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C# TreelistView.VScrollValue方法代码示例

本文整理汇总了C#中TreelistView.VScrollValue方法的典型用法代码示例。如果您正苦于以下问题:C# TreelistView.VScrollValue方法的具体用法?C# TreelistView.VScrollValue怎么用?C# TreelistView.VScrollValue使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在TreelistView的用法示例。


在下文中一共展示了TreelistView.VScrollValue方法的6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: SetShaderState

        // Set a shader stage's resources and values
        private void SetShaderState(FetchTexture[] texs, FetchBuffer[] bufs,
            D3D11PipelineState.ShaderStage stage,
            Label shader, TreelistView.TreeListView resources, TreelistView.TreeListView samplers,
            TreelistView.TreeListView cbuffers, TreelistView.TreeListView classes)
        {
            ShaderReflection shaderDetails = stage.ShaderDetails;

            if (stage.Shader == ResourceId.Null)
                shader.Text = "Unbound";
            else
                shader.Text = stage.ShaderName;

            if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc.Length > 0 && shaderDetails.DebugInfo.files.Length > 0)
            {
                string shaderfn = "";

                int entryFile = shaderDetails.DebugInfo.entryFile;
                if (entryFile < 0 || entryFile >= shaderDetails.DebugInfo.files.Length)
                    entryFile = 0;

                shaderfn = shaderDetails.DebugInfo.files[entryFile].BaseFilename;

                shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " + shaderfn;
            }

            int vs = 0;

            vs = resources.VScrollValue();
            resources.BeginUpdate();
            resources.Nodes.Clear();
            if (stage.SRVs != null)
            {
                int i = 0;
                foreach (var r in stage.SRVs)
                {
                    ShaderResource shaderInput = null;

                    if (shaderDetails != null)
                    {
                        foreach (var bind in shaderDetails.ReadOnlyResources)
                        {
                            if (bind.IsSRV && bind.bindPoint == i)
                            {
                                shaderInput = bind;
                                break;
                            }
                        }
                    }

                    bool filledSlot = (r.Resource != ResourceId.Null);
                    bool usedSlot = (shaderInput != null);

                    // show if
                    if (usedSlot || // it's referenced by the shader - regardless of empty or not
                        (showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
                        (showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
                        )
                    {
                        string slotname = i.ToString();

                        if (shaderInput != null && shaderInput.name.Length > 0)
                            slotname += ": " + shaderInput.name;

                        UInt64 w = 1;
                        UInt32 h = 1, d = 1;
                        UInt32 a = 1;
                        string format = "Unknown";
                        string name = "Shader Resource " + r.Resource.ToString();
                        string typename = "Unknown";
                        object tag = null;
                        bool viewDetails = false;

                        if (!filledSlot)
                        {
                            name = "Empty";
                            format = "-";
                            typename = "-";
                            w = h = d = a = 0;
                        }

                        // check to see if it's a texture
                        for (int t = 0; t < texs.Length; t++)
                        {
                            if (texs[t].ID == r.Resource)
                            {
                                w = texs[t].width;
                                h = texs[t].height;
                                d = texs[t].depth;
                                a = texs[t].arraysize;
                                format = texs[t].format.ToString();
                                name = texs[t].name;
                                typename = texs[t].resType.Str();

                                if (texs[t].resType == ShaderResourceType.Texture2DMS ||
                                    texs[t].resType == ShaderResourceType.Texture2DMSArray)
                                {
                                    typename += String.Format(" {0}x", texs[t].msSamp);
                                }

//.........这里部分代码省略.........
开发者ID:Cry-Filami,项目名称:renderdoc,代码行数:101,代码来源:D3D11PipelineStateViewer.cs

示例2: SetShaderState

        // Set a shader stage's resources and values
        private void SetShaderState(FetchTexture[] texs, FetchBuffer[] bufs,
            GLPipelineState state, GLPipelineState.ShaderStage stage,
            TableLayoutPanel table, Label shader,
            TreelistView.TreeListView textures, TreelistView.TreeListView samplers,
            TreelistView.TreeListView cbuffers, TreelistView.TreeListView subs,
            TreelistView.TreeListView readwrites)
        {
            ShaderReflection shaderDetails = stage.ShaderDetails;
            var mapping = stage.BindpointMapping;

            if (stage.Shader == ResourceId.Null)
                shader.Text = "Unbound";
            else
                shader.Text = stage.stage.Str(APIPipelineStateType.OpenGL) + " Shader " + stage.Shader.ToString();

