/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2020 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. ******************************************************************************/ #include "D3D11PipelineStateViewer.h" #include #include #include #include #include #include "Code/Resources.h" #include "Widgets/Extended/RDHeaderView.h" #include "flowlayout/FlowLayout.h" #include "toolwindowmanager/ToolWindowManager.h" #include "PipelineStateViewer.h" #include "ui_D3D11PipelineStateViewer.h" struct D3D11VBIBTag { D3D11VBIBTag() { offset = 0; } D3D11VBIBTag(ResourceId i, uint64_t offs, QString f = QString()) { id = i; offset = offs; format = f; } ResourceId id; uint64_t offset; QString format; }; Q_DECLARE_METATYPE(D3D11VBIBTag); struct D3D11ViewTag { enum ResType { SRV, UAV, OMTarget, OMDepth, }; D3D11ViewTag() : type(SRV), index(0) {} D3D11ViewTag(ResType t, int i, const D3D11Pipe::View &r) : type(t), index(i), res(r) {} ResType type; int index; D3D11Pipe::View res; }; Q_DECLARE_METATYPE(D3D11ViewTag); D3D11PipelineStateViewer::D3D11PipelineStateViewer(ICaptureContext &ctx, PipelineStateViewer &common, QWidget *parent) : QFrame(parent), ui(new Ui::D3D11PipelineStateViewer), m_Ctx(ctx), m_Common(common) { ui->setupUi(this); const QIcon &action = Icons::action(); const QIcon &action_hover = Icons::action_hover(); RDLabel *objectLabels[] = { ui->vsShader, ui->hsShader, ui->dsShader, ui->gsShader, ui->psShader, ui->csShader, ui->iaBytecode, }; QToolButton *viewButtons[] = { ui->vsShaderViewButton, ui->hsShaderViewButton, ui->dsShaderViewButton, ui->gsShaderViewButton, ui->psShaderViewButton, ui->csShaderViewButton, ui->iaBytecodeViewButton, }; QToolButton *editButtons[] = { ui->vsShaderEditButton, ui->hsShaderEditButton, ui->dsShaderEditButton, ui->gsShaderEditButton, ui->psShaderEditButton, ui->csShaderEditButton, }; QToolButton *saveButtons[] = { ui->vsShaderSaveButton, ui->hsShaderSaveButton, ui->dsShaderSaveButton, ui->gsShaderSaveButton, ui->psShaderSaveButton, ui->csShaderSaveButton, }; RDTreeWidget *resources[] = { ui->vsResources, ui->hsResources, ui->dsResources, ui->gsResources, ui->psResources, ui->csResources, }; RDTreeWidget *samplers[] = { ui->vsSamplers, ui->hsSamplers, ui->dsSamplers, ui->gsSamplers, ui->psSamplers, ui->csSamplers, }; RDTreeWidget *cbuffers[] = { ui->vsCBuffers, ui->hsCBuffers, ui->dsCBuffers, ui->gsCBuffers, ui->psCBuffers, ui->csCBuffers, }; RDTreeWidget *classes[] = { ui->vsClasses, ui->hsClasses, ui->dsClasses, ui->gsClasses, ui->psClasses, ui->csClasses, }; // setup FlowLayout for CS shader group, with debugging controls { QLayout *oldLayout = ui->csShaderGroup->layout(); QObjectList childs = ui->csShaderGroup->children(); childs.removeOne((QObject *)oldLayout); delete oldLayout; FlowLayout *csShaderFlow = new FlowLayout(ui->csShaderGroup, -1, 3, 3); for(QObject *o : childs) csShaderFlow->addWidget(qobject_cast(o)); ui->csShaderGroup->setLayout(csShaderFlow); } for(QToolButton *b : viewButtons) QObject::connect(b, &QToolButton::clicked, this, &D3D11PipelineStateViewer::shaderView_clicked); for(RDLabel *b : objectLabels) { b->setAutoFillBackground(true); b->setBackgroundRole(QPalette::ToolTipBase); b->setForegroundRole(QPalette::ToolTipText); b->setMinimumSizeHint(QSize(250, 0)); } for(QToolButton *b : editButtons) QObject::connect(b, &QToolButton::clicked, &m_Common, &PipelineStateViewer::shaderEdit_clicked); for(QToolButton *b : saveButtons) QObject::connect(b, &QToolButton::clicked, this, &D3D11PipelineStateViewer::shaderSave_clicked); QObject::connect(ui->iaLayouts, &RDTreeWidget::leave, this, &D3D11PipelineStateViewer::vertex_leave); QObject::connect(ui->iaBuffers, &RDTreeWidget::leave, this, &D3D11PipelineStateViewer::vertex_leave); QObject::connect(ui->targetOutputs, &RDTreeWidget::itemActivated, this, &D3D11PipelineStateViewer::resource_itemActivated); QObject::connect(ui->csUAVs, &RDTreeWidget::itemActivated, this, &D3D11PipelineStateViewer::resource_itemActivated); QObject::connect(ui->gsStreamOut, &RDTreeWidget::itemActivated, this, &D3D11PipelineStateViewer::resource_itemActivated); for(RDTreeWidget *res : resources) QObject::connect(res, &RDTreeWidget::itemActivated, this, &D3D11PipelineStateViewer::resource_itemActivated); for(RDTreeWidget *cbuffer : cbuffers) QObject::connect(cbuffer, &RDTreeWidget::itemActivated, this, &D3D11PipelineStateViewer::cbuffer_itemActivated); { QMenu *extensionsMenu = new QMenu(this); ui->extensions->setMenu(extensionsMenu); ui->extensions->setPopupMode(QToolButton::InstantPopup); QObject::connect(extensionsMenu, &QMenu::aboutToShow, [this, extensionsMenu]() { extensionsMenu->clear(); m_Ctx.Extensions().MenuDisplaying(PanelMenu::PipelineStateViewer, extensionsMenu, ui->extensions, {}); }); } addGridLines(ui->rasterizerGridLayout, palette().color(QPalette::WindowText)); addGridLines(ui->blendStateGridLayout, palette().color(QPalette::WindowText)); addGridLines(ui->depthStateGridLayout, palette().color(QPalette::WindowText)); for(RDLabel *st : {ui->depthState, ui->blendState, ui->rastState, ui->predicate}) { st->setAutoFillBackground(true); st->setBackgroundRole(QPalette::ToolTipBase); st->setForegroundRole(QPalette::ToolTipText); st->setMinimumSizeHint(QSize(100, 0)); } { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); ui->iaLayouts->setHeader(header); ui->iaLayouts->setColumns({tr("Slot"), tr("Semantic"), tr("Index"), tr("Format"), tr("Input Slot"), tr("Offset"), tr("Class"), tr("Step Rate"), tr("Go")}); header->setColumnStretchHints({1, 4, 2, 3, 2, 2, 1, 1, -1}); ui->iaLayouts->setClearSelectionOnFocusLoss(true); ui->iaLayouts->setInstantTooltips(true); ui->iaLayouts->setHoverIconColumn(8, action, action_hover); } { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); ui->iaBuffers->setHeader(header); ui->iaBuffers->setColumns( {tr("Slot"), tr("Buffer"), tr("Stride"), tr("Offset"), tr("Byte Length"), tr("Go")}); header->setColumnStretchHints({1, 4, 2, 2, 3, -1}); ui->iaBuffers->setClearSelectionOnFocusLoss(true); ui->iaBuffers->setInstantTooltips(true); ui->iaBuffers->setHoverIconColumn(5, action, action_hover); } for(RDTreeWidget *tex : resources) { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); tex->setHeader(header); tex->setColumns({tr("Slot"), tr("Resource"), tr("Type"), tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"), tr("Format"), tr("Go")}); header->setColumnStretchHints({2, 4, 2, 1, 1, 1, 1, 3, -1}); tex->setHoverIconColumn(8, action, action_hover); tex->setClearSelectionOnFocusLoss(true); tex->setInstantTooltips(true); } for(RDTreeWidget *samp : samplers) { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); samp->setHeader(header); samp->setColumns({tr("Slot"), tr("Sampler"), tr("Addressing"), tr("Filter"), tr("LOD Clamp"), tr("LOD Bias")}); header->setColumnStretchHints({2, 1, 4, 4, 4, 4}); samp->setClearSelectionOnFocusLoss(true); samp->setInstantTooltips(true); } for(RDTreeWidget *cbuffer : cbuffers) { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); cbuffer->setHeader(header); cbuffer->setColumns({tr("Slot"), tr("Buffer"), tr("Vec4 Range"), tr("Size"), tr("Go")}); header->setColumnStretchHints({1, 2, 3, 3, -1}); cbuffer->setHoverIconColumn(4, action, action_hover); cbuffer->setClearSelectionOnFocusLoss(true); cbuffer->setInstantTooltips(true); } for(RDTreeWidget *cl : classes) { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); cl->setHeader(header); cl->setColumns({tr("Slot"), tr("Interface"), tr("Instance")}); header->setColumnStretchHints({1, 1, 1}); cl->setClearSelectionOnFocusLoss(true); cl->setInstantTooltips(true); } { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); ui->gsStreamOut->setHeader(header); ui->gsStreamOut->setColumns( {tr("Slot"), tr("Buffer"), tr("Byte Length"), tr("Byte Offset"), tr("Go")}); header->setColumnStretchHints({1, 4, 3, 2, -1}); header->setMinimumSectionSize(40); ui->gsStreamOut->setHoverIconColumn(4, action, action_hover); ui->gsStreamOut->setClearSelectionOnFocusLoss(true); ui->gsStreamOut->setInstantTooltips(true); } { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); ui->viewports->setHeader(header); ui->viewports->setColumns( {tr("Slot"), tr("X"), tr("Y"), tr("Width"), tr("Height"), tr("MinDepth"), tr("MaxDepth")}); header->setColumnStretchHints({-1, -1, -1, -1, -1, -1, 1}); header->setMinimumSectionSize(40); ui->viewports->setClearSelectionOnFocusLoss(true); ui->viewports->setInstantTooltips(true); } { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); ui->scissors->setHeader(header); ui->scissors->setColumns({tr("Slot"), tr("X"), tr("Y"), tr("Width"), tr("Height")}); header->setColumnStretchHints({-1, -1, -1, -1, 1}); header->setMinimumSectionSize(40); ui->scissors->setClearSelectionOnFocusLoss(true); ui->scissors->setInstantTooltips(true); } { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); ui->targetOutputs->setHeader(header); ui->targetOutputs->setColumns({tr("Slot"), tr("Resource"), tr("Type"), tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"), tr("Format"), tr("Go")}); header->setColumnStretchHints({2, 4, 2, 1, 1, 1, 1, 