mirror of
https://github.com/baldurk/renderdoc.git
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cca206a356
* The UAV array is provided as we expect it - with UAVs from 0 onwards even if their 'slots' are 4, 5, 6 etc or whatever. UAVStartSlot is the slot of the 0th UAV.
683 lines
25 KiB
C#
683 lines
25 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.Linq;
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using System.Text;
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using renderdoc;
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namespace renderdocui.Code
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{
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public class CommonPipelineState
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{
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private D3D11PipelineState m_D3D11 = null;
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private GLPipelineState m_GL = null;
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private APIProperties m_APIProps = null;
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public CommonPipelineState()
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{
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}
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public void SetStates(APIProperties props, D3D11PipelineState d3d11, GLPipelineState gl)
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{
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m_APIProps = props;
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m_D3D11 = d3d11;
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m_GL = gl;
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}
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private bool LogLoaded
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{
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get
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{
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return m_D3D11 != null || m_GL != null;
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}
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}
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private bool IsLogD3D11
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{
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get
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{
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return LogLoaded && m_APIProps.pipelineType == APIPipelineStateType.D3D11 && m_D3D11 != null;
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}
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}
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private bool IsLogGL
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{
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get
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{
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return LogLoaded && m_APIProps.pipelineType == APIPipelineStateType.OpenGL && m_GL != null;
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}
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}
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// add a bunch of generic properties that people can check to save having to see which pipeline state
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// is valid and look at the appropriate part of it
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public bool IsTessellationEnabled
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{
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get
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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return m_D3D11 != null && m_D3D11.m_HS.Shader != ResourceId.Null;
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if (IsLogGL)
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return m_GL != null && m_GL.m_TES.Shader != ResourceId.Null;
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}
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return false;
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}
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}
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// there's a lot of redundancy in these functions
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public ShaderBindpointMapping GetBindpointMapping(ShaderStageType stage)
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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{
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switch (stage)
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{
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case ShaderStageType.Vertex: return m_D3D11.m_VS.BindpointMapping;
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case ShaderStageType.Domain: return m_D3D11.m_DS.BindpointMapping;
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case ShaderStageType.Hull: return m_D3D11.m_HS.BindpointMapping;
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case ShaderStageType.Geometry: return m_D3D11.m_GS.BindpointMapping;
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case ShaderStageType.Pixel: return m_D3D11.m_PS.BindpointMapping;
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case ShaderStageType.Compute: return m_D3D11.m_CS.BindpointMapping;
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}
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}
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else if (IsLogGL)
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{
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switch (stage)
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{
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case ShaderStageType.Vertex: return m_GL.m_VS.BindpointMapping;
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case ShaderStageType.Tess_Control: return m_GL.m_TCS.BindpointMapping;
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case ShaderStageType.Tess_Eval: return m_GL.m_TES.BindpointMapping;
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case ShaderStageType.Geometry: return m_GL.m_GS.BindpointMapping;
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case ShaderStageType.Fragment: return m_GL.m_FS.BindpointMapping;
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case ShaderStageType.Compute: return m_GL.m_CS.BindpointMapping;
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}
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}
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}
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return null;
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}
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public ShaderReflection GetShaderReflection(ShaderStageType stage)
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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{
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switch (stage)
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{