            // disabled since entry function is always main, and filenames have no names, so this is useless.
            /*
            if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc != "" && shaderDetails.DebugInfo.files.Length > 0)
                shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " +
                                Path.GetFileName(shaderDetails.DebugInfo.files[0].filename);
             */

            int vs = 0;
            int vs2 = 0;

            // simultaneous update of resources and samplers
            vs = textures.VScrollValue();
            textures.BeginUpdate();
            textures.Nodes.Clear();
            vs2 = samplers.VScrollValue();
            samplers.BeginUpdate();
            samplers.Nodes.Clear();
            if (state.Textures != null)
            {
                for (int i = 0; i < state.Textures.Length; i++)
                {
                    var r = state.Textures[i];
                    var s = state.Samplers[i];

                    ShaderResource shaderInput = null;
                    BindpointMap map = null;

                    if (shaderDetails != null)
                    {
                        foreach (var bind in shaderDetails.Resources)
                        {
                            if (bind.IsSRV && !bind.IsReadWrite && mapping.Resources[bind.bindPoint].bind == i)
                            {
                                shaderInput = bind;
                                map = mapping.Resources[bind.bindPoint];
                            }
                        }
                    }

                    bool filledSlot = (r.Resource != ResourceId.Null);
                    bool usedSlot = (shaderInput != null && map.used);

                    // show if
                    if (usedSlot || // it's referenced by the shader - regardless of empty or not
                        (showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
                        (showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
                        )
                    {
                        // do texture
                        {
                            string slotname = i.ToString();

                            if (shaderInput != null && shaderInput.name != "")
                                slotname += ": " + shaderInput.name;

                            UInt32 w = 1, h = 1, d = 1;
                            UInt32 a = 1;
                            string format = "Unknown";
                            string name = "Shader Resource " + r.Resource.ToString();
                            string typename = "Unknown";
                            object tag = null;

                            if (!filledSlot)
                            {
                                name = "Empty";
                                format = "-";
                                typename = "-";
                                w = h = d = a = 0;
                            }

                            // check to see if it's a texture
                            for (int t = 0; t < texs.Length; t++)
                            {
                                if (texs[t].ID == r.Resource)
                                {
                                    w = texs[t].width;
                                    h = texs[t].height;
                                    d = texs[t].depth;
                                    a = texs[t].arraysize;
                                    format = texs[t].format.ToString();
                                    name = texs[t].name;
                                    typename = texs[t].resType.Str();

                                    if (texs[t].format.special &&
//.........这里部分代码省略.........
开发者ID:bobvodka,项目名称:renderdoc,代码行数:101,代码来源:GLPipelineStateViewer.cs

示例3: SetShaderState

        // Set a shader stage's resources and values
        private void SetShaderState(FetchTexture[] texs, FetchBuffer[] bufs,
            VulkanPipelineState.ShaderStage stage, VulkanPipelineState.Pipeline pipe,
            Label shader, TreelistView.TreeListView resources,
            TreelistView.TreeListView cbuffers)
        {
            ShaderReflection shaderDetails = stage.ShaderDetails;

            if (stage.Shader == ResourceId.Null)
                shader.Text = "Unbound";
            else
                shader.Text = stage.ShaderName;

            if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc.Length > 0)
            {
                if (shaderDetails.DebugInfo.files.Length > 0 || shaderDetails.DebugInfo.entryFunc != "main")
                    shader.Text = shaderDetails.DebugInfo.entryFunc + "()";

                if (shaderDetails.DebugInfo.files.Length > 0)
                {
                    string shaderfn = "";

                    int entryFile = shaderDetails.DebugInfo.entryFile;
                    if (entryFile < 0 || entryFile >= shaderDetails.DebugInfo.files.Length)
                        entryFile = 0;

                    shaderfn = shaderDetails.DebugInfo.files[entryFile].BaseFilename;

                    shader.Text += " - " + shaderfn;
                }
            }

            int vs = 0;

            vs = resources.VScrollValue();
            resources.BeginUpdate();
            resources.Nodes.Clear();

            var samplers = new Dictionary<ResourceId, SamplerData>();

            for(int bindset = 0; bindset < pipe.DescSets.Length; bindset++)
            {
                for(int bind = 0; bind < pipe.DescSets[bindset].bindings.Length; bind++)
                {
                    AddResourceRow(shaderDetails, stage, bindset, bind, pipe, resources, texs, bufs, ref samplers);
                }

                // if we have a shader bound, go through and add rows for any resources it wants for binds that aren't
                // in this descriptor set (e.g. if layout mismatches)
                if (shaderDetails != null)
                {
                    for (int i = 0; i < shaderDetails.ReadOnlyResources.Length; i++)
                    {
                        var ro = shaderDetails.ReadOnlyResources[i];

