Files
renderdoc/renderdoc/driver/d3d12/d3d12_common.cpp
T
galop1n 9c2a6ec77f mip levels at 0 means full mip chain
When a resource set the description MipLevels to 0, d3d generate a full
mip chain, we have to compute the count to allocate the proper amount
of subresource states.
2016-09-16 13:50:02 +02:00

1707 lines
57 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2016 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 "d3d12_common.h"
#include "driver/dxgi/dxgi_common.h"
#include "driver/dxgi/dxgi_wrapped.h"
#include "d3d12_manager.h"
#include "d3d12_resources.h"
enum D3D12ResourceBarrierSubresource
{
D3D12AllSubresources = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES
};
string ToStrHelper<false, D3D12ResourceBarrierSubresource>::Get(const D3D12ResourceBarrierSubresource &el)
{
if(el == D3D12AllSubresources)
return "All Subresources";
return ToStr::Get(uint32_t(el));
}
enum D3D12ComponentMapping
{
};
UINT GetResourceNumMipLevels(const D3D12_RESOURCE_DESC *desc)
{
switch(desc->Dimension)
{
default:
case D3D12_RESOURCE_DIMENSION_UNKNOWN:
RDCERR("Unexpected resource dimension! %d", desc->Dimension);
break;
case D3D12_RESOURCE_DIMENSION_BUFFER: return 1;
case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
{
if(desc->MipLevels)
return desc->MipLevels;
UINT w = RDCMAX(1U, UINT(desc->Width));
UINT count = 1;
while(w > 1)
{
++count;
w = RDCMAX(1U, w >> 1U);
}
return count;
}
case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
{
if(desc->MipLevels)
return desc->MipLevels;
UINT w = RDCMAX(1U, UINT(desc->Width));
UINT h = RDCMAX(1U, desc->Height);
UINT count = 1;
while(w > 1 || h > 1)
{
++count;
w = RDCMAX(1U, w >> 1U);
h = RDCMAX(1U, h >> 1U);
}
return count;
}
case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
{
if(desc->MipLevels)
return desc->MipLevels;
UINT w = RDCMAX(1U, UINT(desc->Width));
UINT h = RDCMAX(1U, desc->Height);
UINT d = RDCMAX(1U, UINT(desc->DepthOrArraySize));
UINT count = 1;
while(w > 1 || h > 1 || d > 1)
{
++count;
w = RDCMAX(1U, w >> 1U);
h = RDCMAX(1U, h >> 1U);
d = RDCMAX(1U, d >> 1U);
}
return count;
}
}
return 1;
}
UINT GetNumSubresources(const D3D12_RESOURCE_DESC *desc)
{
switch(desc->Dimension)
{
default:
case D3D12_RESOURCE_DIMENSION_UNKNOWN:
RDCERR("Unexpected resource dimension! %d", desc->Dimension);
break;
case D3D12_RESOURCE_DIMENSION_BUFFER: return 1;
case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
return RDCMAX((UINT16)1, desc->DepthOrArraySize) * GetResourceNumMipLevels(desc);
case D3D12_RESOURCE_DIMENSION_TEXTURE3D: return GetResourceNumMipLevels(desc);
}
return 1;
}
string ToStrHelper<false, D3D12ComponentMapping>::Get(const D3D12ComponentMapping &el)
{
string 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;
}
#define SerialiseObject(type, name, obj) \
{ \
D3D12ResourceManager *rm = (D3D12ResourceManager *)GetUserData(); \
ResourceId id; \
if(m_Mode >= WRITING) \
id = GetResID(obj); \
Serialise(name, id); \
if(m_Mode < WRITING) \
obj = (id == ResourceId() || !rm->HasLiveResource(id)) ? NULL \
: Unwrap(rm->GetLiveAs<type>(id)); \
}
#define SerialiseWrappedObject(type, name, obj) \
{ \
D3D12ResourceManager *rm = (D3D12ResourceManager *)GetUserData(); \
ResourceId id; \
if(m_Mode >= WRITING) \
id = GetResID(obj); \
Serialise(name, id); \
if(m_Mode < WRITING) \
obj = (id == ResourceId() || !rm->HasLiveResource(id)) ? NULL : rm->GetLiveAs<type>(id); \
}
template <>
void Serialiser::Serialise(const char *name, D3D12Descriptor &el)
{
ScopedContext scope(this, name, "D3D12Descriptor", 0, true);
D3D12Descriptor::DescriptorType type = el.GetType();
Serialise("type", type);
// we serialise the heap by hand because we want to keep it wrapped
{
D3D12ResourceManager *rm = (D3D12ResourceManager *)GetUserData();
PortableHandle handle;
if(m_Mode >= WRITING)
handle = PortableHandle(el.samp.heap->GetResourceID(), el.samp.idx);
Serialise("handle", handle);
if(m_Mode < WRITING)
{
el.samp.heap = (handle.heap == ResourceId() || !rm->HasLiveResource(handle.heap))
? NULL
: rm->GetLiveAs<WrappedID3D12DescriptorHeap>(handle.heap);
el.samp.idx = handle.index;
}
}
// for sampler types, this will be overwritten when serialising the sampler descriptor
el.nonsamp.type = type;
switch(type)
{
case D3D12Descriptor::TypeSampler:
{
Serialise("Descriptor", el.samp.desc);
RDCASSERTEQUAL(el.GetType(), D3D12Descriptor::TypeSampler);
break;
}
case D3D12Descriptor::TypeCBV:
{
Serialise("Descriptor", el.nonsamp.cbv);
break;
}
case D3D12Descriptor::TypeSRV:
{
SerialiseWrappedObject(ID3D12Resource, "Resource", el.nonsamp.resource);
Serialise("Descriptor", el.nonsamp.srv);
break;
}
case D3D12Descriptor::TypeRTV:
{
SerialiseWrappedObject(ID3D12Resource, "Resource", el.nonsamp.resource);
Serialise("Descriptor", el.nonsamp.rtv);
break;
}
case D3D12Descriptor::TypeDSV:
{
SerialiseWrappedObject(ID3D12Resource, "Resource", el.nonsamp.resource);
Serialise("Descriptor", el.nonsamp.dsv);
break;
}
case D3D12Descriptor::TypeUAV:
{
SerialiseWrappedObject(ID3D12Resource, "Resource", el.nonsamp.resource);
SerialiseWrappedObject(ID3D12Resource, "CounterResource", el.nonsamp.uav.counterResource);
// special case because of extra resource and squeezed descriptor
D3D12_UNORDERED_ACCESS_VIEW_DESC desc = el.nonsamp.uav.desc.AsDesc();
Serialise("Descriptor", desc);
el.nonsamp.uav.desc.Init(desc);
break;
}
case D3D12Descriptor::TypeUndefined:
{
el.nonsamp.type = type;
break;
}
}
}
template <>
void Serialiser::Serialise(const char *name, D3D12_RESOURCE_DESC &el)
{
ScopedContext scope(this, name, "D3D12_RESOURCE_DESC", 0, true);
Serialise("Dimension", el.Dimension);
Serialise("Alignment", el.Alignment);
Serialise("Width", el.Width);
Serialise("Height", el.Height);
Serialise("DepthOrArraySize", el.DepthOrArraySize);
Serialise("MipLevels", el.MipLevels);
Serialise("Format", el.Format);
Serialise("SampleDesc", el.SampleDesc);
Serialise("Layout", el.Layout);
Serialise("Flags", el.Flags);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_COMMAND_QUEUE_DESC &el)
{
ScopedContext scope(this, name, "D3D12_COMMAND_QUEUE_DESC", 0, true);
Serialise("Type", el.Type);
Serialise("Priority", el.Priority);
Serialise("Flags", el.Flags);
Serialise("NodeMask", el.NodeMask);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_SHADER_BYTECODE &el)
{
ScopedContext scope(this, name, "D3D12_SHADER_BYTECODE", 0, true);
uint64_t dataSize = el.BytecodeLength;
Serialise("BytecodeLength", dataSize);
size_t sz = (size_t)dataSize;
if(m_Mode == READING)
{
el.pShaderBytecode = NULL;
el.BytecodeLength = sz;
}
if(dataSize > 0)