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case ShaderStageType.Vertex: return m_D3D11.m_VS.ShaderDetails;
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case ShaderStageType.Domain: return m_D3D11.m_DS.ShaderDetails;
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case ShaderStageType.Hull: return m_D3D11.m_HS.ShaderDetails;
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case ShaderStageType.Geometry: return m_D3D11.m_GS.ShaderDetails;
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case ShaderStageType.Pixel: return m_D3D11.m_PS.ShaderDetails;
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case ShaderStageType.Compute: return m_D3D11.m_CS.ShaderDetails;
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}
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}
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else if (IsLogGL)
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{
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switch (stage)
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{
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case ShaderStageType.Vertex: return m_GL.m_VS.ShaderDetails;
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case ShaderStageType.Tess_Control: return m_GL.m_TCS.ShaderDetails;
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case ShaderStageType.Tess_Eval: return m_GL.m_TES.ShaderDetails;
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case ShaderStageType.Geometry: return m_GL.m_GS.ShaderDetails;
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case ShaderStageType.Fragment: return m_GL.m_FS.ShaderDetails;
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case ShaderStageType.Compute: return m_GL.m_CS.ShaderDetails;
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}
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}
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}
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return null;
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}
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public ResourceId GetShader(ShaderStageType stage)
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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{
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switch (stage)
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{
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case ShaderStageType.Vertex: return m_D3D11.m_VS.Shader;
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case ShaderStageType.Domain: return m_D3D11.m_DS.Shader;
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case ShaderStageType.Hull: return m_D3D11.m_HS.Shader;
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case ShaderStageType.Geometry: return m_D3D11.m_GS.Shader;
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case ShaderStageType.Pixel: return m_D3D11.m_PS.Shader;
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case ShaderStageType.Compute: return m_D3D11.m_CS.Shader;
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}
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}
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else if (IsLogGL)
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{
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switch (stage)
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{
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case ShaderStageType.Vertex: return m_GL.m_VS.Shader;
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case ShaderStageType.Tess_Control: return m_GL.m_TCS.Shader;
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case ShaderStageType.Tess_Eval: return m_GL.m_TES.Shader;
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case ShaderStageType.Geometry: return m_GL.m_GS.Shader;
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case ShaderStageType.Fragment: return m_GL.m_FS.Shader;
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case ShaderStageType.Compute: return m_GL.m_CS.Shader;
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}
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}
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}
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return ResourceId.Null;
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}
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public string GetShaderName(ShaderStageType stage)
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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{
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switch (stage)
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{
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case ShaderStageType.Vertex: return m_D3D11.m_VS.ShaderName;
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case ShaderStageType.Domain: return m_D3D11.m_DS.ShaderName;
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case ShaderStageType.Hull: return m_D3D11.m_HS.ShaderName;
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case ShaderStageType.Geometry: return m_D3D11.m_GS.ShaderName;
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case ShaderStageType.Pixel: return m_D3D11.m_PS.ShaderName;
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case ShaderStageType.Compute: return m_D3D11.m_CS.ShaderName;
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}
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}
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else if (IsLogGL)
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{
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switch (stage)
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{
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case ShaderStageType.Vertex: return String.Format("Shader {0}", m_GL.m_VS.Shader);
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case ShaderStageType.Tess_Control: return String.Format("Shader {0}", m_GL.m_TCS.Shader);
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case ShaderStageType.Tess_Eval: return String.Format("Shader {0}", m_GL.m_TES.Shader);
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case ShaderStageType.Geometry: return String.Format("Shader {0}", m_GL.m_GS.Shader);
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case ShaderStageType.Fragment: return String.Format("Shader {0}", m_GL.m_FS.Shader);
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case ShaderStageType.Compute: return String.Format("Shader {0}", m_GL.m_CS.Shader);
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}
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}
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}
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return "";
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}
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public void GetIBuffer(out ResourceId buf, out uint ByteOffset)
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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{
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buf = m_D3D11.m_IA.ibuffer.Buffer;
