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C++ SerialiserType类代码示例

本文整理汇总了C++中SerialiserType的典型用法代码示例。如果您正苦于以下问题:C++ SerialiserType类的具体用法?C++ SerialiserType怎么用?C++ SerialiserType使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了SerialiserType类的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: DoSerialise

void DoSerialise(SerialiserType &ser, DynamicDescriptorCopy &el)
{
  D3D12ResourceManager *rm = (D3D12ResourceManager *)ser.GetUserData();

  SERIALISE_MEMBER(type);

  PortableHandle dst, src;

  if(ser.IsWriting())
  {
    dst = ToPortableHandle(el.dst);
    src = ToPortableHandle(el.src);
  }

  ser.Serialise("dst", dst);
  ser.Serialise("src", src);

  if(ser.IsReading())
  {
    if(rm)
    {
      el.dst = DescriptorFromPortableHandle(rm, dst);
      el.src = DescriptorFromPortableHandle(rm, src);
    }
    else
    {
      el.dst = NULL;
      el.src = NULL;
    }
  }
}
开发者ID:cgmb,项目名称:renderdoc,代码行数:31,代码来源:d3d12_serialise.cpp

示例2: DoSerialise

void DoSerialise(SerialiserType &ser, D3D12_CACHED_PIPELINE_STATE &el)
{
  // don't serialise these, just set to NULL/0. See the definition of SERIALISE_MEMBER_DUMMY
  SERIALISE_MEMBER_ARRAY_EMPTY(pCachedBlob);
  uint64_t CachedBlobSizeInBytes = 0;
  ser.Serialise("CachedBlobSizeInBytes", CachedBlobSizeInBytes);
}
开发者ID:etnlGD,项目名称:renderdoc,代码行数:7,代码来源:d3d12_serialise.cpp

示例3: DoSerialiseViaResourceId

void DoSerialiseViaResourceId(SerialiserType &ser, Interface *&el)
{
  D3D12ResourceManager *rm = (D3D12ResourceManager *)ser.GetUserData();

  ResourceId id;

  if(ser.IsWriting())
    id = GetResID(el);

  DoSerialise(ser, id);

  if(ser.IsReading())
  {
    if(id != ResourceId() && rm && rm->HasLiveResource(id))
      el = rm->GetLiveAs<Interface>(id);
    else
      el = NULL;
  }
}
开发者ID:cgmb,项目名称:renderdoc,代码行数:19,代码来源:d3d12_serialise.cpp

示例4: SerialiseProgramBindings

void SerialiseProgramBindings(SerialiserType &ser, CaptureState state, const GLHookSet &gl,
                              GLuint prog)
{
  std::vector<ProgramBinding> InputBindings;
  std::vector<ProgramBinding> OutputBindings;

  if(ser.IsWriting())
  {
    char buf[128] = {};

    for(int sigType = 0; sigType < 2; sigType++)
    {
      GLenum sigEnum = (sigType == 0 ? eGL_PROGRAM_INPUT : eGL_PROGRAM_OUTPUT);
      std::vector<ProgramBinding> &bindings = (sigType == 0 ? InputBindings : OutputBindings);

      int32_t NumAttributes = 0;
      gl.glGetProgramInterfaceiv(prog, sigEnum, eGL_ACTIVE_RESOURCES, (GLint *)&NumAttributes);
      bindings.reserve(NumAttributes);

      for(GLint i = 0; i < NumAttributes; i++)
      {
        gl.glGetProgramResourceName(prog, sigEnum, i, 128, NULL, buf);

        ProgramBinding bind;
        bind.Name = buf;

        if(sigType == 0)
          bind.Binding = gl.glGetAttribLocation(prog, buf);
        else
          bind.Binding = gl.glGetFragDataLocation(prog, buf);

        bindings.push_back(bind);
      }
    }
  }

  SERIALISE_ELEMENT(InputBindings);
  SERIALISE_ELEMENT(OutputBindings);

  if(ser.IsReading() && IsReplayMode(state))
  {
    for(int sigType = 0; sigType < 2; sigType++)
    {
      const std::vector<ProgramBinding> &bindings = (sigType == 0 ? InputBindings : OutputBindings);

      uint64_t used = 0;

      for(const ProgramBinding &bind : bindings)
      {
        if(bind.Binding >= 0)
        {
          uint64_t mask = 1ULL << bind.Binding;

          if(used & mask)
          {
            RDCWARN("Multiple %s items bound to location %d, ignoring %s",
                    sigType == 0 ? "attrib" : "fragdata", bind.Binding, bind.Name.c_str());
            continue;
          }

