mirror of
https://github.com/baldurk/renderdoc.git
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- Changing PDB search path will now reload all built shaders to get any newly found PDB data tracked and ready to be embedded into the RDC file
770 lines
24 KiB
C++
770 lines
24 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2026 Baldur Karlsson
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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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#include "d3d11_resources.h"
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#include "api/app/renderdoc_app.h"
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#include "driver/dxgi/dxgi_wrapped.h"
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#include "driver/shaders/dxbc/dxbc_reflect.h"
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#include "d3d11_context.h"
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#include "d3d11_renderstate.h"
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WRAPPED_POOL_INST(WrappedID3D11Buffer);
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WRAPPED_POOL_INST(WrappedID3D11Texture1D);
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WRAPPED_POOL_INST(WrappedID3D11Texture2D1);
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WRAPPED_POOL_INST(WrappedID3D11Texture3D1);
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WRAPPED_POOL_INST(WrappedID3D11InputLayout);
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WRAPPED_POOL_INST(WrappedID3D11SamplerState);
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WRAPPED_POOL_INST(WrappedID3D11RasterizerState2);
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WRAPPED_POOL_INST(WrappedID3D11DepthStencilState);
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WRAPPED_POOL_INST(WrappedID3D11BlendState1);
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WRAPPED_POOL_INST(WrappedID3D11ShaderResourceView1);
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WRAPPED_POOL_INST(WrappedID3D11UnorderedAccessView1);
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WRAPPED_POOL_INST(WrappedID3D11RenderTargetView1);
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WRAPPED_POOL_INST(WrappedID3D11DepthStencilView);
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WRAPPED_POOL_INST(WrappedID3D11Shader<ID3D11VertexShader>);
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WRAPPED_POOL_INST(WrappedID3D11Shader<ID3D11HullShader>);
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WRAPPED_POOL_INST(WrappedID3D11Shader<ID3D11DomainShader>);
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WRAPPED_POOL_INST(WrappedID3D11Shader<ID3D11GeometryShader>);
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WRAPPED_POOL_INST(WrappedID3D11Shader<ID3D11PixelShader>);
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WRAPPED_POOL_INST(WrappedID3D11Shader<ID3D11ComputeShader>);
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WRAPPED_POOL_INST(WrappedID3D11Counter);
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WRAPPED_POOL_INST(WrappedID3D11Query1);
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WRAPPED_POOL_INST(WrappedID3D11Predicate);
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WRAPPED_POOL_INST(WrappedID3D11ClassInstance);
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WRAPPED_POOL_INST(WrappedID3D11ClassLinkage);
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WRAPPED_POOL_INST(WrappedID3DDeviceContextState);
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WRAPPED_POOL_INST(WrappedID3D11Fence);
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std::map<ResourceId, WrappedID3D11Texture1D::TextureEntry>
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WrappedTexture<ID3D11Texture1D, D3D11_TEXTURE1D_DESC, ID3D11Texture1D>::m_TextureList;
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std::map<ResourceId, WrappedID3D11Texture2D1::TextureEntry>
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WrappedTexture<ID3D11Texture2D, D3D11_TEXTURE2D_DESC, ID3D11Texture2D1>::m_TextureList;
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std::map<ResourceId, WrappedID3D11Texture3D1::TextureEntry>
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WrappedTexture<ID3D11Texture3D, D3D11_TEXTURE3D_DESC, ID3D11Texture3D1>::m_TextureList;
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std::map<ResourceId, WrappedID3D11Buffer::BufferEntry> WrappedID3D11Buffer::m_BufferList;
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std::map<ResourceId, WrappedShader::ShaderEntry *> WrappedShader::m_ShaderList;
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Threading::CriticalSection WrappedShader::m_ShaderListLock;
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rdcarray<WrappedID3DDeviceContextState *> WrappedID3DDeviceContextState::m_List;
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Threading::CriticalSection WrappedID3DDeviceContextState::m_Lock;
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const GUID RENDERDOC_ID3D11ShaderGUID_ShaderDebugMagicValue = RENDERDOC_ShaderDebugMagicValue_struct;
