Files
renderdoc/renderdocui/Interop/VulkanPipelineState.cs
T
baldurk bdf2a68c71 Add shader's ID and entry point to the shader reflection struct
* 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.
2017-07-05 16:29:26 +01:00

444 lines
16 KiB
C#

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2017 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
using System;
using System.Runtime.InteropServices;
using System.Collections.Generic;
namespace renderdoc
{
[StructLayout(LayoutKind.Sequential)]
public class VulkanPipelineState
{
[StructLayout(LayoutKind.Sequential)]
public class Pipeline
{
public ResourceId obj;
public UInt32 flags;
[StructLayout(LayoutKind.Sequential)]
public class DescriptorSet
{
public ResourceId layout;
public ResourceId descset;
[StructLayout(LayoutKind.Sequential)]
public class DescriptorBinding
{
public UInt32 descriptorCount;
public ShaderBindType type;
public ShaderStageBits stageFlags;
[StructLayout(LayoutKind.Sequential)]
public class BindingElement
{
public ResourceId view;
public ResourceId res;
public ResourceId sampler;
public bool immutableSampler;
[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
public string SamplerName;
public bool customSamplerName;
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public ResourceFormat viewfmt;
[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 4)]
public TextureSwizzle[] swizzle;
public UInt32 baseMip;
public UInt32 baseLayer;
public UInt32 numMip;
public UInt32 numLayer;
public UInt64 offset;
public UInt64 size;
public TextureFilter Filter;
public AddressMode addrU;
public AddressMode addrV;
public AddressMode addrW;
public float mipBias;
public float maxAniso;
public CompareFunc comparison;
public float minlod, maxlod;
[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 4)]
public float[] BorderColor;
public bool unnormalized;
public bool UseBorder()
{
return addrU == AddressMode.ClampBorder ||
addrV == AddressMode.ClampBorder ||
addrW == AddressMode.ClampBorder;
}
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public BindingElement[] binds;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public DescriptorBinding[] bindings;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public DescriptorSet[] DescSets;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public Pipeline compute;
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public Pipeline graphics;
[StructLayout(LayoutKind.Sequential)]
public class InputAssembly
{
public bool primitiveRestartEnable;
[StructLayout(LayoutKind.Sequential)]
public class IndexBuffer
{
public ResourceId buf;
public UInt64 offs;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public IndexBuffer ibuffer;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public InputAssembly IA;
[StructLayout(LayoutKind.Sequential)]
public class VertexInput
{
[StructLayout(LayoutKind.Sequential)]
public class Attribute
{
public UInt32 location;
public UInt32 binding;
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public ResourceFormat format;
public UInt32 byteoffset;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public Attribute[] attrs;
[StructLayout(LayoutKind.Sequential)]
public class Binding
{
public UInt32 vbufferBinding;
public UInt32 bytestride;
public bool perInstance;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public Binding[] binds;
[StructLayout(LayoutKind.Sequential)]
public class VertexBuffer
{
public ResourceId buffer;
public UInt64 offset;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public VertexBuffer[] vbuffers;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public VertexInput VI;
[StructLayout(LayoutKind.Sequential)]
public class ShaderStage
{
private void PostMarshal()
{
if (_ptr_ShaderDetails != IntPtr.Zero)
{
ShaderDetails = (ShaderReflection)CustomMarshal.PtrToStructure(_ptr_ShaderDetails, typeof(ShaderReflection), false);
ShaderDetails.origPtr = _ptr_ShaderDetails;
}
else
{
ShaderDetails = null;
}
_ptr_ShaderDetails = IntPtr.Zero;
}
public ResourceId Shader;
[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
public string entryPoint;
[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)]
struct SpecInfo
{
public UInt32 specID;
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public byte[] data;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
SpecInfo[] specialization;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public ShaderStage m_VS, m_TCS, m_TES, m_GS, m_FS, m_CS;
[StructLayout(LayoutKind.Sequential)]
public class Tessellation
{
public UInt32 numControlPoints;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public Tessellation Tess;
[StructLayout(LayoutKind.Sequential)]
public class ViewState
{
[StructLayout(LayoutKind.Sequential)]