          used |= mask;

          if(!strncmp("gl_", bind.Name.c_str(), 3))
            continue;    // GL_INVALID_OPERATION if name starts with reserved gl_ prefix (for both
                         // glBindAttribLocation and glBindFragDataLocation)

          if(sigType == 0)
          {
            gl.glBindAttribLocation(prog, (GLuint)bind.Binding, bind.Name.c_str());
          }
          else
          {
            if(gl.glBindFragDataLocation)
            {
              gl.glBindFragDataLocation(prog, (GLuint)bind.Binding, bind.Name.c_str());
            }
            else
            {
              // glBindFragDataLocation is not core GLES, but it is in GL_EXT_blend_func_extended
              // TODO what to do if that extension is not supported
              RDCERR("glBindFragDataLocation is not supported!");
            }
          }
        }
      }
    }
  }
}
开发者ID:etnlGD,项目名称:renderdoc,代码行数:88,代码来源:gl_program_iterate.cpp

示例5: DoSerialise

void DoSerialise(SerialiserType &ser, ProgramUniformValue &el)
{
  SERIALISE_MEMBER(Type);
  SERIALISE_MEMBER(Location);

  // some special logic here, we decode Type to figure out what the actual data is, and serialise it
  // with the right type.

  VarType baseType = VarType::Float;
  uint32_t elemCount = 1;

  switch(el.Type)
  {
    case eGL_FLOAT_MAT4:
    case eGL_FLOAT_MAT4x3:
    case eGL_FLOAT_MAT4x2:
    case eGL_FLOAT_MAT3:
    case eGL_FLOAT_MAT3x4:
    case eGL_FLOAT_MAT3x2:
    case eGL_FLOAT_MAT2:
    case eGL_FLOAT_MAT2x4:
    case eGL_FLOAT_MAT2x3:
    case eGL_FLOAT:
    case eGL_FLOAT_VEC2:
    case eGL_FLOAT_VEC3:
    case eGL_FLOAT_VEC4: baseType = VarType::Float; break;
    case eGL_DOUBLE_MAT4:
    case eGL_DOUBLE_MAT4x3:
    case eGL_DOUBLE_MAT4x2:
    case eGL_DOUBLE_MAT3:
    case eGL_DOUBLE_MAT3x4:
    case eGL_DOUBLE_MAT3x2:
    case eGL_DOUBLE_MAT2:
    case eGL_DOUBLE_MAT2x4:
    case eGL_DOUBLE_MAT2x3:
    case eGL_DOUBLE:
    case eGL_DOUBLE_VEC2:
    case eGL_DOUBLE_VEC3:
    case eGL_DOUBLE_VEC4: baseType = VarType::Double; break;
    case eGL_SAMPLER_1D:
    case eGL_SAMPLER_2D:
    case eGL_SAMPLER_3D:
    case eGL_SAMPLER_CUBE:
    case eGL_SAMPLER_CUBE_MAP_ARRAY:
    case eGL_SAMPLER_1D_SHADOW:
    case eGL_SAMPLER_2D_SHADOW:
    case eGL_SAMPLER_1D_ARRAY:
    case eGL_SAMPLER_2D_ARRAY:
    case eGL_SAMPLER_1D_ARRAY_SHADOW:
    case eGL_SAMPLER_2D_ARRAY_SHADOW:
    case eGL_SAMPLER_2D_MULTISAMPLE:
    case eGL_SAMPLER_2D_MULTISAMPLE_ARRAY:
    case eGL_SAMPLER_CUBE_SHADOW:
    case eGL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
    case eGL_SAMPLER_BUFFER:
    case eGL_SAMPLER_2D_RECT:
    case eGL_SAMPLER_2D_RECT_SHADOW:
    case eGL_INT_SAMPLER_1D:
    case eGL_INT_SAMPLER_2D:
    case eGL_INT_SAMPLER_3D:
    case eGL_INT_SAMPLER_CUBE:
    case eGL_INT_SAMPLER_CUBE_MAP_ARRAY:
    case eGL_INT_SAMPLER_1D_ARRAY:
    case eGL_INT_SAMPLER_2D_ARRAY:
    case eGL_INT_SAMPLER_2D_MULTISAMPLE:
    case eGL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
    case eGL_INT_SAMPLER_BUFFER:
    case eGL_INT_SAMPLER_2D_RECT:
    case eGL_UNSIGNED_INT_SAMPLER_1D:
    case eGL_UNSIGNED_INT_SAMPLER_2D:
    case eGL_UNSIGNED_INT_SAMPLER_3D:
    case eGL_UNSIGNED_INT_SAMPLER_CUBE:
    case eGL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
    case eGL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
    case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
    case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
    case eGL_UNSIGNED_INT_SAMPLER_BUFFER:
    case eGL_UNSIGNED_INT_SAMPLER_2D_RECT:
    case eGL_IMAGE_1D:
    case eGL_IMAGE_2D:
    case eGL_IMAGE_3D:
    case eGL_IMAGE_2D_RECT:
    case eGL_IMAGE_CUBE:
    case eGL_IMAGE_BUFFER:
    case eGL_IMAGE_1D_ARRAY:
    case eGL_IMAGE_2D_ARRAY:
    case eGL_IMAGE_CUBE_MAP_ARRAY:
    case eGL_IMAGE_2D_MULTISAMPLE:
    case eGL_IMAGE_2D_MULTISAMPLE_ARRAY:
    case eGL_INT_IMAGE_1D:
    case eGL_INT_IMAGE_2D:
    case eGL_INT_IMAGE_3D:
    case eGL_INT_IMAGE_2D_RECT:
    case eGL_INT_IMAGE_CUBE:
    case eGL_INT_IMAGE_BUFFER:
    case eGL_INT_IMAGE_1D_ARRAY:
    case eGL_INT_IMAGE_2D_ARRAY:
    case eGL_INT_IMAGE_2D_MULTISAMPLE:
    case eGL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
    case eGL_UNSIGNED_INT_IMAGE_1D:
//.........这里部分代码省略.........
开发者ID:etnlGD,项目名称:renderdoc,代码行数:101,代码来源:gl_program_iterate.cpp