SerialiseBuffer("pShaderBytecode", (byte *&)el.pShaderBytecode, sz);
}
template <>
void Serialiser::Deserialise(const D3D12_SHADER_BYTECODE *const el) const
{
if(m_Mode == READING)
delete[](byte *)(el->pShaderBytecode);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_SO_DECLARATION_ENTRY &el)
{
ScopedContext scope(this, name, "D3D12_SO_DECLARATION_ENTRY", 0, true);
Serialise("Stream", el.Stream);
{
string s = "";
if(m_Mode == WRITING && el.SemanticName)
s = el.SemanticName;
Serialise("SemanticName", s);
if(m_Mode == READING)
{
m_StringDB.insert(s);
el.SemanticName = m_StringDB.find(s)->c_str();
}
}
Serialise("SemanticIndex", el.SemanticIndex);
Serialise("StartComponent", el.StartComponent);
Serialise("ComponentCount", el.ComponentCount);
Serialise("OutputSlot", el.OutputSlot);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_STREAM_OUTPUT_DESC &el)
{
ScopedContext scope(this, name, "D3D12_STREAM_OUTPUT_DESC", 0, true);
if(m_Mode == READING)
{
el.pSODeclaration = NULL;
el.pBufferStrides = NULL;
}
SerialiseComplexArray("pSODeclaration", (D3D12_SO_DECLARATION_ENTRY *&)el.pSODeclaration,
el.NumEntries);
SerialisePODArray("pBufferStrides", (UINT *&)el.pBufferStrides, el.NumStrides);
Serialise("RasterizedStream", el.RasterizedStream);
}
template <>
void Serialiser::Deserialise(const D3D12_STREAM_OUTPUT_DESC *const el) const
{
if(m_Mode == READING)
{
delete[] el->pSODeclaration;
delete[] el->pBufferStrides;
}
}
template <>
void Serialiser::Serialise(const char *name, D3D12_RENDER_TARGET_BLEND_DESC &el)
{
ScopedContext scope(this, name, "D3D12_RENDER_TARGET_BLEND_DESC", 0, true);
Serialise("BlendEnable", el.BlendEnable);
Serialise("LogicOpEnable", el.LogicOpEnable);
Serialise("SrcBlend", el.SrcBlend);
Serialise("DestBlend", el.DestBlend);
Serialise("BlendOp", el.BlendOp);
Serialise("SrcBlendAlpha", el.SrcBlendAlpha);
Serialise("DestBlendAlpha", el.DestBlendAlpha);
Serialise("BlendOpAlpha", el.BlendOpAlpha);
Serialise("LogicOp", el.LogicOp);
Serialise("RenderTargetWriteMask", el.RenderTargetWriteMask);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_BLEND_DESC &el)
{
ScopedContext scope(this, name, "D3D12_BLEND_DESC", 0, true);
Serialise("AlphaToCoverageEnable", el.AlphaToCoverageEnable);
Serialise("IndependentBlendEnable", el.IndependentBlendEnable);
for(int i = 0; i < 8; i++)
{
ScopedContext targetscope(this, name, "D3D12_RENDER_TARGET_BLEND_DESC", 0, true);
bool enable = el.RenderTarget[i].BlendEnable == TRUE;
Serialise("BlendEnable", enable);
el.RenderTarget[i].BlendEnable = enable;
enable = el.RenderTarget[i].LogicOpEnable == TRUE;
Serialise("LogicOpEnable", enable);
el.RenderTarget[i].LogicOpEnable = enable;
Serialise("SrcBlend", el.RenderTarget[i].SrcBlend);
Serialise("DestBlend", el.RenderTarget[i].DestBlend);
Serialise("BlendOp", el.RenderTarget[i].BlendOp);
Serialise("SrcBlendAlpha", el.RenderTarget[i].SrcBlendAlpha);
Serialise("DestBlendAlpha", el.RenderTarget[i].DestBlendAlpha);
Serialise("BlendOpAlpha", el.RenderTarget[i].BlendOpAlpha);
Serialise("LogicOp", el.RenderTarget[i].LogicOp);
Serialise("RenderTargetWriteMask", el.RenderTarget[i].RenderTargetWriteMask);
}
}
template <>
void Serialiser::Serialise(const char *name, D3D12_RASTERIZER_DESC &el)
{
ScopedContext scope(this, name, "D3D12_RASTERIZER_DESC", 0, true);
Serialise("FillMode", el.FillMode);
Serialise("CullMode", el.CullMode);
Serialise("FrontCounterClockwise", el.FrontCounterClockwise);
Serialise("DepthBias", el.DepthBias);
Serialise("DepthBiasClamp", el.DepthBiasClamp);
Serialise("SlopeScaledDepthBias", el.SlopeScaledDepthBias);
Serialise("DepthClipEnable", el.DepthClipEnable);
Serialise("MultisampleEnable", el.MultisampleEnable);
Serialise("AntialiasedLineEnable", el.AntialiasedLineEnable);
Serialise("ForcedSampleCount", el.ForcedSampleCount);
Serialise("ConservativeRaster", el.ConservativeRaster);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_DEPTH_STENCILOP_DESC &el)
{
ScopedContext scope(this, name, "D3D12_DEPTH_STENCILOP_DESC", 0, true);
Serialise("StencilFailOp", el.StencilFailOp);
Serialise("StencilDepthFailOp", el.StencilDepthFailOp);
Serialise("StencilPassOp", el.StencilPassOp);
Serialise("StencilFunc", el.StencilFunc);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_DEPTH_STENCIL_DESC &el)
{
ScopedContext scope(this, name, "D3D12_DEPTH_STENCIL_DESC", 0, true);
Serialise("DepthEnable", el.DepthEnable);
Serialise("DepthWriteMask", el.DepthWriteMask);
Serialise("DepthFunc", el.DepthFunc);
Serialise("StencilEnable", el.StencilEnable);
Serialise("StencilReadMask", el.StencilReadMask);
Serialise("StencilWriteMask", el.StencilWriteMask);
Serialise("FrontFace", el.FrontFace);
Serialise("BackFace", el.BackFace);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_INPUT_ELEMENT_DESC &el)
{
ScopedContext scope(this, name, "D3D12_INPUT_ELEMENT_DESC", 0, true);
{
string s = "";
if(m_Mode == WRITING && el.SemanticName)
s = el.SemanticName;
Serialise("SemanticName", s);
if(m_Mode == READING)
{
m_StringDB.insert(s);
el.SemanticName = m_StringDB.find(s)->c_str();
}
}
Serialise("SemanticIndex", el.SemanticIndex);
Serialise("Format", el.Format);
Serialise("InputSlot", el.InputSlot);
Serialise("AlignedByteOffset", el.AlignedByteOffset);
Serialise("InputSlotClass", el.InputSlotClass);
Serialise("InstanceDataStepRate", el.InstanceDataStepRate);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_INPUT_LAYOUT_DESC &el)
{
ScopedContext scope(this, name, "D3D12_INPUT_LAYOUT_DESC", 0, true);
SerialiseComplexArray("pInputElementDescs", (D3D12_INPUT_ELEMENT_DESC *&)el.pInputElementDescs,
el.NumElements);
}
template <>
void Serialiser::Deserialise(const D3D12_INPUT_LAYOUT_DESC *const el) const
{
if(m_Mode == READING)
delete[] el->pInputElementDescs;
}
template <>
void Serialiser::Serialise(const char *name, D3D12_GRAPHICS_PIPELINE_STATE_DESC &el)
{
ScopedContext scope(this, name, "D3D12_GRAPHICS_PIPELINE_STATE_DESC", 0, true);
SerialiseObject(ID3D12RootSignature, "pRootSignature", el.pRootSignature);
Serialise("VS", el.VS);
Serialise("PS", el.PS);
Serialise("DS", el.DS);
Serialise("HS", el.HS);
Serialise("GS", el.GS);
Serialise("StreamOutput", el.StreamOutput);
Serialise("BlendState", el.BlendState);
Serialise("SampleMask", el.SampleMask);
Serialise("RasterizerState", el.RasterizerState);
Serialise("DepthStencilState", el.DepthStencilState);
Serialise("InputLayout", el.InputLayout);
Serialise("IBStripCutValue", el.IBStripCutValue);
Serialise("PrimitiveTopologyType", el.PrimitiveTopologyType);
Serialise("NumRenderTargets", el.NumRenderTargets);
