Files
renderdoc/renderdocui/Interop/D3D11PipelineState.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

358 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);
Bytecode.origPtr = _ptr_Bytecode;
}
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);
ShaderDetails.origPtr = _ptr_ShaderDetails;
}
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;
};
}