示例6: Serialise_wglDXLockObjectsNV

bool WrappedOpenGL::Serialise_wglDXLockObjectsNV(SerialiserType &ser, GLResource Resource)
{
  SERIALISE_ELEMENT(Resource);
  SERIALISE_ELEMENT_LOCAL(textype, Resource.Namespace == eResBuffer
                                       ? eGL_NONE
                                       : m_Textures[GetResourceManager()->GetID(Resource)].curType)
      .Hidden();

  const GLHookSet &gl = m_Real;

  // buffer contents are easier to save
  if(textype == eGL_NONE)
  {
    byte *Contents = NULL;
    uint32_t length = 1;

    // while writing, fetch the buffer's size and contents
    if(ser.IsWriting())
    {
      gl.glGetNamedBufferParameterivEXT(Resource.name, eGL_BUFFER_SIZE, (GLint *)&length);

      Contents = new byte[length];

      GLuint oldbuf = 0;
      gl.glGetIntegerv(eGL_COPY_READ_BUFFER_BINDING, (GLint *)&oldbuf);
      gl.glBindBuffer(eGL_COPY_READ_BUFFER, Resource.name);

      gl.glGetBufferSubData(eGL_COPY_READ_BUFFER, 0, (GLsizeiptr)length, Contents);

      gl.glBindBuffer(eGL_COPY_READ_BUFFER, oldbuf);
    }

    SERIALISE_ELEMENT_ARRAY(Contents, length);

    SERIALISE_CHECK_READ_ERRORS();

    // restore on replay
    if(IsReplayingAndReading())
    {
      uint32_t liveLength = 1;
      gl.glGetNamedBufferParameterivEXT(Resource.name, eGL_BUFFER_SIZE, (GLint *)&liveLength);

      gl.glNamedBufferSubData(Resource.name, 0, (GLsizeiptr)RDCMIN(length, liveLength), Contents);
    }
  }
  else
  {
    GLuint ppb = 0, pub = 0;
    PixelPackState pack;
    PixelUnpackState unpack;

    // save and restore pixel pack/unpack state. We only need one or the other but for clarity we
    // push and pop both always.
    if(ser.IsWriting() || !IsStructuredExporting(m_State))
    {
      gl.glGetIntegerv(eGL_PIXEL_PACK_BUFFER_BINDING, (GLint *)&ppb);
      gl.glGetIntegerv(eGL_PIXEL_UNPACK_BUFFER_BINDING, (GLint *)&pub);
      gl.glBindBuffer(eGL_PIXEL_PACK_BUFFER, 0);
      gl.glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, 0);

      pack.Fetch(&gl, false);
      unpack.Fetch(&gl, false);

      ResetPixelPackState(gl, false, 1);
      ResetPixelUnpackState(gl, false, 1);
    }

    TextureData &details = m_Textures[GetResourceManager()->GetID(Resource)];
    GLuint tex = Resource.name;