SerialisePODArray<8>("RTVFormats", el.RTVFormats);
Serialise("DSVFormat", el.DSVFormat);
Serialise("SampleDesc", el.SampleDesc);
Serialise("NodeMask", el.NodeMask);
Serialise("Flags", el.Flags);
if(m_Mode == READING)
{
el.CachedPSO.CachedBlobSizeInBytes = 0;
el.CachedPSO.pCachedBlob = NULL;
}
}
template <>
void Serialiser::Serialise(const char *name, D3D12_COMPUTE_PIPELINE_STATE_DESC &el)
{
ScopedContext scope(this, name, "D3D12_COMPUTE_PIPELINE_STATE_DESC", 0, true);
SerialiseObject(ID3D12RootSignature, "pRootSignature", el.pRootSignature);
Serialise("CS", el.CS);
Serialise("NodeMask", el.NodeMask);
Serialise("Flags", el.Flags);
if(m_Mode == READING)
{
el.CachedPSO.CachedBlobSizeInBytes = 0;
el.CachedPSO.pCachedBlob = NULL;
}
}
template <>
void Serialiser::Serialise(const char *name, D3D12_VERTEX_BUFFER_VIEW &el)
{
ScopedContext scope(this, name, "D3D12_VERTEX_BUFFER_VIEW", 0, true);
D3D12ResourceManager *rm = (D3D12ResourceManager *)GetUserData();
ResourceId buffer;
UINT64 offs = 0;
if(m_Mode == WRITING)
WrappedID3D12Resource::GetResIDFromAddr(el.BufferLocation, buffer, offs);
Serialise("BufferLocation", buffer);
Serialise("BufferLocation_Offset", offs);
if(m_Mode == READING)
{
ID3D12Resource *res = rm->GetLiveAs<ID3D12Resource>(buffer);
if(res)
el.BufferLocation = res->GetGPUVirtualAddress() + offs;
else
el.BufferLocation = 0;
}
Serialise("SizeInBytes", el.SizeInBytes);
Serialise("StrideInBytes", el.StrideInBytes);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_INDEX_BUFFER_VIEW &el)
{
ScopedContext scope(this, name, "D3D12_INDEX_BUFFER_VIEW", 0, true);
D3D12ResourceManager *rm = (D3D12ResourceManager *)GetUserData();
ResourceId buffer;
UINT64 offs = 0;
if(m_Mode == WRITING)
WrappedID3D12Resource::GetResIDFromAddr(el.BufferLocation, buffer, offs);
Serialise("BufferLocation", buffer);
Serialise("BufferLocation_Offset", offs);
if(m_Mode == READING)
{
ID3D12Resource *res = rm->GetLiveAs<ID3D12Resource>(buffer);
if(res)
el.BufferLocation = res->GetGPUVirtualAddress() + offs;
else
el.BufferLocation = 0;
}
Serialise("SizeInBytes", el.SizeInBytes);
Serialise("Format", el.Format);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_CONSTANT_BUFFER_VIEW_DESC &el)
{
ScopedContext scope(this, name, "D3D12_CONSTANT_BUFFER_VIEW_DESC", 0, true);
D3D12ResourceManager *rm = (D3D12ResourceManager *)GetUserData();
ResourceId buffer;
UINT64 offs = 0;
if(m_Mode == WRITING)
WrappedID3D12Resource::GetResIDFromAddr(el.BufferLocation, buffer, offs);
Serialise("BufferLocation", buffer);
Serialise("BufferLocation_Offset", offs);
if(m_Mode == READING)
{
ID3D12Resource *res = NULL;
if(buffer != ResourceId() && rm->HasLiveResource(buffer))
res = rm->GetLiveAs<ID3D12Resource>(buffer);
if(res)
el.BufferLocation = res->GetGPUVirtualAddress() + offs;
else
el.BufferLocation = 0;
}
Serialise("SizeInBytes", el.SizeInBytes);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_SHADER_RESOURCE_VIEW_DESC &el)
{
ScopedContext scope(this, name, "D3D12_SHADER_RESOURCE_VIEW_DESC", 0, true);
Serialise("Format", el.Format);
Serialise("ViewDimension", el.ViewDimension);
// cast to a special enum so we print nicely
Serialise("Shader4ComponentMapping", (D3D12ComponentMapping &)el.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("Buffer.FirstElement", el.Buffer.FirstElement);
Serialise("Buffer.NumElements", el.Buffer.NumElements);
Serialise("Buffer.StructureByteStride", el.Buffer.StructureByteStride);
Serialise("Buffer.Flags", el.Buffer.Flags);
break;
case D3D12_SRV_DIMENSION_TEXTURE1D:
Serialise("Texture1D.MostDetailedMip", el.Texture1D.MostDetailedMip);
Serialise("Texture1D.MipLevels", el.Texture1D.MipLevels);
Serialise("Texture1D.ResourceMinLODClamp", el.Texture1D.ResourceMinLODClamp);
break;
case D3D12_SRV_DIMENSION_TEXTURE1DARRAY:
Serialise("Texture1DArray.MostDetailedMip", el.Texture1DArray.MostDetailedMip);
Serialise("Texture1DArray.MipLevels", el.Texture1DArray.MipLevels);
Serialise("Texture1DArray.FirstArraySlice", el.Texture1DArray.FirstArraySlice);
Serialise("Texture1DArray.ArraySize", el.Texture1DArray.ArraySize);
Serialise("Texture1DArray.ResourceMinLODClamp", el.Texture1DArray.ResourceMinLODClamp);
break;
case D3D12_SRV_DIMENSION_TEXTURE2D:
Serialise("Texture2D.MostDetailedMip", el.Texture2D.MostDetailedMip);
Serialise("Texture2D.MipLevels", el.Texture2D.MipLevels);
Serialise("Texture2D.PlaneSlice", el.Texture2D.PlaneSlice);
Serialise("Texture2D.ResourceMinLODClamp", el.Texture2D.ResourceMinLODClamp);
break;
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY:
Serialise("Texture2DArray.MostDetailedMip", el.Texture2DArray.MostDetailedMip);
Serialise("Texture2DArray.MipLevels", el.Texture2DArray.MipLevels);
Serialise("Texture2DArray.FirstArraySlice", el.Texture2DArray.FirstArraySlice);
Serialise("Texture2DArray.ArraySize", el.Texture2DArray.ArraySize);
Serialise("Texture2DArray.PlaneSlice", el.Texture2DArray.PlaneSlice);
Serialise("Texture2DArray.ResourceMinLODClamp", el.Texture2DArray.ResourceMinLODClamp);
break;
case D3D12_SRV_DIMENSION_TEXTURE2DMS:
// el.Texture2DMS.UnusedField_NothingToDefine
break;
case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY:
Serialise("Texture2DMSArray.FirstArraySlice", el.Texture2DMSArray.FirstArraySlice);
Serialise("Texture2DMSArray.ArraySize", el.Texture2DMSArray.ArraySize);
break;
case D3D12_SRV_DIMENSION_TEXTURE3D:
Serialise("Texture3D.MipLevels", el.Texture3D.MipLevels);
Serialise("Texture3D.MostDetailedMip", el.Texture3D.MostDetailedMip);
Serialise("Texture3D.ResourceMinLODClamp", el.Texture3D.ResourceMinLODClamp);
break;
case D3D12_SRV_DIMENSION_TEXTURECUBE:
Serialise("TextureCube.MostDetailedMip", el.TextureCube.MostDetailedMip);
Serialise("TextureCube.MipLevels", el.TextureCube.MipLevels);
Serialise("TextureCube.ResourceMinLODClamp", el.TextureCube.ResourceMinLODClamp);
break;
case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY:
Serialise("TextureCubeArray.MostDetailedMip", el.TextureCubeArray.MostDetailedMip);
Serialise("TextureCubeArray.MipLevels", el.TextureCubeArray.MipLevels);
Serialise("TextureCubeArray.First2DArrayFace", el.TextureCubeArray.First2DArrayFace);
Serialise("TextureCubeArray.NumCubes", el.TextureCubeArray.NumCubes);
Serialise("TextureCubeArray.ResourceMinLODClamp", el.TextureCubeArray.ResourceMinLODClamp);
break;
default: RDCERR("Unrecognised SRV Dimension %d", el.ViewDimension); break;
}
}
template <>
void Serialiser::Serialise(const char *name, D3D12_RENDER_TARGET_VIEW_DESC &el)
{
ScopedContext scope(this, name, "D3D12_RENDER_TARGET_VIEW_DESC", 0, true);
