* D3D12 math shader was already precompiled, but on D3D11 we now allocate
everything up front and on D3D12 we also up-front compile sampling.
* The only exception is const offsets which can't be variable, so we cache these
(likely we'll only see a few variants per shader/capture) and create them on
demand.
* There's not a good accepted terminology for this kind of event, and for
historical reasons 'drawcall' has been the accepted term, even though
that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
$draw() includes draws and dispatches, but $dispatch() only includes
dispatches, it's hard to intuitively understand why $draw() matches all
of these calls.
* As a result we've defined the term 'action' to cover these types of
events in the same way that we defined 'event' in the first place to
mean a single atomic API call.
* We force FetchUAV/FetchSRV to always return something, and it can be empty if
the resource is unbound meaning we get proper OOB behaviour for it. The D3D12
implementation still prints an error message for registers that don't
correspond to the root signature at all, but for D3D11 we silently allow it.
* These map more naturally to python tuples and are easier to wrap in and out.
* We also tidy up the FloatVecVal etc and standardise the members of
ShaderValue.
* Debugging shaders with UAV access could(likely will) have side-effects on
those UAV contents, so when ContinueDebug needs to fetch UAV contents we
should replay back to before the draw to fetch them.
* This replay only happens once per ContinueDebug, and UAV contents are cached
globally so we only do it once per UAV that's accessed, so the impact is low.
* Due to standards nonsense the availability of isinf/isnan in C++ is quite
complex and varies a lot between compilers. Trying to access them reliably is
quite brittle and they're easy to implement with bit-inspection of float
patterns, so we do that instead.
* We change to use VarType instead of CompType for signature parameters which
allows us to represent different types of variables beyond just
unsigned/signed integer and float.
SV_PrimitiveID is only valid as a pixel shader input if there's either
no geometry shader, or the geometry shader emits SV_PrimitiveID. With
D3D11, the debug layer will complain but rendering will proceed. With
D3D12, the PSO fails to compile. For both APIs, pixel shader debugging
now checks whether this is true, and disables its usage if it isn't.
Added tests for various valid scenarios with SV_PrimitiveID.
With SM5.1, the operand for instructions like resinfo provide two
indices - the logical identifier and the shader register. Lookup the
identifier to convert to binding slot.
* The ShaderDebugTrace now only sets up the initial state of an opaque
ShaderDebugger handle.
* This handle can then be passed to a new function - ContinueDebug - to
iteratively return N more states. The number of states is implementation
defined and may be a fixed number or it may run for a fixed time.
* The states themselves no longer contain a complete snapshot of all variables,
but instead only the changed variables for that iteration. The changes are
stored as before and after value to make it easier to step forwards and
backwards (only the ShaderDebugState is needed to move forward or backwards,
you don't have to search back for the last set value of a variable to 'undo' a
change).
* This means the quad doesn't have a trace per thread. All per-thread data is in
the State itself, and anything that's not per-thread is in the GlobalState.
* cbuffer and input registers no longer have any names elided into them, they
are 'raw' registers. The source mapping provides the information of where they
come from as best as possible.
* Since we're now using source-mapping for constants, fix some source mapping
issues with arrays, nested structs/arrays, and matrix major-ness.
* Moving away from 'registers' explicitly being stored, we now have a single
variable array where the shader representation is responsible for allocating
it.
* In DXBC we calculate the number of each type of mutable variable (temps,
indexable temps, and outputs) and assign slots linearly.
* We also update some naming - high-level variables aren't "locals" since they
could be globals too, and debugging variables aren't "registers" but simply
the variables we use for debugging which may be more complex than float4 for
other APIs.
* The local variable matching by string name is unnecessary for this change
but will be more useful in future after further refactors where there isn't
a single list of variables to index into at the upper level.
* This avoids having the UI need to do a scan and expecting to find
"instruction:" on the start of a line.
* We also move the callstack to be stored per-step, and not in the line info
mapping.
Constant buffers store some additional state when parsed from DXBC
to make it easier to fix the match and know the correct size. The
debug trace still stores a simple array of CBuffers, but the shader
debug code provides a BindingSlot and uses the ShaderBindpointMapping
to find the logical identifier that shader instructions will use to
reference the constant buffer.
Instead of fixed arrays, the global state stores a map of UAVs and
SRVs, with the key being a pair of the shader register and register
space. Switched D3D12 sampler/gather to use SM5.1 and handle register
spaces.
* Mostly moving includes from common headers to cpp where possible, and removing
includes of the whole thing where only enums or rdcstr etc are needed.
The code to get initial values for PS debugging includes a step to
traverse the shader stage's inputs and previous stage's outputs, to
define a struct that is used in a replacement pixel shader to collect
the initial values. This logic is API-agnostic and can be moved to a
DXBC file to allow D3D12 to use it.