mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-07-31 11:51:04 +00:00
D3D12 pixel history copy pixel and resource creation
This adds some of the D3D12 pixel history framework, with creation of resources that will be needed during pixel history, and a helper function and shader to copy pixels from MSAA resources.
This commit is contained in:
committed by
Baldur Karlsson
parent
15ba420905
commit
b3bc0e98bc
@@ -0,0 +1,171 @@
|
||||
/******************************************************************************
|
||||
* The MIT License (MIT)
|
||||
*
|
||||
* Copyright (c) 2019-2023 Baldur Karlsson
|
||||
*
|
||||
* 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.
|
||||
******************************************************************************/
|
||||
|
||||
cbuffer CopyPixelShaderInput : register(b0)
|
||||
{
|
||||
uint4 src_coord; // x, y, mip/sample, slice
|
||||
|
||||
uint dst_slot;
|
||||
bool copy_depth;
|
||||
bool copy_stencil;
|
||||
|
||||
bool multisampled;
|
||||
bool is_float;
|
||||
bool is_uint;
|
||||
bool is_int;
|
||||
};
|
||||
|
||||
Texture2DArray<float> copyin_depth : register(t0);
|
||||
Texture2DArray<uint> copyin_stencil : register(t1);
|
||||
|
||||
Texture2DMSArray<float> copyin_depth_ms : register(t2);
|
||||
Texture2DMSArray<uint> copyin_stencil_ms : register(t3);
|
||||
|
||||
Texture2DArray<float4> copyin_float : register(t4);
|
||||
Texture2DMSArray<float4> copyin_float_ms : register(t5);
|
||||
|
||||
Texture2DArray<uint4> copyin_uint : register(t6);
|
||||
Texture2DMSArray<uint4> copyin_uint_ms : register(t7);
|
||||
|
||||
Texture2DArray<int4> copyin_int : register(t8);
|
||||
Texture2DMSArray<int4> copyin_int_ms : register(t9);
|
||||
|
||||
RWBuffer<float> copyout_depth : register(u0);
|
||||
RWBuffer<uint> copyout_stencil : register(u1);
|
||||
RWBuffer<float> copyout_float : register(u2);
|
||||
RWBuffer<uint> copyout_uint : register(u3);
|
||||
RWBuffer<int> copyout_int : register(u4);
|
||||
|
||||
[numthreads(1, 1, 1)] void RENDERDOC_PixelHistoryUnused() { copyout_depth[dst_slot] = -1.0f; }
|
||||
|
||||
[numthreads(1, 1, 1)] void RENDERDOC_PixelHistoryCopyPixel()
|
||||
{
|
||||
if(multisampled)
|
||||
{
|
||||
if(copy_depth)
|
||||
{
|
||||
float val = copyin_depth_ms.sample[src_coord.z][uint3(src_coord.xy, src_coord.w)];
|
||||
copyout_depth[dst_slot] = val;
|
||||
}
|
||||
else if(copy_stencil)
|
||||
{
|
||||
uint val = copyin_stencil_ms.sample[src_coord.z][uint3(src_coord.xy, src_coord.w)];
|
||||
copyout_stencil[dst_slot] = val;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(is_float)
|
||||
{
|
||||
float4 val = copyin_float_ms.sample[src_coord.z][uint3(src_coord.xy, src_coord.w)];
|
||||
copyout_float[dst_slot] = val.x;
|
||||
copyout_float[dst_slot + 1] = val.y;
|
||||
copyout_float[dst_slot + 2] = val.z;
|
||||
copyout_float[dst_slot + 3] = val.w;
|
||||
}
|
||||
else if(is_uint)
|
||||
{
|
||||
uint4 val = copyin_uint_ms.sample[src_coord.z][uint3(src_coord.xy, src_coord.w)];
|
||||
copyout_uint[dst_slot] = val.x;
|
||||
copyout_uint[dst_slot + 1] = val.y;
|
||||
copyout_uint[dst_slot + 2] = val.z;
|
||||
copyout_uint[dst_slot + 3] = val.w;