3, -1}); ui->targetOutputs->setHoverIconColumn(8, action, action_hover); ui->targetOutputs->setClearSelectionOnFocusLoss(true); ui->targetOutputs->setInstantTooltips(true); } { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); ui->blends->setHeader(header); ui->blends->setColumns({tr("Slot"), tr("Enabled"), tr("Col Src"), tr("Col Dst"), tr("Col Op"), tr("Alpha Src"), tr("Alpha Dst"), tr("Alpha Op"), tr("Logic Op"), tr("Write Mask")}); header->setColumnStretchHints({-1, 1, 2, 2, 2, 2, 2, 2, 2, 1}); ui->blends->setClearSelectionOnFocusLoss(true); ui->blends->setInstantTooltips(true); } { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); ui->stencils->setHeader(header); ui->stencils->setColumns( {tr("Face"), tr("Func"), tr("Fail Op"), tr("Depth Fail Op"), tr("Pass Op")}); header->setColumnStretchHints({1, 2, 2, 2, 2}); ui->stencils->setClearSelectionOnFocusLoss(true); ui->stencils->setInstantTooltips(true); } { RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this); ui->csUAVs->setHeader(header); ui->csUAVs->setColumns({tr("Slot"), tr("Resource"), tr("Type"), tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"), tr("Format"), tr("Go")}); header->setColumnStretchHints({2, 4, 2, 1, 1, 1, 1, 3, -1}); ui->csUAVs->setHoverIconColumn(8, action, action_hover); ui->csUAVs->setClearSelectionOnFocusLoss(true); ui->csUAVs->setInstantTooltips(true); } // this is often changed just because we're changing some tab in the designer. ui->stagesTabs->setCurrentIndex(0); ui->stagesTabs->tabBar()->setVisible(false); ui->pipeFlow->setStages( { lit("IA"), lit("VS"), lit("HS"), lit("DS"), lit("GS"), lit("RS"), lit("PS"), lit("OM"), lit("CS"), }, { tr("Input Assembler"), tr("Vertex Shader"), tr("Hull Shader"), tr("Domain Shader"), tr("Geometry Shader"), tr("Rasterizer"), tr("Pixel Shader"), tr("Output Merger"), tr("Compute Shader"), }); ui->pipeFlow->setIsolatedStage(8); // compute shader isolated ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true}); m_Common.setMeshViewPixmap(ui->meshView); ui->iaLayouts->setFont(Formatter::PreferredFont()); ui->iaBuffers->setFont(Formatter::PreferredFont()); ui->csUAVs->setFont(Formatter::PreferredFont()); ui->gsStreamOut->setFont(Formatter::PreferredFont()); ui->groupX->setFont(Formatter::PreferredFont()); ui->groupY->setFont(Formatter::PreferredFont()); ui->groupZ->setFont(Formatter::PreferredFont()); ui->threadX->setFont(Formatter::PreferredFont()); ui->threadY->setFont(Formatter::PreferredFont()); ui->threadZ->setFont(Formatter::PreferredFont()); ui->vsShader->setFont(Formatter::PreferredFont()); ui->vsResources->setFont(Formatter::PreferredFont()); ui->vsSamplers->setFont(Formatter::PreferredFont()); ui->vsCBuffers->setFont(Formatter::PreferredFont()); ui->vsClasses->setFont(Formatter::PreferredFont()); ui->gsShader->setFont(Formatter::PreferredFont()); ui->gsResources->setFont(Formatter::PreferredFont()); ui->gsSamplers->setFont(Formatter::PreferredFont()); ui->gsCBuffers->setFont(Formatter::PreferredFont()); ui->gsClasses->setFont(Formatter::PreferredFont()); ui->hsShader->setFont(Formatter::PreferredFont()); ui->hsResources->setFont(Formatter::PreferredFont()); ui->hsSamplers->setFont(Formatter::PreferredFont()); ui->hsCBuffers->setFont(Formatter::PreferredFont()); ui->hsClasses->setFont(Formatter::PreferredFont()); ui->dsShader->setFont(Formatter::PreferredFont()); ui->dsResources->setFont(Formatter::PreferredFont()); ui->dsSamplers->setFont(Formatter::PreferredFont()); ui->dsCBuffers->setFont(Formatter::PreferredFont()); ui->dsClasses->setFont(Formatter::PreferredFont()); ui->psShader->setFont(Formatter::PreferredFont()); ui->psResources->setFont(Formatter::PreferredFont()); ui->psSamplers->setFont(Formatter::PreferredFont()); ui->psCBuffers->setFont(Formatter::PreferredFont()); ui->psClasses->setFont(Formatter::PreferredFont()); ui->csShader->setFont(Formatter::PreferredFont()); ui->csResources->setFont(Formatter::PreferredFont()); ui->csSamplers->setFont(Formatter::PreferredFont()); ui->csCBuffers->setFont(Formatter::PreferredFont()); ui->csClasses->setFont(Formatter::PreferredFont()); ui->viewports->setFont(Formatter::PreferredFont()); ui->scissors->setFont(Formatter::PreferredFont()); ui->targetOutputs->setFont(Formatter::PreferredFont()); ui->blends->setFont(Formatter::PreferredFont()); // reset everything back to defaults clearState(); } D3D11PipelineStateViewer::~D3D11PipelineStateViewer() { delete ui; } void D3D11PipelineStateViewer::OnCaptureLoaded() { OnEventChanged(m_Ctx.CurEvent()); } void D3D11PipelineStateViewer::OnCaptureClosed() { ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true}); clearState(); } void D3D11PipelineStateViewer::OnEventChanged(uint32_t eventId) { setState(); } void D3D11PipelineStateViewer::on_showUnused_toggled(bool checked) { setState(); } void D3D11PipelineStateViewer::on_showEmpty_toggled(bool checked) { setState(); } void D3D11PipelineStateViewer::setInactiveRow(RDTreeWidgetItem *node) { node->setItalic(true); } void D3D11PipelineStateViewer::setEmptyRow(RDTreeWidgetItem *node) { node->setBackgroundColor(QColor(255, 70, 70)); node->setForegroundColor(QColor(0, 0, 0)); } bool D3D11PipelineStateViewer::HasImportantViewParams(const D3D11Pipe::View &view, TextureDescription *tex) { // we don't count 'upgrade typeless to typed' as important, we just display the typed format // in the row since there's no real hidden important information there. The formats can't be // different for any other reason (if the SRV format differs from the texture format, the // texture must have been typeless. if(view.firstMip > 0 || view.firstSlice > 0 || (view.numMips < tex->mips && tex->mips > 1) || (view.numSlices < tex->arraysize && tex->arraysize > 1)) return true; // in the case of the swapchain case, types can be different and it won't have shown // up as taking the view's format because the swapchain already has one. Make sure to mark it // as important if(view.viewFormat.compType != CompType::Typeless && view.viewFormat != tex->format) return true; return false; } bool D3D11PipelineStateViewer::HasImportantViewParams(const D3D11Pipe::View &view, BufferDescription *buf) { if(view.firstElement > 0 || view.numElements * view.elementByteSize < buf->length) return true; return false; } void D3D11PipelineStateViewer::setViewDetails(RDTreeWidgetItem *node, const D3D11ViewTag &view, TextureDescription *tex) { if(tex == NULL) return; QString text; const D3D11Pipe::View &res = view.res; bool viewdetails = false; if(res.viewFormat != tex->format) { text += tr("The texture is format %1, the view treats it as %2.\n") .arg(tex->format.Name()) .arg(res.viewFormat.Name()); viewdetails = true; } if(view.type == D3D11ViewTag::OMDepth) { if(m_Ctx.CurD3D11PipelineState()->outputMerger.depthReadOnly) text += tr("Depth component is read-only\n"); if(m_Ctx.CurD3D11PipelineState()->outputMerger.stencilReadOnly) text += tr("Stencil component is read-only\n"); } if(tex->mips > 1 && (tex->mips != res.numMips || res.firstMip > 0)) { if(res.numMips == 1) text += tr("The texture has %1 mips, the view covers mip %2.\n").arg(tex->mips).arg(res.firstMip); else text += tr("The texture has %1 mips, the view covers mips %2-%3.\n") .arg(tex->mips) .arg(res.firstMip) .arg(res.firstMip + res.numMips - 1); viewdetails = true; } if(tex->arraysize > 1 && (tex->arraysize != res.numSlices || res.firstSlice > 0)) { if(res.numSlices == 1) text += tr("The texture has %1 array slices, the view covers slice %2.\n") .arg(tex->arraysize) .arg(res.firstSlice); else text += tr("The texture has %1 array slices, the view covers slices %2-%3.\n") .arg(tex->arraysize) .arg(res.firstSlice) .arg(res.firstSlice + res.numSlices); viewdetails = true; } text = text.trimmed(); node->setToolTip(text); if(viewdetails) { node->setBackgroundColor(QColor(127, 255, 212)); node->setForegroundColor(QColor(0, 0, 0)); } } void D3D11PipelineStateViewer::setViewDetails(RDTreeWidgetItem *node, const D3D11ViewTag &view, BufferDescription *buf) { if(buf == NULL) return; QString text; const D3D11Pipe::View &res = view.res; if((res.firstElement * res.elementByteSize) > 0 || (res.numElements * res.elementByteSize) < buf->length) { text += tr("The view covers bytes %1-%2 (%3 elements).