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ByteOffset = m_D3D11.m_IA.ibuffer.Offset;
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return;
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}
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else if (IsLogGL)
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{
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buf = m_GL.m_VtxIn.ibuffer;
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ByteOffset = 0; // GL only has per-draw index offset
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return;
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}
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}
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buf = ResourceId.Null;
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ByteOffset = 0;
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}
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public bool IsStripRestartEnabled()
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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{
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// D3D11 this is always enabled
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return true;
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}
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else if (IsLogGL)
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{
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return m_GL.m_VtxIn.primitiveRestart;
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}
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}
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return false;
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}
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public uint GetStripRestartIndex(uint indexByteWidth)
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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{
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// D3D11 this is always '-1' in whichever size of index we're using
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return indexByteWidth == 2 ? ushort.MaxValue : uint.MaxValue;
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}
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else if (IsLogGL)
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{
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uint maxval = uint.MaxValue;
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if (indexByteWidth == 2)
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maxval = ushort.MaxValue;
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else if (indexByteWidth == 1)
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maxval = 0xff;
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return Math.Min(maxval, m_GL.m_VtxIn.restartIndex);
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}
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}
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return uint.MaxValue;
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}
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public struct VBuffer
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{
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public ResourceId Buffer;
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public uint ByteOffset;
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public uint ByteStride;
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};
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public VBuffer[] GetVBuffers()
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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{
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VBuffer[] ret = new VBuffer[m_D3D11.m_IA.vbuffers.Length];
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for (int i = 0; i < m_D3D11.m_IA.vbuffers.Length; i++)
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{
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ret[i].Buffer = m_D3D11.m_IA.vbuffers[i].Buffer;
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ret[i].ByteOffset = m_D3D11.m_IA.vbuffers[i].Offset;
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ret[i].ByteStride = m_D3D11.m_IA.vbuffers[i].Stride;
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}
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return ret;
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}
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else if (IsLogGL)
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{
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VBuffer[] ret = new VBuffer[m_GL.m_VtxIn.vbuffers.Length];
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for (int i = 0; i < m_GL.m_VtxIn.vbuffers.Length; i++)
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{
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ret[i].Buffer = m_GL.m_VtxIn.vbuffers[i].Buffer;
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ret[i].ByteOffset = m_GL.m_VtxIn.vbuffers[i].Offset;
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ret[i].ByteStride = m_GL.m_VtxIn.vbuffers[i].Stride;
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}
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return ret;
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}
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}
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return null;
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}
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public struct VertexInputAttribute
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{
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public string Name;
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public int VertexBuffer;
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public uint RelativeByteOffset;
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public bool PerInstance;
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public int InstanceRate;
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public ResourceFormat Format;
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public object[] GenericValue;
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};
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public VertexInputAttribute[] GetVertexInputs()
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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{
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uint[] byteOffs = new uint[128];
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for (int i = 0; i < 128; i++)
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byteOffs[i] = 0;
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var layouts = m_D3D11.m_IA.layouts;
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VertexInputAttribute[] ret = new VertexInputAttribute[layouts.Length];
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for (int i = 0; i < layouts.Length; i++)