    // serialise the metadata for convenience
    SERIALISE_ELEMENT_LOCAL(internalFormat, details.internalFormat).Hidden();
    SERIALISE_ELEMENT_LOCAL(width, details.width).Hidden();
    SERIALISE_ELEMENT_LOCAL(height, details.height).Hidden();
    SERIALISE_ELEMENT_LOCAL(depth, details.depth).Hidden();

    RDCASSERT(internalFormat == details.internalFormat, internalFormat, details.internalFormat);
    RDCASSERT(width == details.width, width, details.width);
    RDCASSERT(height == details.height, height, details.height);
    RDCASSERT(depth == details.depth, depth, details.depth);

    GLenum fmt = GetBaseFormat(internalFormat);
    GLenum type = GetDataType(internalFormat);

    GLint dim = details.dimension;

    uint32_t size = (uint32_t)GetByteSize(width, height, depth, fmt, type);

    int mips = 0;
    if(IsReplayingAndReading())
      mips = GetNumMips(gl, textype, tex, width, height, depth);

    byte *scratchBuf = NULL;

    // on read and write, we allocate a single buffer big enough for all mips and re-use it
    // to avoid repeated new/free.
    scratchBuf = AllocAlignedBuffer(size);

    GLuint prevtex = 0;
    if(!IsStructuredExporting(m_State))
//.........这里部分代码省略.........
开发者ID:cgmb,项目名称:renderdoc,代码行数:101,代码来源:gl_interop_funcs.cpp

示例7: Serialise_wglDXRegisterObjectNV

bool WrappedOpenGL::Serialise_wglDXRegisterObjectNV(SerialiserType &ser, GLResource Resource,
                                                    GLenum type, void *dxObject)
{
  SERIALISE_ELEMENT(Resource);

  GLenum internalFormat = eGL_NONE;
  uint32_t width = 0, height = 0, depth = 0, mips = 0, layers = 0, samples = 0;
  if(ser.IsWriting())
  {
    ResourceFormat format;
#if ENABLED(RDOC_WIN32) && ENABLED(RENDERDOC_DX_GL_INTEROP)
    GetDXTextureProperties(dxObject, format, width, height, depth, mips, layers, samples);
    if(type != eGL_NONE)
      internalFormat = MakeGLFormat(format);
#else
    RDCERR("Should never happen - cannot serialise wglDXRegisterObjectNV, interop is disabled");
#endif
  }

  SERIALISE_ELEMENT(type);
  SERIALISE_ELEMENT(internalFormat);
  SERIALISE_ELEMENT(width);
  SERIALISE_ELEMENT(height);
  SERIALISE_ELEMENT(depth);
  SERIALISE_ELEMENT(mips);
  SERIALISE_ELEMENT(layers);
  SERIALISE_ELEMENT(samples);

  SERIALISE_CHECK_READ_ERRORS();

  if(IsReplayingAndReading())
  {
    GLuint name = Resource.name;

    switch(type)
    {
      case eGL_NONE:
      case eGL_TEXTURE_BUFFER:
      {
        m_Real.glNamedBufferDataEXT(name, width, NULL, eGL_STATIC_DRAW);
        break;
      }
      case eGL_TEXTURE_1D:
        m_Real.glTextureStorage1DEXT(name, type, mips, internalFormat, width);
        break;
      case eGL_TEXTURE_1D_ARRAY:
        m_Real.glTextureStorage2DEXT(name, type, mips, internalFormat, width, layers);
        break;
      // treat renderbuffers and texture rects as tex2D just to make things easier
      case eGL_RENDERBUFFER:
      case eGL_TEXTURE_RECTANGLE:
      case eGL_TEXTURE_2D:
      case eGL_TEXTURE_CUBE_MAP:
        m_Real.glTextureStorage2DEXT(name, type, mips, internalFormat, width, height);
        break;
      case eGL_TEXTURE_2D_ARRAY:
      case eGL_TEXTURE_CUBE_MAP_ARRAY:
        m_Real.glTextureStorage3DEXT(name, type, mips, internalFormat, width, height, layers);
        break;
      case eGL_TEXTURE_2D_MULTISAMPLE:
        m_Real.glTextureStorage2DMultisampleEXT(name, type, samples, internalFormat, width, height,
                                                GL_TRUE);
        break;
      case eGL_TEXTURE_2D_MULTISAMPLE_ARRAY:
        m_Real.glTextureStorage3DMultisampleEXT(name, type, samples, internalFormat, width, height,
                                                layers, GL_TRUE);
        break;
      case eGL_TEXTURE_3D:
        m_Real.glTextureStorage3DEXT(name, type, mips, internalFormat, width, height, depth);
        break;
      default: RDCERR("Unexpected type of interop texture: %s", ToStr(type).c_str()); break;
    }