                        if (stage.BindpointMapping.ReadOnlyResources[ro.bindPoint].bindset == bindset &&
                            stage.BindpointMapping.ReadOnlyResources[ro.bindPoint].bind >= pipe.DescSets[bindset].bindings.Length)
                        {
                            AddResourceRow(shaderDetails, stage, bindset,
                                stage.BindpointMapping.ReadOnlyResources[ro.bindPoint].bind,
                                pipe, resources, texs, bufs, ref samplers);
                        }
                    }

                    for (int i = 0; i < shaderDetails.ReadWriteResources.Length; i++)
                    {
                        var rw = shaderDetails.ReadWriteResources[i];

                        if (stage.BindpointMapping.ReadWriteResources[rw.bindPoint].bindset == bindset &&
                            stage.BindpointMapping.ReadWriteResources[rw.bindPoint].bind >= pipe.DescSets[bindset].bindings.Length)
                        {
                            AddResourceRow(shaderDetails, stage, bindset,
                                stage.BindpointMapping.ReadWriteResources[rw.bindPoint].bind,
                                pipe, resources, texs, bufs, ref samplers);
                        }
                    }
                }
            }

            // if we have a shader bound, go through and add rows for any resources it wants for descriptor sets that aren't
            // bound at all
            if (shaderDetails != null)
            {
                for (int i = 0; i < shaderDetails.ReadOnlyResources.Length; i++)
                {
                    var ro = shaderDetails.ReadOnlyResources[i];

                    if (stage.BindpointMapping.ReadOnlyResources[ro.bindPoint].bindset >= pipe.DescSets.Length)
                    {
                        AddResourceRow(shaderDetails, stage,
                            stage.BindpointMapping.ReadOnlyResources[ro.bindPoint].bindset,
                            stage.BindpointMapping.ReadOnlyResources[ro.bindPoint].bind,
                            pipe, resources, texs, bufs, ref samplers);
                    }
                }

                for (int i = 0; i < shaderDetails.ReadWriteResources.Length; i++)
                {
                    var rw = shaderDetails.ReadWriteResources[i];

//.........这里部分代码省略.........
开发者ID:michaelkvance,项目名称:renderdoc,代码行数:101,代码来源:VulkanPipelineStateViewer.cs

示例4: SetShaderState

        // Set a shader stage's resources and values
        private void SetShaderState(D3D12PipelineState.ShaderStage stage,
            Label shader, TreelistView.TreeListView resources, TreelistView.TreeListView samplers,
            TreelistView.TreeListView cbuffers, TreelistView.TreeListView uavs)
        {
            FetchTexture[] texs = m_Core.CurTextures;
            FetchBuffer[] bufs = m_Core.CurBuffers;

            D3D12PipelineState state = m_Core.CurD3D12PipelineState;
            ShaderReflection shaderDetails = stage.ShaderDetails;
            ShaderBindpointMapping bindpointMapping = stage.BindpointMapping;

            if (stage.Shader == ResourceId.Null)
                shader.Text = "Unbound";
            else if (state.customName)
                shader.Text = state.PipelineName + " - " + m_Core.CurPipelineState.Abbrev(stage.stage);
            else
                shader.Text = state.PipelineName + " - " + stage.stage.Str(GraphicsAPI.D3D12) + " Shader";

            if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc.Length > 0 && shaderDetails.DebugInfo.files.Length > 0)
            {
                string shaderfn = "";

                int entryFile = shaderDetails.DebugInfo.entryFile;
                if (entryFile < 0 || entryFile >= shaderDetails.DebugInfo.files.Length)
                    entryFile = 0;

                shaderfn = shaderDetails.DebugInfo.files[entryFile].BaseFilename;

                shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " + shaderfn;
            }

            int vs = 0;

            vs = resources.VScrollValue();
            resources.BeginUpdate();
            resources.Nodes.Clear();
            for (int space = 0; space < stage.Spaces.Length; space++)
            {
                for (int reg = 0; reg < stage.Spaces[space].SRVs.Length; reg++)
                {
                    AddResourceRow(stage, resources, space, reg, false);
                }
            }
            resources.EndUpdate();
            resources.NodesSelection.Clear();
            resources.SetVScrollValue(vs);

            vs = uavs.VScrollValue();
            uavs.BeginUpdate();
            uavs.Nodes.Clear();
            for (int space = 0; space < stage.Spaces.Length; space++)
            {
                for (int reg = 0; reg < stage.Spaces[space].UAVs.Length; reg++)
                {
                    AddResourceRow(stage, uavs, space, reg, true);
                }
            }
            uavs.EndUpdate();
            uavs.NodesSelection.Clear();
            uavs.SetVScrollValue(vs);

            vs = samplers.VScrollValue();
            samplers.BeginUpdate();
            samplers.Nodes.Clear();
            for (int space = 0; space < stage.Spaces.Length; space++)
            {
                for (int reg = 0; reg < stage.Spaces[space].Samplers.Length; reg++)
                {
                    D3D12PipelineState.Sampler s = stage.Spaces[space].Samplers[reg];

