to 0 on replay, and otherwise we get the live ID as we want. As a benefit, it's
// also invisibly backwards compatible
D3D12ResourceManager *rm = (D3D12ResourceManager *)ser.GetUserData();
switch(type)
{
case D3D12DescriptorType::Sampler:
{
// special case because of squeezed descriptor
D3D12_SAMPLER_DESC2 desc;
if(ser.IsWriting() || ser.IsStructurising())
desc = el.data.samp.desc.AsDesc();
ser.Serialise("Descriptor"_lit, desc);
if(ser.IsReading() && !ser.IsStructurising())
el.data.samp.desc.Init(desc);
RDCASSERTEQUAL(el.GetType(), D3D12DescriptorType::Sampler);
break;
}
case D3D12DescriptorType::CBV:
{
ser.Serialise("Descriptor"_lit, el.data.nonsamp.cbv).Important();
break;
}
case D3D12DescriptorType::SRV:
{
ResourceId Resource = el.data.nonsamp.resource;
if(ser.IsStructurising())
Resource = rm->GetOriginalID(Resource);
ser.Serialise("Resource"_lit, Resource).TypedAs("ID3D12Resource *"_lit).Important();
// convert to Live ID on replay
if(ser.IsReading() && !ser.IsStructurising())
el.data.nonsamp.resource =
rm->HasLiveResource(Resource) ? rm->GetLiveID(Resource) : ResourceId();
// special case because of squeezed descriptor
D3D12_SHADER_RESOURCE_VIEW_DESC desc;
if(ser.IsWriting() || ser.IsStructurising())
desc = el.data.nonsamp.srv.AsDesc();
ser.Serialise("Descriptor"_lit, desc);
if(ser.IsReading() && !ser.IsStructurising())
el.data.nonsamp.srv.Init(desc);
break;
}
case D3D12DescriptorType::RTV:
{
ResourceId Resource = el.data.nonsamp.resource;
if(ser.IsStructurising())
Resource = rm->GetOriginalID(Resource);
ser.Serialise("Resource"_lit, Resource).TypedAs("ID3D12Resource *"_lit).Important();
// convert to Live ID on replay
if(ser.IsReading() && !ser.IsStructurising())
el.data.nonsamp.resource =
rm->HasLiveResource(Resource) ? rm->GetLiveID(Resource) : ResourceId();
ser.Serialise("Descriptor"_lit, el.data.nonsamp.rtv);
break;
}
case D3D12DescriptorType::DSV:
{
ResourceId Resource = el.data.nonsamp.resource;
if(ser.IsStructurising())
Resource = rm->GetOriginalID(Resource);
ser.Serialise("Resource"_lit, Resource).TypedAs("ID3D12Resource *"_lit).Important();
// convert to Live ID on replay
if(ser.IsReading() && !ser.IsStructurising())
el.data.nonsamp.resource =
rm->HasLiveResource(Resource) ? rm->GetLiveID(Resource) : ResourceId();
ser.Serialise("Descriptor"_lit, el.data.nonsamp.dsv);
break;
}
case D3D12DescriptorType::UAV:
{
ResourceId Resource = el.data.nonsamp.resource;
ResourceId CounterResource = el.data.nonsamp.counterResource;
if(ser.IsStructurising())
{
Resource = rm->GetOriginalID(Resource);
CounterResource = rm->GetOriginalID(CounterResource);
}
ser.Serialise("Resource"_lit, Resource).TypedAs("ID3D12Resource *"_lit).Important();
ser.Serialise("CounterResource"_lit, CounterResource).TypedAs("ID3D12Resource *"_lit);
// convert to Live ID on replay
if(ser.IsReading() && !ser.IsStructurising())
{
el.data.nonsamp.resource =
rm->HasLiveResource(Resource) ? rm->GetLiveID(Resource) : ResourceId();
el.data.nonsamp.counterResource =
rm->HasLiveResource(CounterResource) ? rm->GetLiveID(CounterResource) : ResourceId();
}
// special case because of squeezed descriptor
D3D12_UNORDERED_ACCESS_VIEW_DESC desc;
if(ser.IsWriting() || ser.IsStructurising())
desc = el.data.nonsamp.uav.AsDesc();
ser.Serialise("Descriptor"_lit, desc);
if(ser.IsReading() && !ser.IsStructurising())
el.data.nonsamp.uav.Init(desc);
break;
}
case D3D12DescriptorType::Undefined:
{
el.data.nonsamp.type = type;
break;
}
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC &el)
{
SERIALISE_MEMBER(pRootSignature);
SERIALISE_MEMBER(VS).Important();
SERIALISE_MEMBER(PS).Important();
SERIALISE_MEMBER(DS);
SERIALISE_MEMBER(HS);
SERIALISE_MEMBER(GS);
if(ser.VersionAtLeast(0x11))
{
SERIALISE_MEMBER(AS);
SERIALISE_MEMBER(MS);
}
SERIALISE_MEMBER(StreamOutput);
SERIALISE_MEMBER(BlendState);
SERIALISE_MEMBER(SampleMask);
if(ser.VersionAtLeast(0x10))
{
SERIALISE_MEMBER(RasterizerState);
}
else
{
D3D12_RASTERIZER_DESC oldState;
ser.Serialise("RasterizerState"_lit, oldState);
el.RasterizerState = Upconvert(oldState);
}
if(ser.VersionAtLeast(0x10))
{
SERIALISE_MEMBER(DepthStencilState);
}
else
{
D3D12_DEPTH_STENCIL_DESC1 oldState;
ser.Serialise("DepthStencilState"_lit, oldState);
el.DepthStencilState = Upconvert(oldState);
}
SERIALISE_MEMBER(InputLayout);
SERIALISE_MEMBER(IBStripCutValue);
SERIALISE_MEMBER(PrimitiveTopologyType);
SERIALISE_MEMBER(RTVFormats);
SERIALISE_MEMBER(DSVFormat);
SERIALISE_MEMBER(SampleDesc);
SERIALISE_MEMBER(NodeMask);
SERIALISE_MEMBER(CachedPSO);
SERIALISE_MEMBER(Flags);
SERIALISE_MEMBER(ViewInstancing);
SERIALISE_MEMBER(CS).Important();
if(ser.IsReading() && !ser.IsStructurising())
el.NodeMask = 0;
}
template <>
void Deserialise(const D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC &el)
{
delete[] el.ViewInstancing.pViewInstanceLocations;
delete[] el.StreamOutput.pSODeclaration;
delete[] el.StreamOutput.pBufferStrides;
delete[] el.InputLayout.pInputElementDescs;
FreeAlignedBuffer((byte *)(el.VS.pShaderBytecode));
FreeAlignedBuffer((byte *)(el.PS.pShaderBytecode));
FreeAlignedBuffer((byte *)(el.DS.pShaderBytecode));
FreeAlignedBuffer((byte *)(el.HS.pShaderBytecode));
FreeAlignedBuffer((byte *)(el.GS.pShaderBytecode));
FreeAlignedBuffer((byte *)(el.AS.pShaderBytecode));
FreeAlignedBuffer((byte *)(el.MS.pShaderBytecode));
FreeAlignedBuffer((byte *)(el.CS.pShaderBytecode));
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RESOURCE_DESC &el)
{
SERIALISE_MEMBER(Dimension);
SERIALISE_MEMBER(Alignment);
SERIALISE_MEMBER(Width).Important();
SERIALISE_MEMBER(Height);
if(el.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER)
ser.Important();
SERIALISE_MEMBER(DepthOrArraySize);
if(el.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER)
ser.Important();
SERIALISE_MEMBER(MipLevels);
SERIALISE_MEMBER(Format);
if(el.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER)
ser.Important();
SERIALISE_MEMBER(SampleDesc);
SERIALISE_MEMBER(Layout);
SERIALISE_MEMBER(Flags);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_MIP_REGION &el)
{
SERIALISE_MEMBER(Width);
SERIALISE_MEMBER(Height);
SERIALISE_MEMBER(Depth);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RESOURCE_DESC1 &el)
{
SERIALISE_MEMBER(Dimension);
SERIALISE_MEMBER(Alignment);
SERIALISE_MEMBER(Width).Important();
SERIALISE_MEMBER(Height).Important();
SERIALISE_MEMBER(DepthOrArraySize).Important();
SERIALISE_MEMBER(MipLevels);
SERIALISE_MEMBER(Format).Important();
SERIALISE_MEMBER(SampleDesc);
SERIALISE_MEMBER(Layout);
SERIALISE_MEMBER(Flags);
SERIALISE_MEMBER(SamplerFeedbackMipRegion);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_COMMAND_QUEUE_DESC &el)
{
SERIALISE_MEMBER(Type).Important();
SERIALISE_MEMBER(Priority);
SERIALISE_MEMBER(Flags);
SERIALISE_MEMBER(NodeMask);
if(ser.IsReading() && !ser.IsStructurising())
el.NodeMask = 0;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_SHADER_BYTECODE &el)
{
SERIALISE_MEMBER_ARRAY(pShaderBytecode, BytecodeLength).Important();
// don't serialise size_t, otherwise capture/replay between different bit-ness won't work
{
uint64_t BytecodeLength = el.BytecodeLength;
ser.Serialise("BytecodeLength"_lit, BytecodeLength);
if(ser.IsReading())
el.BytecodeLength = (size_t)BytecodeLength;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_SO_DECLARATION_ENTRY &el)