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const GUID RENDERDOC_DeleteSelf = {
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0x1e4bf855,
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0xcc83,
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0x4b7a,
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{0x91, 0x8a, 0xd6, 0x64, 0x56, 0x7c, 0xdd, 0x40},
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};
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WrappedShader::ShaderEntry::ShaderEntry(WrappedID3D11Device *device, ResourceId id,
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const byte *code, size_t codeLen)
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{
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m_ID = id;
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m_Bytecode.assign(code, codeLen);
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m_DXBCFile = NULL;
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m_Details = new ShaderReflection;
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m_DescriptorStore = device->GetImmediateContext()->GetDescriptorsID();
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}
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void WrappedShader::ShaderEntry::BuildReflection()
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{
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RDCCOMPILE_ASSERT(
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D3Dx_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT == D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT,
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"Mismatched vertex input count");
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MakeShaderReflection(m_DXBCFile, {}, m_Details);
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m_Details->resourceId = m_ID;
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DescriptorAccess access;
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access.descriptorStore = m_DescriptorStore;
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access.stage = m_Details->stage;
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access.byteSize = 1;
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m_Access.reserve(m_Details->constantBlocks.size() + m_Details->samplers.size() +
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m_Details->readOnlyResources.size() + m_Details->readWriteResources.size());
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RDCASSERT(m_Details->constantBlocks.size() < 0xffff, m_Details->constantBlocks.size());
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for(uint16_t i = 0; i < m_Details->constantBlocks.size(); i++)
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{
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access.type = DescriptorType::ConstantBuffer;
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access.index = i;
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access.byteOffset = EncodeD3D11DescriptorIndex(
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{access.stage, D3D11DescriptorMapping::CBs, m_Details->constantBlocks[i].fixedBindNumber});
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m_Access.push_back(access);
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}
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RDCASSERT(m_Details->samplers.size() < 0xffff, m_Details->samplers.size());
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for(uint16_t i = 0; i < m_Details->samplers.size(); i++)
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{
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access.type = DescriptorType::Sampler;
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access.index = i;
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access.byteOffset = EncodeD3D11DescriptorIndex(
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{access.stage, D3D11DescriptorMapping::Samplers, m_Details->samplers[i].fixedBindNumber});
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m_Access.push_back(access);
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}
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RDCASSERT(m_Details->readOnlyResources.size() < 0xffff, m_Details->readOnlyResources.size());
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for(uint16_t i = 0; i < m_Details->readOnlyResources.size(); i++)
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{
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access.type = m_Details->readOnlyResources[i].descriptorType;
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access.index = i;
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access.byteOffset = EncodeD3D11DescriptorIndex({access.stage, D3D11DescriptorMapping::SRVs,
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m_Details->readOnlyResources[i].fixedBindNumber});
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m_Access.push_back(access);
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}
