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settings.ix
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define variables.stringids = 1
define string path
define string filename
define string font
define int{u8}[4] rgba8
define {
int{u32} id
int{x32} size
int{x64} base
int{x64} read
} queue
*[] {
General = struct {
int{8 'no source' 'combined lines' 'all'} 'shader source' = 'combined lines'
bool 'collect perf data' = true
bool 'time batches in isolation' = true
bool 'check for updates' = true
bool 'create settings blocks' = true
bool 'show numeric values' = true
bool 'show enum values' = true
bool 'show markers' = true
bool 'embed sdb files' = false
string window = "0,0,1024,640"
} {}
Capture = struct {
bool 'use breakpoints' = true
queue[] 'fixed queues'
} {}
Paths = struct {
path[] elf_path
path[] sdb_path
path[] source_path
path[] plugin_path
filename custom_types
} {}
PSSL = struct {
/* {
string[] keywords = {
// Basic types
"void" "bool" "char" "short" "int" "cint" "long" "uint"
"dword" "fixed" "half" "float" "cfloat" "double" "vector" "matrix"
"signed" "unsigned" "string"
"compressed_16_float" "compressed_16_int" "compressed_16_snorm" "compressed_16_uint" "compressed_16_unorm"
// Sampler and Texture are used differently in PSSL/D3D10.
"sampler" "sampler1D" "sampler1DARRAY" "sampler2D" "sampler2DARRAY"
"sampler3D" "samplerCUBE" "samplerCUBEARRAY" "samplerRECT" "samplerBUF"
"isampler" "isampler1D" "isampler1DARRAY" "isampler2D" "isampler2DARRAY"
"isampler3D" "isamplerCUBE" "isamplerCUBEARRAY" "isamplerRECT" "isamplerBUF"
"usampler" "usampler1D" "usampler1DARRAY" "usampler2D" "usampler2DARRAY"
"usampler3D" "usamplerCUBE" "usamplerCUBEARRAY" "usamplerRECT" "usamplerBUF"
"texture" "texture1D" "texture2D" "texture3D" "textureCUBE" "textureRECT"
// Texture Objects
"Texture1D" "Texture1D_Array" "Texture2D" "Texture2D_Array" "Texture3D"
"TextureCube" "TextureCube_Array"
"RegularBuffer" "ByteBuffer" "DataBuffer"
"RW_Texture1D" "RW_Texture1D_Array" "RW_Texture2D" "RW_Texture2D_Array" "RW_Texture3D"
"RW_RegularBuffer" "RW_ByteBuffer" "RW_DataBuffer"
"Sparse_Texture1D" "Sparse_Texture1D_Array" "Sparse_Texture2D" "Sparse_Texture2D_Array" "Sparse_Texture3D"
"Sparse_TextureCube" "Sparse_TextureCube_Array"
"MS_Texture2D" "MS_Texture2D_Array"
"MSTexture2D" "MSTexture2D_Array"
// Sampler Types
"SamplerState" "SamplerComparisonState" "sample"
"Point" "Line" "Triangle" "AdjacentLine" "AdjacentTriangle"
//Buffer
"AppendRegularBuffer" "ConsumeRegularBuffer" "ConstantBuffer" "TextureBuffer"
"PointBuffer" "LineBuffer" "TriangleBuffer" "InputPatch" "OutputPatch"
// Object
"class" "enum" "friend" "interface"
"namespace" "operator" "private" "protected"
"public" "struct" "this" "union" "virtual"
"delete" "new" "id"
// Qualifiers
"column_major" "row_major" "column" "const" "explicit" "inline" "major" "mutable"
"packed" "row" "shared" "volatile" "in" "out" "inout"
"cached" "uncached" "linear" "nointerp" "nopersp" "centroid"
// Bindings
"typedef" "extern" "auto" "static" "uniform" "thread_group_memory" "attribute"
"varying" "packoffset" "register"
// Casts
"const_cast" "dynamic_cast" "reinterpret_cast" "static_cast"
// Constants
"false" "true"
// Flow control
"break" "case" "continue" "default" "discard" "do" "else" "for"
"goto" "if" "return" "switch" "while" "catch" "throw" "try"
// CgFX
"compile" "pass" "technique" "sampler_state"