{
SERIALISE_MEMBER(Stream);
SERIALISE_MEMBER(SemanticName);
SERIALISE_MEMBER(SemanticIndex);
SERIALISE_MEMBER(StartComponent);
SERIALISE_MEMBER(ComponentCount);
SERIALISE_MEMBER(OutputSlot);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_STREAM_OUTPUT_DESC &el)
{
SERIALISE_MEMBER_ARRAY(pSODeclaration, NumEntries);
SERIALISE_MEMBER(NumEntries);
if(el.NumEntries > 0)
{
SERIALISE_MEMBER_ARRAY(pBufferStrides, NumStrides);
}
else
{
SERIALISE_MEMBER_ARRAY_EMPTY(pBufferStrides);
}
SERIALISE_MEMBER(NumStrides);
SERIALISE_MEMBER(RasterizedStream);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RENDER_TARGET_BLEND_DESC &el)
{
SERIALISE_MEMBER_TYPED(bool, BlendEnable);
SERIALISE_MEMBER_TYPED(bool, LogicOpEnable);
SERIALISE_MEMBER(SrcBlend);
SERIALISE_MEMBER(DestBlend);
SERIALISE_MEMBER(BlendOp);
SERIALISE_MEMBER(SrcBlendAlpha);
SERIALISE_MEMBER(DestBlendAlpha);
SERIALISE_MEMBER(BlendOpAlpha);
SERIALISE_MEMBER(LogicOp);
SERIALISE_MEMBER_TYPED(D3D12_COLOR_WRITE_ENABLE, RenderTargetWriteMask);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_BLEND_DESC &el)
{
SERIALISE_MEMBER(AlphaToCoverageEnable);
SERIALISE_MEMBER(IndependentBlendEnable);
SERIALISE_MEMBER(RenderTarget);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RASTERIZER_DESC &el)
{
SERIALISE_MEMBER(FillMode);
SERIALISE_MEMBER(CullMode);
SERIALISE_MEMBER(FrontCounterClockwise);
SERIALISE_MEMBER(DepthBias);
SERIALISE_MEMBER(DepthBiasClamp);
SERIALISE_MEMBER(SlopeScaledDepthBias);
SERIALISE_MEMBER(DepthClipEnable);
SERIALISE_MEMBER(MultisampleEnable);
SERIALISE_MEMBER(AntialiasedLineEnable);
SERIALISE_MEMBER(ForcedSampleCount);
SERIALISE_MEMBER(ConservativeRaster);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RASTERIZER_DESC1 &el)
{
SERIALISE_MEMBER(FillMode);
SERIALISE_MEMBER(CullMode);
SERIALISE_MEMBER(FrontCounterClockwise);
SERIALISE_MEMBER(DepthBias);
SERIALISE_MEMBER(DepthBiasClamp);
SERIALISE_MEMBER(SlopeScaledDepthBias);
SERIALISE_MEMBER(DepthClipEnable);
SERIALISE_MEMBER(MultisampleEnable);
SERIALISE_MEMBER(AntialiasedLineEnable);
SERIALISE_MEMBER(ForcedSampleCount);
SERIALISE_MEMBER(ConservativeRaster);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RASTERIZER_DESC2 &el)
{
SERIALISE_MEMBER(FillMode);
SERIALISE_MEMBER(CullMode);
SERIALISE_MEMBER(FrontCounterClockwise);
SERIALISE_MEMBER(DepthBias);
SERIALISE_MEMBER(DepthBiasClamp);
SERIALISE_MEMBER(SlopeScaledDepthBias);
SERIALISE_MEMBER(DepthClipEnable);
SERIALISE_MEMBER(LineRasterizationMode);
SERIALISE_MEMBER(ForcedSampleCount);
SERIALISE_MEMBER(ConservativeRaster);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DEPTH_STENCILOP_DESC &el)
{
SERIALISE_MEMBER(StencilFailOp);
SERIALISE_MEMBER(StencilDepthFailOp);
SERIALISE_MEMBER(StencilPassOp);
SERIALISE_MEMBER(StencilFunc);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DEPTH_STENCIL_DESC &el)
{
SERIALISE_MEMBER(DepthEnable);
SERIALISE_MEMBER(DepthWriteMask);
SERIALISE_MEMBER(DepthFunc).Important();
SERIALISE_MEMBER(StencilEnable);
SERIALISE_MEMBER(StencilReadMask);
SERIALISE_MEMBER(StencilWriteMask);
SERIALISE_MEMBER(FrontFace);
SERIALISE_MEMBER(BackFace);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DEPTH_STENCIL_DESC1 &el)
{
SERIALISE_MEMBER(DepthEnable);
SERIALISE_MEMBER(DepthWriteMask);
SERIALISE_MEMBER(DepthFunc).Important();
SERIALISE_MEMBER(StencilEnable);
SERIALISE_MEMBER(StencilReadMask);
SERIALISE_MEMBER(StencilWriteMask);
SERIALISE_MEMBER(FrontFace);
SERIALISE_MEMBER(BackFace);
SERIALISE_MEMBER(DepthBoundsTestEnable);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DEPTH_STENCILOP_DESC1 &el)
{
SERIALISE_MEMBER(StencilFailOp);
SERIALISE_MEMBER(StencilDepthFailOp);
SERIALISE_MEMBER(StencilPassOp);
SERIALISE_MEMBER(StencilFunc);
SERIALISE_MEMBER(StencilReadMask);
SERIALISE_MEMBER(StencilWriteMask);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DEPTH_STENCIL_DESC2 &el)
{
SERIALISE_MEMBER(DepthEnable);
SERIALISE_MEMBER(DepthWriteMask);
SERIALISE_MEMBER(DepthFunc);
SERIALISE_MEMBER(StencilEnable);
SERIALISE_MEMBER(FrontFace);
SERIALISE_MEMBER(BackFace);
SERIALISE_MEMBER(DepthBoundsTestEnable);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_INPUT_ELEMENT_DESC &el)
{
SERIALISE_MEMBER(SemanticName);
SERIALISE_MEMBER(SemanticIndex);
SERIALISE_MEMBER(Format);
SERIALISE_MEMBER(InputSlot);
SERIALISE_MEMBER(AlignedByteOffset).OffsetOrSize();
SERIALISE_MEMBER(InputSlotClass);
SERIALISE_MEMBER(InstanceDataStepRate);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_INPUT_LAYOUT_DESC &el)
{
SERIALISE_MEMBER_ARRAY(pInputElementDescs, NumElements);
SERIALISE_MEMBER(NumElements);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_INDIRECT_ARGUMENT_DESC &el)
{
SERIALISE_MEMBER(Type).Important();
switch(el.Type)
{
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW:
case D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED:
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH:
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_MESH:
case D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH_RAYS:
case D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW:
// nothing to serialise
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW:
SERIALISE_MEMBER(VertexBuffer.Slot);
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT:
SERIALISE_MEMBER(Constant.RootParameterIndex);
SERIALISE_MEMBER(Constant.DestOffsetIn32BitValues);
SERIALISE_MEMBER(Constant.Num32BitValuesToSet);
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW:
SERIALISE_MEMBER(ConstantBufferView.RootParameterIndex);
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW:
SERIALISE_MEMBER(ShaderResourceView.RootParameterIndex);
break;
case D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW:
SERIALISE_MEMBER(UnorderedAccessView.RootParameterIndex);
break;
default: RDCERR("Unexpected indirect argument type: %u", el.Type); break;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_COMMAND_SIGNATURE_DESC &el)
{
SERIALISE_MEMBER(ByteStride).OffsetOrSize();
SERIALISE_MEMBER(NumArgumentDescs);
SERIALISE_MEMBER_ARRAY(pArgumentDescs, NumArgumentDescs).Important();
SERIALISE_MEMBER(NodeMask);
if(ser.IsReading() && !ser.IsStructurising())
el.NodeMask = 0;
}
template <>
void Deserialise(const D3D12_COMMAND_SIGNATURE_DESC &el)
{
delete[] el.pArgumentDescs;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_CACHED_PIPELINE_STATE &el)
{
// don't serialise these, just set to NULL/0. See the definition of SERIALISE_MEMBER_DUMMY
SERIALISE_MEMBER_ARRAY_EMPTY(pCachedBlob);
uint64_t CachedBlobSizeInBytes = 0;
ser.Serialise("CachedBlobSizeInBytes"_lit, CachedBlobSizeInBytes);
if(ser.IsReading())
el.CachedBlobSizeInBytes = (SIZE_T)CachedBlobSizeInBytes;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_GRAPHICS_PIPELINE_STATE_DESC &el)
{
SERIALISE_MEMBER(pRootSignature);
SERIALISE_MEMBER(VS).Important();
SERIALISE_MEMBER(PS).Important();
SERIALISE_MEMBER(DS);
SERIALISE_MEMBER(HS);
SERIALISE_MEMBER(GS);
SERIALISE_MEMBER(StreamOutput);
SERIALISE_MEMBER(BlendState);
SERIALISE_MEMBER(SampleMask);
SERIALISE_MEMBER(RasterizerState);
SERIALISE_MEMBER(DepthStencilState);
SERIALISE_MEMBER(InputLayout);
SERIALISE_MEMBER(IBStripCutValue);
SERIALISE_MEMBER(PrimitiveTopologyType);
SERIALISE_MEMBER(NumRenderTargets);
SERIALISE_MEMBER(RTVFormats);