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RDCASSERT(m_Details->readWriteResources.size() < 0xffff, m_Details->readWriteResources.size());
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for(uint16_t i = 0; i < m_Details->readWriteResources.size(); i++)
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{
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access.type = m_Details->readWriteResources[i].descriptorType;
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access.index = i;
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access.byteOffset =
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EncodeD3D11DescriptorIndex({access.stage, D3D11DescriptorMapping::UAVs,
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m_Details->readWriteResources[i].fixedBindNumber});
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m_Access.push_back(access);
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}
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}
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void WrappedShader::ReloadShaderDebugInformation()
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{
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SCOPED_LOCK(m_ShaderListLock);
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for(auto it = m_ShaderList.begin(); it != m_ShaderList.end(); ++it)
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{
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if(ResourceIDGen::IsReplayOnlyID(it->first))
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continue;
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it->second->Reload();
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}
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}
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void WrappedShader::ShaderEntry::Reload()
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{
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bool wasBuilt = m_Built;
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m_Built = false;
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*m_Details = ShaderReflection();
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m_Access.clear();
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if(m_Bytecode.empty() && m_DXBCFile)
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{
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m_Bytecode = m_DXBCFile->GetInitialShaderBlob();
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if(m_Bytecode.empty())
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m_Bytecode = m_DXBCFile->GetShaderBlob();
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}
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SAFE_DELETE(m_DXBCFile);
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if(wasBuilt && (GetDXBC() != NULL))
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{
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BuildReflection();
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m_Built = true;
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}
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}
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UINT GetSubresourceCount(ID3D11Resource *res)
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{
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D3D11_RESOURCE_DIMENSION dim;
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res->GetType(&dim);
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if(dim == D3D11_RESOURCE_DIMENSION_BUFFER)
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return 1;
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ID3D11Texture1D *tex1 = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE1D) ? (ID3D11Texture1D *)res : NULL;
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ID3D11Texture2D *tex2 = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D) ? (ID3D11Texture2D *)res : NULL;
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ID3D11Texture3D *tex3 = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D) ? (ID3D11Texture3D *)res : NULL;
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if(tex1)
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{
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D3D11_TEXTURE1D_DESC desc;
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tex1->GetDesc(&desc);
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int mipLevels = desc.MipLevels;
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if(mipLevels == 0)
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mipLevels = CalcNumMips(desc.Width, 1, 1);
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return desc.ArraySize * mipLevels;
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}
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else if(tex2)
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{
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D3D11_TEXTURE2D_DESC desc;
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tex2->GetDesc(&desc);
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int mipLevels = desc.MipLevels;