                    // consider this register to not exist - it's in a gap defined by sparse root signature elements
                    if (s.RootElement == uint.MaxValue)
                        continue;

                    BindpointMap bind = null;
                    ShaderResource shaderInput = null;

                    if (stage.BindpointMapping != null && stage.ShaderDetails != null)
                    {
                        for (int i = 0; i < stage.BindpointMapping.ReadOnlyResources.Length; i++)
                        {
                            var b = stage.BindpointMapping.ReadOnlyResources[i];
                            var res = stage.ShaderDetails.ReadOnlyResources[i];

                            bool regMatch = b.bind == reg;

                            // handle unbounded arrays specially. It's illegal to have an unbounded array with
                            // anything after it
                            if (b.bind <= reg)
                                regMatch = (b.arraySize == UInt32.MaxValue) || (b.bind + b.arraySize > reg);

                            if (b.bindset == space && regMatch && res.IsSampler)
                            {
                                bind = b;
                                shaderInput = res;
                                break;
                            }
                        }
                    }
//.........这里部分代码省略.........
开发者ID:Nexuapex,项目名称:renderdoc,代码行数:101,代码来源:D3D12PipelineStateViewer.cs

示例5: SetShaderState

        // Set a shader stage's resources and values
        private void SetShaderState(FetchTexture[] texs, FetchBuffer[] bufs,
            D3D11PipelineState.ShaderStage stage,
            Label shader, TreelistView.TreeListView resources, TreelistView.TreeListView samplers,
            TreelistView.TreeListView cbuffers, TreelistView.TreeListView classes)
        {
            ShaderReflection shaderDetails = stage.ShaderDetails;

            if (stage.Shader == ResourceId.Null)
                shader.Text = "Unbound";
            else
                shader.Text = stage.ShaderName;

            if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc.Length > 0 && shaderDetails.DebugInfo.files.Length > 0)
            {
                string shaderfn = "";

                try
                {
                    shaderfn = Path.GetFileName(shaderDetails.DebugInfo.files[0].filename);
                }
                catch (ArgumentException)
                {
                    // invalid path or similar, just try to go from last \ or / onwards

                    shaderfn = shaderDetails.DebugInfo.files[0].filename;
                    int idx = shaderfn.LastIndexOfAny(new char[] { '/', '\\' });
                    if (idx > 0)
                        shaderfn = shaderfn.Substring(idx + 1);
                }

                shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " + shaderfn;
            }

            int vs = 0;

            vs = resources.VScrollValue();
            resources.BeginUpdate();
            resources.Nodes.Clear();
            if (stage.SRVs != null)
            {
                int i = 0;
                foreach (var r in stage.SRVs)
                {
                    ShaderResource shaderInput = null;

                    if (shaderDetails != null)
                    {
                        foreach (var bind in shaderDetails.Resources)
                        {
                            if (bind.IsSRV && bind.bindPoint == i)
                            {
                                shaderInput = bind;
                                break;
                            }
                        }
                    }

                    bool filledSlot = (r.Resource != ResourceId.Null);
                    bool usedSlot = (shaderInput != null);

                    // show if
                    if (usedSlot || // it's referenced by the shader - regardless of empty or not
                        (showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
                        (showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
                        )
                    {
                        string slotname = i.ToString();

                        if (shaderInput != null && shaderInput.name.Length > 0)
                            slotname += ": " + shaderInput.name;

                        UInt32 w = 1, h = 1, d = 1;
                        UInt32 a = 1;
                        string format = "Unknown";
                        string name = "Shader Resource " + r.Resource.ToString();
                        string typename = "Unknown";
                        object tag = null;

                        if (!filledSlot)
                        {
                            name = "Empty";
                            format = "-";
                            typename = "-";
                            w = h = d = a = 0;
                        }

                        // check to see if it's a texture
                        for (int t = 0; t < texs.Length; t++)
                        {
                            if (texs[t].ID == r.Resource)
                            {
                                w = texs[t].width;
                                h = texs[t].height;
                                d = texs[t].depth;
                                a = texs[t].arraysize;
                                format = texs[t].format.ToString();
                                name = texs[t].name;
                                typename = texs[t].resType.Str();