SERIALISE_MEMBER(DSVFormat);
SERIALISE_MEMBER(SampleDesc);
SERIALISE_MEMBER(NodeMask);
SERIALISE_MEMBER(CachedPSO);
SERIALISE_MEMBER(Flags);
if(ser.IsReading() && !ser.IsStructurising())
el.NodeMask = 0;
}
template <>
void Deserialise(const D3D12_GRAPHICS_PIPELINE_STATE_DESC &el)
{
delete[] el.StreamOutput.pSODeclaration;
delete[] el.StreamOutput.pBufferStrides;
delete[] el.InputLayout.pInputElementDescs;
FreeAlignedBuffer((byte *)(el.VS.pShaderBytecode));
FreeAlignedBuffer((byte *)(el.PS.pShaderBytecode));
FreeAlignedBuffer((byte *)(el.DS.pShaderBytecode));
FreeAlignedBuffer((byte *)(el.HS.pShaderBytecode));
FreeAlignedBuffer((byte *)(el.GS.pShaderBytecode));
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_COMPUTE_PIPELINE_STATE_DESC &el)
{
SERIALISE_MEMBER(pRootSignature);
SERIALISE_MEMBER(CS).Important();
SERIALISE_MEMBER(NodeMask);
SERIALISE_MEMBER(CachedPSO);
SERIALISE_MEMBER(Flags);
if(ser.IsReading() && !ser.IsStructurising())
el.NodeMask = 0;
}
template <>
void Deserialise(const D3D12_COMPUTE_PIPELINE_STATE_DESC &el)
{
FreeAlignedBuffer((byte *)(el.CS.pShaderBytecode));
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_VERTEX_BUFFER_VIEW &el)
{
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, BufferLocation).Important();
SERIALISE_MEMBER(SizeInBytes).OffsetOrSize();
SERIALISE_MEMBER(StrideInBytes).OffsetOrSize();
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_INDEX_BUFFER_VIEW &el)
{
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, BufferLocation).Important();
SERIALISE_MEMBER(SizeInBytes).OffsetOrSize();
SERIALISE_MEMBER(Format);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_STREAM_OUTPUT_BUFFER_VIEW &el)
{
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, BufferLocation);
SERIALISE_MEMBER(SizeInBytes).OffsetOrSize();
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, BufferFilledSizeLocation);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_CONSTANT_BUFFER_VIEW_DESC &el)
{
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, BufferLocation).Important();
SERIALISE_MEMBER(SizeInBytes);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_BUFFER_SRV &el)
{
SERIALISE_MEMBER(FirstElement);
SERIALISE_MEMBER(NumElements);
SERIALISE_MEMBER(StructureByteStride).OffsetOrSize();
SERIALISE_MEMBER(Flags);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX1D_SRV &el)
{
SERIALISE_MEMBER(MostDetailedMip);
SERIALISE_MEMBER(MipLevels);
SERIALISE_MEMBER(ResourceMinLODClamp);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX1D_ARRAY_SRV &el)
{
SERIALISE_MEMBER(MostDetailedMip);
SERIALISE_MEMBER(MipLevels);
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
SERIALISE_MEMBER(ResourceMinLODClamp);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2D_SRV &el)
{
SERIALISE_MEMBER(MostDetailedMip);
SERIALISE_MEMBER(MipLevels);
SERIALISE_MEMBER(PlaneSlice);
SERIALISE_MEMBER(ResourceMinLODClamp);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2D_ARRAY_SRV &el)
{
SERIALISE_MEMBER(MostDetailedMip);
SERIALISE_MEMBER(MipLevels);
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
SERIALISE_MEMBER(PlaneSlice);
SERIALISE_MEMBER(ResourceMinLODClamp);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2DMS_SRV &el)
{
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2DMS_ARRAY_SRV &el)
{
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX3D_SRV &el)
{
SERIALISE_MEMBER(MostDetailedMip);
SERIALISE_MEMBER(MipLevels);
SERIALISE_MEMBER(ResourceMinLODClamp);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEXCUBE_SRV &el)
{
SERIALISE_MEMBER(MostDetailedMip);
SERIALISE_MEMBER(MipLevels);
SERIALISE_MEMBER(ResourceMinLODClamp);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEXCUBE_ARRAY_SRV &el)
{
SERIALISE_MEMBER(MostDetailedMip);
SERIALISE_MEMBER(MipLevels);
SERIALISE_MEMBER(First2DArrayFace);
SERIALISE_MEMBER(NumCubes);
SERIALISE_MEMBER(ResourceMinLODClamp);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RAYTRACING_ACCELERATION_STRUCTURE_SRV &el)
{
// because descriptor writes are on the CPU timeline and AS existence is effectively on the GPU
// timeline, this may come before the first build is submitted or even recorded. In that case the
// AS could be serialised as a buffer+offset instead of by its ID, or it could be serialised as
// the "wrong" AS ID - e.g. the previous version of an AS when this descriptor won't be used until
// after a rebuild. We assume in the case where we get the wrong AS ID that it will be a strict
// alias and aliasing it handled by any re-allocation of AS backing memory that happens
SERIALISE_MEMBER_TYPED(D3D12SrcASLocation, Location);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_SHADER_RESOURCE_VIEW_DESC &el)
{
SERIALISE_MEMBER(Format).Important();
SERIALISE_MEMBER(ViewDimension);
// cast to a special enum so we print nicely
SERIALISE_MEMBER_TYPED(D3D12ComponentMapping, Shader4ComponentMapping);
switch(el.ViewDimension)
{
case D3D12_SRV_DIMENSION_UNKNOWN:
// indicates an empty descriptor, which comes from a NULL parameter to Create.
break;
case D3D12_SRV_DIMENSION_BUFFER: SERIALISE_MEMBER(Buffer); break;
case D3D12_SRV_DIMENSION_TEXTURE1D: SERIALISE_MEMBER(Texture1D); break;
case D3D12_SRV_DIMENSION_TEXTURE1DARRAY: SERIALISE_MEMBER(Texture1DArray); break;
case D3D12_SRV_DIMENSION_TEXTURE2D: SERIALISE_MEMBER(Texture2D); break;
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY: SERIALISE_MEMBER(Texture2DArray); break;
case D3D12_SRV_DIMENSION_TEXTURE2DMS: SERIALISE_MEMBER(Texture2DMS); break;
case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY: SERIALISE_MEMBER(Texture2DMSArray); break;
case D3D12_SRV_DIMENSION_TEXTURE3D: SERIALISE_MEMBER(Texture3D); break;
case D3D12_SRV_DIMENSION_TEXTURECUBE: SERIALISE_MEMBER(TextureCube); break;
case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY: SERIALISE_MEMBER(TextureCubeArray); break;
case D3D12_SRV_DIMENSION_RAYTRACING_ACCELERATION_STRUCTURE:
SERIALISE_MEMBER(RaytracingAccelerationStructure);
break;
default: RDCERR("Unrecognised SRV Dimension %d", el.ViewDimension); break;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_BUFFER_RTV &el)
{
SERIALISE_MEMBER(FirstElement);
SERIALISE_MEMBER(NumElements);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX1D_RTV &el)
{
SERIALISE_MEMBER(MipSlice);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX1D_ARRAY_RTV &el)
{
SERIALISE_MEMBER(MipSlice);
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2D_RTV &el)
{
SERIALISE_MEMBER(MipSlice);
SERIALISE_MEMBER(PlaneSlice);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2D_ARRAY_RTV &el)
{
SERIALISE_MEMBER(MipSlice);
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
SERIALISE_MEMBER(PlaneSlice);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2DMS_RTV &el)
{
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2DMS_ARRAY_RTV &el)
{
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX3D_RTV &el)
{
SERIALISE_MEMBER(MipSlice);
SERIALISE_MEMBER(FirstWSlice);
SERIALISE_MEMBER(WSize);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RENDER_TARGET_VIEW_DESC &el)
{
SERIALISE_MEMBER(Format).Important();
SERIALISE_MEMBER(ViewDimension);
switch(el.ViewDimension)
{
case D3D12_RTV_DIMENSION_UNKNOWN:
// indicates an empty descriptor, which comes from a NULL parameter to Create.