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if(mipLevels == 0)
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mipLevels = CalcNumMips(desc.Width, desc.Height, 1);
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return desc.ArraySize * mipLevels;
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}
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else if(tex3)
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{
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D3D11_TEXTURE3D_DESC desc;
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tex3->GetDesc(&desc);
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int mipLevels = desc.MipLevels;
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if(mipLevels == 0)
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mipLevels = CalcNumMips(desc.Width, desc.Height, desc.Depth);
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return mipLevels;
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}
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return 1;
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}
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UINT GetMipForSubresource(ID3D11Resource *res, int Subresource)
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{
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D3D11_RESOURCE_DIMENSION dim;
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res->GetType(&dim);
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if(dim == D3D11_RESOURCE_DIMENSION_BUFFER)
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return 0;
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ID3D11Texture1D *tex1 = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE1D) ? (ID3D11Texture1D *)res : NULL;
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ID3D11Texture2D *tex2 = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D) ? (ID3D11Texture2D *)res : NULL;
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ID3D11Texture3D *tex3 = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D) ? (ID3D11Texture3D *)res : NULL;
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RDCASSERT(tex1 || tex2 || tex3);
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UINT mipLevel = Subresource;
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if(tex1)
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{
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D3D11_TEXTURE1D_DESC desc;
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tex1->GetDesc(&desc);
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int mipLevels = desc.MipLevels;
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if(mipLevels == 0)
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mipLevels = CalcNumMips(desc.Width, 1, 1);
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mipLevel %= mipLevels;
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}
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else if(tex2)
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{
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D3D11_TEXTURE2D_DESC desc;
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tex2->GetDesc(&desc);
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int mipLevels = desc.MipLevels;
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if(mipLevels == 0)
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mipLevels = CalcNumMips(desc.Width, desc.Height, 1);
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mipLevel %= mipLevels;
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}
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else if(tex3)
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{
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D3D11_TEXTURE3D_DESC desc;
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tex3->GetDesc(&desc);
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int mipLevels = desc.MipLevels;
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if(mipLevels == 0)
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mipLevels = CalcNumMips(desc.Width, desc.Height, desc.Depth);
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mipLevel %= mipLevels;
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}
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return mipLevel;
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}
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UINT GetSliceForSubresource(ID3D11Resource *res, int Subresource)
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{
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D3D11_RESOURCE_DIMENSION dim;
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res->GetType(&dim);
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if(dim == D3D11_RESOURCE_DIMENSION_BUFFER)
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return 0;
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ID3D11Texture1D *tex1 = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE1D) ? (ID3D11Texture1D *)res : NULL;
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ID3D11Texture2D *tex2 = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D) ? (ID3D11Texture2D *)res : NULL;
