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https://github.com/baldurk/renderdoc.git
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bdf2a68c71
* This allows better identification of a shader from its reflection bundle. The entry point was already 'optionally' in the debug info struct which is no longer a great location for it. * For APIs where the entry point isn't contractual and it might not be listed, instead we just fall back to 'main'. This means that the UI or anyone fetching the info can be guaranteed that some sensible entry point will be listed. * Also for the debug info, remove the 'entryFile' index and instead just guarantee that as much as possible the entry point will be in the first file in the list.
382 lines
13 KiB
C#
382 lines
13 KiB
C#
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2017 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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using System;
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using System.Runtime.InteropServices;
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using System.Collections.Generic;
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namespace renderdoc
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{
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[StructLayout(LayoutKind.Sequential)]
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public class D3D12PipelineState
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{
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public ResourceId pipeline;
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public bool customName;
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[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
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public string PipelineName;
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public ResourceId rootSig;
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[StructLayout(LayoutKind.Sequential)]
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public class InputAssembler
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{
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[StructLayout(LayoutKind.Sequential)]
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public class LayoutInput
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{
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[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
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public string SemanticName;
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public UInt32 SemanticIndex;
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public ResourceFormat Format;
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public UInt32 InputSlot;
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public UInt32 ByteOffset;
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public bool PerInstance;
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public UInt32 InstanceDataStepRate;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public LayoutInput[] layouts;
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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 UInt64 Offset;
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public UInt32 Size;
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public UInt32 Stride;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public VertexBuffer[] vbuffers;
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[StructLayout(LayoutKind.Sequential)]
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public class IndexBuffer
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{
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public ResourceId Buffer;
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public UInt64 Offset;
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public UInt32 Size;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public IndexBuffer ibuffer;
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public UInt32 indexStripCutValue;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public InputAssembler m_IA;
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[StructLayout(LayoutKind.Sequential)]
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public class ResourceView
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{
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public bool Immediate;
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public UInt32 RootElement;
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public UInt32 TableIndex;
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public ResourceId Resource;
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public ShaderResourceType Type;
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public ResourceFormat Format;
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[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 4)]
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public TextureSwizzle[] swizzle;
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public D3DBufferViewFlags BufferFlags;
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public UInt32 BufferStructCount;
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public UInt32 ElementSize;
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public UInt64 FirstElement;
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public UInt32 NumElements;
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public ResourceId CounterResource;
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public UInt64 CounterByteOffset;
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// Texture
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public UInt32 HighestMip;
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public UInt32 NumMipLevels;
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// Texture Array
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public UInt32 ArraySize;
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public UInt32 FirstArraySlice;
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public float MinLODClamp;
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};
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[StructLayout(LayoutKind.Sequential)]
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public class Sampler
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{
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public bool Immediate;
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public UInt32 RootElement;
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public UInt32 TableIndex;
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public AddressMode AddressU, AddressV, AddressW;
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[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 4)]
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public float[] BorderColor;
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public CompareFunc Comparison;
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public TextureFilter Filter;
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public UInt32 MaxAniso;
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public float MaxLOD;
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public float MinLOD;
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public float MipLODBias;
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public bool UseBorder()
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{
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return AddressU == AddressMode.ClampBorder ||
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AddressV == AddressMode.ClampBorder ||
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AddressW == AddressMode.ClampBorder;
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}
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};
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[StructLayout(LayoutKind.Sequential)]
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public class CBuffer
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{
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public bool Immediate;
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public UInt32 RootElement;
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public UInt32 TableIndex;
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public ResourceId Buffer;
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public UInt64 Offset;
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public UInt32 ByteSize;
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public UInt32[] RootValues;
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};
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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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{
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ShaderDetails = (ShaderReflection)CustomMarshal.PtrToStructure(_ptr_ShaderDetails, typeof(ShaderReflection), false);
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ShaderDetails.origPtr = _ptr_ShaderDetails;
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}
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else
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{
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ShaderDetails = null;
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}
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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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[StructLayout(LayoutKind.Sequential)]
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public class RegisterSpace
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{
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public CBuffer[] ConstantBuffers;
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public Sampler[] Samplers;
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public ResourceView[] SRVs;
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public ResourceView[] UAVs;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public RegisterSpace[] Spaces;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public ShaderStage m_VS, m_HS, m_DS, m_GS, m_PS, m_CS;
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[StructLayout(LayoutKind.Sequential)]
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public class Streamout
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{
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[StructLayout(LayoutKind.Sequential)]
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public class Output
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{
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public ResourceId Buffer;
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public UInt64 Offset;
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public UInt64 Size;
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public ResourceId WrittenCountBuffer;
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public UInt64 WrittenCountOffset;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public Output[] Outputs;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public Streamout m_SO;
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[StructLayout(LayoutKind.Sequential)]
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public class Rasterizer
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{
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public UInt32 SampleMask;
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[StructLayout(LayoutKind.Sequential)]
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public class Viewport
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{
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[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 2)]
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public float[] TopLeft;
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public float Width, Height;
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public float 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, top, right, bottom;
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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 Int32 DepthBias;
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public float DepthBiasClamp;
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public float SlopeScaledDepthBias;
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public bool DepthClip;
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public bool MultisampleEnable;
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public bool AntialiasedLineEnable;
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public UInt32 ForcedSampleCount;
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public bool ConservativeRasterization;
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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 OutputMerger
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{
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[StructLayout(LayoutKind.Sequential)]
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public class DepthStencilState
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{
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public bool DepthEnable;
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public bool DepthWrites;
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public CompareFunc DepthFunc;
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public bool StencilEnable;
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public byte StencilReadMask;
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public byte StencilWriteMask;
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[StructLayout(LayoutKind.Sequential)]
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public class StencilFace
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{
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public StencilOp FailOp;
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public StencilOp DepthFailOp;
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public StencilOp PassOp;
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public CompareFunc Func;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public StencilFace m_FrontFace, m_BackFace;
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public UInt32 StencilRef;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public DepthStencilState m_State;
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[StructLayout(LayoutKind.Sequential)]
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public class BlendState
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{
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public bool AlphaToCoverage;
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public bool IndependentBlend;
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[StructLayout(LayoutKind.Sequential)]
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public class RTBlend
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{
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[StructLayout(LayoutKind.Sequential)]
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public class BlendEquation
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{
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public BlendMultiplier Source;
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public BlendMultiplier Destination;
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public BlendOp Operation;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public BlendEquation m_Blend, m_AlphaBlend;
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public LogicOp Logic;
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public bool Enabled;
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public bool LogicEnabled;
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public byte WriteMask;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public RTBlend[] Blends;
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[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 4)]
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public float[] BlendFactor;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public BlendState m_BlendState;
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public ResourceView[] RenderTargets;
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public ResourceView DepthTarget;
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public bool DepthReadOnly;
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public bool StencilReadOnly;
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public UInt32 multiSampleCount;
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public UInt32 multiSampleQuality;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public OutputMerger m_OM;
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[StructLayout(LayoutKind.Sequential)]
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public class ResourceData
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{
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public ResourceId id;
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[StructLayout(LayoutKind.Sequential)]
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public class ResourceState
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{
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[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
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public string name;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public ResourceState[] states;
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};
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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private ResourceData[] Resources_;
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// add to dictionary for convenience
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private void PostMarshal()
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{
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Resources = new Dictionary<ResourceId, ResourceData>();
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foreach (ResourceData i in Resources_)
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Resources.Add(i.id, i);
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}
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[CustomMarshalAs(CustomUnmanagedType.Skip)]
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public Dictionary<ResourceId, ResourceData> Resources;
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};
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}
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