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f013f6fd29
* D3D11 just latches the state from the input assembler state into the drawcall when it's being added. GL stores the state per-draw.
166 lines
5.9 KiB
C#
166 lines
5.9 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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public ResourceId ibuffer;
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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 Rasterizer
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{
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[StructLayout(LayoutKind.Sequential)]
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public class Viewport
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{
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public float Left, Bottom;
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public float Width, Height;
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public double MinDepth, MaxDepth;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public Viewport[] Viewports;
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[StructLayout(LayoutKind.Sequential)]
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public class Scissor
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{
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public Int32 Left, Bottom;
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public Int32 Width, Height;
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public bool Enabled;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public Scissor[] Scissors;
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[StructLayout(LayoutKind.Sequential)]
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public class RasterizerState
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{
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public TriangleFillMode FillMode;
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public TriangleCullMode CullMode;
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public bool FrontCCW;
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public float DepthBias;
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public float SlopeScaledDepthBias;
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public bool DepthClamp;
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public bool MultisampleEnable;
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public bool AntialiasedLineEnable;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public RasterizerState m_State;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public Rasterizer m_RS;
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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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