public class ViewportScissor
{
[StructLayout(LayoutKind.Sequential)]
public class Viewport
{
public float x, y;
public float Width, Height;
public float MinDepth, MaxDepth;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public Viewport vp;
[StructLayout(LayoutKind.Sequential)]
public class Scissor
{
public Int32 x, y, width, height;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public Scissor scissor;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public ViewportScissor[] viewportScissors;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public ViewState VP;
[StructLayout(LayoutKind.Sequential)]
public class Raster
{
public bool depthClampEnable;
public bool rasterizerDiscardEnable;
public bool FrontCCW;
public TriangleFillMode FillMode;
public TriangleCullMode CullMode;
// from dynamic state
public float depthBias;
public float depthBiasClamp;
public float slopeScaledDepthBias;
public float lineWidth;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public Raster RS;
[StructLayout(LayoutKind.Sequential)]
public class MultiSample
{
public UInt32 rasterSamples;
public bool sampleShadingEnable;
public float minSampleShading;
public UInt32 sampleMask;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public MultiSample MSAA;
[StructLayout(LayoutKind.Sequential)]
public class ColorBlend
{
public bool alphaToCoverageEnable;
public bool alphaToOneEnable;
public bool logicOpEnable;
public LogicOp Logic;
[StructLayout(LayoutKind.Sequential)]
public class Attachment
{
public bool blendEnable;
[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 byte WriteMask;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public Attachment[] attachments;
[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 4)]
public float[] blendConst;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public ColorBlend CB;
[StructLayout(LayoutKind.Sequential)]
public class DepthStencil
{
public bool depthTestEnable;
public bool depthWriteEnable;
public bool depthBoundsEnable;
public CompareFunc depthCompareOp;
public bool stencilTestEnable;
[StructLayout(LayoutKind.Sequential)]
public class StencilFace
{
public StencilOp FailOp;
public StencilOp DepthFailOp;
public StencilOp PassOp;
public CompareFunc Func;
public UInt32 stencilref, compareMask, writeMask;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public StencilFace front, back;
public float minDepthBounds;
public float maxDepthBounds;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public DepthStencil DS;
[StructLayout(LayoutKind.Sequential)]
public class CurrentPass
{
[StructLayout(LayoutKind.Sequential)]
public class RenderPass
{
public ResourceId obj;
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public UInt32[] inputAttachments;
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public UInt32[] colorAttachments;
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public UInt32[] resolveAttachments;
public Int32 depthstencilAttachment;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public RenderPass renderpass;
[StructLayout(LayoutKind.Sequential)]
public class Framebuffer
{
public ResourceId obj;
[StructLayout(LayoutKind.Sequential)]
public class Attachment
{
public ResourceId view;
public ResourceId img;
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public ResourceFormat viewfmt;
[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 4)]
public TextureSwizzle[] swizzle;
public UInt32 baseMip;
public UInt32 baseLayer;
public UInt32 numMip;
public UInt32 numLayer;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public Attachment[] attachments;
public UInt32 width, height, layers;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public Framebuffer framebuffer;
[StructLayout(LayoutKind.Sequential)]
public class RenderArea
{
public Int32 x, y, width, height;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public RenderArea renderArea;
};
[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
public CurrentPass Pass;
[StructLayout(LayoutKind.Sequential)]
public class ImageData
{
public ResourceId image;
[StructLayout(LayoutKind.Sequential)]
public class ImageLayout
{
public UInt32 baseMip;
public UInt32 baseLayer;
public UInt32 numMip;
public UInt32 numLayer;
[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
public string name;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
public ImageLayout[] layouts;
};
[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
private ImageData[] images_;
// add to dictionary for convenience
private void PostMarshal()
{
Images = new Dictionary<ResourceId, ImageData>();
foreach (ImageData i in images_)
Images.Add(i.image, i);
}
[CustomMarshalAs(CustomUnmanagedType.Skip)]
public Dictionary<ResourceId, ImageData> Images;
};
}