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{
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bool needsSemanticIdx = false;
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for (int j = 0; j < layouts.Length; j++)
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{
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if (i != j && layouts[i].SemanticName == layouts[j].SemanticName)
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{
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needsSemanticIdx = true;
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break;
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}
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}
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uint offs = layouts[i].ByteOffset;
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if (offs == uint.MaxValue) // APPEND_ALIGNED
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offs = byteOffs[layouts[i].InputSlot];
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else
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byteOffs[layouts[i].InputSlot] = offs = layouts[i].ByteOffset;
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byteOffs[layouts[i].InputSlot] += layouts[i].Format.compByteWidth * layouts[i].Format.compCount;
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ret[i].Name = layouts[i].SemanticName + (needsSemanticIdx ? layouts[i].SemanticIndex.ToString() : "");
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ret[i].VertexBuffer = (int)layouts[i].InputSlot;
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ret[i].RelativeByteOffset = offs;
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ret[i].PerInstance = layouts[i].PerInstance;
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ret[i].InstanceRate = (int)layouts[i].InstanceDataStepRate;
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ret[i].Format = layouts[i].Format;
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ret[i].GenericValue = null;
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}
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return ret;
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}
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else if (IsLogGL)
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{
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var attrs = m_GL.m_VtxIn.attributes;
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int num = 0;
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for (int i = 0; i < attrs.Length; i++)
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{
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int attrib = -1;
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if (m_GL.m_VS.BindpointMapping != null && m_GL.m_VS.ShaderDetails != null)
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attrib = m_GL.m_VS.BindpointMapping.InputAttributes[i];
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else
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attrib = i;
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if (attrib >= 0)
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num++;
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}
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int a = 0;
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VertexInputAttribute[] ret = new VertexInputAttribute[num];
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for (int i = 0; i < attrs.Length && a < num; i++)
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{
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ret[a].Name = String.Format("attr{0}", i);
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ret[a].GenericValue = null;
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ret[a].VertexBuffer = (int)attrs[i].BufferSlot;
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ret[a].RelativeByteOffset = attrs[i].RelativeOffset;
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ret[a].PerInstance = m_GL.m_VtxIn.vbuffers[attrs[i].BufferSlot].Divisor > 0;
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ret[a].InstanceRate = (int)m_GL.m_VtxIn.vbuffers[attrs[i].BufferSlot].Divisor;
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ret[a].Format = attrs[i].Format;
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if (m_GL.m_VS.BindpointMapping != null && m_GL.m_VS.ShaderDetails != null)
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{
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int attrib = m_GL.m_VS.BindpointMapping.InputAttributes[i];
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if (attrib >= 0 && attrib < m_GL.m_VS.ShaderDetails.InputSig.Length)
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ret[a].Name = m_GL.m_VS.ShaderDetails.InputSig[attrib].varName;
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if (attrib == -1) continue;
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if (!attrs[i].Enabled)
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{
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uint compCount = m_GL.m_VS.ShaderDetails.InputSig[attrib].compCount;
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FormatComponentType compType = m_GL.m_VS.ShaderDetails.InputSig[attrib].compType;
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ret[a].GenericValue = new object[compCount];
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for (uint c = 0; c < compCount; c++)
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{
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if (compType == FormatComponentType.Float)
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ret[a].GenericValue[c] = attrs[i].GenericValue.f[c];
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else if (compType == FormatComponentType.UInt)
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ret[a].GenericValue[c] = attrs[i].GenericValue.u[c];
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else if (compType == FormatComponentType.SInt)
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ret[a].GenericValue[c] = attrs[i].GenericValue.i[c];
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}
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ret[a].PerInstance = false;
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ret[a].InstanceRate = 0;
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ret[a].Format.compByteWidth = 4;
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ret[a].Format.compCount = compCount;
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ret[a].Format.compType = compType;
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ret[a].Format.special = false;
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ret[a].Format.srgbCorrected = false;
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}
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}
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a++;
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}
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return ret;