break;
case D3D12_RTV_DIMENSION_BUFFER: SERIALISE_MEMBER(Buffer); break;
case D3D12_RTV_DIMENSION_TEXTURE1D: SERIALISE_MEMBER(Texture1D); break;
case D3D12_RTV_DIMENSION_TEXTURE1DARRAY: SERIALISE_MEMBER(Texture1DArray); break;
case D3D12_RTV_DIMENSION_TEXTURE2D: SERIALISE_MEMBER(Texture2D); break;
case D3D12_RTV_DIMENSION_TEXTURE2DARRAY: SERIALISE_MEMBER(Texture2DArray); break;
case D3D12_RTV_DIMENSION_TEXTURE2DMS: SERIALISE_MEMBER(Texture2DMS); break;
case D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY: SERIALISE_MEMBER(Texture2DMSArray); break;
case D3D12_RTV_DIMENSION_TEXTURE3D: SERIALISE_MEMBER(Texture3D); break;
default: RDCERR("Unrecognised RTV Dimension %d", el.ViewDimension); break;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX1D_DSV &el)
{
SERIALISE_MEMBER(MipSlice);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX1D_ARRAY_DSV &el)
{
SERIALISE_MEMBER(MipSlice);
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2D_DSV &el)
{
SERIALISE_MEMBER(MipSlice);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2D_ARRAY_DSV &el)
{
SERIALISE_MEMBER(MipSlice);
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2DMS_DSV &el)
{
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2DMS_ARRAY_DSV &el)
{
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DEPTH_STENCIL_VIEW_DESC &el)
{
SERIALISE_MEMBER(Format).Important();
SERIALISE_MEMBER(Flags);
SERIALISE_MEMBER(ViewDimension);
switch(el.ViewDimension)
{
case D3D12_DSV_DIMENSION_UNKNOWN:
// indicates an empty descriptor, which comes from a NULL parameter to Create.
break;
case D3D12_DSV_DIMENSION_TEXTURE1D: SERIALISE_MEMBER(Texture1D); break;
case D3D12_DSV_DIMENSION_TEXTURE1DARRAY: SERIALISE_MEMBER(Texture1DArray); break;
case D3D12_DSV_DIMENSION_TEXTURE2D: SERIALISE_MEMBER(Texture2D); break;
case D3D12_DSV_DIMENSION_TEXTURE2DARRAY: SERIALISE_MEMBER(Texture2DArray); break;
case D3D12_DSV_DIMENSION_TEXTURE2DMS: SERIALISE_MEMBER(Texture2DMS); break;
case D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY: SERIALISE_MEMBER(Texture2DMSArray); break;
default: RDCERR("Unrecognised DSV Dimension %d", el.ViewDimension); break;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_BUFFER_UAV &el)
{
SERIALISE_MEMBER(FirstElement);
SERIALISE_MEMBER(NumElements);
SERIALISE_MEMBER(StructureByteStride).OffsetOrSize();
SERIALISE_MEMBER(CounterOffsetInBytes).OffsetOrSize();
SERIALISE_MEMBER(Flags);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX1D_UAV &el)
{
SERIALISE_MEMBER(MipSlice);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX1D_ARRAY_UAV &el)
{
SERIALISE_MEMBER(MipSlice);
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2D_UAV &el)
{
SERIALISE_MEMBER(MipSlice);
SERIALISE_MEMBER(PlaneSlice);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2D_ARRAY_UAV &el)
{
SERIALISE_MEMBER(MipSlice);
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
SERIALISE_MEMBER(PlaneSlice);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2DMS_UAV &el)
{
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX2DMS_ARRAY_UAV &el)
{
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(ArraySize);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEX3D_UAV &el)
{
SERIALISE_MEMBER(MipSlice);
SERIALISE_MEMBER(FirstWSlice);
SERIALISE_MEMBER(WSize);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_UNORDERED_ACCESS_VIEW_DESC &el)
{
SERIALISE_MEMBER(Format).Important();
SERIALISE_MEMBER(ViewDimension);
switch(el.ViewDimension)
{
case D3D12_UAV_DIMENSION_UNKNOWN:
// indicates an empty descriptor, which comes from a NULL parameter to Create.
break;
case D3D12_UAV_DIMENSION_BUFFER: SERIALISE_MEMBER(Buffer); break;
case D3D12_UAV_DIMENSION_TEXTURE1D: SERIALISE_MEMBER(Texture1D); break;
case D3D12_UAV_DIMENSION_TEXTURE1DARRAY: SERIALISE_MEMBER(Texture1DArray); break;
case D3D12_UAV_DIMENSION_TEXTURE2D: SERIALISE_MEMBER(Texture2D); break;
case D3D12_UAV_DIMENSION_TEXTURE2DARRAY: SERIALISE_MEMBER(Texture2DArray); break;
case D3D12_UAV_DIMENSION_TEXTURE2DMS: SERIALISE_MEMBER(Texture2DMS); break;
case D3D12_UAV_DIMENSION_TEXTURE2DMSARRAY: SERIALISE_MEMBER(Texture2DMSArray); break;
case D3D12_UAV_DIMENSION_TEXTURE3D: SERIALISE_MEMBER(Texture3D); break;
default: RDCERR("Unrecognised RTV Dimension %d", el.ViewDimension); break;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RESOURCE_TRANSITION_BARRIER &el)
{
SERIALISE_MEMBER(pResource).Important();
// cast to a special enum so we print 'all subresources' nicely
SERIALISE_MEMBER_TYPED(D3D12ResourceBarrierSubresource, Subresource);
SERIALISE_MEMBER(StateBefore);
SERIALISE_MEMBER(StateAfter);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RESOURCE_ALIASING_BARRIER &el)
{
SERIALISE_MEMBER(pResourceBefore);
SERIALISE_MEMBER(pResourceAfter);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RESOURCE_UAV_BARRIER &el)
{
SERIALISE_MEMBER(pResource);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RESOURCE_BARRIER &el)
{
SERIALISE_MEMBER(Type).Important();
SERIALISE_MEMBER(Flags);
switch(el.Type)
{
case D3D12_RESOURCE_BARRIER_TYPE_TRANSITION: SERIALISE_MEMBER(Transition).Important(); break;
case D3D12_RESOURCE_BARRIER_TYPE_ALIASING: SERIALISE_MEMBER(Aliasing); break;
case D3D12_RESOURCE_BARRIER_TYPE_UAV: SERIALISE_MEMBER(UAV); break;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_HEAP_PROPERTIES &el)
{
SERIALISE_MEMBER(Type);
SERIALISE_MEMBER(CPUPageProperty);
SERIALISE_MEMBER(MemoryPoolPreference);
SERIALISE_MEMBER(CreationNodeMask);
SERIALISE_MEMBER(VisibleNodeMask);
if(ser.IsReading() && !ser.IsStructurising())
el.CreationNodeMask = el.VisibleNodeMask = 0;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_HEAP_DESC &el)
{
SERIALISE_MEMBER(SizeInBytes).Important();
SERIALISE_MEMBER(Properties);
SERIALISE_MEMBER(Alignment);
SERIALISE_MEMBER(Flags);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DESCRIPTOR_HEAP_DESC &el)
{
SERIALISE_MEMBER(Type).Important();
SERIALISE_MEMBER(NumDescriptors).Important();
SERIALISE_MEMBER(Flags);
SERIALISE_MEMBER(NodeMask);
if(ser.IsReading() && !ser.IsStructurising())
el.NodeMask = 0;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_QUERY_HEAP_DESC &el)
{
SERIALISE_MEMBER(Type).Important();
SERIALISE_MEMBER(Count).Important();
SERIALISE_MEMBER(NodeMask);
if(ser.IsReading() && !ser.IsStructurising())
el.NodeMask = 0;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DEPTH_STENCIL_VALUE &el)
{
SERIALISE_MEMBER(Depth);
SERIALISE_MEMBER(Stencil);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_CLEAR_VALUE &el)
{
SERIALISE_MEMBER(Format);
if(IsDepthFormat(el.Format))
SERIALISE_MEMBER(DepthStencil);
else
SERIALISE_MEMBER(Color);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_SUBRESOURCE_FOOTPRINT &el)
{
SERIALISE_MEMBER(Format);
SERIALISE_MEMBER(Width);
SERIALISE_MEMBER(Height);
SERIALISE_MEMBER(Depth);
SERIALISE_MEMBER(RowPitch);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_PLACED_SUBRESOURCE_FOOTPRINT &el)
{
SERIALISE_MEMBER(Offset).OffsetOrSize();
SERIALISE_MEMBER(Footprint);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEXTURE_COPY_LOCATION &el)
{
SERIALISE_MEMBER(pResource).Important();
SERIALISE_MEMBER(Type);
switch(el.Type)
{
case D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT: SERIALISE_MEMBER(PlacedFootprint); break;
case D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX: SERIALISE_MEMBER(SubresourceIndex); break;