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ID3D11Texture3D *tex3 = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D) ? (ID3D11Texture3D *)res : NULL;
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RDCASSERT(tex1 || tex2 || tex3);
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UINT slice = Subresource;
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if(tex1)
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{
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D3D11_TEXTURE1D_DESC desc;
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tex1->GetDesc(&desc);
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int mipLevels = desc.MipLevels;
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if(mipLevels == 0)
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mipLevels = CalcNumMips(desc.Width, 1, 1);
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slice = (Subresource / mipLevels) % desc.ArraySize;
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}
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else if(tex2)
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{
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D3D11_TEXTURE2D_DESC desc;
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tex2->GetDesc(&desc);
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int mipLevels = desc.MipLevels;
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if(mipLevels == 0)
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mipLevels = CalcNumMips(desc.Width, desc.Height, 1);
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slice = (Subresource / mipLevels) % desc.ArraySize;
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}
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else if(tex3)
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{
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D3D11_TEXTURE3D_DESC desc;
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tex3->GetDesc(&desc);
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int mipLevels = desc.MipLevels;
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if(mipLevels == 0)
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mipLevels = CalcNumMips(desc.Width, desc.Height, desc.Depth);
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slice = (Subresource / mipLevels) % desc.Depth;
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}
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return slice;
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}
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UINT GetMipForDsv(const D3D11_DEPTH_STENCIL_VIEW_DESC &view)
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{
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switch(view.ViewDimension)
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{
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case D3D11_DSV_DIMENSION_TEXTURE1D: return view.Texture1D.MipSlice;
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case D3D11_DSV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.MipSlice;
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case D3D11_DSV_DIMENSION_TEXTURE2D: return view.Texture2D.MipSlice;
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case D3D11_DSV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.MipSlice;
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default: return 0;
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}
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}
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UINT GetSliceForDsv(const D3D11_DEPTH_STENCIL_VIEW_DESC &view)
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{
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switch(view.ViewDimension)
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{
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case D3D11_DSV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.FirstArraySlice;
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case D3D11_DSV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.FirstArraySlice;
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case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY: return view.Texture2DMSArray.FirstArraySlice;
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default: return 0;
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}
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}
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UINT GetSliceCountForDsv(const D3D11_DEPTH_STENCIL_VIEW_DESC &view)
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{
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switch(view.ViewDimension)
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{
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case D3D11_DSV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.ArraySize;
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case D3D11_DSV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.ArraySize;
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case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY: return view.Texture2DMSArray.ArraySize;
