Files
renderdoc/renderdocui/Interop/D3D11PipelineState.cs
T
baldurk fd6fce7a78 Refactor pipeline states to expose opaque string properties as enums.
* Things like addressing modes, stencil operations, and other things the
  UI didn't need to know about previously were only exposed as string
  values to be passed through and displayed.
* Now we describe these with enums so the API can be properly
  introspected and used by consumers that might want to know the actual
  values of these states.
2017-04-18 14:57:40 +01:00

348 lines
13 KiB
C#

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2017 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* 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.
******************************************************************************/
using System;
using System.Runtime.InteropServices;
namespace renderdoc
{
[StructLayout(LayoutKind.Sequential)]
public class D3D11PipelineState
{
[StructLayout(LayoutKind.Sequential)]
public class InputAssembler
{
private void PostMarshal()
{
if (_ptr_Bytecode != IntPtr.Zero)
Bytecode = (ShaderReflection)CustomMarshal.PtrToStructure(_ptr_Bytecode, typeof(ShaderReflection), false);
else
Bytecode = null;
_ptr_Bytecode = IntPtr.Zero;
}
[StructLayout(LayoutKind.Sequential)]
public class LayoutInput
{
[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
public string SemanticName;
public UInt32 SemanticIndex;
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public ResourceFormat Format;
public UInt32 InputSlot;
public UInt32 ByteOffset;
public bool PerInstance;
public UInt32 InstanceDataStepRate;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public LayoutInput[] layouts;
public ResourceId layout;
private IntPtr _ptr_Bytecode;
[CustomMarshalAs(CustomUnmanagedType.Skip)]
public ShaderReflection Bytecode;
public bool customName;
[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
public string LayoutName;
[StructLayout(LayoutKind.Sequential)]
public class VertexBuffer
{
public ResourceId Buffer;
public UInt32 Stride;
public UInt32 Offset;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public VertexBuffer[] vbuffers;
[StructLayout(LayoutKind.Sequential)]
public class IndexBuffer
{
public ResourceId Buffer;
public UInt32 Offset;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public IndexBuffer ibuffer;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public InputAssembler m_IA;
[StructLayout(LayoutKind.Sequential)]
public class ShaderStage
{
private void PostMarshal()
{
if (_ptr_ShaderDetails != IntPtr.Zero)
ShaderDetails = (ShaderReflection)CustomMarshal.PtrToStructure(_ptr_ShaderDetails, typeof(ShaderReflection), false);
else
ShaderDetails = null;
_ptr_ShaderDetails = IntPtr.Zero;
}
public ResourceId Shader;
[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
public string ShaderName;
public bool customName;
private IntPtr _ptr_ShaderDetails;
[CustomMarshalAs(CustomUnmanagedType.Skip)]
public ShaderReflection ShaderDetails;
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public ShaderBindpointMapping BindpointMapping;
public ShaderStageType stage;
[StructLayout(LayoutKind.Sequential)]
public class ResourceView
{
public ResourceId View;
public ResourceId Resource;
public ShaderResourceType Type;
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public ResourceFormat Format;
public bool Structured;
public UInt32 BufferStructCount;
public UInt32 ElementSize;
// Buffer
public UInt32 FirstElement;
public UInt32 NumElements;
// BufferEx
public D3DBufferViewFlags Flags;
// Texture
public UInt32 HighestMip;
public UInt32 NumMipLevels;
// Texture Array
public UInt32 ArraySize;
public UInt32 FirstArraySlice;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public ResourceView[] SRVs;
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public ResourceView[] UAVs;
[StructLayout(LayoutKind.Sequential)]
public class Sampler
{
public ResourceId Samp;
[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
public string SamplerName;
public bool customSamplerName;
public AddressMode AddressU, AddressV, AddressW;
[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 4)]
public float[] BorderColor;
public CompareFunc Comparison;
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public TextureFilter Filter;
public UInt32 MaxAniso;
public float MaxLOD;
public float MinLOD;
public float MipLODBias;
public bool UseBorder()
{
return AddressU == AddressMode.ClampBorder ||
AddressV == AddressMode.ClampBorder ||
AddressW == AddressMode.ClampBorder;
}
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public Sampler[] Samplers;
[StructLayout(LayoutKind.Sequential)]
public class CBuffer
{
public ResourceId Buffer;
public UInt32 VecOffset;
public UInt32 VecCount;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public CBuffer[] ConstantBuffers;
[StructLayout(LayoutKind.Sequential)]
public class ClassInstance
{
[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
string name;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public ClassInstance[] ClassInstances;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public ShaderStage m_VS, m_HS, m_DS, m_GS, m_PS, m_CS;
[StructLayout(LayoutKind.Sequential)]
public class Streamout
{
[StructLayout(LayoutKind.Sequential)]
public class Output
{
public ResourceId Buffer;
public UInt32 Offset;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public Output[] Outputs;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public Streamout m_SO;
[StructLayout(LayoutKind.Sequential)]
public class Rasterizer
{
[StructLayout(LayoutKind.Sequential)]
public class Viewport
{
[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 2)]
public float[] TopLeft;
public float Width, Height;
public float MinDepth, MaxDepth;
public bool Enabled;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public Viewport[] Viewports;
[StructLayout(LayoutKind.Sequential)]
public class Scissor
{
public Int32 left, top, right, bottom;
public bool Enabled;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public Scissor[] Scissors;
[StructLayout(LayoutKind.Sequential)]
public class RasterizerState
{
public ResourceId State;
public TriangleFillMode FillMode;
public TriangleCullMode CullMode;
public bool FrontCCW;
public Int32 DepthBias;
public float DepthBiasClamp;
public float SlopeScaledDepthBias;
public bool DepthClip;
public bool ScissorEnable;
public bool MultisampleEnable;
public bool AntialiasedLineEnable;
public UInt32 ForcedSampleCount;
public bool ConservativeRasterization;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public RasterizerState m_State;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public Rasterizer m_RS;
[StructLayout(LayoutKind.Sequential)]
public class OutputMerger
{
[StructLayout(LayoutKind.Sequential)]
public class DepthStencilState
{
public ResourceId State;
public bool DepthEnable;
public CompareFunc DepthFunc;
public bool DepthWrites;
public bool StencilEnable;
public byte StencilReadMask;
public byte StencilWriteMask;
[StructLayout(LayoutKind.Sequential)]
public class StencilFace
{
public StencilOp FailOp;
public StencilOp DepthFailOp;
public StencilOp PassOp;
public CompareFunc Func;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public StencilFace m_FrontFace, m_BackFace;
public UInt32 StencilRef;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public DepthStencilState m_State;
[StructLayout(LayoutKind.Sequential)]
public class BlendState
{
public ResourceId State;
public bool AlphaToCoverage;
public bool IndependentBlend;
[StructLayout(LayoutKind.Sequential)]
public class RTBlend
{
[StructLayout(LayoutKind.Sequential)]
public class BlendEquation
{
public BlendMultiplier Source;
public BlendMultiplier Destination;
public BlendOp Operation;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public BlendEquation m_Blend, m_AlphaBlend;
public LogicOp Logic;
public bool Enabled;
public bool LogicEnabled;
public byte WriteMask;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public RTBlend[] Blends;
[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 4)]
public float[] BlendFactor;
public UInt32 SampleMask;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public BlendState m_BlendState;
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public ShaderStage.ResourceView[] RenderTargets;
public UInt32 UAVStartSlot;
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public ShaderStage.ResourceView[] UAVs;
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public ShaderStage.ResourceView DepthTarget;
public bool DepthReadOnly;
public bool StencilReadOnly;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public OutputMerger m_OM;
};
}