//.........这里部分代码省略.........
开发者ID:Clever-Boy,项目名称:renderdoc,代码行数:101,代码来源:D3D11PipelineStateViewer.cs

示例6: SetShaderState

        // Set a shader stage's resources and values
        private void SetShaderState(FetchTexture[] texs, FetchBuffer[] bufs,
            VulkanPipelineState.ShaderStage stage, VulkanPipelineState.Pipeline pipe,
            Label shader, TreelistView.TreeListView resources,
            TreelistView.TreeListView cbuffers)
        {
            ShaderReflection shaderDetails = stage.ShaderDetails;

            if (stage.Shader == ResourceId.Null)
                shader.Text = "Unbound";
            else
                shader.Text = stage.ShaderName;

            if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc.Length > 0)
            {
                if (shaderDetails.DebugInfo.files.Length > 0 || shaderDetails.DebugInfo.entryFunc != "main")
                    shader.Text = shaderDetails.DebugInfo.entryFunc + "()";

                if (shaderDetails.DebugInfo.files.Length > 0)
                {
                    string shaderfn = "";

                    int entryFile = shaderDetails.DebugInfo.entryFile;
                    if (entryFile < 0 || entryFile >= shaderDetails.DebugInfo.files.Length)
                        entryFile = 0;

                    shaderfn = shaderDetails.DebugInfo.files[entryFile].BaseFilename;

                    shader.Text += " - " + shaderfn;
                }
            }

            int vs = 0;

            vs = resources.VScrollValue();
            resources.BeginUpdate();
            resources.Nodes.Clear();

            var samplers = new Dictionary<ResourceId, SamplerData>();

            for(int bindset = 0; bindset < pipe.DescSets.Length; bindset++)
            {
                for(int bind = 0; bind < pipe.DescSets[bindset].bindings.Length; bind++)
                {
                    ShaderResource shaderRes = null;
                    BindpointMap bindMap = null;

                    bool isrw = false;
                    uint bindPoint = 0;

                    if (shaderDetails != null)
                    {
                        for(int i=0; i < shaderDetails.ReadOnlyResources.Length; i++)
                        {
                            var ro = shaderDetails.ReadOnlyResources[i];

                            if (stage.BindpointMapping.ReadOnlyResources[ro.bindPoint].bindset == bindset &&
                                stage.BindpointMapping.ReadOnlyResources[ro.bindPoint].bind == bind)
                            {
                                bindPoint = (uint)i;
                                shaderRes = ro;
                                bindMap = stage.BindpointMapping.ReadOnlyResources[ro.bindPoint];
                            }
                        }

                        for(int i=0; i < shaderDetails.ReadWriteResources.Length; i++)
                        {
                            var rw = shaderDetails.ReadWriteResources[i];

                            if (stage.BindpointMapping.ReadWriteResources[rw.bindPoint].bindset == bindset &&
                                stage.BindpointMapping.ReadWriteResources[rw.bindPoint].bind == bind)
                            {
                                bindPoint = (uint)i;
                                isrw = true;
                                shaderRes = rw;
                                bindMap = stage.BindpointMapping.ReadWriteResources[rw.bindPoint];
                            }
                        }
                    }

                    VulkanPipelineState.Pipeline.DescriptorSet.DescriptorBinding.BindingElement[] slotBinds =
                        pipe.DescSets[bindset].bindings[bind].binds;
                    ShaderBindType bindType = pipe.DescSets[bindset].bindings[bind].type;
                    ShaderStageBits stageBits = pipe.DescSets[bindset].bindings[bind].stageFlags;

                    // skip descriptors that aren't for this shader stage
                    if (!stageBits.HasFlag((ShaderStageBits)(1 << (int)stage.stage)))
                        continue;

                    // these are treated as uniform buffers
                    if (bindType == ShaderBindType.ReadOnlyBuffer)
                        continue;

                    // consider it filled if any array element is filled
                    bool filledSlot = false;
                    for (int idx = 0; idx < slotBinds.Length; idx++)
                    {
                        filledSlot |= slotBinds[idx].res != ResourceId.Null;
                        if(bindType == ShaderBindType.Sampler || bindType == ShaderBindType.ImageSampler)
                            filledSlot |= slotBinds[idx].sampler != ResourceId.Null;
//.........这里部分代码省略.........
开发者ID:Zorro666,项目名称:renderdoc,代码行数:101,代码来源:VulkanPipelineStateViewer.cs


注:本文中的TreelistView.VScrollValue方法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。