Serialise("Format", el.Format);
Serialise("ViewDimension", el.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("Buffer.FirstElement", el.Buffer.FirstElement);
Serialise("Buffer.NumElements", el.Buffer.NumElements);
break;
case D3D12_RTV_DIMENSION_TEXTURE1D:
Serialise("Texture1D.MipSlice", el.Texture1D.MipSlice);
break;
case D3D12_RTV_DIMENSION_TEXTURE1DARRAY:
Serialise("Texture1DArray.MipSlice", el.Texture1DArray.MipSlice);
Serialise("Texture1DArray.FirstArraySlice", el.Texture1DArray.FirstArraySlice);
Serialise("Texture1DArray.ArraySize", el.Texture1DArray.ArraySize);
break;
case D3D12_RTV_DIMENSION_TEXTURE2D:
Serialise("Texture2D.MipSlice", el.Texture2D.MipSlice);
Serialise("Texture2D.PlaneSlice", el.Texture2D.PlaneSlice);
break;
case D3D12_RTV_DIMENSION_TEXTURE2DARRAY:
Serialise("Texture2DArray.MipSlice", el.Texture2DArray.MipSlice);
Serialise("Texture2DArray.FirstArraySlice", el.Texture2DArray.FirstArraySlice);
Serialise("Texture2DArray.ArraySize", el.Texture2DArray.ArraySize);
Serialise("Texture2DArray.PlaneSlice", el.Texture2DArray.PlaneSlice);
break;
case D3D12_RTV_DIMENSION_TEXTURE2DMS:
// el.Texture2DMS.UnusedField_NothingToDefine
break;
case D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY:
Serialise("Texture2DMSArray.FirstArraySlice", el.Texture2DMSArray.FirstArraySlice);
Serialise("Texture2DMSArray.ArraySize", el.Texture2DMSArray.ArraySize);
break;
case D3D12_RTV_DIMENSION_TEXTURE3D:
Serialise("Texture3D.MipSlice", el.Texture3D.MipSlice);
Serialise("Texture3D.FirstWSlice", el.Texture3D.FirstWSlice);
Serialise("Texture3D.WSize", el.Texture3D.WSize);
break;
default: RDCERR("Unrecognised RTV Dimension %d", el.ViewDimension); break;
}
}
template <>
void Serialiser::Serialise(const char *name, D3D12_DEPTH_STENCIL_VIEW_DESC &el)
{
ScopedContext scope(this, name, "D3D12_DEPTH_STENCIL_VIEW_DESC", 0, true);
Serialise("Format", el.Format);
Serialise("Flags", el.Flags);
Serialise("ViewDimension", el.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("Texture1D.MipSlice", el.Texture1D.MipSlice);
break;
case D3D12_DSV_DIMENSION_TEXTURE1DARRAY:
Serialise("Texture1DArray.MipSlice", el.Texture1DArray.MipSlice);
Serialise("Texture1DArray.FirstArraySlice", el.Texture1DArray.FirstArraySlice);
Serialise("Texture1DArray.ArraySize", el.Texture1DArray.ArraySize);
break;
case D3D12_DSV_DIMENSION_TEXTURE2D:
Serialise("Texture2D.MipSlice", el.Texture2D.MipSlice);
break;
case D3D12_DSV_DIMENSION_TEXTURE2DARRAY:
Serialise("Texture2DArray.MipSlice", el.Texture2DArray.MipSlice);
Serialise("Texture2DArray.FirstArraySlice", el.Texture2DArray.FirstArraySlice);
Serialise("Texture2DArray.ArraySize", el.Texture2DArray.ArraySize);
break;
case D3D12_DSV_DIMENSION_TEXTURE2DMS:
// el.Texture2DMS.UnusedField_NothingToDefine
break;
case D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY:
Serialise("Texture2DMSArray.FirstArraySlice", el.Texture2DMSArray.FirstArraySlice);
Serialise("Texture2DMSArray.ArraySize", el.Texture2DMSArray.ArraySize);
break;
default: RDCERR("Unrecognised DSV Dimension %d", el.ViewDimension); break;
}
}
template <>
void Serialiser::Serialise(const char *name, D3D12_UNORDERED_ACCESS_VIEW_DESC &el)
{
ScopedContext scope(this, name, "D3D12_UNORDERED_ACCESS_VIEW_DESC", 0, true);
Serialise("Format", el.Format);
Serialise("ViewDimension", el.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("Buffer.FirstElement", el.Buffer.FirstElement);
Serialise("Buffer.NumElements", el.Buffer.NumElements);
Serialise("Buffer.StructureByteStride", el.Buffer.StructureByteStride);
Serialise("Buffer.CounterOffsetInBytes", el.Buffer.CounterOffsetInBytes);
Serialise("Buffer.Flags", el.Buffer.Flags);
break;
case D3D12_UAV_DIMENSION_TEXTURE1D:
Serialise("Texture1D.MipSlice", el.Texture1D.MipSlice);
break;
case D3D12_UAV_DIMENSION_TEXTURE1DARRAY:
Serialise("Texture1DArray.MipSlice", el.Texture1DArray.MipSlice);
Serialise("Texture1DArray.FirstArraySlice", el.Texture1DArray.FirstArraySlice);
Serialise("Texture1DArray.ArraySize", el.Texture1DArray.ArraySize);
break;
case D3D12_UAV_DIMENSION_TEXTURE2D:
Serialise("Texture2D.MipSlice", el.Texture2D.MipSlice);
Serialise("Texture2D.PlaneSlice", el.Texture2D.PlaneSlice);
break;
case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
Serialise("Texture2DArray.MipSlice", el.Texture2DArray.MipSlice);
Serialise("Texture2DArray.FirstArraySlice", el.Texture2DArray.FirstArraySlice);
Serialise("Texture2DArray.ArraySize", el.Texture2DArray.ArraySize);
Serialise("Texture2DArray.PlaneSlice", el.Texture2DArray.PlaneSlice);
break;
case D3D12_UAV_DIMENSION_TEXTURE3D:
Serialise("Texture3D.MipSlice", el.Texture3D.MipSlice);
Serialise("Texture3D.FirstWSlice", el.Texture3D.FirstWSlice);
Serialise("Texture3D.WSize", el.Texture3D.WSize);
break;
default: RDCERR("Unrecognised RTV Dimension %d", el.ViewDimension); break;
}
}
template <>
void Serialiser::Serialise(const char *name, D3D12_RESOURCE_BARRIER &el)
{
ScopedContext scope(this, name, "D3D12_RESOURCE_BARRIER", 0, true);
Serialise("Type", el.Type);
Serialise("Flags", el.Flags);
switch(el.Type)
{
case D3D12_RESOURCE_BARRIER_TYPE_TRANSITION:
{
SerialiseObject(ID3D12Resource, "Transition.pResource", el.Transition.pResource);
// cast to a special enum so we print 'all subresources' nicely
RDCCOMPILE_ASSERT(sizeof(D3D12ResourceBarrierSubresource) == sizeof(UINT),
"Enum isn't uint sized");
Serialise("Transition.Subresource",
(D3D12ResourceBarrierSubresource &)el.Transition.Subresource);
Serialise("Transition.StateBefore", el.Transition.StateBefore);
Serialise("Transition.StateAfter", el.Transition.StateAfter);
break;
}
case D3D12_RESOURCE_BARRIER_TYPE_ALIASING:
{
SerialiseObject(ID3D12Resource, "Aliasing.pResourceBefore", el.Aliasing.pResourceBefore);
SerialiseObject(ID3D12Resource, "Aliasing.pResourceAfter", el.Aliasing.pResourceAfter);
break;
}
case D3D12_RESOURCE_BARRIER_TYPE_UAV:
{
SerialiseObject(ID3D12Resource, "UAV.pResource", el.UAV.pResource);
break;
}
}
}
template <>
void Serialiser::Serialise(const char *name, D3D12_HEAP_PROPERTIES &el)
{
ScopedContext scope(this, name, "D3D12_HEAP_PROPERTIES", 0, true);
Serialise("Type", el.Type);
Serialise("CPUPageProperty", el.CPUPageProperty);
Serialise("MemoryPoolPreference", el.MemoryPoolPreference);
Serialise("CreationNodeMask", el.CreationNodeMask);
Serialise("VisibleNodeMask", el.VisibleNodeMask);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_HEAP_DESC &el)
{
ScopedContext scope(this, name, "D3D12_HEAP_DESC", 0, true);
Serialise("SizeInBytes", el.SizeInBytes);
Serialise("Properties", el.Properties);