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}
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}
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return null;
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}
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public void GetConstantBuffer(ShaderStageType stage, uint BufIdx, out ResourceId buf, out uint ByteOffset, out uint ByteSize)
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{
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if (LogLoaded)
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{
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if (IsLogD3D11)
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{
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D3D11PipelineState.ShaderStage s = null;
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switch (stage)
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{
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case ShaderStageType.Vertex: s = m_D3D11.m_VS; break;
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case ShaderStageType.Domain: s = m_D3D11.m_DS; break;
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case ShaderStageType.Hull: s = m_D3D11.m_HS; break;
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case ShaderStageType.Geometry: s = m_D3D11.m_GS; break;
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case ShaderStageType.Pixel: s = m_D3D11.m_PS; break;
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case ShaderStageType.Compute: s = m_D3D11.m_CS; break;
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}
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if(BufIdx < s.ConstantBuffers.Length)
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{
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buf = s.ConstantBuffers[BufIdx].Buffer;
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ByteOffset = s.ConstantBuffers[BufIdx].VecOffset * 4 * sizeof(float);
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ByteSize = s.ConstantBuffers[BufIdx].VecCount * 4 * sizeof(float);
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return;
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}
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}
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else if (IsLogGL)
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{
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GLPipelineState.ShaderStage s = null;
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switch (stage)
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{
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case ShaderStageType.Vertex: s = m_GL.m_VS; break;
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case ShaderStageType.Tess_Control: s = m_GL.m_TCS; break;
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case ShaderStageType.Tess_Eval: s = m_GL.m_TES; break;
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case ShaderStageType.Geometry: s = m_GL.m_GS; break;
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case ShaderStageType.Fragment: s = m_GL.m_FS; break;
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|
case ShaderStageType.Compute: s = m_GL.m_CS; break;
|
|
}
|
|
|
|
if(s.ShaderDetails != null && BufIdx < s.ShaderDetails.ConstantBlocks.Length)
|
|
{
|
|
if (s.ShaderDetails.ConstantBlocks[BufIdx].bindPoint >= 0)
|
|
{
|
|
int uboIdx = s.BindpointMapping.ConstantBlocks[s.ShaderDetails.ConstantBlocks[BufIdx].bindPoint].bind;
|
|
if (uboIdx >= 0 && uboIdx < m_GL.UniformBuffers.Length)
|
|
{
|
|
var b = m_GL.UniformBuffers[uboIdx];
|
|
|
|
buf = b.Resource;
|
|
ByteOffset = (uint)b.Offset;
|
|
ByteSize = (uint)b.Size;
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
buf = ResourceId.Null;
|
|
ByteOffset = 0;
|
|
ByteSize = 0;
|
|
}
|
|
|
|
public ResourceId[] GetResources(ShaderStageType stage)
|
|
{
|
|
if (LogLoaded)
|
|
{
|
|
if (IsLogD3D11)
|
|
{
|
|
D3D11PipelineState.ShaderStage s = null;
|
|
|
|
switch (stage)
|
|
{
|
|
case ShaderStageType.Vertex: s = m_D3D11.m_VS; break;
|
|
case ShaderStageType.Domain: s = m_D3D11.m_DS; break;
|
|
case ShaderStageType.Hull: s = m_D3D11.m_HS; break;
|
|
case ShaderStageType.Geometry: s = m_D3D11.m_GS; break;
|
|
case ShaderStageType.Pixel: s = m_D3D11.m_PS; break;
|
|
case ShaderStageType.Compute: s = m_D3D11.m_CS; break;
|
|
}
|
|
|
|
ResourceId[] ret = new ResourceId[s.SRVs.Length];
|
|
for (int i = 0; i < s.SRVs.Length; i++)
|
|
ret[i] = s.SRVs[i].Resource;
|
|
|
|
return ret;
|
|
}
|
|
else if (IsLogGL)
|
|
{
|
|
ResourceId[] ret = new ResourceId[m_GL.Textures.Length];
|
|
for (int i = 0; i < m_GL.Textures.Length; i++)
|
|
ret[i] = m_GL.Textures[i].Resource;
|
|
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public ResourceId GetDepthTarget()
|
|
{
|
|
if (LogLoaded)
|
|
{
|
|
if (IsLogD3D11)
|
|
return m_D3D11.m_OM.DepthTarget.Resource;
|
|
else if (IsLogGL)
|
|
return m_GL.m_FB.m_DrawFBO.Depth;
|
|
}
|
|
|
|
return ResourceId.Null;
|
|
}
|
|
|
|
public ResourceId GetStencilTarget()
|
|
{
|
|
if (LogLoaded)
|
|
{
|
|
if (IsLogD3D11)
|
|
return m_D3D11.m_OM.DepthTarget.Resource;
|
|
else if (IsLogGL)
|
|
return m_GL.m_FB.m_DrawFBO.Stencil;
|
|
}
|
|
|
|
return ResourceId.Null;
|
|
}
|
|
|
|
public ResourceId[] GetReadWriteResources()
|
|
{
|
|
if (LogLoaded)
|
|
{
|
|
if (IsLogD3D11)
|
|
{
|
|
ResourceId[] ret = new ResourceId[m_D3D11.m_OM.UAVs.Length];
|
|
for (int i = 0; i < m_D3D11.m_OM.UAVs.Length; i++)
|
|
ret[i] = m_D3D11.m_OM.UAVs[i].Resource;
|
|
|
|
return ret;
|
|
}
|
|
else if (IsLogGL)
|
|
{
|
|
ResourceId[] ret = new ResourceId[m_GL.Images.Length];
|
|
for (int i = 0; i < m_GL.Images.Length; i++)
|
|
ret[i] = m_GL.Images[i].Resource;
|
|
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public ResourceId[] GetOutputTargets()
|
|
{
|
|
if (LogLoaded)
|
|
{
|
|
if (IsLogD3D11)
|
|
{
|
|
ResourceId[] ret = new ResourceId[m_D3D11.m_OM.RenderTargets.Length];
|
|
for (int i = 0; i < m_D3D11.m_OM.RenderTargets.Length; i++)
|
|
ret[i] = m_D3D11.m_OM.RenderTargets[i].Resource;
|
|
|
|
return ret;
|
|
}
|
|
else if (IsLogGL)
|
|
{
|
|
ResourceId[] ret = new ResourceId[m_GL.m_FB.m_DrawFBO.DrawBuffers.Length];
|
|
for(int i=0; i < m_GL.m_FB.m_DrawFBO.DrawBuffers.Length; i++)
|
|
{
|
|
int db = m_GL.m_FB.m_DrawFBO.DrawBuffers[i];
|
|
if(db >= 0)
|
|
ret[i] = m_GL.m_FB.m_DrawFBO.Color[db];
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public ResourceId OutputDepth
|
|
{
|
|
get
|
|
{
|
|
if (LogLoaded)
|
|
{
|
|
if (IsLogD3D11)
|
|
return m_D3D11.m_OM.DepthTarget.Resource;
|
|
|
|
if (IsLogGL)
|
|
return m_GL.m_FB.m_DrawFBO.Depth;
|
|
}
|
|
|
|
return ResourceId.Null;
|
|
}
|
|
}
|
|
|
|
public ResourceId OutputStencil
|
|
{
|
|
get
|
|
{
|
|
if (LogLoaded)
|
|
{
|
|
if (IsLogD3D11)
|
|
return m_D3D11.m_OM.DepthTarget.Resource;
|
|
|
|
if (IsLogGL)
|
|
return m_GL.m_FB.m_DrawFBO.Stencil;
|
|
}
|
|
|
|
return ResourceId.Null;
|
|
}
|
|
}
|
|
|
|
// Still to add:
|
|
// [ShaderViewer] * {FetchTexture,FetchBuffer} GetFetchBufferOrFetchTexture(ShaderResource)
|
|
}
|
|
}
|