default: RDCERR("Unexpected texture copy type %d", el.Type); break;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TILED_RESOURCE_COORDINATE &el)
{
SERIALISE_MEMBER(X);
SERIALISE_MEMBER(Y);
SERIALISE_MEMBER(Z);
SERIALISE_MEMBER(Subresource);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TILE_REGION_SIZE &el)
{
SERIALISE_MEMBER(NumTiles);
SERIALISE_MEMBER(UseBox);
SERIALISE_MEMBER(Width);
SERIALISE_MEMBER(Height);
SERIALISE_MEMBER(Depth);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DISCARD_REGION &el)
{
SERIALISE_MEMBER(NumRects);
SERIALISE_MEMBER_ARRAY(pRects, NumRects);
SERIALISE_MEMBER(FirstSubresource);
SERIALISE_MEMBER(NumSubresources);
}
template <>
void Deserialise(const D3D12_DISCARD_REGION &el)
{
delete[] el.pRects;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RANGE &el)
{
// serialise as uint64, so we're 32-bit/64-bit compatible
uint64_t Begin = el.Begin;
uint64_t End = el.End;
ser.Serialise("Begin"_lit, Begin);
ser.Serialise("End"_lit, End);
if(ser.IsReading())
{
el.Begin = (SIZE_T)Begin;
el.End = (SIZE_T)End;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_VIEWPORT &el)
{
SERIALISE_MEMBER(TopLeftX).Important();
SERIALISE_MEMBER(TopLeftY).Important();
SERIALISE_MEMBER(Width).Important();
SERIALISE_MEMBER(Height).Important();
SERIALISE_MEMBER(MinDepth);
SERIALISE_MEMBER(MaxDepth);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_BOX &el)
{
SERIALISE_MEMBER(left);
SERIALISE_MEMBER(top);
SERIALISE_MEMBER(front);
SERIALISE_MEMBER(right);
SERIALISE_MEMBER(bottom);
SERIALISE_MEMBER(back);
}
// deliberately do not serialise D3D12_SAMPLER_DESC
// for ease of compatibility we serialise D3D12_SAMPLER_DESC2 here and use serialise versioning to
// detect old captures where the fields did not exist
// in descriptors where this is referenced, we unconditionally serialise the new version
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_SAMPLER_DESC2 &el)
{
SERIALISE_MEMBER(Filter).Important();
SERIALISE_MEMBER(AddressU);
SERIALISE_MEMBER(AddressV);
SERIALISE_MEMBER(AddressW);
SERIALISE_MEMBER(MipLODBias);
SERIALISE_MEMBER(MaxAnisotropy);
SERIALISE_MEMBER(ComparisonFunc);
// serialise as floats since that is the most common case. It's also compatible with
// D3D12_SAMPLER_DESC
// since the flags come later in struct order, we can't do anything clever to serialise by that
// type
SERIALISE_MEMBER(FloatBorderColor);
SERIALISE_MEMBER(MinLOD);
SERIALISE_MEMBER(MaxLOD);
if(ser.VersionAtLeast(0xF))
{
SERIALISE_MEMBER(Flags);
}
else
{
el.Flags = D3D12_SAMPLER_FLAG_NONE;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RT_FORMAT_ARRAY &el)
{
SERIALISE_MEMBER(RTFormats);
SERIALISE_MEMBER(NumRenderTargets);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_VIEW_INSTANCE_LOCATION &el)
{
SERIALISE_MEMBER(ViewportArrayIndex);
SERIALISE_MEMBER(RenderTargetArrayIndex);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_VIEW_INSTANCING_DESC &el)
{
SERIALISE_MEMBER(ViewInstanceCount);
SERIALISE_MEMBER_ARRAY(pViewInstanceLocations, ViewInstanceCount);
SERIALISE_MEMBER(Flags);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_SAMPLE_POSITION &el)
{
SERIALISE_MEMBER(X);
SERIALISE_MEMBER(Y);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RANGE_UINT64 &el)
{
SERIALISE_MEMBER(Begin);
SERIALISE_MEMBER(End);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_SUBRESOURCE_RANGE_UINT64 &el)
{
SERIALISE_MEMBER(Subresource);
SERIALISE_MEMBER(Range);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_WRITEBUFFERIMMEDIATE_PARAMETER &el)
{
if(ser.VersionAtLeast(0x7))
{
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, Dest);
}
else
{
RDCERR(
"Replay will crash - old capture with corrupted D3D12_WRITEBUFFERIMMEDIATE_PARAMETER. "
"Re-capture to fix this.");
SERIALISE_MEMBER(Dest);
}
SERIALISE_MEMBER(Value).Important();
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS &el)
{
SERIALISE_MEMBER(ClearValue);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RENDER_PASS_BEGINNING_ACCESS &el)
{
SERIALISE_MEMBER(Type);
switch(el.Type)
{
case D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_DISCARD: break;
case D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE: break;
case D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR: SERIALISE_MEMBER(Clear); break;
case D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS: break;
default: RDCERR("Unexpected beginning access type %d", el.Type); break;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser,
D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS &el)
{
SERIALISE_MEMBER(SrcSubresource);
SERIALISE_MEMBER(DstSubresource);
SERIALISE_MEMBER(DstX);
SERIALISE_MEMBER(DstY);
SERIALISE_MEMBER(SrcRect);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS &el)
{
SERIALISE_MEMBER(pSrcResource);
SERIALISE_MEMBER(pDstResource);
SERIALISE_MEMBER(SubresourceCount);
SERIALISE_MEMBER_ARRAY(pSubresourceParameters, SubresourceCount);
SERIALISE_MEMBER(Format);
SERIALISE_MEMBER(ResolveMode);
SERIALISE_MEMBER(PreserveResolveSource);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RENDER_PASS_ENDING_ACCESS &el)
{
SERIALISE_MEMBER(Type);
switch(el.Type)
{
case D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_DISCARD: break;
case D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE: break;
case D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE: SERIALISE_MEMBER(Resolve); break;
case D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS: break;
default: RDCERR("Unexpected ending access type %d", el.Type); break;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RENDER_PASS_RENDER_TARGET_DESC &el)
{
SERIALISE_MEMBER(cpuDescriptor);
SERIALISE_MEMBER(BeginningAccess);
SERIALISE_MEMBER(EndingAccess);
}
template <>
void Deserialise(const D3D12_RENDER_PASS_RENDER_TARGET_DESC &el)
{
if(el.EndingAccess.Type == D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE)
delete[] el.EndingAccess.Resolve.pSubresourceParameters;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RENDER_PASS_DEPTH_STENCIL_DESC &el)
{
SERIALISE_MEMBER(cpuDescriptor);
SERIALISE_MEMBER(DepthBeginningAccess);
SERIALISE_MEMBER(StencilBeginningAccess);
SERIALISE_MEMBER(DepthEndingAccess);
SERIALISE_MEMBER(StencilEndingAccess);
}
template <>
void Deserialise(const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC &el)
{
if(el.DepthEndingAccess.Type == D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE)
delete[] el.DepthEndingAccess.Resolve.pSubresourceParameters;
if(el.StencilEndingAccess.Type == D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE)
delete[] el.StencilEndingAccess.Resolve.pSubresourceParameters;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DRAW_ARGUMENTS &el)
{
SERIALISE_MEMBER(VertexCountPerInstance).Important();
SERIALISE_MEMBER(InstanceCount).Important();
SERIALISE_MEMBER(StartVertexLocation);
SERIALISE_MEMBER(StartInstanceLocation);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DRAW_INDEXED_ARGUMENTS &el)
{
SERIALISE_MEMBER(IndexCountPerInstance).Important();
SERIALISE_MEMBER(InstanceCount).Important();
SERIALISE_MEMBER(StartIndexLocation);
SERIALISE_MEMBER(BaseVertexLocation);
SERIALISE_MEMBER(StartInstanceLocation);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DISPATCH_ARGUMENTS &el)
{
SERIALISE_MEMBER(ThreadGroupCountX).Important();
SERIALISE_MEMBER(ThreadGroupCountY).Important();
SERIALISE_MEMBER(ThreadGroupCountZ).Important();
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DISPATCH_MESH_ARGUMENTS &el)
