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7ab9815aaf
* For APIs where the shader namespace/bindpoint (which may be arbitrary like 'the Nth texture resource' can be mapped, at each event, to the actual API bind point where the object is. * On D3D11 this is pass-through, on GL this returns the value of each uniform. * This also means GL shader reflection structures are properly immutable and the variance in the uniform values is handled elsewhere. * In future this might need to be expanded to support more complex binding methods, where the mapping returns the resource rather than just mapping to an integer bind ponit.
136 lines
4.9 KiB
C#
136 lines
4.9 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.Runtime.InteropServices;
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namespace renderdoc
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{
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[StructLayout(LayoutKind.Sequential)]
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public class GLPipelineState
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{
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[StructLayout(LayoutKind.Sequential)]
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public class VertexInputs
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{
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[StructLayout(LayoutKind.Sequential)]
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public class VertexAttribute
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{
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public bool Enabled;
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public ResourceFormat Format;
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public UInt32 BufferSlot;
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public UInt32 RelativeOffset;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public VertexAttribute[] attributes;
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[StructLayout(LayoutKind.Sequential)]
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public class VertexBuffer
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{
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public ResourceId Buffer;
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public UInt32 Stride;
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public UInt32 Offset;
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public bool PerInstance;
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public UInt32 Divisor;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public VertexBuffer[] vbuffers;
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[StructLayout(LayoutKind.Sequential)]
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public class IndexBuffer
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{
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public ResourceId Buffer;
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public ResourceFormat Format;
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public UInt32 Offset;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public IndexBuffer ibuffer;
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public PrimitiveTopology Topology;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public VertexInputs m_VtxIn;
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[StructLayout(LayoutKind.Sequential)]
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public class ShaderStage
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{
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private void PostMarshal()
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{
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if (_ptr_ShaderDetails != IntPtr.Zero)
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ShaderDetails = (ShaderReflection)CustomMarshal.PtrToStructure(_ptr_ShaderDetails, typeof(ShaderReflection), false);
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else
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ShaderDetails = null;
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_ptr_ShaderDetails = IntPtr.Zero;
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}
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public ResourceId Shader;
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private IntPtr _ptr_ShaderDetails;
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[CustomMarshalAs(CustomUnmanagedType.Skip)]
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public ShaderReflection ShaderDetails;
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public ShaderBindpointMapping BindpointMapping;
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public ShaderStageType stage;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public ShaderStage m_VS, m_TCS, m_TES, m_GS, m_FS, m_CS;
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[StructLayout(LayoutKind.Sequential)]
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public class Texture
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{
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public ResourceId Resource;
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public UInt32 FirstSlice;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public Texture[] Textures;
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[StructLayout(LayoutKind.Sequential)]
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public class Buffer
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{
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public ResourceId Resource;
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public UInt64 Offset;
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public UInt64 Size;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public Buffer[] UniformBuffers;
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[StructLayout(LayoutKind.Sequential)]
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public class FrameBuffer
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{
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public ResourceId FBO;
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public ResourceId[] Color;
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public ResourceId Depth;
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public ResourceId Stencil;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public FrameBuffer m_FB;
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}
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}
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