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default: return 0;
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}
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}
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UINT GetMipForRtv(const D3D11_RENDER_TARGET_VIEW_DESC &view)
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{
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switch(view.ViewDimension)
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{
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case D3D11_RTV_DIMENSION_TEXTURE1D: return view.Texture1D.MipSlice;
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case D3D11_RTV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.MipSlice;
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case D3D11_RTV_DIMENSION_TEXTURE2D: return view.Texture2D.MipSlice;
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case D3D11_RTV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.MipSlice;
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case D3D11_RTV_DIMENSION_TEXTURE3D: return view.Texture3D.MipSlice;
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default: return 0;
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}
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}
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UINT GetSliceForRtv(const D3D11_RENDER_TARGET_VIEW_DESC &view)
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{
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switch(view.ViewDimension)
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{
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case D3D11_RTV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.FirstArraySlice;
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case D3D11_RTV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.FirstArraySlice;
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case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY: return view.Texture2DMSArray.FirstArraySlice;
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default: return 0;
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}
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}
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UINT GetSliceCountForRtv(const D3D11_RENDER_TARGET_VIEW_DESC &view)
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{
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switch(view.ViewDimension)
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{
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case D3D11_RTV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.ArraySize;
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case D3D11_RTV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.ArraySize;
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case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY: return view.Texture2DMSArray.ArraySize;
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default: return 0;
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}
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}
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UINT GetMipForSrv(const D3D11_SHADER_RESOURCE_VIEW_DESC &view)
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{
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switch(view.ViewDimension)
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{
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case D3D11_SRV_DIMENSION_TEXTURE1D: return view.Texture1D.MostDetailedMip;
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case D3D11_SRV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.MostDetailedMip;
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case D3D11_SRV_DIMENSION_TEXTURE2D: return view.Texture2D.MostDetailedMip;
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case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.MostDetailedMip;
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case D3D11_SRV_DIMENSION_TEXTURECUBE: return view.TextureCube.MostDetailedMip;
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case D3D11_SRV_DIMENSION_TEXTURECUBEARRAY: return view.TextureCubeArray.MostDetailedMip;
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case D3D11_SRV_DIMENSION_TEXTURE3D: return view.Texture3D.MostDetailedMip;
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default: return 0;
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}
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}
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UINT GetSliceForSrv(const D3D11_SHADER_RESOURCE_VIEW_DESC &view)
|
|
{
|
|
switch(view.ViewDimension)
|
|
{
|
|
case D3D11_SRV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.FirstArraySlice;
|
|
case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.FirstArraySlice;
|
|
case D3D11_SRV_DIMENSION_TEXTURECUBEARRAY: return view.TextureCubeArray.First2DArrayFace;
|
|
case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY: return view.Texture2DMSArray.FirstArraySlice;
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