    if(type != eGL_NONE)
    {
      ResourceId liveId = GetResourceManager()->GetID(Resource);
      m_Textures[liveId].curType = type;
      m_Textures[liveId].width = width;
      m_Textures[liveId].height = height;
      m_Textures[liveId].depth = RDCMAX(depth, samples);
      m_Textures[liveId].samples = samples;
      m_Textures[liveId].dimension = 2;
      if(type == eGL_TEXTURE_1D || type == eGL_TEXTURE_1D_ARRAY)
        m_Textures[liveId].dimension = 1;
      else if(type == eGL_TEXTURE_3D)
        m_Textures[liveId].dimension = 3;

      m_Textures[liveId].internalFormat = internalFormat;
    }

    AddResourceInitChunk(Resource);
  }

  return true;
}
开发者ID:cgmb,项目名称:renderdoc,代码行数:95,代码来源:gl_interop_funcs.cpp

示例8: Serialise_glObjectLabel

bool WrappedOpenGL::Serialise_glObjectLabel(SerialiserType &ser, GLenum identifier, GLuint name,
                                            GLsizei length, const GLchar *label)
{
  GLResource Resource;
  std::string Label;

  if(ser.IsWriting())
  {
    // we share implementations between KHR_debug and EXT_debug_label, however KHR_debug follows the
    // pattern elsewhere (e.g. in glShaderSource) of a length of -1 meaning indeterminate
    // NULL-terminated length, but EXT_debug_label takes length of 0 to mean that.
    GLsizei realLength = length;
    if(gl_CurChunk == GLChunk::glLabelObjectEXT && length == 0)
      realLength = -1;

    // if length is negative (after above twiddling), it's taken from strlen and the label must be
    // NULL-terminated
    if(realLength < 0)
      realLength = label ? (GLsizei)strlen(label) : 0;

    if(realLength == 0 || label == NULL)
      Label = "";
    else
      Label = std::string(label, label + realLength);

    switch(identifier)
    {
      case eGL_TEXTURE: Resource = TextureRes(GetCtx(), name); break;
      case eGL_BUFFER_OBJECT_EXT:
      case eGL_BUFFER: Resource = BufferRes(GetCtx(), name); break;
      case eGL_PROGRAM_OBJECT_EXT:
      case eGL_PROGRAM: Resource = ProgramRes(GetCtx(), name); break;
      case eGL_PROGRAM_PIPELINE_OBJECT_EXT:
      case eGL_PROGRAM_PIPELINE: Resource = ProgramPipeRes(GetCtx(), name); break;
      case eGL_VERTEX_ARRAY_OBJECT_EXT:
      case eGL_VERTEX_ARRAY: Resource = VertexArrayRes(GetCtx(), name); break;
      case eGL_SHADER_OBJECT_EXT:
      case eGL_SHADER: Resource = ShaderRes(GetCtx(), name); break;
      case eGL_QUERY_OBJECT_EXT:
      case eGL_QUERY: Resource = QueryRes(GetCtx(), name); break;
      case eGL_TRANSFORM_FEEDBACK: Resource = FeedbackRes(GetCtx(), name); break;
      case eGL_SAMPLER: Resource = SamplerRes(GetCtx(), name); break;
      case eGL_RENDERBUFFER: Resource = RenderbufferRes(GetCtx(), name); break;
      case eGL_FRAMEBUFFER: Resource = FramebufferRes(GetCtx(), name); break;
      default: RDCERR("Unhandled namespace in glObjectLabel");
    }
  }

  SERIALISE_ELEMENT(Resource);
  SERIALISE_ELEMENT(length);
  SERIALISE_ELEMENT(Label);

  SERIALISE_CHECK_READ_ERRORS();

  if(IsReplayingAndReading() && Resource.name)
  {
    ResourceId origId = GetResourceManager()->GetOriginalID(GetResourceManager()->GetID(Resource));

    GetResourceManager()->SetName(origId, Label);

    ResourceDescription &descr = GetReplay()->GetResourceDesc(origId);
    descr.SetCustomName(Label);
    AddResourceCurChunk(descr);
  }

  return true;
}
开发者ID:cgmb,项目名称:renderdoc,代码行数:67,代码来源:gl_debug_funcs.cpp


注:本文中的SerialiserType类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。