{
SERIALISE_MEMBER(ThreadGroupCountX).Important();
SERIALISE_MEMBER(ThreadGroupCountY).Important();
SERIALISE_MEMBER(ThreadGroupCountZ).Important();
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12ResourceLayout &el)
{
RDCCOMPILE_ASSERT(sizeof(el) == sizeof(uint32_t),
"D3D12ResourceLayout is expected to be a 32-bit value");
ser.SerialiseValue(SDBasic::Enum, 4, (uint32_t &)el);
ser.SerialiseStringify(el);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_GLOBAL_BARRIER &el)
{
SERIALISE_MEMBER(SyncBefore);
SERIALISE_MEMBER(SyncAfter);
SERIALISE_MEMBER(AccessBefore);
SERIALISE_MEMBER(AccessAfter);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_BARRIER_SUBRESOURCE_RANGE &el)
{
SERIALISE_MEMBER(IndexOrFirstMipLevel);
SERIALISE_MEMBER(NumMipLevels);
SERIALISE_MEMBER(FirstArraySlice);
SERIALISE_MEMBER(NumArraySlices);
SERIALISE_MEMBER(FirstPlane);
SERIALISE_MEMBER(NumPlanes);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_TEXTURE_BARRIER &el)
{
SERIALISE_MEMBER(SyncBefore);
SERIALISE_MEMBER(SyncAfter);
SERIALISE_MEMBER(AccessBefore);
SERIALISE_MEMBER(AccessAfter);
SERIALISE_MEMBER(LayoutBefore);
SERIALISE_MEMBER(LayoutAfter);
SERIALISE_MEMBER(pResource).Important();
SERIALISE_MEMBER(Subresources);
SERIALISE_MEMBER(Flags);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_BUFFER_BARRIER &el)
{
SERIALISE_MEMBER(SyncBefore);
SERIALISE_MEMBER(SyncAfter);
SERIALISE_MEMBER(AccessBefore);
SERIALISE_MEMBER(AccessAfter);
SERIALISE_MEMBER(pResource).Important();
SERIALISE_MEMBER(Offset).OffsetOrSize();
SERIALISE_MEMBER(Size);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_BARRIER_GROUP &el)
{
SERIALISE_MEMBER(Type).Important();
SERIALISE_MEMBER(NumBarriers).Important();
switch(el.Type)
{
case D3D12_BARRIER_TYPE_GLOBAL:
{
SERIALISE_MEMBER_ARRAY(pGlobalBarriers, NumBarriers);
break;
}
case D3D12_BARRIER_TYPE_TEXTURE:
{
SERIALISE_MEMBER_ARRAY(pTextureBarriers, NumBarriers).Important();
break;
}
case D3D12_BARRIER_TYPE_BUFFER:
{
SERIALISE_MEMBER_ARRAY(pBufferBarriers, NumBarriers).Important();
break;
}
}
}
template <>
void Deserialise(const D3D12_BARRIER_GROUP &el)
{
switch(el.Type)
{
case D3D12_BARRIER_TYPE_GLOBAL:
{
delete[] el.pGlobalBarriers;
break;
}
case D3D12_BARRIER_TYPE_TEXTURE:
{
delete[] el.pTextureBarriers;
break;
}
case D3D12_BARRIER_TYPE_BUFFER:
{
delete[] el.pBufferBarriers;
break;
}
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE &el)
{
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, StartAddress).Important();
SERIALISE_MEMBER(StrideInBytes);
}
template <>
void Deserialise(const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC &el)
{
// We will be allocating only dynamic memory for el.Inputs
if(el.Inputs.Type == D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL)
delete[] el.Inputs.pGeometryDescs;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC &el)
{
SERIALISE_MEMBER_TYPED(D3D12DestASLocation, DestAccelerationStructureData).Important();
SERIALISE_MEMBER(Inputs);
SERIALISE_MEMBER_TYPED(D3D12SrcASLocation, SourceAccelerationStructureData);
if(el.SourceAccelerationStructureData)
ser.Important();
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, ScratchAccelerationStructureData).Important();
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS &el)
{
SERIALISE_MEMBER(Type);
SERIALISE_MEMBER(Flags);
SERIALISE_MEMBER(NumDescs);
SERIALISE_MEMBER(DescsLayout);
if(el.Type == D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL)
{
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, InstanceDescs).Important();
}
else
{
if(el.DescsLayout == D3D12_ELEMENTS_LAYOUT_ARRAY)
{
SERIALISE_MEMBER_ARRAY(pGeometryDescs, NumDescs);
}
else
{
D3D12_RAYTRACING_GEOMETRY_DESC *tempDescs = new D3D12_RAYTRACING_GEOMETRY_DESC[el.NumDescs];
if(ser.IsWriting())
{
for(size_t i = 0; i < el.NumDescs; i++)
{
tempDescs[i] = *el.ppGeometryDescs[i];
}
}
// not using SERIALISE_ELEMENT_ARRAY so we can deliberately avoid allocation and so that the
// array isn't immediately freed
ser.Serialise("ppGeometryDescs"_lit, tempDescs, el.NumDescs, SerialiserFlags::NoFlags);
if(ser.IsReading())
{
el.pGeometryDescs = tempDescs;
el.DescsLayout = D3D12_ELEMENTS_LAYOUT_ARRAY;
}
}
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RAYTRACING_GEOMETRY_DESC &el)
{
SERIALISE_MEMBER(Type);
SERIALISE_MEMBER(Flags);
if(el.Type == D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES)
{
SERIALISE_MEMBER(Triangles);
}
else
{
SERIALISE_MEMBER(AABBs);
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC &el)
{
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, Transform3x4);
SERIALISE_MEMBER(IndexFormat);
SERIALISE_MEMBER(VertexFormat);
SERIALISE_MEMBER(IndexCount);
SERIALISE_MEMBER(VertexCount);
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, IndexBuffer);
SERIALISE_MEMBER(VertexBuffer);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RAYTRACING_GEOMETRY_AABBS_DESC &el)
{
SERIALISE_MEMBER(AABBCount);
SERIALISE_MEMBER(AABBs);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO &el)
{
SERIALISE_MEMBER(ResultDataMaxSizeInBytes);
SERIALISE_MEMBER(ScratchDataSizeInBytes);
SERIALISE_MEMBER(UpdateScratchDataSizeInBytes);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC &el)
{
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, DestBuffer);
SERIALISE_MEMBER(InfoType);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser,
D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_SERIALIZATION_DESC &el)
{
SERIALISE_MEMBER(SerializedSizeInBytes);
SERIALISE_MEMBER(NumBottomLevelAccelerationStructurePointers);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_STATE_OBJECT_DESC &el)
{
SERIALISE_MEMBER(Type);
SERIALISE_MEMBER(NumSubobjects).Important();
if(ser.IsReading())
{
el.pSubobjects = new D3D12_STATE_SUBOBJECT[el.NumSubobjects];
}
ser.SetStructArg((uintptr_t)el.pSubobjects);
ser.Serialise("pSubobjects"_lit, el.pSubobjects, el.NumSubobjects);
}
template <>
void Deserialise(const D3D12_STATE_OBJECT_DESC &el)
{
for(size_t i = 0; i < el.NumSubobjects; i++)
{
if(el.pSubobjects[i].pDesc != NULL)
{
switch(el.pSubobjects[i].Type)
{
case D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG:
{
D3D12_STATE_OBJECT_CONFIG *temp = (D3D12_STATE_OBJECT_CONFIG *)el.pSubobjects[i].pDesc;
delete temp;
break;
}
case D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE:
{
D3D12_GLOBAL_ROOT_SIGNATURE *temp = (D3D12_GLOBAL_ROOT_SIGNATURE *)el.pSubobjects[i].pDesc;
delete temp;
break;
}
case D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE:
{
D3D12_LOCAL_ROOT_SIGNATURE *temp = (D3D12_LOCAL_ROOT_SIGNATURE *)el.pSubobjects[i].pDesc;
delete temp;
break;
}
case D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK:
{
D3D12_NODE_MASK *temp = (D3D12_NODE_MASK *)el.pSubobjects[i].pDesc;
delete temp;
break;
}
case D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY:
{
D3D12_DXIL_LIBRARY_DESC *temp = (D3D12_DXIL_LIBRARY_DESC *)el.pSubobjects[i].pDesc;
Deserialise(*temp);
delete temp;
break;
}
case D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION:
{
D3D12_EXISTING_COLLECTION_DESC *temp =
(D3D12_EXISTING_COLLECTION_DESC *)el.pSubobjects[i].pDesc;
Deserialise(*temp);
delete temp;
break;
}
case D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION:
{
D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION *temp =
(D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION *)el.pSubobjects[i].pDesc;
Deserialise(*temp);
delete temp;