UINT GetSliceCountForSrv(const D3D11_SHADER_RESOURCE_VIEW_DESC &view)
|
|
{
|
|
switch(view.ViewDimension)
|
|
{
|
|
case D3D11_SRV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.ArraySize;
|
|
case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.ArraySize;
|
|
case D3D11_SRV_DIMENSION_TEXTURECUBEARRAY: return view.TextureCubeArray.NumCubes * 6;
|
|
case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY: return view.Texture2DMSArray.ArraySize;
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
UINT GetMipForUav(const D3D11_UNORDERED_ACCESS_VIEW_DESC &view)
|
|
{
|
|
switch(view.ViewDimension)
|
|
{
|
|
case D3D11_UAV_DIMENSION_TEXTURE1D: return view.Texture1D.MipSlice;
|
|
case D3D11_UAV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.MipSlice;
|
|
case D3D11_UAV_DIMENSION_TEXTURE2D: return view.Texture2D.MipSlice;
|
|
case D3D11_UAV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.MipSlice;
|
|
case D3D11_UAV_DIMENSION_TEXTURE3D: return view.Texture3D.MipSlice;
|
|
default: return 0;
|
|
}
|
|
}
|
|
UINT GetSliceForUav(const D3D11_UNORDERED_ACCESS_VIEW_DESC &view)
|
|
{
|
|
switch(view.ViewDimension)
|
|
{
|
|
case D3D11_UAV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.FirstArraySlice;
|
|
case D3D11_UAV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.FirstArraySlice;
|
|
case D3D11_UAV_DIMENSION_TEXTURE3D: return view.Texture3D.FirstWSlice;
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
UINT GetSliceCountForUav(const D3D11_UNORDERED_ACCESS_VIEW_DESC &view)
|
|
{
|
|
switch(view.ViewDimension)
|
|
{
|
|
case D3D11_UAV_DIMENSION_TEXTURE1DARRAY: return view.Texture1DArray.ArraySize;
|
|
case D3D11_UAV_DIMENSION_TEXTURE2DARRAY: return view.Texture2DArray.ArraySize;
|
|
case D3D11_UAV_DIMENSION_TEXTURE3D: return view.Texture3D.WSize;
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
ResourcePitch GetResourcePitchForSubresource(ID3D11DeviceContext *ctx, ID3D11Resource *res,
|
|
int Subresource)
|
|
{
|
|
ResourcePitch pitch = {};
|
|
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
|
|
|
HRESULT hr = ctx->Map(res, Subresource, D3D11_MAP_READ, 0, &mapped);
|
|
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to map while getting resource pitch HRESULT: %s", ToStr(hr).c_str());
|
|
}
|
|
else
|
|
{
|
|
pitch.m_RowPitch = mapped.RowPitch;
|
|
pitch.m_DepthPitch = mapped.DepthPitch;
|
|
ctx->Unmap(res, Subresource);
|
|
}
|
|
|
|
return pitch;
|
|
}
|
|
|
|
UINT GetByteSize(ID3D11Texture1D *tex, int SubResource)
|
|
{
|
|
D3D11_TEXTURE1D_DESC desc;
|
|
tex->GetDesc(&desc);
|
|
|
|
return GetByteSize(desc.Width, 1, 1, desc.Format, SubResource % desc.MipLevels);
|
|
}
|
|
|
|
UINT GetByteSize(ID3D11Texture2D *tex, int SubResource)
|
|
{
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
tex->GetDesc(&desc);
|
|
|
|
return GetByteSize(desc.Width, desc.Height, 1, desc.Format, SubResource % desc.MipLevels);
|
|
}
|
|
|
|
UINT GetByteSize(ID3D11Texture3D *tex, int SubResource)
|
|
{
|
|
D3D11_TEXTURE3D_DESC desc;
|
|
tex->GetDesc(&desc);
|
|
|
|
return GetByteSize(desc.Width, desc.Height, desc.Depth, desc.Format, SubResource);
|
|
}
|
|
|
|
D3D11ResourceType IdentifyTypeByPtr(IUnknown *ptr)
|
|
{
|
|
if(WrappedID3D11InputLayout::IsAlloc(ptr))
|
|
return Resource_InputLayout;
|
|
|
|
if(WrappedID3D11Shader<ID3D11VertexShader>::IsAlloc(ptr) ||
|
|
WrappedID3D11Shader<ID3D11PixelShader>::IsAlloc(ptr) ||
|
|
WrappedID3D11Shader<ID3D11GeometryShader>::IsAlloc(ptr) ||
|
|
WrappedID3D11Shader<ID3D11HullShader>::IsAlloc(ptr) ||
|
|
WrappedID3D11Shader<ID3D11DomainShader>::IsAlloc(ptr) ||
|
|
WrappedID3D11Shader<ID3D11ComputeShader>::IsAlloc(ptr))
|
|
return Resource_Shader;
|
|
|
|
if(WrappedID3D11Buffer::IsAlloc(ptr))
|
|
return Resource_Buffer;
|
|
|
|
if(WrappedID3D11Texture1D::IsAlloc(ptr))
|
|
return Resource_Texture1D;
|
|
if(WrappedID3D11Texture2D1::IsAlloc(ptr))
|
|
return Resource_Texture2D;
|
|
if(WrappedID3D11Texture3D1::IsAlloc(ptr))
|
|
return Resource_Texture3D;
|
|
|
|
if(WrappedID3D11RasterizerState2::IsAlloc(ptr))
|
|
return Resource_RasterizerState;
|
|
if(WrappedID3D11BlendState1::IsAlloc(ptr))
|
|
return Resource_BlendState;
|
|
if(WrappedID3D11DepthStencilState::IsAlloc(ptr))
|
|
return Resource_DepthStencilState;
|
|
if(WrappedID3D11SamplerState::IsAlloc(ptr))
|
|
return Resource_SamplerState;
|
|
|
|
if(WrappedID3D11RenderTargetView1::IsAlloc(ptr))
|
|
return Resource_RenderTargetView;
|
|
if(WrappedID3D11ShaderResourceView1::IsAlloc(ptr))
|
|
return Resource_ShaderResourceView;
|
|
if(WrappedID3D11DepthStencilView::IsAlloc(ptr))
|
|
return Resource_DepthStencilView;
|
|
if(WrappedID3D11UnorderedAccessView1::IsAlloc(ptr))
|
|
return Resource_UnorderedAccessView;
|
|
|
|
if(WrappedID3D11Counter::IsAlloc(ptr))
|
|
return Resource_Counter;
|
|
if(WrappedID3D11Query1::IsAlloc(ptr))
|
|
return Resource_Query;
|
|
if(WrappedID3D11Predicate::IsAlloc(ptr))
|
|
return Resource_Predicate;
|
|
|
|
if(WrappedID3D11ClassInstance::IsAlloc(ptr))
|
|
return Resource_ClassInstance;
|
|
if(WrappedID3D11ClassLinkage::IsAlloc(ptr))
|
|
return Resource_ClassLinkage;
|
|
|
|