"vertexfragment" "vertexshader" "pixelfragment" "pixelshader"
// Misc
"asm" "asm_fragment" "decl" "emit" "get" "sizeof"
"template" "typeid" "typename" "using"
// Compiler Hints
"loop" "unroll" "branch" "flatten"
// System Attributes
"NUM_THREADS" "MAX_VERTEX_COUNT" "FORCE_EARLY_DEPTH_STENCIL" "INSTANCE"
"DOMAIN_PATCH_TYPE" "MAX_TESS_FACTOR" "OUTPUT_CONTROL_POINTS" "OUTPUT_TOPOLOGY_TYPE"
"PARTITIONING_TYPE" "PATCH_SIZE" "PATCH_CONSTANT_FUNC"
}
string[] semantics = {
"S_POSITION" "S_TARGET_OUTPUT" "S_DEPTH_OUTPUT" "S_DEPTH_GE_OUTPUT"
"S_DEPTH_LE_OUTPUT" "S_VERTEX_ID" "S_INSTANCE_ID" "S_POINT_SIZE"
"S_POINT_COORD" "S_SAMPLE_INDEX" "S_PRIMITIVE_ID" "S_GSINSTANCE_ID"
"S_OUTPUT_CONTROL_POINT_ID" "S_EDGE_TESS_FACTOR" "S_INSIDE_TESS_FACTOR" "S_DOMAIN_LOCATION"
"S_DISPATCH_THREAD_ID" "S_GROUP_ID" "S_GROUP_INDEX" "S_GROUP_THREAD_ID"
"S_FRONT_FACE" "S_COVERAGE" "S_CLIP_DISTANCE" "S_CULL_DISTANCE"
"S_RENDER_TARGET_INDEX" "S_VIEWPORT_INDEX"
}
string[] states = {
"AddressU" "AddressV" "AddressW" "BorderColor"
"Filter" "MaxAnisotropy" "MaxLOD" "MinLOD"
"MipLODBias" "ComparisonFunc" "ComparisonFilter"
}
string[] functions = {
"abs" "acos" "all" "any"
"asdouble" "asfloat" "asin" "asint"
"asuint" "atan" "atan2" "ceil"
"clamp" "clip" "cos" "cosh"
"cross" "ddx" "ddx_fine" "ddy"
"ddy_fine" "degrees" "determinant" "distance"
"dot" "dst" "exp" "exp2"
"f16tof32" "f32tof16" "faceforward" "floatToIntBits"
"floatToRawIntBits" "floor" "fma" "fmod"
"frac" "frexp" "fwidth" "GetTessellationPartitioningType"
"intBitsToFloat" "isfinite" "isinf" "isnan"
"ldexp" "length" "lerp" "lit"
"log" "log10" "log2" "mad"
"max" "min" "modf" "mul"
"normalize" "pow" "radians" "rcp"
"reflect" "refract" "round" "rsqrt"
"saturate" "sign" "sin" "sincos"
"sinh" "smoothstep" "sqrt" "step"
"tan" "tanh" "transpose" "trunc"
"max3" "med3" "min3"
"mul24" "mul24_hi" "mul_hi"
"msad" "mqsad" "qsad" "sad"
"sad_hi" "sad_u16" "sad_u32" "sad4"
"CndMask" "ClassifyValue"
"GetShaderArrayID" "GetThreadGroupID" "GetTimer" "GetQueueID"
"BitFieldExtract" "BitFieldInsert" "BitFieldMask" "ByteAlign" "CountSetBits"
"FirstSetBit_Hi" "FirstSetBit_Hi" "FirstSetBit_Hi_MSB" "FirstSetBit_Hi_MSB" "FirstSetBit_Lo" "ReverseBits"
"UnpackByte0" "UnpackByte1" "UnpackByte2" "UnpackByte3"
"PackFloatToByteOfUInt" "PackInt2ToInt" "PackUInt2ToUInt" "PackedLerp"
"CubeMapMajorAxis" "CubeMapSCoord" "CubeMapTCoord"
"GetParameterP0" "GetParameterP1" "GetParameterP2"
"GetViVjPerspCentroid" "GetViVjPerspCenter" "GetViVjPerspSample" "GetViVjV1PullModel"
"GetViVjLinearCentroid" "GetViVjLinearCenter" "GetViVjLinearSample"
}
} Keywords */
{
rgba8 comments = {0 128 0}
rgba8 strings = {192 0 0}
rgba8 preprocessor = {128 0 0}
rgba8 keywords = {0 0 192}
rgba8 functions = {128 64 0}
rgba8 operators = {0 0 192}
rgba8 semantics = {128 0 128}
rgba8 assembly = {128 128 255}
} Colours
font Font = "Courier New; 9"
int Tabs = 21
} {}
Recent = filename[] {}
ExecCommand = ""
ExecDir = ""
PM4 = struct {
{
rgba8 batch = {64 0 64}
rgba8 dispatch = { 0 64 64}
rgba8 buffer = { 0 0 192}
rgba8 sampler = { 0 128 0}
rgba8 'buffers & samplers' = {192 128 0}
rgba8 texture = { 0 192 0}
rgba8 'buffers & textures' = {192 128 0}
rgba8 'samplers & textures' = {192 128 0}
rgba8 'buffers, samplers & textures' = {192 128 0}
rgba8 shader = {192 0 0}
rgba8 vertexbuffers = {128 0 128}
} Colours
} {}
DX11 = struct {
filename[] Recent
} {}
DX12 = struct {
filename[] Recent
} {}
X64 = struct {
filename[] Recent
} {}
}