break;
}
case D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION:
{
D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION *temp =
(D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION *)el.pSubobjects[i].pDesc;
Deserialise(*temp);
delete temp;
break;
}
case D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG:
{
D3D12_RAYTRACING_SHADER_CONFIG *temp =
(D3D12_RAYTRACING_SHADER_CONFIG *)el.pSubobjects[i].pDesc;
delete temp;
break;
}
case D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG:
{
D3D12_RAYTRACING_PIPELINE_CONFIG *temp =
(D3D12_RAYTRACING_PIPELINE_CONFIG *)el.pSubobjects[i].pDesc;
delete temp;
break;
}
case D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP:
{
D3D12_HIT_GROUP_DESC *temp = (D3D12_HIT_GROUP_DESC *)el.pSubobjects[i].pDesc;
Deserialise(*temp);
delete temp;
break;
}
case D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG1:
{
D3D12_RAYTRACING_PIPELINE_CONFIG1 *temp =
(D3D12_RAYTRACING_PIPELINE_CONFIG1 *)el.pSubobjects[i].pDesc;
delete temp;
break;
}
default: RDCERR("Unsupported state sub-object type"); break;
}
}
}
delete[] el.pSubobjects;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_STATE_SUBOBJECT &el)
{
SERIALISE_MEMBER(Type);
switch(el.Type)
{
case D3D12_STATE_SUBOBJECT_TYPE_STATE_OBJECT_CONFIG:
ser.SerialiseNullable("pDesc"_lit, (D3D12_STATE_OBJECT_CONFIG *&)el.pDesc);
break;
case D3D12_STATE_SUBOBJECT_TYPE_GLOBAL_ROOT_SIGNATURE:
ser.SerialiseNullable("pDesc"_lit, (D3D12_GLOBAL_ROOT_SIGNATURE *&)el.pDesc);
break;
case D3D12_STATE_SUBOBJECT_TYPE_LOCAL_ROOT_SIGNATURE:
ser.SerialiseNullable("pDesc"_lit, (D3D12_LOCAL_ROOT_SIGNATURE *&)el.pDesc);
break;
case D3D12_STATE_SUBOBJECT_TYPE_NODE_MASK:
ser.SerialiseNullable("pDesc"_lit, (D3D12_NODE_MASK *&)el.pDesc);
break;
case D3D12_STATE_SUBOBJECT_TYPE_DXIL_LIBRARY:
ser.SerialiseNullable("pDesc"_lit, (D3D12_DXIL_LIBRARY_DESC *&)el.pDesc);
break;
case D3D12_STATE_SUBOBJECT_TYPE_EXISTING_COLLECTION:
ser.SerialiseNullable("pDesc"_lit, (D3D12_EXISTING_COLLECTION_DESC *&)el.pDesc);
break;
case D3D12_STATE_SUBOBJECT_TYPE_SUBOBJECT_TO_EXPORTS_ASSOCIATION:
ser.SerialiseNullable("pDesc"_lit, (D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION *&)el.pDesc);
break;
case D3D12_STATE_SUBOBJECT_TYPE_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION:
ser.SerialiseNullable("pDesc"_lit, (D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION *&)el.pDesc);
break;
case D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_SHADER_CONFIG:
ser.SerialiseNullable("pDesc"_lit, (D3D12_RAYTRACING_SHADER_CONFIG *&)el.pDesc);
break;
case D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG:
ser.SerialiseNullable("pDesc"_lit, (D3D12_RAYTRACING_PIPELINE_CONFIG *&)el.pDesc);
break;
case D3D12_STATE_SUBOBJECT_TYPE_HIT_GROUP:
ser.SerialiseNullable("pDesc"_lit, (D3D12_HIT_GROUP_DESC *&)el.pDesc);
break;
case D3D12_STATE_SUBOBJECT_TYPE_RAYTRACING_PIPELINE_CONFIG1:
ser.SerialiseNullable("pDesc"_lit, (D3D12_RAYTRACING_PIPELINE_CONFIG1 *&)el.pDesc);
break;
default: RDCERR("Unsupported state sub-object type"); break;
}
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_STATE_OBJECT_CONFIG &el)
{
SERIALISE_MEMBER(Flags);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_GLOBAL_ROOT_SIGNATURE &el)
{
SERIALISE_MEMBER(pGlobalRootSignature);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_LOCAL_ROOT_SIGNATURE &el)
{
SERIALISE_MEMBER(pLocalRootSignature);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_NODE_MASK &el)
{
SERIALISE_MEMBER(NodeMask);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DXIL_LIBRARY_DESC &el)
{
SERIALISE_MEMBER(DXILLibrary);
SERIALISE_MEMBER(NumExports);
SERIALISE_MEMBER_ARRAY(pExports, NumExports);
}
template <>
void Deserialise(const D3D12_DXIL_LIBRARY_DESC &el)
{
FreeAlignedBuffer((byte *)(el.DXILLibrary.pShaderBytecode));
for(size_t i = 0; i < el.NumExports; i++)
{
Deserialise(el.pExports[i]);
}
delete[] el.pExports;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_EXISTING_COLLECTION_DESC &el)
{
SERIALISE_MEMBER(pExistingCollection);
SERIALISE_MEMBER(NumExports);
SERIALISE_MEMBER_ARRAY(pExports, NumExports);
}
template <>
void Deserialise(const D3D12_EXISTING_COLLECTION_DESC &el)
{
for(size_t i = 0; i < el.NumExports; i++)
{
Deserialise(el.pExports[i]);
}
delete[] el.pExports;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION &el)
{
uint64_t subobjectToAssociateIndex;
rdcarray<rdcstr> exports;
if(ser.IsWriting())
{
subobjectToAssociateIndex =
el.pSubobjectToAssociate - (D3D12_STATE_SUBOBJECT *)ser.GetStructArg();
exports.resize(el.NumExports);
for(size_t i = 0; i < el.NumExports; i++)
{
exports[i] = StringFormat::Wide2UTF8(el.pExports[i]);
}
}
SERIALISE_ELEMENT(subobjectToAssociateIndex).Named("pSubobjectToAssociate");
SERIALISE_MEMBER(NumExports);
SERIALISE_ELEMENT(exports).Named("pExports");
if(ser.IsReading())
{
#if ENABLED(RDOC_WIN32)
RDCASSERT(subobjectToAssociateIndex == (uintptr_t)subobjectToAssociateIndex);
#endif
el.pSubobjectToAssociate =
(D3D12_STATE_SUBOBJECT *)ser.GetStructArg() + subobjectToAssociateIndex;
el.pExports = new LPCWSTR[el.NumExports];
for(size_t i = 0; i < el.NumExports; i++)
{
el.pExports[i] = AllocateWideCharArray(exports[i]);
}
}
}
template <>
void Deserialise(const D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION &el)
{
for(size_t i = 0; i < el.NumExports; i++)
{
delete[] el.pExports[i];
}
delete[] el.pExports;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION &el)
{
rdcstr subobjectToAssociate;
rdcarray<rdcstr> exports;
if(ser.IsWriting())
{
subobjectToAssociate =
el.SubobjectToAssociate ? StringFormat::Wide2UTF8(el.SubobjectToAssociate) : "";
exports.resize(el.NumExports);
for(size_t i = 0; i < el.NumExports; i++)
{
exports[i] = StringFormat::Wide2UTF8(el.pExports[i]);
}
}
SERIALISE_ELEMENT(subobjectToAssociate).Named("SubobjectToAssociate");
SERIALISE_MEMBER(NumExports);
SERIALISE_ELEMENT(exports).Named("pExports");
if(ser.IsReading())
{
el.SubobjectToAssociate = AllocateWideCharArray(subobjectToAssociate);
el.pExports = new LPCWSTR[el.NumExports];
for(size_t i = 0; i < el.NumExports; i++)
{
el.pExports[i] = AllocateWideCharArray(exports[i]);
}
}
}
template <>
void Deserialise(const D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION &el)
{
delete[] el.SubobjectToAssociate;
for(size_t i = 0; i < el.NumExports; i++)
{
delete[] el.pExports[i];
}
delete[] el.pExports;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RAYTRACING_SHADER_CONFIG &el)
{
SERIALISE_MEMBER(MaxPayloadSizeInBytes);
SERIALISE_MEMBER(MaxAttributeSizeInBytes);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RAYTRACING_PIPELINE_CONFIG &el)
{
SERIALISE_MEMBER(MaxTraceRecursionDepth);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_HIT_GROUP_DESC &el)
{
rdcstr hitGroupExport;
rdcstr anyHitShaderImport;
rdcstr closestHitShaderImport;
rdcstr intersectionShaderImport;
if(ser.IsWriting())
{
hitGroupExport = el.HitGroupExport ? StringFormat::Wide2UTF8(el.HitGroupExport) : "";
anyHitShaderImport = el.AnyHitShaderImport ? StringFormat::Wide2UTF8(el.AnyHitShaderImport) : "";
closestHitShaderImport =
el.ClosestHitShaderImport ? StringFormat::Wide2UTF8(el.ClosestHitShaderImport) : "";
intersectionShaderImport =
el.IntersectionShaderImport ? StringFormat::Wide2UTF8(el.IntersectionShaderImport) : "";
}
SERIALISE_ELEMENT(hitGroupExport).Named("HitGroupExport");
SERIALISE_MEMBER(Type);