|
||||
}
|
||||
else if(is_int)
|
||||
{
|
||||
int4 val = copyin_int_ms.sample[src_coord.z][uint3(src_coord.xy, src_coord.w)];
|
||||
copyout_int[dst_slot] = val.x;
|
||||
copyout_int[dst_slot + 1] = val.y;
|
||||
copyout_int[dst_slot + 2] = val.z;
|
||||
copyout_int[dst_slot + 3] = val.w;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(copy_depth)
|
||||
{
|
||||
float val = copyin_depth.mips[src_coord.z][uint3(src_coord.xy, src_coord.w)];
|
||||
copyout_depth[dst_slot] = val;
|
||||
}
|
||||
else if(copy_stencil)
|
||||
{
|
||||
uint val = copyin_stencil.mips[src_coord.z][uint3(src_coord.xy, src_coord.w)];
|
||||
copyout_stencil[dst_slot] = val;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(is_float)
|
||||
{
|
||||
float4 val = copyin_float.mips[src_coord.z][uint3(src_coord.xy, src_coord.w)];
|
||||
copyout_float[dst_slot] = val.x;
|
||||
copyout_float[dst_slot + 1] = val.y;
|
||||
copyout_float[dst_slot + 2] = val.z;
|
||||
copyout_float[dst_slot + 3] = val.w;
|
||||
}
|
||||
else if(is_uint)
|
||||
{
|
||||
uint4 val = copyin_uint.mips[src_coord.z][uint3(src_coord.xy, src_coord.w)];
|
||||
copyout_uint[dst_slot] = val.x;
|
||||
copyout_uint[dst_slot + 1] = val.y;
|
||||
copyout_uint[dst_slot + 2] = val.z;
|
||||
copyout_uint[dst_slot + 3] = val.w;
|
||||
}
|
||||
else if(is_int)
|
||||
{
|
||||
int4 val = copyin_int.mips[src_coord.z][uint3(src_coord.xy, src_coord.w)];
|
||||
copyout_int[dst_slot] = val.x;
|
||||
copyout_int[dst_slot + 1] = val.y;
|
||||
copyout_int[dst_slot + 2] = val.z;
|
||||
copyout_int[dst_slot + 3] = val.w;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float4 RENDERDOC_PrimitiveIDPS(uint prim : SV_PrimitiveID) : SV_Target0
|
||||
{
|
||||
return asfloat(prim).xxxx;
|
||||
}
|
||||
|
||||
struct MultipleOutput
|
||||
{
|
||||
float4 col0 : SV_Target0;
|
||||
float4 col1 : SV_Target1;
|
||||
float4 col2 : SV_Target2;
|
||||
float4 col3 : SV_Target3;
|
||||
float4 col4 : SV_Target4;
|
||||
float4 col5 : SV_Target5;
|
||||
float4 col6 : SV_Target6;
|
||||
float4 col7 : SV_Target7;
|
||||
};
|
||||
|
||||
MultipleOutput RENDERDOC_PixelHistoryFixedColPS()
|
||||
{
|
||||
MultipleOutput OUT = (MultipleOutput)0;
|
||||
|
||||
float4 color = float4(0.1f, 0.2f, 0.3f, 0.4f);
|
||||
OUT.col0 = OUT.col1 = OUT.col2 = OUT.col3 = OUT.col4 = OUT.col5 = OUT.col6 = OUT.col7 = color;
|
||||
|
||||
return OUT;
|
||||
}
|
||||
@@ -115,6 +115,7 @@ RESOURCE_quadoverdraw_hlsl TYPE_EMBED "hlsl/quadoverdraw.hlsl"
|
||||
RESOURCE_texremap_hlsl TYPE_EMBED "hlsl/texremap.hlsl"
|
||||
RESOURCE_fixedcol_hlsl TYPE_EMBED "hlsl/fixedcol.hlsl"
|
||||
RESOURCE_shaderdebug_hlsl TYPE_EMBED "hlsl/shaderdebug.hlsl"
|
||||
RESOURCE_d3d12_pixelhistory_hlsl TYPE_EMBED "hlsl/d3d12_pixelhistory.hlsl"
|
||||
|
||||
#ifdef RENDERDOC_BAKED_DXC_SHADERS
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
#define RESOURCE_texremap_hlsl 111
|
||||
#define RESOURCE_fixedcol_hlsl 112
|
||||
#define RESOURCE_shaderdebug_hlsl 118
|
||||
#define RESOURCE_d3d12_pixelhistory_hlsl 119
|
||||
|
||||
#define RESOURCE_fixedcol_0_dxbc 113
|
||||
#define RESOURCE_fixedcol_1_dxbc 114
|
||||
|
||||
Reference in New Issue
Block a user