Serialise("Alignment", el.Alignment);
Serialise("Flags", el.Flags);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_DESCRIPTOR_HEAP_DESC &el)
{
ScopedContext scope(this, name, "D3D12_DESCRIPTOR_HEAP_DESC", 0, true);
Serialise("Type", el.Type);
Serialise("NumDescriptors", el.NumDescriptors);
Serialise("Flags", el.Flags);
Serialise("NodeMask", el.NodeMask);
}
template <>
void Serialiser::Serialise(const char *name, D3D12_CLEAR_VALUE &el)
{
ScopedContext scope(this, name, "D3D12_CLEAR_VALUE", 0, true);
Serialise("Format", el.Format);
if(!IsDepthFormat(el.Format))
{
SerialisePODArray<4>("Color", el.Color);
}
else
{
Serialise("Depth", el.DepthStencil.Depth);
Serialise("Stencil", el.DepthStencil.Stencil);
}
}
template <>
void Serialiser::Serialise(const char *name, D3D12_SAMPLER_DESC &el)
{
ScopedContext scope(this, name, "D3D12_SAMPLER_DESC", 0, true);
Serialise("Filter", el.Filter);
Serialise("AddressU", el.AddressU);
Serialise("AddressV", el.AddressV);
Serialise("AddressW", el.AddressW);
Serialise("MipLODBias", el.MipLODBias);
Serialise("MaxAnisotropy", el.MaxAnisotropy);
Serialise("ComparisonFunc", el.ComparisonFunc);
SerialisePODArray<4>("BorderColor", el.BorderColor);
Serialise("MinLOD", el.MinLOD);
Serialise("MaxLOD", el.MaxLOD);
}
string ToStrHelper<false, D3D12_VIEWPORT>::Get(const D3D12_VIEWPORT &el)
{
return StringFormat::Fmt("Viewport<%.0fx%.0f+%.0f+%.0f z=%f->%f>", el.Width, el.Height,
el.TopLeftX, el.TopLeftY, el.MinDepth, el.MaxDepth);
}
string ToStrHelper<false, PortableHandle>::Get(const PortableHandle &el)
{
if(el.heap == ResourceId())
return "NULL";
return StringFormat::Fmt("D3D12_CPU_DESCRIPTOR_HANDLE(%s, %u)", ToStr::Get(el.heap).c_str(),
el.index);
}
string ToStrHelper<false, D3D12Descriptor::DescriptorType>::Get(const D3D12Descriptor::DescriptorType &el)
{
switch(el)
{
case D3D12Descriptor::TypeCBV: return "CBV";
case D3D12Descriptor::TypeSRV: return "SRV";
case D3D12Descriptor::TypeUAV: return "UAV";
case D3D12Descriptor::TypeRTV: return "RTV";
case D3D12Descriptor::TypeDSV: return "DSV";
case D3D12Descriptor::TypeUndefined: return "Undefined";
default: break;
}
if((uint32_t)el < D3D12Descriptor::TypeCBV)
return "Sampler";
return StringFormat::Fmt("DescriptorType<%d>", el);
}
string ToStrHelper<false, D3D12ResourceType>::Get(const D3D12ResourceType &el)
{
switch(el)
{
case Resource_Device: return "Device";
case Resource_Unknown: return "Unknown";
case Resource_CommandAllocator: return "Command Allocator";
case Resource_CommandQueue: return "Command Queue";
case Resource_CommandSignature: return "Command Signature";
case Resource_DescriptorHeap: return "Descriptor Heap";
case Resource_Fence: return "Fence";
case Resource_Heap: return "Heap";
case Resource_PipelineState: return "Pipeline State";
case Resource_QueryHeap: return "Query Heap";
case Resource_Resource: return "Resource";
case Resource_GraphicsCommandList: return "Graphics CommandList";
case Resource_RootSignature: return "Root Signature";
default: break;
}
return StringFormat::Fmt("D3D12ResourceType<%d>", el);
}
string ToStrHelper<false, D3D12_HEAP_TYPE>::Get(const D3D12_HEAP_TYPE &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_HEAP_TYPE_DEFAULT)
TOSTR_CASE_STRINGIZE(D3D12_HEAP_TYPE_UPLOAD)
TOSTR_CASE_STRINGIZE(D3D12_HEAP_TYPE_READBACK)
TOSTR_CASE_STRINGIZE(D3D12_HEAP_TYPE_CUSTOM)
default: break;
}
return StringFormat::Fmt("D3D12_HEAP_TYPE<%d>", el);
}
string ToStrHelper<false, D3D12_CPU_PAGE_PROPERTY>::Get(const D3D12_CPU_PAGE_PROPERTY &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_CPU_PAGE_PROPERTY_UNKNOWN)
TOSTR_CASE_STRINGIZE(D3D12_CPU_PAGE_PROPERTY_NOT_AVAILABLE)
TOSTR_CASE_STRINGIZE(D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE)
TOSTR_CASE_STRINGIZE(D3D12_CPU_PAGE_PROPERTY_WRITE_BACK)
default: break;
}
return StringFormat::Fmt("D3D12_CPU_PAGE_PROPERTY<%d>", el);
}
string ToStrHelper<false, D3D12_MEMORY_POOL>::Get(const D3D12_MEMORY_POOL &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_MEMORY_POOL_UNKNOWN)
TOSTR_CASE_STRINGIZE(D3D12_MEMORY_POOL_L0)
TOSTR_CASE_STRINGIZE(D3D12_MEMORY_POOL_L1)
default: break;
}
return StringFormat::Fmt("D3D12_MEMORY_POOL<%d>", el);
}
string ToStrHelper<false, D3D12_DESCRIPTOR_HEAP_TYPE>::Get(const D3D12_DESCRIPTOR_HEAP_TYPE &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
TOSTR_CASE_STRINGIZE(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER)
TOSTR_CASE_STRINGIZE(D3D12_DESCRIPTOR_HEAP_TYPE_RTV)
TOSTR_CASE_STRINGIZE(D3D12_DESCRIPTOR_HEAP_TYPE_DSV)
default: break;
}
return StringFormat::Fmt("D3D12_DESCRIPTOR_HEAP_TYPE<%d>", el);
}
string ToStrHelper<false, D3D12_RESOURCE_BARRIER_TYPE>::Get(const D3D12_RESOURCE_BARRIER_TYPE &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_RESOURCE_BARRIER_TYPE_TRANSITION)
TOSTR_CASE_STRINGIZE(D3D12_RESOURCE_BARRIER_TYPE_ALIASING)
TOSTR_CASE_STRINGIZE(D3D12_RESOURCE_BARRIER_TYPE_UAV)
default: break;
}
return StringFormat::Fmt("D3D12_RESOURCE_BARRIER_TYPE<%d>", el);
}
string ToStrHelper<false, D3D12_SRV_DIMENSION>::Get(const D3D12_SRV_DIMENSION &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_SRV_DIMENSION_UNKNOWN)
TOSTR_CASE_STRINGIZE(D3D12_SRV_DIMENSION_BUFFER)
TOSTR_CASE_STRINGIZE(D3D12_SRV_DIMENSION_TEXTURE1D)
TOSTR_CASE_STRINGIZE(D3D12_SRV_DIMENSION_TEXTURE1DARRAY)
TOSTR_CASE_STRINGIZE(D3D12_SRV_DIMENSION_TEXTURE2D)
TOSTR_CASE_STRINGIZE(D3D12_SRV_DIMENSION_TEXTURE2DARRAY)
TOSTR_CASE_STRINGIZE(D3D12_SRV_DIMENSION_TEXTURE2DMS)
TOSTR_CASE_STRINGIZE(D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY)
TOSTR_CASE_STRINGIZE(D3D12_SRV_DIMENSION_TEXTURE3D)
TOSTR_CASE_STRINGIZE(D3D12_SRV_DIMENSION_TEXTURECUBE)
TOSTR_CASE_STRINGIZE(D3D12_SRV_DIMENSION_TEXTURECUBEARRAY)
default: break;
}
return StringFormat::Fmt("D3D12_SRV_DIMENSION<%d>", el);
}
string ToStrHelper<false, D3D12_RTV_DIMENSION>::Get(const D3D12_RTV_DIMENSION &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_RTV_DIMENSION_UNKNOWN)
TOSTR_CASE_STRINGIZE(D3D12_RTV_DIMENSION_BUFFER)
TOSTR_CASE_STRINGIZE(D3D12_RTV_DIMENSION_TEXTURE1D)
TOSTR_CASE_STRINGIZE(D3D12_RTV_DIMENSION_TEXTURE1DARRAY)
TOSTR_CASE_STRINGIZE(D3D12_RTV_DIMENSION_TEXTURE2D)
TOSTR_CASE_STRINGIZE(D3D12_RTV_DIMENSION_TEXTURE2DARRAY)
TOSTR_CASE_STRINGIZE(D3D12_RTV_DIMENSION_TEXTURE2DMS)
TOSTR_CASE_STRINGIZE(D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY)
TOSTR_CASE_STRINGIZE(D3D12_RTV_DIMENSION_TEXTURE3D)
default: break;
}
return StringFormat::Fmt("D3D12_RTV_DIMENSION<%d>", el);
}
string ToStrHelper<false, D3D12_UAV_DIMENSION>::Get(const D3D12_UAV_DIMENSION &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_UAV_DIMENSION_BUFFER)