SERIALISE_ELEMENT(anyHitShaderImport).Named("AnyHitShaderImport");
SERIALISE_ELEMENT(closestHitShaderImport).Named("ClosestHitShaderImport");
SERIALISE_ELEMENT(intersectionShaderImport).Named("IntersectionShaderImport");
if(ser.IsReading())
{
el.HitGroupExport = AllocateWideCharArray(hitGroupExport);
el.AnyHitShaderImport = AllocateWideCharArray(anyHitShaderImport);
el.ClosestHitShaderImport = AllocateWideCharArray(closestHitShaderImport);
el.IntersectionShaderImport = AllocateWideCharArray(intersectionShaderImport);
}
}
template <>
void Deserialise(const D3D12_HIT_GROUP_DESC &el)
{
delete[] el.HitGroupExport;
delete[] el.AnyHitShaderImport;
delete[] el.ClosestHitShaderImport;
delete[] el.IntersectionShaderImport;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_RAYTRACING_PIPELINE_CONFIG1 &el)
{
SERIALISE_MEMBER(MaxTraceRecursionDepth);
SERIALISE_MEMBER(Flags);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_EXPORT_DESC &el)
{
rdcstr name;
rdcstr exportToRename;
if(ser.IsWriting())
{
name = el.Name ? StringFormat::Wide2UTF8(el.Name) : "";
exportToRename = el.ExportToRename ? StringFormat::Wide2UTF8(el.ExportToRename) : "";
}
SERIALISE_ELEMENT(name).Named("Name");
SERIALISE_ELEMENT(exportToRename).Named("ExportToRename");
SERIALISE_MEMBER(Flags);
if(ser.IsReading())
{
el.Name = AllocateWideCharArray(name);
el.ExportToRename = AllocateWideCharArray(exportToRename);
}
}
template <>
void Deserialise(const D3D12_EXPORT_DESC &el)
{
delete[] el.Name;
delete[] el.ExportToRename;
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_GPU_VIRTUAL_ADDRESS_RANGE &el)
{
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, StartAddress).Important();
SERIALISE_MEMBER(SizeInBytes);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE &el)
{
SERIALISE_MEMBER_TYPED(D3D12BufferLocation, StartAddress).Important();
SERIALISE_MEMBER(SizeInBytes);
SERIALISE_MEMBER(StrideInBytes);
}
template <class SerialiserType>
void DoSerialise(SerialiserType &ser, D3D12_DISPATCH_RAYS_DESC &el)
{
SERIALISE_MEMBER(RayGenerationShaderRecord);
SERIALISE_MEMBER(MissShaderTable);
SERIALISE_MEMBER(HitGroupTable);
SERIALISE_MEMBER(CallableShaderTable);
SERIALISE_MEMBER(Width).Important();
SERIALISE_MEMBER(Height).Important();
SERIALISE_MEMBER(Depth).Important();
}
INSTANTIATE_SERIALISE_TYPE(D3D12RootSignature);
INSTANTIATE_SERIALISE_TYPE(PortableHandle);
INSTANTIATE_SERIALISE_TYPE(D3D12_CPU_DESCRIPTOR_HANDLE);
INSTANTIATE_SERIALISE_TYPE(D3D12_GPU_DESCRIPTOR_HANDLE);
INSTANTIATE_SERIALISE_TYPE(DynamicDescriptorCopy);
INSTANTIATE_SERIALISE_TYPE(D3D12BufferLocation);
INSTANTIATE_SERIALISE_TYPE(D3D12Descriptor);
INSTANTIATE_SERIALISE_TYPE(D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RESOURCE_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RESOURCE_DESC1);
INSTANTIATE_SERIALISE_TYPE(D3D12_COMMAND_QUEUE_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_SHADER_BYTECODE);
INSTANTIATE_SERIALISE_TYPE(D3D12_GRAPHICS_PIPELINE_STATE_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_COMPUTE_PIPELINE_STATE_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_INDEX_BUFFER_VIEW);
INSTANTIATE_SERIALISE_TYPE(D3D12_VERTEX_BUFFER_VIEW);
INSTANTIATE_SERIALISE_TYPE(D3D12_STREAM_OUTPUT_BUFFER_VIEW);
INSTANTIATE_SERIALISE_TYPE(D3D12_RESOURCE_BARRIER);
INSTANTIATE_SERIALISE_TYPE(D3D12_HEAP_PROPERTIES);
INSTANTIATE_SERIALISE_TYPE(D3D12_HEAP_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_DESCRIPTOR_HEAP_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_INDIRECT_ARGUMENT_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_COMMAND_SIGNATURE_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_QUERY_HEAP_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_SAMPLER_DESC2);
INSTANTIATE_SERIALISE_TYPE(D3D12_CONSTANT_BUFFER_VIEW_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_SHADER_RESOURCE_VIEW_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RENDER_TARGET_VIEW_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_DEPTH_STENCIL_VIEW_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_UNORDERED_ACCESS_VIEW_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_CLEAR_VALUE);
INSTANTIATE_SERIALISE_TYPE(D3D12_BLEND_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_TEXTURE_COPY_LOCATION);
INSTANTIATE_SERIALISE_TYPE(D3D12_TILED_RESOURCE_COORDINATE);
INSTANTIATE_SERIALISE_TYPE(D3D12_TILE_REGION_SIZE);
INSTANTIATE_SERIALISE_TYPE(D3D12_DISCARD_REGION);
INSTANTIATE_SERIALISE_TYPE(D3D12_RANGE);
INSTANTIATE_SERIALISE_TYPE(D3D12_RECT);
INSTANTIATE_SERIALISE_TYPE(D3D12_BOX);
INSTANTIATE_SERIALISE_TYPE(D3D12_VIEWPORT);
INSTANTIATE_SERIALISE_TYPE(D3D12_PIPELINE_STATE_STREAM_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RT_FORMAT_ARRAY);
INSTANTIATE_SERIALISE_TYPE(D3D12_RASTERIZER_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RASTERIZER_DESC1);
INSTANTIATE_SERIALISE_TYPE(D3D12_RASTERIZER_DESC2);
INSTANTIATE_SERIALISE_TYPE(D3D12_DEPTH_STENCIL_DESC1);
INSTANTIATE_SERIALISE_TYPE(D3D12_DEPTH_STENCIL_DESC2);
INSTANTIATE_SERIALISE_TYPE(D3D12_VIEW_INSTANCING_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_SAMPLE_POSITION);
INSTANTIATE_SERIALISE_TYPE(D3D12_SUBRESOURCE_RANGE_UINT64);
INSTANTIATE_SERIALISE_TYPE(D3D12_WRITEBUFFERIMMEDIATE_PARAMETER);
INSTANTIATE_SERIALISE_TYPE(D3D12_RENDER_PASS_RENDER_TARGET_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RENDER_PASS_DEPTH_STENCIL_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_BARRIER_GROUP);
INSTANTIATE_SERIALISE_TYPE(D3D12ResourceLayout);
INSTANTIATE_SERIALISE_TYPE(D3D12_DRAW_ARGUMENTS);
INSTANTIATE_SERIALISE_TYPE(D3D12_DRAW_INDEXED_ARGUMENTS);
INSTANTIATE_SERIALISE_TYPE(D3D12_DISPATCH_ARGUMENTS);
INSTANTIATE_SERIALISE_TYPE(D3D12_DISPATCH_MESH_ARGUMENTS);
INSTANTIATE_SERIALISE_TYPE(D3D12_GPU_VIRTUAL_ADDRESS_AND_STRIDE);
INSTANTIATE_SERIALISE_TYPE(D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS);
INSTANTIATE_SERIALISE_TYPE(D3D12_RAYTRACING_GEOMETRY_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RAYTRACING_GEOMETRY_TRIANGLES_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RAYTRACING_GEOMETRY_AABBS_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO);
INSTANTIATE_SERIALISE_TYPE(D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RAYTRACING_ACCELERATION_STRUCTURE_POSTBUILD_INFO_SERIALIZATION_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RAYTRACING_ACCELERATION_STRUCTURE_SRV);
INSTANTIATE_SERIALISE_TYPE(D3D12_STATE_OBJECT_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_STATE_SUBOBJECT);
INSTANTIATE_SERIALISE_TYPE(D3D12_STATE_OBJECT_CONFIG);
INSTANTIATE_SERIALISE_TYPE(D3D12_GLOBAL_ROOT_SIGNATURE);
INSTANTIATE_SERIALISE_TYPE(D3D12_LOCAL_ROOT_SIGNATURE);
INSTANTIATE_SERIALISE_TYPE(D3D12_NODE_MASK);
INSTANTIATE_SERIALISE_TYPE(D3D12_DXIL_LIBRARY_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_EXISTING_COLLECTION_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION);
INSTANTIATE_SERIALISE_TYPE(D3D12_DXIL_SUBOBJECT_TO_EXPORTS_ASSOCIATION);
INSTANTIATE_SERIALISE_TYPE(D3D12_RAYTRACING_SHADER_CONFIG);
INSTANTIATE_SERIALISE_TYPE(D3D12_RAYTRACING_PIPELINE_CONFIG);
INSTANTIATE_SERIALISE_TYPE(D3D12_HIT_GROUP_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_RAYTRACING_PIPELINE_CONFIG1);
INSTANTIATE_SERIALISE_TYPE(D3D12_EXPORT_DESC);
INSTANTIATE_SERIALISE_TYPE(D3D12_GPU_VIRTUAL_ADDRESS_RANGE);
INSTANTIATE_SERIALISE_TYPE(D3D12_GPU_VIRTUAL_ADDRESS_RANGE_AND_STRIDE);
INSTANTIATE_SERIALISE_TYPE(D3D12_DISPATCH_RAYS_DESC);