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Mesh Shader Debugging
This commit is contained in:
committed by
Baldur Karlsson
parent
a48f11d2b5
commit
3ea9735866
@@ -296,6 +296,13 @@ ShaderDebugTrace *DummyDriver::DebugVertex(uint32_t eventId, uint32_t vertid, ui
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return new ShaderDebugTrace;
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}
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ShaderDebugTrace *DummyDriver::DebugMeshThread(uint32_t eventId,
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const rdcfixedarray<uint32_t, 3> &groupid,
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const rdcfixedarray<uint32_t, 3> &threadid)
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{
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return new ShaderDebugTrace;
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}
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ShaderDebugTrace *DummyDriver::DebugPixel(uint32_t eventId, uint32_t x, uint32_t y,
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const DebugPixelInputs &inputs)
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{
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@@ -114,6 +114,8 @@ public:
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const DebugPixelInputs &inputs);
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ShaderDebugTrace *DebugThread(uint32_t eventId, const rdcfixedarray<uint32_t, 3> &groupid,
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const rdcfixedarray<uint32_t, 3> &threadid);
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ShaderDebugTrace *DebugMeshThread(uint32_t eventId, const rdcfixedarray<uint32_t, 3> &groupid,
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const rdcfixedarray<uint32_t, 3> &threadid);
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rdcarray<ShaderDebugState> ContinueDebug(ShaderDebugger *debugger);
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void FreeDebugger(ShaderDebugger *debugger);
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@@ -1698,6 +1698,24 @@ ShaderDebugTrace *ReplayController::DebugThread(const rdcfixedarray<uint32_t, 3>
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return ret;
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}
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ShaderDebugTrace *ReplayController::DebugMeshThread(const rdcfixedarray<uint32_t, 3> &groupid,
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const rdcfixedarray<uint32_t, 3> &threadid)
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{
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CHECK_REPLAY_THREAD();
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RENDERDOC_PROFILEFUNCTION();
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ShaderDebugTrace *ret = m_pDevice->DebugMeshThread(m_EventID, groupid, threadid);
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FatalErrorCheck();
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SetFrameEvent(m_EventID, true);
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if(ret->debugger)
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m_Debuggers.push_back(ret->debugger);
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return ret;
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}
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rdcarray<ShaderDebugState> ReplayController::ContinueDebug(ShaderDebugger *debugger)
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{
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CHECK_REPLAY_THREAD();
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@@ -214,6 +214,8 @@ public:
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ShaderDebugTrace *DebugPixel(uint32_t x, uint32_t y, const DebugPixelInputs &inputs);
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ShaderDebugTrace *DebugThread(const rdcfixedarray<uint32_t, 3> &groupid,
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const rdcfixedarray<uint32_t, 3> &threadid);
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ShaderDebugTrace *DebugMeshThread(const rdcfixedarray<uint32_t, 3> &groupid,
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const rdcfixedarray<uint32_t, 3> &threadid);
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rdcarray<ShaderDebugState> ContinueDebug(ShaderDebugger *debugger);
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void FreeTrace(ShaderDebugTrace *trace);
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@@ -231,6 +231,9 @@ public:
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const DebugPixelInputs &inputs) = 0;
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virtual ShaderDebugTrace *DebugThread(uint32_t eventId, const rdcfixedarray<uint32_t, 3> &groupid,
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const rdcfixedarray<uint32_t, 3> &threadid) = 0;
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virtual ShaderDebugTrace *DebugMeshThread(uint32_t eventId,
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const rdcfixedarray<uint32_t, 3> &groupid,
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const rdcfixedarray<uint32_t, 3> &threadid) = 0;
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virtual rdcarray<ShaderDebugState> ContinueDebug(ShaderDebugger *debugger) = 0;
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virtual void FreeDebugger(ShaderDebugger *debugger) = 0;
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