TOSTR_CASE_STRINGIZE(D3D12_UAV_DIMENSION_TEXTURE1D)
TOSTR_CASE_STRINGIZE(D3D12_UAV_DIMENSION_TEXTURE1DARRAY)
TOSTR_CASE_STRINGIZE(D3D12_UAV_DIMENSION_TEXTURE2D)
TOSTR_CASE_STRINGIZE(D3D12_UAV_DIMENSION_TEXTURE2DARRAY)
TOSTR_CASE_STRINGIZE(D3D12_UAV_DIMENSION_TEXTURE3D)
default: break;
}
return StringFormat::Fmt("D3D12_UAV_DIMENSION<%d>", el);
}
string ToStrHelper<false, D3D12_DSV_DIMENSION>::Get(const D3D12_DSV_DIMENSION &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_DSV_DIMENSION_UNKNOWN)
TOSTR_CASE_STRINGIZE(D3D12_DSV_DIMENSION_TEXTURE1D)
TOSTR_CASE_STRINGIZE(D3D12_DSV_DIMENSION_TEXTURE1DARRAY)
TOSTR_CASE_STRINGIZE(D3D12_DSV_DIMENSION_TEXTURE2D)
TOSTR_CASE_STRINGIZE(D3D12_DSV_DIMENSION_TEXTURE2DARRAY)
TOSTR_CASE_STRINGIZE(D3D12_DSV_DIMENSION_TEXTURE2DMS)
TOSTR_CASE_STRINGIZE(D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY)
default: break;
}
return StringFormat::Fmt("D3D12_DSV_DIMENSION<%d>", el);
}
string ToStrHelper<false, D3D12_FILTER>::Get(const D3D12_FILTER &el)
{
switch(el)
{
case D3D12_FILTER_MIN_MAG_MIP_POINT: return "MIN_MAG_MIP_POINT";
case D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR: return "MIN_MAG_POINT_MIP_LINEAR";
case D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT: return "MIN_POINT_MAG_LINEAR_MIP_POINT";
case D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR: return "MIN_POINT_MAG_MIP_LINEAR";
case D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT: return "MIN_LINEAR_MAG_MIP_POINT";
case D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR: return "MIN_LINEAR_MAG_POINT_MIP_LINEAR";
case D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT: return "MIN_MAG_LINEAR_MIP_POINT";
case D3D12_FILTER_MIN_MAG_MIP_LINEAR: return "MIN_MAG_MIP_LINEAR";
case D3D12_FILTER_ANISOTROPIC: return "ANISOTROPIC";
case D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT: return "CMP:MIN_MAG_MIP_POINT";
case D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR: return "CMP:MIN_MAG_POINT_MIP_LINEAR";
case D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT:
return "CMP:MIN_POINT_MAG_LINEAR_MIP_POINT";
case D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR: return "CMP:MIN_POINT_MAG_MIP_LINEAR";
case D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT: return "CMP:MIN_LINEAR_MAG_MIP_POINT";
case D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR:
return "CMP:MIN_LINEAR_MAG_POINT_MIP_LINEAR";
case D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT: return "CMP:MIN_MAG_LINEAR_MIP_POINT";
case D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR: return "CMP:MIN_MAG_MIP_LINEAR";
case D3D12_FILTER_COMPARISON_ANISOTROPIC: return "CMP:ANISOTROPIC";
case D3D12_FILTER_MINIMUM_MIN_MAG_MIP_POINT: return "MIN:MIN_MAG_MIP_POINT";
case D3D12_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR: return "MIN:MIN_MAG_POINT_MIP_LINEAR";
case D3D12_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT:
return "MIN:MIN_POINT_MAG_LINEAR_MIP_POINT";
case D3D12_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR: return "MIN:MIN_POINT_MAG_MIP_LINEAR";
case D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT: return "MIN:MIN_LINEAR_MAG_MIP_POINT";
case D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR:
return "MIN:MIN_LINEAR_MAG_POINT_MIP_LINEAR";
case D3D12_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT: return "MIN:MIN_MAG_LINEAR_MIP_POINT";
case D3D12_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR: return "MIN:MIN_MAG_MIP_LINEAR";
case D3D12_FILTER_MINIMUM_ANISOTROPIC: return "MIN:ANISOTROPIC";
case D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_POINT: return "MAX:MIN_MAG_MIP_POINT";
case D3D12_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR: return "MAX:MIN_MAG_POINT_MIP_LINEAR";
case D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT:
return "MAX:MIN_POINT_MAG_LINEAR_MIP_POINT";
case D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR: return "MAX:MIN_POINT_MAG_MIP_LINEAR";
case D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT: return "MAX:MIN_LINEAR_MAG_MIP_POINT";
case D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR:
return "MAX:MIN_LINEAR_MAG_POINT_MIP_LINEAR";
case D3D12_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT: return "MAX:MIN_MAG_LINEAR_MIP_POINT";
case D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR: return "MAX:MIN_MAG_MIP_LINEAR";
case D3D12_FILTER_MAXIMUM_ANISOTROPIC: return "MAX:ANISOTROPIC";
default: break;
}
return StringFormat::Fmt("D3D12_FILTER<%d>", el);
}
string ToStrHelper<false, D3D12_TEXTURE_ADDRESS_MODE>::Get(const D3D12_TEXTURE_ADDRESS_MODE &el)
{
switch(el)
{
case D3D12_TEXTURE_ADDRESS_MODE_WRAP: return "WRAP";
case D3D12_TEXTURE_ADDRESS_MODE_MIRROR: return "MIRROR";
case D3D12_TEXTURE_ADDRESS_MODE_CLAMP: return "CLAMP";
case D3D12_TEXTURE_ADDRESS_MODE_BORDER: return "BORDER";
case D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE: return "MIRROR_ONCE";
default: break;
}
return StringFormat::Fmt("D3D12_TEXTURE_ADDRESS_MODE<%d>", el);
}
string ToStrHelper<false, D3D12_BLEND>::Get(const D3D12_BLEND &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_BLEND_ZERO)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_ONE)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_SRC_COLOR)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_INV_SRC_COLOR)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_SRC_ALPHA)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_INV_SRC_ALPHA)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_DEST_ALPHA)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_INV_DEST_ALPHA)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_DEST_COLOR)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_INV_DEST_COLOR)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_SRC_ALPHA_SAT)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_BLEND_FACTOR)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_INV_BLEND_FACTOR)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_SRC1_COLOR)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_INV_SRC1_COLOR)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_SRC1_ALPHA)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_INV_SRC1_ALPHA)
default: break;
}
return StringFormat::Fmt("D3D12_BLEND<%d>", el);
}
string ToStrHelper<false, D3D12_BLEND_OP>::Get(const D3D12_BLEND_OP &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_BLEND_OP_ADD)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_OP_SUBTRACT)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_OP_REV_SUBTRACT)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_OP_MIN)