if(WrappedID3D11DeviceContext::IsAlloc(ptr))
|
|
return Resource_DeviceContext;
|
|
if(WrappedID3D11CommandList::IsAlloc(ptr))
|
|
return Resource_CommandList;
|
|
|
|
if(WrappedID3DDeviceContextState::IsAlloc(ptr))
|
|
return Resource_DeviceState;
|
|
|
|
if(WrappedID3D11Fence::IsAlloc(ptr))
|
|
return Resource_Fence;
|
|
|
|
RDCERR("Unknown type for ptr 0x%p", ptr);
|
|
|
|
return Resource_Unknown;
|
|
}
|
|
|
|
void *UnwrapDXDevice(void *dxDevice)
|
|
{
|
|
if(WrappedID3D11Device::IsAlloc(dxDevice))
|
|
return ((WrappedID3D11Device *)(ID3D11Device *)dxDevice)->GetReal();
|
|
|
|
return NULL;
|
|
}
|
|
|
|
ID3D11Resource *UnwrapDXResource(void *dxObject)
|
|
{
|
|
if(WrappedID3D11Buffer::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Buffer *w = (WrappedID3D11Buffer *)(ID3D11Buffer *)dxObject;
|
|
return w->GetReal();
|
|
}
|
|
else if(WrappedID3D11Texture1D::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Texture1D *w = (WrappedID3D11Texture1D *)(ID3D11Texture1D *)dxObject;
|
|
return w->GetReal();
|
|
}
|
|
else if(WrappedID3D11Texture2D1::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Texture2D1 *w = (WrappedID3D11Texture2D1 *)(ID3D11Texture2D1 *)dxObject;
|
|
return w->GetReal();
|
|
}
|
|
else if(WrappedID3D11Texture3D1::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Texture3D1 *w = (WrappedID3D11Texture3D1 *)(ID3D11Texture3D1 *)dxObject;
|
|
return w->GetReal();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
IDXGIResource *UnwrapDXGIResource(void *dxObject)
|
|
{
|
|
ID3D11Resource *dx = NULL;
|
|
|
|
if(WrappedID3D11Buffer::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Buffer *w = (WrappedID3D11Buffer *)dxObject;
|
|
dx = w->GetReal();
|
|
}
|
|
else if(WrappedID3D11Texture1D::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Texture1D *w = (WrappedID3D11Texture1D *)dxObject;
|
|
dx = w->GetReal();
|
|
}
|
|
else if(WrappedID3D11Texture2D1::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Texture2D1 *w = (WrappedID3D11Texture2D1 *)dxObject;
|
|
dx = w->GetReal();
|
|
}
|
|
else if(WrappedID3D11Texture3D1::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Texture3D1 *w = (WrappedID3D11Texture3D1 *)dxObject;
|
|
dx = w->GetReal();
|
|
}
|
|
|
|
if(dx)
|
|
{
|
|
IDXGIResource *ret = NULL;
|
|
dx->QueryInterface(__uuidof(IDXGIResource), (void **)&ret);
|
|
if(ret)
|
|
{
|
|
ret->Release();
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void GetDXTextureProperties(void *dxObject, ResourceFormat &fmt, uint32_t &width, uint32_t &height,
|
|
uint32_t &depth, uint32_t &mips, uint32_t &layers, uint32_t &samples)
|
|
{
|
|
if(WrappedID3D11Buffer::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Buffer *w = (WrappedID3D11Buffer *)(ID3D11Buffer *)dxObject;
|
|
|
|
D3D11_BUFFER_DESC desc;
|
|
w->GetDesc(&desc);
|
|
|
|
fmt = ResourceFormat();
|
|
width = desc.ByteWidth;
|
|
height = 1;
|
|
depth = 1;
|
|
mips = 1;
|
|
layers = 1;
|
|
samples = 1;
|
|
|
|
return;
|
|
}
|
|
else if(WrappedID3D11Texture1D::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Texture1D *w = (WrappedID3D11Texture1D *)(ID3D11Texture1D *)dxObject;
|
|
|
|
D3D11_TEXTURE1D_DESC desc;
|
|
w->GetDesc(&desc);
|
|
|
|
fmt = MakeResourceFormat(desc.Format);
|
|
width = desc.Width;
|
|
height = 1;
|
|
depth = 1;
|
|
mips = desc.MipLevels ? desc.MipLevels : CalcNumMips(desc.Width, 1, 1);
|
|
layers = desc.ArraySize;
|
|
samples = 1;
|
|
|
|
return;
|
|
}
|
|
else if(WrappedID3D11Texture2D1::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Texture2D1 *w = (WrappedID3D11Texture2D1 *)(ID3D11Texture2D1 *)dxObject;
|
|
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
w->GetDesc(&desc);
|
|
|
|
fmt = MakeResourceFormat(desc.Format);
|
|
width = desc.Width;
|
|
height = desc.Height;
|
|
depth = 1;
|
|
mips = desc.MipLevels ? desc.MipLevels : CalcNumMips(desc.Width, desc.Height, 1);
|
|
layers = desc.ArraySize;
|
|
samples = desc.SampleDesc.Count;
|
|
|
|
return;
|
|
}
|
|
else if(WrappedID3D11Texture3D1::IsAlloc(dxObject))
|
|
{
|
|
WrappedID3D11Texture3D1 *w = (WrappedID3D11Texture3D1 *)(ID3D11Texture3D1 *)dxObject;
|
|
|
|
D3D11_TEXTURE3D_DESC desc;
|
|
w->GetDesc(&desc);
|
|
|
|
fmt = MakeResourceFormat(desc.Format);
|
|
width = desc.Width;
|
|
height = desc.Height;
|
|
depth = desc.Depth;
|
|
mips = desc.MipLevels ? desc.MipLevels : CalcNumMips(desc.Width, desc.Height, desc.Depth);
|
|
layers = 1;
|
|
samples = 1;
|
|
|
|
return;
|
|
}
|
|
|
|
RDCERR("Getting DX texture properties for unknown/unhandled objects %p", dxObject);
|
|
}
|
|
|
|
WrappedID3DDeviceContextState::WrappedID3DDeviceContextState(ResourceId id,
|
|
ID3DDeviceContextState *real,
|
|
WrappedID3D11Device *device)
|
|
: WrappedDeviceChild11(id, real, device)
|
|
{
|
|
state = new D3D11RenderState(D3D11RenderState::Empty);
|
|
|
|
{
|
|
SCOPED_LOCK(WrappedID3DDeviceContextState::m_Lock);
|
|
WrappedID3DDeviceContextState::m_List.push_back(this);
|
|
}
|
|
}
|
|
|
|
WrappedID3DDeviceContextState::~WrappedID3DDeviceContextState()
|
|
{
|
|
SAFE_DELETE(state);
|
|
|
|
{
|
|
SCOPED_LOCK(WrappedID3DDeviceContextState::m_Lock);
|
|
WrappedID3DDeviceContextState::m_List.removeOne(this);
|
|
}
|
|
}
|