TOSTR_CASE_STRINGIZE(D3D12_BLEND_OP_MAX)
default: break;
}
return StringFormat::Fmt("D3D12_BLEND_OP<%d>", el);
}
string ToStrHelper<false, D3D12_LOGIC_OP>::Get(const D3D12_LOGIC_OP &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_CLEAR)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_SET)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_COPY)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_COPY_INVERTED)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_NOOP)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_INVERT)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_AND)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_NAND)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_OR)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_NOR)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_XOR)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_EQUIV)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_AND_REVERSE)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_AND_INVERTED)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_OR_REVERSE)
TOSTR_CASE_STRINGIZE(D3D12_LOGIC_OP_OR_INVERTED)
default: break;
}
return StringFormat::Fmt("D3D12_LOGIC_OP<%d>", el);
}
string ToStrHelper<false, D3D12_FILL_MODE>::Get(const D3D12_FILL_MODE &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_FILL_MODE_WIREFRAME)
TOSTR_CASE_STRINGIZE(D3D12_FILL_MODE_SOLID)
default: break;
}
return StringFormat::Fmt("D3D12_FILL_MODE<%d>", el);
}
string ToStrHelper<false, D3D12_CULL_MODE>::Get(const D3D12_CULL_MODE &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_CULL_MODE_NONE)
TOSTR_CASE_STRINGIZE(D3D12_CULL_MODE_FRONT)
TOSTR_CASE_STRINGIZE(D3D12_CULL_MODE_BACK)
default: break;
}
return StringFormat::Fmt("D3D12_CULL_MODE<%d>", el);
}
string ToStrHelper<false, D3D12_CONSERVATIVE_RASTERIZATION_MODE>::Get(
const D3D12_CONSERVATIVE_RASTERIZATION_MODE &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF)
TOSTR_CASE_STRINGIZE(D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON)
default: break;
}
return StringFormat::Fmt("D3D12_CONSERVATIVE_RASTERIZATION_MODE<%d>", el);
}
string ToStrHelper<false, D3D12_COMPARISON_FUNC>::Get(const D3D12_COMPARISON_FUNC &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_COMPARISON_FUNC_NEVER)
TOSTR_CASE_STRINGIZE(D3D12_COMPARISON_FUNC_LESS)
TOSTR_CASE_STRINGIZE(D3D12_COMPARISON_FUNC_EQUAL)
TOSTR_CASE_STRINGIZE(D3D12_COMPARISON_FUNC_LESS_EQUAL)
TOSTR_CASE_STRINGIZE(D3D12_COMPARISON_FUNC_GREATER)
TOSTR_CASE_STRINGIZE(D3D12_COMPARISON_FUNC_NOT_EQUAL)
TOSTR_CASE_STRINGIZE(D3D12_COMPARISON_FUNC_GREATER_EQUAL)
TOSTR_CASE_STRINGIZE(D3D12_COMPARISON_FUNC_ALWAYS)
default: break;
}
return StringFormat::Fmt("D3D12_COMPARISON_FUNC<%d>", el);
}
string ToStrHelper<false, D3D12_DEPTH_WRITE_MASK>::Get(const D3D12_DEPTH_WRITE_MASK &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_DEPTH_WRITE_MASK_ZERO)
TOSTR_CASE_STRINGIZE(D3D12_DEPTH_WRITE_MASK_ALL)
default: break;
}
return StringFormat::Fmt("D3D12_DEPTH_WRITE_MASK<%d>", el);
}
string ToStrHelper<false, D3D12_STENCIL_OP>::Get(const D3D12_STENCIL_OP &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_STENCIL_OP_KEEP)
TOSTR_CASE_STRINGIZE(D3D12_STENCIL_OP_ZERO)
TOSTR_CASE_STRINGIZE(D3D12_STENCIL_OP_REPLACE)
TOSTR_CASE_STRINGIZE(D3D12_STENCIL_OP_INCR_SAT)
TOSTR_CASE_STRINGIZE(D3D12_STENCIL_OP_DECR_SAT)
TOSTR_CASE_STRINGIZE(D3D12_STENCIL_OP_INVERT)
TOSTR_CASE_STRINGIZE(D3D12_STENCIL_OP_INCR)
TOSTR_CASE_STRINGIZE(D3D12_STENCIL_OP_DECR)
default: break;
}
return StringFormat::Fmt("D3D12_STENCIL_OP<%d>", el);
}
string ToStrHelper<false, D3D12_INPUT_CLASSIFICATION>::Get(const D3D12_INPUT_CLASSIFICATION &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA)
TOSTR_CASE_STRINGIZE(D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA)
default: break;
}
return StringFormat::Fmt("D3D12_INPUT_CLASSIFICATION<%d>", el);
}
string ToStrHelper<false, D3D12_INDEX_BUFFER_STRIP_CUT_VALUE>::Get(
const D3D12_INDEX_BUFFER_STRIP_CUT_VALUE &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED)
TOSTR_CASE_STRINGIZE(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF)
TOSTR_CASE_STRINGIZE(D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF)
default: break;
}
return StringFormat::Fmt("D3D12_INDEX_BUFFER_STRIP_CUT_VALUE<%d>", el);
}
string ToStrHelper<false, D3D12_PRIMITIVE_TOPOLOGY_TYPE>::Get(const D3D12_PRIMITIVE_TOPOLOGY_TYPE &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED)
TOSTR_CASE_STRINGIZE(D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT)
TOSTR_CASE_STRINGIZE(D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE)
TOSTR_CASE_STRINGIZE(D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE)
TOSTR_CASE_STRINGIZE(D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH)
default: break;
}
return StringFormat::Fmt("D3D12_PRIMITIVE_TOPOLOGY_TYPE<%d>", el);
}
string ToStrHelper<false, D3D12_COMMAND_LIST_TYPE>::Get(const D3D12_COMMAND_LIST_TYPE &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_COMMAND_LIST_TYPE_DIRECT)
TOSTR_CASE_STRINGIZE(D3D12_COMMAND_LIST_TYPE_BUNDLE)
TOSTR_CASE_STRINGIZE(D3D12_COMMAND_LIST_TYPE_COMPUTE)
TOSTR_CASE_STRINGIZE(D3D12_COMMAND_LIST_TYPE_COPY)
default: break;
}
return StringFormat::Fmt("D3D12_COMMAND_LIST_TYPE<%d>", el);
}
string ToStrHelper<false, D3D12_RESOURCE_DIMENSION>::Get(const D3D12_RESOURCE_DIMENSION &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_RESOURCE_DIMENSION_UNKNOWN)
TOSTR_CASE_STRINGIZE(D3D12_RESOURCE_DIMENSION_BUFFER)
TOSTR_CASE_STRINGIZE(D3D12_RESOURCE_DIMENSION_TEXTURE1D)
TOSTR_CASE_STRINGIZE(D3D12_RESOURCE_DIMENSION_TEXTURE2D)
TOSTR_CASE_STRINGIZE(D3D12_RESOURCE_DIMENSION_TEXTURE3D)
default: break;
}
return StringFormat::Fmt("D3D12_RESOURCE_DIMENSION<%d>", el);
}
string ToStrHelper<false, D3D12_TEXTURE_LAYOUT>::Get(const D3D12_TEXTURE_LAYOUT &el)
{
switch(el)
{
TOSTR_CASE_STRINGIZE(D3D12_TEXTURE_LAYOUT_UNKNOWN)
TOSTR_CASE_STRINGIZE(D3D12_TEXTURE_LAYOUT_ROW_MAJOR)
TOSTR_CASE_STRINGIZE(D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE)
TOSTR_CASE_STRINGIZE(D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE)
default: break;
}
return StringFormat::Fmt("D3D12_TEXTURE_LAYOUT<%d>", el);
}
string ToStrHelper<false, D3D12_CLEAR_FLAGS>::Get(const D3D12_CLEAR_FLAGS &el)
{
string ret;
if(el & D3D12_CLEAR_FLAG_DEPTH)
ret += " | D3D12_CLEAR_FLAG_DEPTH";
if(el & D3D12_CLEAR_FLAG_STENCIL)
ret += " | D3D12_CLEAR_FLAG_STENCIL";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}
string ToStrHelper<false, D3D12_BUFFER_SRV_FLAGS>::Get(const D3D12_BUFFER_SRV_FLAGS &el)
{
string ret;
if(el == D3D12_BUFFER_SRV_FLAG_NONE)
return "D3D12_BUFFER_SRV_FLAG_NONE";
if(el & D3D12_BUFFER_SRV_FLAG_RAW)
ret += " | D3D12_BUFFER_SRV_FLAG_RAW";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}
string ToStrHelper<false, D3D12_DSV_FLAGS>::Get(const D3D12_DSV_FLAGS &el)
{
string ret;
if(el == D3D12_DSV_FLAG_NONE)
return "D3D12_DSV_FLAG_NONE";
if(el & D3D12_DSV_FLAG_READ_ONLY_DEPTH)
ret += " | D3D12_DSV_FLAG_READ_ONLY_DEPTH";
if(el & D3D12_DSV_FLAG_READ_ONLY_STENCIL)
ret += " | D3D12_DSV_FLAG_READ_ONLY_STENCIL";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}
string ToStrHelper<false, D3D12_BUFFER_UAV_FLAGS>::Get(const D3D12_BUFFER_UAV_FLAGS &el)
{
string ret;
if(el == D3D12_BUFFER_UAV_FLAG_NONE)
return "D3D12_BUFFER_UAV_FLAG_NONE";
if(el & D3D12_BUFFER_UAV_FLAG_RAW)
ret += " | D3D12_BUFFER_UAV_FLAG_RAW";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}
string ToStrHelper<false, D3D12_HEAP_FLAGS>::Get(const D3D12_HEAP_FLAGS &el)
{
string ret;
if(el == D3D12_HEAP_FLAG_NONE)
return "D3D12_HEAP_FLAG_NONE";
if(el & D3D12_HEAP_FLAG_SHARED)
ret += " | D3D12_HEAP_FLAG_SHARED";
if(el & D3D12_HEAP_FLAG_DENY_BUFFERS)
ret += " | D3D12_HEAP_FLAG_DENY_BUFFERS";
if(el & D3D12_HEAP_FLAG_ALLOW_DISPLAY)
ret += " | D3D12_HEAP_FLAG_ALLOW_DISPLAY";
if(el & D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER)
ret += " | D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER";
if(el & D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES)
ret += " | D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES";
if(el & D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES)
ret += " | D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES";
if(el & D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES)
ret += " | D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES";
if(el & D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS)
ret += " | D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS";
if(el & D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES)
ret += " | D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES";
if(el & D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES)
ret += " | D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}
string ToStrHelper<false, D3D12_FENCE_FLAGS>::Get(const D3D12_FENCE_FLAGS &el)
{
string ret;
if(el == D3D12_FENCE_FLAG_NONE)
return "D3D12_FENCE_FLAG_NONE";
if(el & D3D12_FENCE_FLAG_SHARED)
ret += " | D3D12_FENCE_FLAG_SHARED";
if(el & D3D12_FENCE_FLAG_SHARED_CROSS_ADAPTER)
ret += " | D3D12_FENCE_FLAG_SHARED_CROSS_ADAPTER";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}
string ToStrHelper<false, D3D12_DESCRIPTOR_HEAP_FLAGS>::Get(const D3D12_DESCRIPTOR_HEAP_FLAGS &el)
{
string ret;
if(el == D3D12_DESCRIPTOR_HEAP_FLAG_NONE)
return "D3D12_DESCRIPTOR_HEAP_FLAG_NONE";
if(el & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE)
ret += " | D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}
string ToStrHelper<false, D3D12_RESOURCE_BARRIER_FLAGS>::Get(const D3D12_RESOURCE_BARRIER_FLAGS &el)
{
string ret;
if(el == D3D12_RESOURCE_BARRIER_FLAG_NONE)
return "D3D12_RESOURCE_BARRIER_FLAG_NONE";
if(el & D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY)
ret += " | D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY";
if(el & D3D12_RESOURCE_BARRIER_FLAG_END_ONLY)
ret += " | D3D12_RESOURCE_BARRIER_FLAG_END_ONLY";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}
string ToStrHelper<false, D3D12_RESOURCE_STATES>::Get(const D3D12_RESOURCE_STATES &el)
{
string ret;
if(el == D3D12_RESOURCE_STATE_COMMON)
return "COMMON/PRESENT";
if(el == D3D12_RESOURCE_STATE_GENERIC_READ)
return "GENERIC_READ";
if(el & D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)
ret += " | VB & CB";
if(el & D3D12_RESOURCE_STATE_INDEX_BUFFER)
ret += " | IB";
if(el & D3D12_RESOURCE_STATE_RENDER_TARGET)
ret += " | RTV";
if(el & D3D12_RESOURCE_STATE_UNORDERED_ACCESS)
ret += " | UAV";
if(el & D3D12_RESOURCE_STATE_DEPTH_WRITE)
ret += " | DSV Write";
if(el & D3D12_RESOURCE_STATE_DEPTH_READ)
ret += " | DSV Read";
if(el & D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
ret += " | SRV (Non-Pixel)";
if(el & D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
ret += " | SRV (Pixel)";
if(el & D3D12_RESOURCE_STATE_STREAM_OUT)
ret += " | Stream Out";
if(el & D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT)
ret += " | Indirect";
if(el & D3D12_RESOURCE_STATE_COPY_DEST)
ret += " | Copy (Dst)";
if(el & D3D12_RESOURCE_STATE_COPY_SOURCE)
ret += " | Copy (Src)";
if(el & D3D12_RESOURCE_STATE_RESOLVE_DEST)
ret += " | Resolve (Dst)";
if(el & D3D12_RESOURCE_STATE_RESOLVE_SOURCE)
ret += " | Resolve (Src)";
if(el & D3D12_RESOURCE_STATE_PREDICATION)
ret += " | Predication";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}
string ToStrHelper<false, D3D12_PIPELINE_STATE_FLAGS>::Get(const D3D12_PIPELINE_STATE_FLAGS &el)
{
string ret;
if(el == D3D12_PIPELINE_STATE_FLAG_NONE)
return "D3D12_PIPELINE_STATE_FLAG_NONE";
if(el & D3D12_PIPELINE_STATE_FLAG_TOOL_DEBUG)
ret += " | D3D12_PIPELINE_STATE_FLAG_TOOL_DEBUG";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}
string ToStrHelper<false, D3D12_RESOURCE_FLAGS>::Get(const D3D12_RESOURCE_FLAGS &el)
{
string ret;
if(el == D3D12_RESOURCE_FLAG_NONE)
return "D3D12_RESOURCE_FLAG_NONE";
if(el & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
ret += " | D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET";
if(el & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
ret += " | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL";
if(el & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)
ret += " | D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS";
if(el & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE)
ret += " | D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE";
if(el & D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER)
ret += " | D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER";
if(el & D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS)
ret += " | D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}
string ToStrHelper<false, D3D12_COMMAND_QUEUE_FLAGS>::Get(const D3D12_COMMAND_QUEUE_FLAGS &el)
{
string ret;
if(el == D3D12_COMMAND_QUEUE_FLAG_NONE)
return "D3D12_COMMAND_QUEUE_FLAG_NONE";
if(el & D3D12_COMMAND_QUEUE_FLAG_DISABLE_GPU_TIMEOUT)
ret += " | D3D12_COMMAND_QUEUE_FLAG_DISABLE_GPU_TIMEOUT";
if(!ret.empty())
ret = ret.substr(3);
return ret;
}