\nThe buffer is %4 bytes in length (%5 " "elements).") .arg(res.firstElement * res.elementByteSize) .arg((res.firstElement + res.numElements) * res.elementByteSize) .arg(res.numElements) .arg(buf->length) .arg(buf->length / res.elementByteSize); } else { return; } node->setToolTip(text); node->setBackgroundColor(QColor(127, 255, 212)); node->setForegroundColor(QColor(0, 0, 0)); } void D3D11PipelineStateViewer::addResourceRow(const D3D11ViewTag &view, const ShaderResource *shaderInput, const Bindpoint *map, RDTreeWidget *resources) { const D3D11Pipe::View &r = view.res; bool viewDetails = false; if(view.type == D3D11ViewTag::OMDepth) viewDetails = m_Ctx.CurD3D11PipelineState()->outputMerger.depthReadOnly || m_Ctx.CurD3D11PipelineState()->outputMerger.stencilReadOnly; bool filledSlot = (r.resourceResourceId != ResourceId()); bool usedSlot = (map && map->used); // if a target is set to RTVs or DSV, it is implicitly used if(filledSlot) usedSlot = usedSlot || view.type == D3D11ViewTag::OMTarget || view.type == D3D11ViewTag::OMDepth; if(showNode(usedSlot, filledSlot)) { QString slotname = view.type == D3D11ViewTag::OMDepth ? tr("Depth") : QString::number(view.index); if(shaderInput && !shaderInput->name.empty()) slotname += lit(": ") + shaderInput->name; uint32_t w = 1, h = 1, d = 1; uint32_t a = 1; QString format = tr("Unknown"); QString typeName = tr("Unknown"); if(!filledSlot) { format = lit("-"); typeName = lit("-"); w = h = d = a = 0; } TextureDescription *tex = m_Ctx.GetTexture(r.resourceResourceId); if(tex) { w = tex->width; h = tex->height; d = tex->depth; a = tex->arraysize; format = tex->format.Name(); typeName = ToQStr(tex->type); if(tex->type == TextureType::Texture2DMS || tex->type == TextureType::Texture2DMSArray) { typeName += QFormatStr(" %1x").arg(tex->msSamp); } if(tex->format != r.viewFormat) format = tr("Viewed as %1").arg(r.viewFormat.Name()); if(HasImportantViewParams(r, tex)) viewDetails = true; } BufferDescription *buf = m_Ctx.GetBuffer(r.resourceResourceId); if(buf) { w = buf->length; h = 0; d = 0; a = 0; format = QString(); typeName = lit("Buffer"); if(r.bufferFlags & D3DBufferViewFlags::Raw) { typeName = QFormatStr("%1ByteAddressBuffer") .arg(view.type == D3D11ViewTag::UAV ? lit("RW") : QString()); } else if(r.elementByteSize > 0 && r.viewFormat.type == ResourceFormatType::Undefined) { // for structured buffers, display how many 'elements' there are in the buffer typeName = QFormatStr("%1StructuredBuffer[%2]") .arg(view.type == D3D11ViewTag::UAV ? lit("RW") : QString()) .arg(buf->length / r.elementByteSize); } if(r.counterResourceId != ResourceId()) { typeName += tr(" (%1: %2)").arg(ToQStr(r.counterResourceId)).arg(r.bufferStructCount); } // get the buffer type, whether it's just a basic type or a complex struct if(shaderInput && !shaderInput->isTexture) { if(r.viewFormat.compType == CompType::Typeless) { if(!shaderInput->variableType.members.empty()) format = lit("struct ") + shaderInput->variableType.descriptor.name; else format = shaderInput->variableType.descriptor.name; } else { format = r.viewFormat.Name(); } } if(HasImportantViewParams(r, buf)) viewDetails = true; } QVariant name = r.resourceResourceId; if(viewDetails) name = tr("%1 viewed by %2").arg(ToQStr(r.resourceResourceId)).arg(ToQStr(r.viewResourceId)); RDTreeWidgetItem *node = new RDTreeWidgetItem({slotname, name, typeName, w, h, d, a, format, QString()}); node->setTag(QVariant::fromValue(view)); if(viewDetails) { if(tex) setViewDetails(node, view, tex); else if(buf) setViewDetails(node, view, buf); } if(!filledSlot) setEmptyRow(node); if(!usedSlot) setInactiveRow(node); resources->addTopLevelItem(node); } } bool D3D11PipelineStateViewer::showNode(bool usedSlot, bool filledSlot) { const bool showUnused = ui->showUnused->isChecked(); const bool showEmpty = ui->showEmpty->isChecked(); // show if it's referenced by the shader - regardless of empty or not if(usedSlot) return true; // it's not referenced, but if it's bound and we have "show unused" then show it if(showUnused && filledSlot) return true; // it's empty, and we have "show empty" if(showEmpty && !filledSlot) return true; return false; } const D3D11Pipe::Shader *D3D11PipelineStateViewer::stageForSender(QWidget *widget) { if(!m_Ctx.IsCaptureLoaded()) return NULL; while(widget) { if(widget == ui->stagesTabs->widget(0)) return &m_Ctx.CurD3D11PipelineState()->vertexShader; if(widget == ui->stagesTabs->widget(1)) return &m_Ctx.CurD3D11PipelineState()->vertexShader; if(widget == ui->stagesTabs->widget(2)) return &m_Ctx.CurD3D11PipelineState()->hullShader; if(widget == ui->stagesTabs->widget(3)) return &m_Ctx.CurD3D11PipelineState()->domainShader; if(widget == ui->stagesTabs->widget(4)) return &m_Ctx.CurD3D11PipelineState()->geometryShader; if(widget == ui->stagesTabs->widget(5)) return &m_Ctx.CurD3D11PipelineState()->pixelShader; if(widget == ui->stagesTabs->widget(6)) return &m_Ctx.CurD3D11PipelineState()->pixelShader; if(widget == ui->stagesTabs->widget(7)) return &m_Ctx.CurD3D11PipelineState()->pixelShader; if(widget == ui->stagesTabs->widget(8)) return &m_Ctx.CurD3D11PipelineState()->computeShader; widget = widget->parentWidget(); } qCritical() << "Unrecognised control calling event handler"; return NULL; } void D3D11PipelineStateViewer::clearShaderState(RDLabel *shader, RDTreeWidget *tex, RDTreeWidget *samp, RDTreeWidget *cbuffer, RDTreeWidget *sub) { shader->setText(ToQStr(ResourceId())); tex->clear(); samp->clear(); sub->clear(); cbuffer->clear(); } void D3D11PipelineStateViewer::clearState() { m_VBNodes.clear(); m_EmptyNodes.clear(); ui->iaLayouts->clear(); ui->iaBuffers->clear(); ui->iaBytecodeMismatch->setVisible(false); ui->topology->setText(QString()); ui->topologyDiagram->setPixmap(QPixmap()); clearShaderState(ui->vsShader, ui->vsResources, ui->vsSamplers, ui->vsCBuffers, ui->vsClasses); clearShaderState(ui->gsShader, ui->gsResources, ui->gsSamplers, ui->gsCBuffers, ui->gsClasses); clearShaderState(ui->hsShader, ui->hsResources, ui->hsSamplers, ui->hsCBuffers, ui->hsClasses); clearShaderState(ui->dsShader, ui->dsResources, ui->dsSamplers, ui->dsCBuffers, ui->dsClasses); clearShaderState(ui->psShader, ui->psResources, ui->psSamplers, ui->psCBuffers, ui->psClasses); clearShaderState(ui->csShader, ui->csResources, ui->csSamplers, ui->csCBuffers, ui->csClasses); QToolButton *shaderButtons[] = { ui->vsShaderViewButton, ui->hsShaderViewButton, ui->dsShaderViewButton, ui->gsShaderViewButton, ui->psShaderViewButton, ui->csShaderViewButton, ui->vsShaderEditButton, ui->hsShaderEditButton, ui->dsShaderEditButton, ui->gsShaderEditButton, ui->psShaderEditButton, ui->csShaderEditButton, ui->vsShaderSaveButton, ui->hsShaderSaveButton, ui->dsShaderSaveButton, ui->gsShaderSaveButton, ui->psShaderSaveButton, ui->csShaderSaveButton, ui->iaBytecodeViewButton, }; ui->gsStreamOut->clear(); for(QToolButton *b : shaderButtons) b->setEnabled(false); ui->csUAVs->clear(); const QPixmap &tick = Pixmaps::tick(this); const QPixmap &cross = Pixmaps::cross(this); ui->fillMode->setText(tr("Solid", "Fill Mode")); ui->cullMode->setText(tr("Front", "Cull Mode")); ui->frontCCW->setPixmap(tick); ui->conservativeRaster->setPixmap(cross); ui->depthBias->setText(lit("0.0")); ui->depthBiasClamp->setText(lit("0.0")); ui->slopeScaledBias->setText(lit("0.0")); ui->forcedSampleCount->setText(lit("0")); ui->depthClip->setPixmap(tick); ui->scissorEnabled->setPixmap(tick); ui->multisample->setPixmap(tick); ui->lineAA->setPixmap(tick); ui->independentBlend->setPixmap(cross); ui->alphaToCoverage->setPixmap(tick); ui->blendFactor->setText(lit("0.00, 0.00, 0.00, 0.00")); ui->sampleMask->setText(lit("FFFFFFFF")); ui->viewports->clear(); ui->scissors->clear(); ui->targetOutputs->clear(); ui->blends->clear(); ui->depthEnabled->setPixmap(tick); ui->depthFunc->setText(lit("GREATER_EQUAL")); ui->depthWrite->setPixmap(tick); ui->stencilEnabled->setPixmap(cross); ui->stencilReadMask->setText(lit("FF")); ui->stencilWriteMask->setText(lit("FF")); ui->stencilRef->setText(lit("FF")); ui->stencils->clear(); ui->predicateGroup->setVisible(false); { ui->groupX->setEnabled(false); ui->groupY->setEnabled(false); ui->groupZ->setEnabled(false); ui->threadX->setEnabled(false); ui->threadY->setEnabled(false); ui->threadZ->setEnabled(false); ui->debugThread->setEnabled(false); } } void D3D11PipelineStateViewer::setShaderState(const D3D11Pipe::Shader &stage, RDLabel *shader, RDTreeWidget *resources, RDTreeWidget *samplers, RDTreeWidget *cbuffers, RDTreeWidget *classes) { ShaderReflection *shaderDetails = stage.reflection; const ShaderBindpointMapping &mapping = stage.bindpointMapping; QString shText = ToQStr(stage.resourceId); if(shaderDetails && !shaderDetails->debugInfo.files.empty()) { shText += QFormatStr(": %1() - %2") .arg(shaderDetails->entryPoint) .arg(QFileInfo(shaderDetails->debugInfo.files[0].filename).fileName()); } shader->setText(shText); int vs = 0; vs = resources->verticalScrollBar()->value(); resources->beginUpdate(); resources->clear(); for(int i = 0; i < stage.srvs.count(); i++) { const ShaderResource *shaderInput = NULL; const Bindpoint *map = NULL; if(shaderDetails) { for(int b = 0; b < shaderDetails->readOnlyResources.count(); b++) { const ShaderResource &res = shaderDetails->readOnlyResources[b]; const Bindpoint &bind = mapping.readOnlyResources[b]; if(bind.bind == i) { shaderInput = &res; map = &bind; break; } } } addResourceRow(D3D11ViewTag(D3D11ViewTag::SRV, i, stage.srvs[i]), shaderInput, map, resources); } resources->clearSelection(); resources->endUpdate(); resources->verticalScrollBar()->setValue(vs); vs = samplers->verticalScrollBar()->value(); samplers->beginUpdate(); samplers->clear(); for(int i = 0; i < stage.samplers.count(); i++) { const D3D11Pipe::Sampler &s = stage.samplers[i]; const ShaderSampler *shaderInput = NULL; const Bindpoint *map = NULL; if(shaderDetails) { for(int b = 0; b < shaderDetails->samplers.count(); b++) { const ShaderSampler &res = shaderDetails->samplers[b]; const Bindpoint &bind = mapping.samplers[b]; if(bind.bind == i) { shaderInput = &res; map = &bind; break; } } } bool filledSlot = s.resourceId != ResourceId(); bool usedSlot = (map && map->used); if(showNode(usedSlot, filledSlot)) { QString slotname = QString::number(i); if(shaderInput && !shaderInput->name.empty()) slotname += lit(": ") + shaderInput->name; QString borderColor = QFormatStr("%1, %2, %3, %4") .arg(s.borderColor[0]) .arg(s.borderColor[1]) .arg(s.borderColor[2]) .arg(s.borderColor[3]); QString addressing; QString addPrefix; QString addVal; QString addr[] = {ToQStr(s.addressU, GraphicsAPI::D3D11), ToQStr(s.addressV, GraphicsAPI::D3D11), ToQStr(s.addressW, GraphicsAPI::D3D11)}; // arrange like either UVW: WRAP or UV: WRAP, W: CLAMP for(int a = 0; a < 3; a++) { const QString str[] = {lit("U"), lit("V"), lit("W")}; QString prefix = str[a]; if(a == 0 || addr[a] == addr[a - 1]) { addPrefix += prefix; } else { addressing += QFormatStr("%1: %2, ").arg(addPrefix).arg(addVal); addPrefix = prefix; } addVal = addr[a]; } addressing += addPrefix + lit(": ") + addVal; if(s.UseBorder()) addressing += QFormatStr("<%1>").arg(borderColor); QString filter = ToQStr(s.filter); if(s.maxAnisotropy > 1) filter += QFormatStr(" %1x").arg(s.maxAnisotropy); if(s.filter.filter == FilterFunction::Comparison) filter += QFormatStr(" (%1)").arg(ToQStr(s.compareFunction)); else if(s.filter.filter != FilterFunction::Normal) filter += QFormatStr(" (%1)").arg(ToQStr(s.filter.filter)); RDTreeWidgetItem *node = new RDTreeWidgetItem( {slotname, s.resourceId, addressing, filter, QFormatStr("%1 - %2") .arg(s.minLOD == -FLT_MAX ? lit("0") : QString::number(s.minLOD)) .arg(s.maxLOD == FLT_MAX ? lit("FLT_MAX") : QString::number(s.maxLOD)), s.mipLODBias}); if(!filledSlot) setEmptyRow(node); if(!usedSlot) setInactiveRow(node); samplers->addTopLevelItem(node); } } samplers->clearSelection(); samplers->endUpdate(); samplers->verticalScrollBar()->setValue(vs); vs = cbuffers->verticalScrollBar()->value(); cbuffers->beginUpdate(); cbuffers->clear(); for(int i = 0; i < stage.constantBuffers.count(); i++) { const D3D11Pipe::ConstantBuffer &b = stage.constantBuffers[i]; const ConstantBlock *shaderCBuf = NULL; const Bindpoint *map = NULL; if(shaderDetails) { for(int cb = 0; cb < shaderDetails->constantBlocks.count(); cb++) { const ConstantBlock &cbuf = shaderDetails->constantBlocks[cb]; const Bindpoint &bind = mapping.constantBlocks[cb]; if(bind.bind == i) { shaderCBuf = &cbuf; map = &bind; break; } } } bool filledSlot = b.resourceId != ResourceId(); bool usedSlot = (map && map->used); if(showNode(usedSlot, filledSlot)) { ulong length = 0; int numvars = shaderCBuf ? shaderCBuf->variables.count() : 0; uint32_t bytesize = shaderCBuf ? shaderCBuf->byteSize : 0; BufferDescription *buf = m_Ctx.GetBuffer(b.resourceId); if(buf) length = buf->length; QString slotname = QString::number(i); if(shaderCBuf && !shaderCBuf->name.empty()) slotname += lit(": ") + shaderCBuf->name; QString sizestr; if(bytesize == (uint32_t)length) sizestr = tr("%1 Variables, %2 bytes").arg(numvars).arg(length); else sizestr = tr("%1 Variables, %2 bytes needed, %3 provided").arg(numvars).arg(bytesize).arg(length); if(length < bytesize) filledSlot = false; QString vecrange = QFormatStr("%1 - %2").arg(b.vecOffset).arg(b.vecOffset + b.vecCount); RDTreeWidgetItem *node = new RDTreeWidgetItem({slotname, b.resourceId, vecrange, sizestr, QString()}); node->setTag(QVariant::fromValue(i)); if(!filledSlot) setEmptyRow(node); if(!usedSlot) setInactiveRow(node); cbuffers->addTopLevelItem(node); } } cbuffers->clearSelection(); cbuffers->endUpdate(); cbuffers->verticalScrollBar()->setValue(vs); vs = classes->verticalScrollBar()->value(); classes->beginUpdate(); classes->clear(); for(int i = 0; i < stage.classInstances.count(); i++) { QString interfaceName = lit("Interface %1").arg(i); if(shaderDetails && i < shaderDetails->interfaces.count()) interfaceName = shaderDetails->interfaces[i]; classes->addTopLevelItem(new RDTreeWidgetItem({i, interfaceName, stage.classInstances[i]})); } classes->clearSelection(); classes->endUpdate(); classes->verticalScrollBar()->setValue(vs); classes->parentWidget()->setVisible(!stage.classInstances.empty()); } void D3D11PipelineStateViewer::setState() { if(!m_Ctx.IsCaptureLoaded()) { clearState(); return; } const D3D11Pipe::State &state = *m_Ctx.CurD3D11PipelineState(); const DrawcallDescription *draw = m_Ctx.CurDrawcall(); const QPixmap &tick = Pixmaps::tick(this); const QPixmap &cross = Pixmaps::cross(this); //////////////////////////////////////////////// // Vertex Input if(state.inputAssembly.bytecode) { QString layout = ToQStr(state.inputAssembly.resourceId); if(state.inputAssembly.bytecode && !state.inputAssembly.bytecode->debugInfo.files.empty()) { layout += QFormatStr(": %1() - %2") .arg(state.inputAssembly.bytecode->entryPoint) .arg(QFileInfo(state.inputAssembly.bytecode->debugInfo.files[0].filename).fileName()); } ui->iaBytecode->setText(layout); } else { ui->iaBytecode->setText(ToQStr(state.inputAssembly.resourceId)); } ui->iaBytecodeMismatch->setVisible(false); // check for IA-VS mismatches here. // This should be moved to a "Render Doctor" window reporting problems if(state.inputAssembly.bytecode && state.vertexShader.reflection) { QString mismatchDetails; // VS wants more elements if(state.inputAssembly.bytecode->inputSignature.count() < state.vertexShader.reflection->inputSignature.count()) { int excess = state.vertexShader.reflection->inputSignature.count() - state.inputAssembly.bytecode->inputSignature.count(); bool allSystem = true; // The VS signature can consume more elements as long as they are all system value types // (ie. SV_VertexID or SV_InstanceID) for(int e = 0; e < excess; e++) { if(state.vertexShader.reflection ->inputSignature[state.vertexShader.reflection->inputSignature.count() - 1 - e] .systemValue == ShaderBuiltin::Undefined) { allSystem = false; break; } } if(!allSystem) mismatchDetails += tr("IA bytecode provides fewer elements than VS wants.\n"); } { const rdcarray &IA = state.inputAssembly.bytecode->inputSignature; const rdcarray &VS = state.vertexShader.reflection->inputSignature; int count = qMin(IA.count(), VS.count()); for(int i = 0; i < count; i++) { QString IAname = IA[i].semanticIdxName; QString VSname = VS[i].semanticIdxName; // misorder or misnamed semantics if(IAname.compare(VSname, Qt::CaseInsensitive)) mismatchDetails += tr("IA bytecode semantic %1: %2 != VS bytecode semantic %1: %3\n") .arg(i) .arg(IAname) .arg(VSname); // VS wants more components if(IA[i].compCount < VS[i].compCount) mismatchDetails += tr("IA bytecode semantic %1 (%2) is %4-wide).arg(VS bytecode semantic " "%1 (%2) %3 is %5-wide\n") .arg(i) .arg(IAname) .arg(VSname) .arg(IA[i].compCount) .arg(VS[i].compCount); // VS wants different types if(IA[i].compType != VS[i].compType) mismatchDetails += tr("IA bytecode semantic %1 (%2) is %4).arg(VS bytecode semantic %1 (%3) is %5\n") .arg(i) .arg(IAname) .arg(VSname) .arg(ToQStr(IA[i].compType)) .arg(ToQStr(VS[i].compType)); } } if(!mismatchDetails.isEmpty()) { ui->iaBytecodeMismatch->setText( tr("Warning: Mismatch detected between bytecode used to create IA and currently bound VS " "inputs")); ui->iaBytecodeMismatch->setToolTip(mismatchDetails.trimmed()); ui->iaBytecodeMismatch->setVisible(true); } } int vs = 0; bool usedVBuffers[128] = {}; uint32_t layoutOffs[128] = {}; vs = ui->iaLayouts->verticalScrollBar()->value(); ui->iaLayouts->beginUpdate(); ui->iaLayouts->clear(); { int i = 0; for(const D3D11Pipe::Layout &l : state.inputAssembly.layouts) { QString byteOffs = QString::number(l.byteOffset); // D3D11 specific value if(l.byteOffset == ~0U) { byteOffs = lit("APPEND_ALIGNED (%1)").arg(layoutOffs[l.inputSlot]); } else { layoutOffs[l.inputSlot] = l.byteOffset; } layoutOffs[l.inputSlot] += l.format.compByteWidth * l.format.compCount; bool filledSlot = true; bool usedSlot = false; for(int ia = 0; state.inputAssembly.bytecode && ia < state.inputAssembly.bytecode->inputSignature.count(); ia++) { if(!QString(state.inputAssembly.bytecode->inputSignature[ia].semanticName) .compare(l.semanticName, Qt::CaseInsensitive) && state.inputAssembly.bytecode->inputSignature[ia].semanticIndex == l.semanticIndex) { usedSlot = true; break; } } if(showNode(usedSlot, filledSlot)) { RDTreeWidgetItem *node = new RDTreeWidgetItem({i, l.semanticName, l.semanticIndex, l.format.Name(), l.inputSlot, byteOffs, l.perInstance ? lit("PER_INSTANCE") : lit("PER_VERTEX"), l.instanceDataStepRate, QString()}); node->setTag(i); if(usedSlot) usedVBuffers[l.inputSlot] = true; if(!usedSlot) setInactiveRow(node); ui->iaLayouts->addTopLevelItem(node); } i++; } } ui->iaLayouts->clearSelection(); ui->iaLayouts->endUpdate(); ui->iaLayouts->verticalScrollBar()->setValue(vs); Topology topo = draw ? draw->topology : Topology::Unknown; int numCPs = PatchList_Count(topo); if(numCPs > 0) { ui->topology->setText(tr("PatchList (%1 Control Points)").arg(numCPs)); } else { ui->topology->setText(ToQStr(topo)); } m_Common.setTopologyDiagram(ui->topologyDiagram, topo); bool ibufferUsed = draw && (draw->flags & DrawFlags::Indexed); m_VBNodes.clear(); m_EmptyNodes.clear(); vs = ui->iaBuffers->verticalScrollBar()->value(); ui->iaBuffers->beginUpdate(); ui->iaBuffers->clear(); if(state.inputAssembly.indexBuffer.resourceId != ResourceId()) { if(ibufferUsed || ui->showUnused->isChecked()) { uint64_t length = 0; BufferDescription *buf = m_Ctx.GetBuffer(state.inputAssembly.indexBuffer.resourceId); if(buf) length = buf->length; RDTreeWidgetItem *node = new RDTreeWidgetItem( {tr("Index"), state.inputAssembly.indexBuffer.resourceId, draw ? draw->indexByteWidth : 0, state.inputAssembly.indexBuffer.byteOffset, (qulonglong)length, QString()}); QString iformat; if(draw) { if(draw->indexByteWidth == 1) iformat = lit("ubyte"); else if(draw->indexByteWidth == 2) iformat = lit("ushort"); else if(draw->indexByteWidth == 4) iformat = lit("uint"); iformat += lit(" indices[%1]").arg(RENDERDOC_NumVerticesPerPrimitive(draw->topology)); } node->setTag( QVariant::fromValue(D3D11VBIBTag(state.inputAssembly.indexBuffer.resourceId, state.inputAssembly.indexBuffer.byteOffset + (draw ? draw->indexOffset * draw->indexByteWidth : 0), iformat))); if(!ibufferUsed) setInactiveRow(node); if(state.inputAssembly.indexBuffer.resourceId == ResourceId()) { setEmptyRow(node); m_EmptyNodes.push_back(node); } ui->iaBuffers->addTopLevelItem(node); } } else { if(ibufferUsed || ui->showEmpty->isChecked()) { RDTreeWidgetItem *node = new RDTreeWidgetItem( {tr("Index"), tr("No Buffer Set"), lit("-"), lit("-"), lit("-"), QString()}); QString iformat; if(draw) { if(draw->indexByteWidth == 1) iformat = lit("ubyte"); else if(draw->indexByteWidth == 2) iformat = lit("ushort"); else if(draw->indexByteWidth == 4) iformat = lit("uint"); iformat += lit(" indices[%1]").arg(RENDERDOC_NumVerticesPerPrimitive(draw->topology)); } node->setTag( QVariant::fromValue(D3D11VBIBTag(state.inputAssembly.indexBuffer.resourceId, state.inputAssembly.indexBuffer.byteOffset + (draw ? draw->indexOffset * draw->indexByteWidth : 0), iformat))); setEmptyRow(node); m_EmptyNodes.push_back(node); if(!ibufferUsed) setInactiveRow(node); ui->iaBuffers->addTopLevelItem(node); } } for(int i = 0; i < state.inputAssembly.vertexBuffers.count(); i++) { const D3D11Pipe::VertexBuffer &v = state.inputAssembly.vertexBuffers[i]; bool filledSlot = (v.resourceId != ResourceId()); bool usedSlot = (usedVBuffers[i]); if(showNode(usedSlot, filledSlot)) { qulonglong length = 0; BufferDescription *buf = m_Ctx.GetBuffer(v.resourceId); if(buf) length = buf->length; RDTreeWidgetItem *node = NULL; if(filledSlot) node = new RDTreeWidgetItem({i, v.resourceId, v.byteStride, v.byteOffset, length, QString()}); else node = new RDTreeWidgetItem({i, tr("No Buffer Set"), lit("-"), lit("-"), lit("-"), QString()}); node->setTag(QVariant::fromValue( D3D11VBIBTag(v.resourceId, v.byteOffset, m_Common.GetVBufferFormatString(i)))); if(!filledSlot) { setEmptyRow(node); m_EmptyNodes.push_back(node); } if(!usedSlot) setInactiveRow(node); m_VBNodes.push_back(node); ui->iaBuffers->addTopLevelItem(node); } else { m_VBNodes.push_back(NULL); } } ui->iaBuffers->clearSelection(); ui->iaBuffers->endUpdate(); ui->iaBuffers->verticalScrollBar()->setValue(vs); setShaderState(state.vertexShader, ui->vsShader, ui->vsResources, ui->vsSamplers, ui->vsCBuffers, ui->vsClasses); setShaderState(state.geometryShader, ui->gsShader, ui->gsResources, ui->gsSamplers, ui->gsCBuffers, ui->gsClasses); setShaderState(state.hullShader, ui->hsShader, ui->hsResources, ui->hsSamplers, ui->hsCBuffers, ui->hsClasses); setShaderState(state.domainShader, ui->dsShader, ui->dsResources, ui->dsSamplers, ui->dsCBuffers, ui->dsClasses); setShaderState(state.pixelShader, ui->psShader, ui->psResources, ui->psSamplers, ui->psCBuffers, ui->psClasses); setShaderState(state.computeShader, ui->csShader, ui->csResources, ui->csSamplers, ui->csCBuffers, ui->csClasses); QToolButton *shaderButtons[] = { ui->vsShaderViewButton, ui->hsShaderViewButton, ui->dsShaderViewButton, ui->gsShaderViewButton, ui->psShaderViewButton, ui->csShaderViewButton, ui->vsShaderEditButton, ui->hsShaderEditButton, ui->dsShaderEditButton, ui->gsShaderEditButton, ui->psShaderEditButton, ui->csShaderEditButton, ui->vsShaderSaveButton, ui->hsShaderSaveButton, ui->dsShaderSaveButton, ui->gsShaderSaveButton, ui->psShaderSaveButton, ui->csShaderSaveButton, }; for(QToolButton *b : shaderButtons) { const D3D11Pipe::Shader *stage = stageForSender(b); if(stage == NULL || stage->resourceId == ResourceId()) continue; b->setEnabled(stage->reflection != NULL); m_Common.SetupShaderEditButton(b, ResourceId(), stage->resourceId, stage->bindpointMapping, stage->reflection); } ui->iaBytecodeViewButton->setEnabled(true); vs = ui->csUAVs->verticalScrollBar()->value(); ui->csUAVs->beginUpdate(); ui->csUAVs->clear(); for(int i = 0; i < state.computeShader.uavs.count(); i++) { const ShaderResource *shaderInput = NULL; const Bindpoint *map = NULL; const D3D11Pipe::Shader &cs = state.computeShader; if(cs.reflection) { for(int b = 0; b < cs.reflection->readWriteResources.count(); b++) { const ShaderResource &res = cs.reflection->readWriteResources[b]; const Bindpoint &bind = cs.bindpointMapping.readWriteResources[b]; if(bind.bind == i) { shaderInput = &res; map = &bind; break; } } } addResourceRow(D3D11ViewTag(D3D11ViewTag::UAV, i, state.computeShader.uavs[i]), shaderInput, map, ui->csUAVs); } ui->csUAVs->clearSelection(); ui->csUAVs->endUpdate(); ui->csUAVs->verticalScrollBar()->setValue(vs); bool streamoutSet = false; vs = ui->gsStreamOut->verticalScrollBar()->value(); ui->gsStreamOut->beginUpdate(); ui->gsStreamOut->clear(); for(int i = 0; i < state.streamOut.outputs.count(); i++) { const D3D11Pipe::StreamOutBind &s = state.streamOut.outputs[i]; bool filledSlot = (s.resourceId != ResourceId()); bool usedSlot = (filledSlot); if(showNode(usedSlot, filledSlot)) { qulonglong length = 0; BufferDescription *buf = m_Ctx.GetBuffer(s.resourceId); if(buf) length = buf->length; RDTreeWidgetItem *node = new RDTreeWidgetItem({i, s.resourceId, length, s.byteOffset, QString()}); node->setTag(QVariant::fromValue(s.resourceId)); if(!filledSlot) setEmptyRow(node); if(!usedSlot) setInactiveRow(node); streamoutSet = true; ui->gsStreamOut->addTopLevelItem(node); } } ui->gsStreamOut->verticalScrollBar()->setValue(vs); ui->gsStreamOut->clearSelection(); ui->gsStreamOut->endUpdate(); ui->gsStreamOut->setVisible(streamoutSet); ui->soGroup->setVisible(streamoutSet); //////////////////////////////////////////////// // Rasterizer vs = ui->viewports->verticalScrollBar()->value(); ui->viewports->beginUpdate(); ui->viewports->clear(); for(int i = 0; i < state.rasterizer.viewports.count(); i++) { const Viewport &v = state.rasterizer.viewports[i]; if(v.enabled || ui->showEmpty->isChecked()) { RDTreeWidgetItem *node = new RDTreeWidgetItem({i, v.x, v.y, v.width, v.height, v.minDepth, v.maxDepth}); if(v.width == 0 || v.height == 0 || v.minDepth == v.maxDepth) setEmptyRow(node); if(!v.enabled) setInactiveRow(node); ui->viewports->addTopLevelItem(node); } } ui->viewports->verticalScrollBar()->setValue(vs); ui->viewports->clearSelection(); ui->viewports->endUpdate(); vs = ui->scissors->verticalScrollBar()->value(); ui->scissors->beginUpdate(); ui->scissors->clear(); for(int i = 0; i < state.rasterizer.scissors.count(); i++) { const Scissor &s = state.rasterizer.scissors[i]; if((s.enabled && state.rasterizer.state.scissorEnable) || ui->showEmpty->isChecked()) { RDTreeWidgetItem *node = new RDTreeWidgetItem({i, s.x, s.y, s.width, s.height}); if(s.width == 0 || s.height == 0) setEmptyRow(node); if(!s.enabled) setInactiveRow(node); ui->scissors->addTopLevelItem(node); } } ui->scissors->clearSelection(); ui->scissors->verticalScrollBar()->setValue(vs); ui->scissors->endUpdate(); ui->rastState->setText(ToQStr(state.rasterizer.state.resourceId)); ui->fillMode->setText(ToQStr(state.rasterizer.state.fillMode)); ui->cullMode->setText(ToQStr(state.rasterizer.state.cullMode)); ui->frontCCW->setPixmap(state.rasterizer.state.frontCCW ? tick : cross); ui->scissorEnabled->setPixmap(state.rasterizer.state.scissorEnable ? tick : cross); ui->lineAA->setPixmap(state.rasterizer.state.antialiasedLines ? tick : cross); ui->multisample->setPixmap(state.rasterizer.state.multisampleEnable ? tick : cross); ui->depthClip->setPixmap(state.rasterizer.state.depthClip ? tick : cross); ui->depthBias->setText(Formatter::Format(state.rasterizer.state.depthBias)); ui->depthBiasClamp->setText(Formatter::Format(state.rasterizer.state.depthBiasClamp)); ui->slopeScaledBias->setText(Formatter::Format(state.rasterizer.state.slopeScaledDepthBias)); ui->forcedSampleCount->setText(QString::number(state.rasterizer.state.forcedSampleCount)); ui->conservativeRaster->setPixmap( state.rasterizer.state.conservativeRasterization != ConservativeRaster::Disabled ? tick : cross); //////////////////////////////////////////////// // Predication if(state.predication.resourceId == ResourceId()) { ui->predicateGroup->setVisible(false); } else { ui->predicateGroup->setVisible(true); ui->predicate->setText(ToQStr(state.predication.resourceId)); ui->predicateValue->setText(state.predication.value ? lit("TRUE") : lit("FALSE")); ui->predicatePassing->setPixmap(state.predication.isPassing ? tick : cross); } //////////////////////////////////////////////// // Output Merger bool targets[32] = {}; vs = ui->targetOutputs->verticalScrollBar()->value(); ui->targetOutputs->beginUpdate(); ui->targetOutputs->clear(); { for(int i = 0; i < state.outputMerger.renderTargets.count(); i++) { addResourceRow(D3D11ViewTag(D3D11ViewTag::OMTarget, i, state.outputMerger.renderTargets[i]), NULL, NULL, ui->targetOutputs); if(state.outputMerger.renderTargets[i].resourceResourceId != ResourceId()) targets[i] = true; } for(int i = 0; i < state.outputMerger.uavs.count(); i++) { const ShaderResource *shaderInput = NULL; const Bindpoint *map = NULL; // any non-CS shader can use these. When that's not supported (Before feature level 11.1) // this search will just boil down to only PS. // When multiple stages use the UAV, we allow the last stage to 'win' and define its type, // although it would be very surprising if the types were actually different anyway. const D3D11Pipe::Shader *nonCS[] = {&state.vertexShader, &state.domainShader, &state.hullShader, &state.geometryShader, &state.pixelShader}; for(const D3D11Pipe::Shader *stage : nonCS) { if(stage->reflection) { for(int b = 0; b < stage->reflection->readWriteResources.count(); b++) { const ShaderResource &res = stage->reflection->readWriteResources[b]; const Bindpoint &bind = stage->bindpointMapping.readWriteResources[b]; if(bind.bind == i + (int)state.outputMerger.uavStartSlot) { shaderInput = &res; map = &bind; break; } } } } addResourceRow(D3D11ViewTag(D3D11ViewTag::UAV, i, state.outputMerger.uavs[i]), shaderInput, map, ui->targetOutputs); } addResourceRow(D3D11ViewTag(D3D11ViewTag::OMDepth, 0, state.outputMerger.depthTarget), NULL, NULL, ui->targetOutputs); } ui->targetOutputs->clearSelection(); ui->targetOutputs->endUpdate(); ui->targetOutputs->verticalScrollBar()->setValue(vs); vs = ui->blends->verticalScrollBar()->value(); ui->blends->beginUpdate(); ui->blends->clear(); { int i = 0; for(const ColorBlend &blend : state.outputMerger.blendState.blends) { bool filledSlot = (blend.enabled || targets[i]); bool usedSlot = (targets[i]); if(showNode(usedSlot, filledSlot)) { RDTreeWidgetItem *node = NULL; node = new RDTreeWidgetItem( {i, blend.enabled ? tr("True") : tr("False"), ToQStr(blend.colorBlend.source), ToQStr(blend.colorBlend.destination), ToQStr(blend.colorBlend.operation), ToQStr(blend.alphaBlend.source), ToQStr(blend.alphaBlend.destination), ToQStr(blend.alphaBlend.operation), blend.logicOperationEnabled ? ToQStr(blend.logicOperation) : tr("Disabled"), QFormatStr("%1%2%3%4") .arg((blend.writeMask & 0x1) == 0 ? lit("_") : lit("R")) .arg((blend.writeMask & 0x2) == 0 ? lit("_") : lit("G")) .arg((blend.writeMask & 0x4) == 0 ? lit("_") : lit("B")) .arg((blend.writeMask & 0x8) == 0 ? lit("_") : lit("A"))}); if(!filledSlot) setEmptyRow(node); if(!usedSlot) setInactiveRow(node); ui->blends->addTopLevelItem(node); } i++; } } ui->blends->clearSelection(); ui->blends->endUpdate(); ui->blends->verticalScrollBar()->setValue(vs); ui->blendState->setText(ToQStr(state.outputMerger.blendState.resourceId)); ui->alphaToCoverage->setPixmap(state.outputMerger.blendState.alphaToCoverage ? tick : cross); ui->independentBlend->setPixmap(state.outputMerger.blendState.independentBlend ? tick : cross); ui->sampleMask->setText(Formatter::Format(state.outputMerger.blendState.sampleMask, true)); ui->blendFactor->setText(QFormatStr("%1, %2, %3, %4") .arg(state.outputMerger.blendState.blendFactor[0], 0, 'f', 2) .arg(state.outputMerger.blendState.blendFactor[1], 0, 'f', 2) .arg(state.outputMerger.blendState.blendFactor[2], 0, 'f', 2) .arg(state.outputMerger.blendState.blendFactor[3], 0, 'f', 2)); ui->depthState->setText(ToQStr(state.outputMerger.depthStencilState.resourceId)); ui->depthEnabled->setPixmap(state.outputMerger.depthStencilState.depthEnable ? tick : cross); ui->depthFunc->setText(ToQStr(state.outputMerger.depthStencilState.depthFunction)); ui->depthWrite->setPixmap(state.outputMerger.depthStencilState.depthWrites ? tick : cross); ui->stencilEnabled->setPixmap(state.outputMerger.depthStencilState.stencilEnable ? tick : cross); ui->stencilReadMask->setText( Formatter::Format((uint8_t)state.outputMerger.depthStencilState.frontFace.compareMask, true)); ui->stencilWriteMask->setText( Formatter::Format((uint8_t)state.outputMerger.depthStencilState.frontFace.writeMask, true)); ui->stencilRef->setText( Formatter::Format((uint8_t)state.outputMerger.depthStencilState.frontFace.reference, true)); ui->stencils->beginUpdate(); ui->stencils->clear(); ui->stencils->addTopLevelItem(new RDTreeWidgetItem( {tr("Front"), ToQStr(state.outputMerger.depthStencilState.frontFace.function), ToQStr(state.outputMerger.depthStencilState.frontFace.failOperation), ToQStr(state.outputMerger.depthStencilState.frontFace.depthFailOperation), ToQStr(state.outputMerger.depthStencilState.frontFace.passOperation)})); ui->stencils->addTopLevelItem(new RDTreeWidgetItem( {tr("Back"), ToQStr(state.outputMerger.depthStencilState.backFace.function), ToQStr(state.outputMerger.depthStencilState.backFace.failOperation), ToQStr(state.outputMerger.depthStencilState.backFace.depthFailOperation), ToQStr(state.outputMerger.depthStencilState.backFace.passOperation)})); ui->stencils->clearSelection(); ui->stencils->endUpdate(); // set up thread debugging inputs if(state.computeShader.reflection && draw && (draw->flags & DrawFlags::Dispatch)) { ui->groupX->setEnabled(true); ui->groupY->setEnabled(true); ui->groupZ->setEnabled(true); ui->threadX->setEnabled(true); ui->threadY->setEnabled(true); ui->threadZ->setEnabled(true); ui->debugThread->setEnabled(true); // set maximums for CS debugging ui->groupX->setMaximum((int)draw->dispatchDimension[0] - 1); ui->groupY->setMaximum((int)draw->dispatchDimension[1] - 1); ui->groupZ->setMaximum((int)draw->dispatchDimension[2] - 1); if(draw->dispatchThreadsDimension[0] == 0) { ui->threadX->setMaximum((int)state.computeShader.reflection->dispatchThreadsDimension[0] - 1); ui->threadY->setMaximum((int)state.computeShader.reflection->dispatchThreadsDimension[1] - 1); ui->threadZ->setMaximum((int)state.computeShader.reflection->dispatchThreadsDimension[2] - 1); } else { ui->threadX->setMaximum((int)draw->dispatchThreadsDimension[0] - 1); ui->threadY->setMaximum((int)draw->dispatchThreadsDimension[1] - 1); ui->threadZ->setMaximum((int)draw->dispatchThreadsDimension[2] - 1); } } else { ui->groupX->setEnabled(false); ui->groupY->setEnabled(false); ui->groupZ->setEnabled(false); ui->threadX->setEnabled(false); ui->threadY->setEnabled(false); ui->threadZ->setEnabled(false); ui->debugThread->setEnabled(false); } // highlight the appropriate stages in the flowchart if(draw == NULL) { ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true}); } else if(draw->flags & DrawFlags::Dispatch) { ui->pipeFlow->setStagesEnabled({false, false, false, false, false, false, false, false, true}); } else { bool streamOutActive = false; for(const D3D11Pipe::StreamOutBind &o : state.streamOut.outputs) { if(o.resourceId != ResourceId()) { streamOutActive = true; break; } } if(state.geometryShader.resourceId == ResourceId() && streamOutActive) { ui->pipeFlow->setStageName(4, lit("SO"), tr("Stream Out")); } else { ui->pipeFlow->setStageName(4, lit("GS"), tr("Geometry Shader")); } ui->pipeFlow->setStagesEnabled( {true, true, state.hullShader.resourceId != ResourceId(), state.domainShader.resourceId != ResourceId(), state.geometryShader.resourceId != ResourceId() || streamOutActive, true, state.pixelShader.resourceId != ResourceId(), true, false}); } } void D3D11PipelineStateViewer::resource_itemActivated(RDTreeWidgetItem *item, int column) { const D3D11Pipe::Shader *stage = stageForSender(item->treeWidget()); if(stage == NULL) return; QVariant tag = item->tag(); TextureDescription *tex = NULL; BufferDescription *buf = NULL; if(tag.canConvert()) { ResourceId id = tag.value(); tex = m_Ctx.GetTexture(id); buf = m_Ctx.GetBuffer(id); } else if(tag.canConvert()) { D3D11ViewTag view = tag.value(); tex = m_Ctx.GetTexture(view.res.resourceResourceId); buf = m_Ctx.GetBuffer(view.res.resourceResourceId); } if(tex) { if(tex->type == TextureType::Buffer) { IBufferViewer *viewer = m_Ctx.ViewTextureAsBuffer( tex->resourceId, Subresource(), BufferFormatter::GetTextureFormatString(*tex)); m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this); } else { if(!m_Ctx.HasTextureViewer()) m_Ctx.ShowTextureViewer(); ITextureViewer *viewer = m_Ctx.GetTextureViewer(); viewer->ViewTexture(tex->resourceId, true); } return; } else if(buf) { D3D11ViewTag view; view.res.resourceResourceId = buf->resourceId; if(tag.canConvert()) view = tag.value(); uint64_t offs = 0; uint64_t size = buf->length; if(view.res.resourceResourceId != ResourceId()) { offs = uint64_t(view.res.firstElement) * view.res.elementByteSize; size = uint64_t(view.res.numElements) * view.res.elementByteSize; } else { // last thing, see if it's a streamout buffer if(stage->stage == ShaderStage::Geometry) { for(int i = 0; i < m_Ctx.CurD3D11PipelineState()->streamOut.outputs.count(); i++) { if(buf->resourceId == m_Ctx.CurD3D11PipelineState()->streamOut.outputs[i].resourceId) { size -= m_Ctx.CurD3D11PipelineState()->streamOut.outputs[i].byteOffset; offs += m_Ctx.CurD3D11PipelineState()->streamOut.outputs[i].byteOffset; break; } } } } QString format; const ShaderResource *shaderRes = NULL; int bind = view.index; // for OM UAVs these can be bound to any non-CS stage, so make sure // we have the right shader details for it. // This search allows later stage bindings to override earlier stage bindings, // which is a reasonable behaviour when the same resource can be referenced // in multiple places. Most likely the bindings are equivalent anyway. // The main point is that it allows us to pick up the binding if it's not // bound in the PS but only in an earlier stage. if(view.type == D3D11ViewTag::UAV && stage->stage != ShaderStage::Compute) { const D3D11Pipe::State &state = *m_Ctx.CurD3D11PipelineState(); const D3D11Pipe::Shader *nonCS[] = {&state.vertexShader, &state.domainShader, &state.hullShader, &state.geometryShader, &state.pixelShader}; bind += state.outputMerger.uavStartSlot; for(const D3D11Pipe::Shader *searchstage : nonCS) { if(searchstage->reflection) { for(const ShaderResource &res : searchstage->reflection->readWriteResources) { if(!res.isTexture && res.bindPoint == bind) { stage = searchstage; break; } } } } } if(stage->reflection) { const rdcarray &resArray = view.type == D3D11ViewTag::SRV ? stage->reflection->readOnlyResources : stage->reflection->readWriteResources; const rdcarray &bindArray = view.type == D3D11ViewTag::SRV ? stage->bindpointMapping.readOnlyResources : stage->bindpointMapping.readWriteResources; for(const ShaderResource &res : resArray) { if(!res.isTexture && res.bindPoint < bindArray.count() && bindArray[res.bindPoint].bind == bind) { shaderRes = &res; break; } } } if(shaderRes) { format = BufferFormatter::GetBufferFormatString(*shaderRes, view.res.viewFormat, offs); if(view.res.bufferFlags & D3DBufferViewFlags::Raw) format = lit("xint"); } IBufferViewer *viewer = m_Ctx.ViewBuffer(offs, size, view.res.resourceResourceId, format); m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this); } } void D3D11PipelineStateViewer::cbuffer_itemActivated(RDTreeWidgetItem *item, int column) { const D3D11Pipe::Shader *stage = stageForSender(item->treeWidget()); if(stage == NULL) return; QVariant tag = item->tag(); if(!tag.canConvert()) return; int cb = tag.value(); int cbufIdx = -1; for(int i = 0; i < stage->bindpointMapping.constantBlocks.count(); i++) { if(stage->bindpointMapping.constantBlocks[i].bind == cb) { cbufIdx = i; break; } } if(cbufIdx == -1) { // unused cbuffer, open regular buffer viewer if(cb >= stage->constantBuffers.count()) return; const D3D11Pipe::ConstantBuffer &bind = stage->constantBuffers[cb]; IBufferViewer *viewer = m_Ctx.ViewBuffer(bind.vecOffset * sizeof(float) * 4, bind.vecCount * sizeof(float) * 4, bind.resourceId); m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this); return; } IConstantBufferPreviewer *prev = m_Ctx.ViewConstantBuffer(stage->stage, cbufIdx, 0); m_Ctx.AddDockWindow(prev->Widget(), DockReference::TransientPopupArea, this, 0.3f); } void D3D11PipelineStateViewer::on_iaLayouts_itemActivated(RDTreeWidgetItem *item, int column) { on_meshView_clicked(); } void D3D11PipelineStateViewer::on_iaBuffers_itemActivated(RDTreeWidgetItem *item, int column) { QVariant tag = item->tag(); if(tag.canConvert()) { D3D11VBIBTag buf = tag.value(); if(buf.id != ResourceId()) { IBufferViewer *viewer = m_Ctx.ViewBuffer(buf.offset, UINT64_MAX, buf.id, buf.format); m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this); } } } void D3D11PipelineStateViewer::highlightIABind(int slot) { int idx = ((slot + 1) * 21) % 32; // space neighbouring colours reasonably distinctly const D3D11Pipe::InputAssembly &IA = m_Ctx.CurD3D11PipelineState()->inputAssembly; QColor col = QColor::fromHslF(float(idx) / 32.0f, 1.0f, qBound(0.05, palette().color(QPalette::Base).lightnessF(), 0.95)); ui->iaLayouts->beginUpdate(); ui->iaBuffers->beginUpdate(); if(slot < m_VBNodes.count()) { RDTreeWidgetItem *item = m_VBNodes[(int)slot]; if(item && !m_EmptyNodes.contains(item)) { item->setBackgroundColor(col); item->setForegroundColor(contrastingColor(col, QColor(0, 0, 0))); } } for(int i = 0; i < ui->iaLayouts->topLevelItemCount(); i++) { RDTreeWidgetItem *item = ui->iaLayouts->topLevelItem(i); if((int)IA.layouts[item->tag().toUInt()].inputSlot != slot) { item->setBackground(QBrush()); item->setForeground(QBrush()); } else { item->setBackgroundColor(col); item->setForegroundColor(contrastingColor(col, QColor(0, 0, 0))); } } ui->iaLayouts->endUpdate(); ui->iaBuffers->endUpdate(); } void D3D11PipelineStateViewer::on_iaLayouts_mouseMove(QMouseEvent *e) { if(!m_Ctx.IsCaptureLoaded()) return; RDTreeWidgetItem *item = ui->iaLayouts->itemAt(e->pos()); vertex_leave(NULL); const D3D11Pipe::InputAssembly &IA = m_Ctx.CurD3D11PipelineState()->inputAssembly; if(item) { uint32_t buffer = IA.layouts[item->tag().toUInt()].inputSlot; highlightIABind((int)buffer); } } void D3D11PipelineStateViewer::on_iaBuffers_mouseMove(QMouseEvent *e) { if(!m_Ctx.IsCaptureLoaded()) return; RDTreeWidgetItem *item = ui->iaBuffers->itemAt(e->pos()); vertex_leave(NULL); if(item) { int idx = m_VBNodes.indexOf(item); if(idx >= 0) { highlightIABind(idx); } else { if(!m_EmptyNodes.contains(item)) { item->setBackground(ui->iaBuffers->palette().brush(QPalette::Window)); item->setForeground(QBrush()); } } } } void D3D11PipelineStateViewer::on_pipeFlow_stageSelected(int index) { ui->stagesTabs->setCurrentIndex(index); } void D3D11PipelineStateViewer::vertex_leave(QEvent *e) { ui->iaLayouts->beginUpdate(); ui->iaBuffers->beginUpdate(); for(int i = 0; i < ui->iaLayouts->topLevelItemCount(); i++) { RDTreeWidgetItem *item = ui->iaLayouts->topLevelItem(i); item->setBackground(QBrush()); item->setForeground(QBrush()); } for(int i = 0; i < ui->iaBuffers->topLevelItemCount(); i++) { RDTreeWidgetItem *item = ui->iaBuffers->topLevelItem(i); if(m_EmptyNodes.contains(item)) continue; item->setBackground(QBrush()); item->setForeground(QBrush()); } ui->iaLayouts->endUpdate(); ui->iaBuffers->endUpdate(); } void D3D11PipelineStateViewer::shaderView_clicked() { ShaderReflection *shaderDetails = NULL; QWidget *sender = qobject_cast(QObject::sender()); if(sender == ui->iaBytecode || sender == ui->iaBytecodeViewButton) { shaderDetails = m_Ctx.CurD3D11PipelineState()->inputAssembly.bytecode; } else { const D3D11Pipe::Shader *stage = stageForSender(sender); if(stage == NULL || stage->resourceId == ResourceId()) return; shaderDetails = stage->reflection; } if(!shaderDetails) return; IShaderViewer *shad = m_Ctx.ViewShader(shaderDetails, ResourceId()); m_Ctx.AddDockWindow(shad->Widget(), DockReference::AddTo, this); } void D3D11PipelineStateViewer::shaderSave_clicked() { const D3D11Pipe::Shader *stage = stageForSender(qobject_cast(QObject::sender())); if(stage == NULL) return; ShaderReflection *shaderDetails = stage->reflection; if(stage->resourceId == ResourceId()) return; m_Common.SaveShaderFile(shaderDetails); } QVariantList D3D11PipelineStateViewer::exportViewHTML(const D3D11Pipe::View &view, int i, ShaderReflection *refl, const QString &extraParams) { const ShaderResource *shaderInput = NULL; bool rw = false; if(refl) { for(const ShaderResource &bind : refl->readOnlyResources) { if(bind.bindPoint == i) { shaderInput = &bind; break; } } for(const ShaderResource &bind : refl->readWriteResources) { if(bind.bindPoint == i) { shaderInput = &bind; rw = true; break; } } } QString name = view.resourceResourceId == ResourceId() ? tr("Empty") : QString(m_Ctx.GetResourceName(view.resourceResourceId)); QString typeName = tr("Unknown"); QString format = tr("Unknown"); uint64_t w = 1; uint32_t h = 1, d = 1; uint32_t a = 0; QString viewFormat = view.viewFormat.Name(); TextureDescription *tex = m_Ctx.GetTexture(view.resourceResourceId); BufferDescription *buf = m_Ctx.GetBuffer(view.resourceResourceId); QString viewParams; // check to see if it's a texture if(tex) { w = tex->width; h = tex->height; d = tex->depth; a = tex->arraysize; format = tex->format.Name(); typeName = ToQStr(tex->type); if(tex->mips > 1) viewParams = tr("Highest Mip: %1, Num Mips: %2").arg(view.firstMip).arg(view.numMips); if(tex->arraysize > 1) { if(!viewParams.isEmpty()) viewParams += lit(", "); viewParams += tr("First Slice: %1, Array Size: %2").arg(view.firstSlice).arg(view.numSlices); } } // if not a texture, it must be a buffer if(buf) { w = buf->length; h = 0; d = 0; a = 0; format = view.viewFormat.Name(); typeName = lit("Buffer"); if(view.bufferFlags & D3DBufferViewFlags::Raw) { typeName = rw ? lit("RWByteAddressBuffer") : lit("ByteAddressBuffer"); } else if(view.elementByteSize > 0) { // for structured buffers, display how many 'elements' there are in the buffer typeName = QFormatStr("%1[%2]") .arg(rw ? lit("RWStructuredBuffer") : lit("StructuredBuffer")) .arg(buf->length / view.elementByteSize); } if(view.bufferFlags & D3DBufferViewFlags::Append || view.bufferFlags & D3DBufferViewFlags::Counter) { typeName += tr(" (Count: %1)").arg(view.bufferStructCount); } if(shaderInput && !shaderInput->isTexture) { if(view.viewFormat.compType == CompType::Typeless) { if(!shaderInput->variableType.members.isEmpty()) viewFormat = format = lit("struct ") + shaderInput->variableType.descriptor.name; else viewFormat = format = shaderInput->variableType.descriptor.name; } else { format = view.viewFormat.Name(); } } viewParams = tr("First Element: %1, Num Elements %2, Flags %3") .arg(view.firstElement) .arg(view.numElements) .arg(ToQStr(view.bufferFlags)); } if(viewParams.isEmpty()) viewParams = extraParams; else viewParams += lit(", ") + extraParams; return {i, name, ToQStr(view.type), typeName, (qulonglong)w, h, d, a, viewFormat, format, viewParams}; } void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, const D3D11Pipe::InputAssembly &ia) { const DrawcallDescription *draw = m_Ctx.CurDrawcall(); { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Input Layouts")); xml.writeEndElement(); QList rows; int i = 0; for(const D3D11Pipe::Layout &l : ia.layouts) { rows.push_back({i, l.semanticName, l.semanticIndex, l.format.Name(), l.inputSlot, l.byteOffset, (bool)l.perInstance, l.instanceDataStepRate}); i++; } m_Common.exportHTMLTable( xml, {tr("Slot"), tr("Semantic Name"), tr("Semantic Index"), tr("Format"), tr("Input Slot"), tr("Byte Offset"), tr("Per Instance"), tr("Instance Data Step Rate")}, rows); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Vertex Buffers")); xml.writeEndElement(); QList rows; int i = 0; for(const D3D11Pipe::VertexBuffer &vb : ia.vertexBuffers) { QString name = m_Ctx.GetResourceName(vb.resourceId); uint64_t length = 0; if(vb.resourceId == ResourceId()) { continue; } else { BufferDescription *buf = m_Ctx.GetBuffer(vb.resourceId); if(buf) length = buf->length; } rows.push_back({i, name, vb.byteStride, vb.byteOffset, (qulonglong)length}); i++; } m_Common.exportHTMLTable( xml, {tr("Slot"), tr("Buffer"), tr("Stride"), tr("Offset"), tr("Byte Length")}, rows); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Index Buffer")); xml.writeEndElement(); QString name = m_Ctx.GetResourceName(ia.indexBuffer.resourceId); uint64_t length = 0; if(ia.indexBuffer.resourceId == ResourceId()) { name = tr("Empty"); } else { BufferDescription *buf = m_Ctx.GetBuffer(ia.indexBuffer.resourceId); if(buf) length = buf->length; } QString ifmt = lit("UNKNOWN"); if(draw) { if(draw->indexByteWidth == 2) ifmt = lit("R16_UINT"); if(draw->indexByteWidth == 4) ifmt = lit("R32_UINT"); } m_Common.exportHTMLTable(xml, {tr("Buffer"), tr("Format"), tr("Offset"), tr("Byte Length")}, {name, ifmt, ia.indexBuffer.byteOffset, (qulonglong)length}); } xml.writeStartElement(lit("p")); xml.writeEndElement(); m_Common.exportHTMLTable(xml, {tr("Primitive Topology")}, {ToQStr(draw ? draw->topology : Topology::Unknown)}); } void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, const D3D11Pipe::Shader &sh) { ShaderReflection *shaderDetails = sh.reflection; { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Shader")); xml.writeEndElement(); QString shadername = tr("Unknown"); if(sh.resourceId == ResourceId()) shadername = tr("Unbound"); else shadername = m_Ctx.GetResourceName(sh.resourceId); if(shaderDetails && !shaderDetails->debugInfo.files.isEmpty()) { shadername = QFormatStr("%1() - %2") .arg(shaderDetails->entryPoint) .arg(QFileInfo(shaderDetails->debugInfo.files[0].filename).fileName()); } xml.writeStartElement(lit("p")); xml.writeCharacters(shadername); xml.writeEndElement(); if(sh.resourceId == ResourceId()) return; } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Resources")); xml.writeEndElement(); QList rows; for(int i = 0; i < sh.srvs.count(); i++) { if(sh.srvs[i].viewResourceId == ResourceId()) continue; rows.push_back(exportViewHTML(sh.srvs[i], i, shaderDetails, QString())); } m_Common.exportHTMLTable(xml, { tr("Slot"), tr("Name"), tr("View Type"), tr("Resource Type"), tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"), tr("View Format"), tr("Resource Format"), tr("View Parameters"), }, rows); } if(sh.stage == ShaderStage::Compute) { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Unordered Access Views")); xml.writeEndElement(); QList rows; for(int i = 0; i < sh.uavs.count(); i++) { if(sh.uavs[i].viewResourceId == ResourceId()) continue; rows.push_back(exportViewHTML(sh.uavs[i], i, shaderDetails, QString())); } m_Common.exportHTMLTable(xml, { tr("Slot"), tr("Name"), tr("View Type"), tr("Resource Type"), tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"), tr("View Format"), tr("Resource Format"), tr("View Parameters"), }, rows); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Samplers")); xml.writeEndElement(); QList rows; for(int i = 0; i < sh.samplers.count(); i++) { const D3D11Pipe::Sampler &s = sh.samplers[i]; if(s.resourceId == ResourceId()) continue; QString borderColor = QFormatStr("%1, %2, %3, %4") .arg(s.borderColor[0]) .arg(s.borderColor[1]) .arg(s.borderColor[2]) .arg(s.borderColor[3]); QString addressing; QString addPrefix; QString addVal; QString addr[] = {ToQStr(s.addressU, GraphicsAPI::D3D11), ToQStr(s.addressV, GraphicsAPI::D3D11), ToQStr(s.addressW, GraphicsAPI::D3D11)}; // arrange like either UVW: WRAP or UV: WRAP, W: CLAMP for(int a = 0; a < 3; a++) { const QString str[] = {lit("U"), lit("V"), lit("W")}; QString prefix = str[a]; if(a == 0 || addr[a] == addr[a - 1]) { addPrefix += prefix; } else { addressing += QFormatStr("%1: %2, ").arg(addPrefix).arg(addVal); addPrefix = prefix; } addVal = addr[a]; } addressing += addPrefix + lit(": ") + addVal; rows.push_back({i, addressing, borderColor, ToQStr(s.compareFunction), ToQStr(s.filter), s.maxAnisotropy, s.minLOD == -FLT_MAX ? lit("0") : QString::number(s.minLOD), s.maxLOD == FLT_MAX ? lit("FLT_MAX") : QString::number(s.maxLOD), s.mipLODBias}); } m_Common.exportHTMLTable( xml, { tr("Slot"), tr("Addressing"), tr("Border Colour"), tr("Comparison"), tr("Filter"), tr("Max Anisotropy"), tr("Min LOD"), tr("Max LOD"), tr("Mip Bias"), }, rows); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Constant Buffers")); xml.writeEndElement(); QList rows; for(int i = 0; i < sh.constantBuffers.count(); i++) { ConstantBlock *shaderCBuf = NULL; if(sh.constantBuffers[i].resourceId == ResourceId()) continue; if(shaderDetails && i < shaderDetails->constantBlocks.count() && !shaderDetails->constantBlocks[i].name.isEmpty()) shaderCBuf = &shaderDetails->constantBlocks[i]; QString name = m_Ctx.GetResourceName(sh.constantBuffers[i].resourceId); uint64_t length = 1; int numvars = shaderCBuf ? shaderCBuf->variables.count() : 0; uint32_t byteSize = shaderCBuf ? shaderCBuf->byteSize : 0; if(sh.constantBuffers[i].resourceId == ResourceId()) { name = tr("Empty"); length = 0; } BufferDescription *buf = m_Ctx.GetBuffer(sh.constantBuffers[i].resourceId); if(buf) length = buf->length; rows.push_back({i, name, sh.constantBuffers[i].vecOffset, sh.constantBuffers[i].vecCount, numvars, byteSize, (qulonglong)length}); } m_Common.exportHTMLTable(xml, {tr("Slot"), tr("Buffer"), tr("Vector Offset"), tr("Vector Count"), tr("Number of Variables"), tr("Bytes Needed"), tr("Bytes Provided")}, rows); } if(!sh.classInstances.isEmpty()) { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Class Instances")); xml.writeEndElement(); QList rows; for(int i = 0; i < sh.classInstances.count(); i++) { QString interfaceName = tr("Interface %1").arg(i); if(sh.reflection && i < sh.reflection->interfaces.count()) interfaceName = sh.reflection->interfaces[i]; rows.push_back({i, interfaceName, sh.classInstances[i]}); } m_Common.exportHTMLTable(xml, { tr("Slot"), tr("Interface Name"), tr("Instance Name"), }, rows); } } void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, const D3D11Pipe::StreamOut &so) { { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Stream Out Targets")); xml.writeEndElement(); QList rows; int i = 0; for(const D3D11Pipe::StreamOutBind &o : so.outputs) { QString name = m_Ctx.GetResourceName(o.resourceId); uint64_t length = 0; if(o.resourceId == ResourceId()) { name = tr("Empty"); } else { BufferDescription *buf = m_Ctx.GetBuffer(o.resourceId); if(buf) length = buf->length; } rows.push_back({i, name, o.byteOffset, (qulonglong)length}); i++; } m_Common.exportHTMLTable(xml, {tr("Slot"), tr("Buffer"), tr("Offset"), tr("Byte Length")}, rows); } } void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, const D3D11Pipe::Rasterizer &rs) { { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("States")); xml.writeEndElement(); m_Common.exportHTMLTable(xml, {tr("Fill Mode"), tr("Cull Mode"), tr("Front CCW")}, {ToQStr(rs.state.fillMode), ToQStr(rs.state.cullMode), rs.state.frontCCW ? tr("Yes") : tr("No")}); xml.writeStartElement(lit("p")); xml.writeEndElement(); m_Common.exportHTMLTable( xml, {tr("Scissor Enable"), tr("Line AA Enable"), tr("Multisample Enable"), tr("Forced Sample Count"), tr("Conservative Raster")}, {rs.state.scissorEnable ? tr("Yes") : tr("No"), rs.state.antialiasedLines ? tr("Yes") : tr("No"), rs.state.multisampleEnable ? tr("Yes") : tr("No"), rs.state.forcedSampleCount, rs.state.conservativeRasterization != ConservativeRaster::Disabled ? tr("Yes") : tr("No")}); xml.writeStartElement(lit("p")); xml.writeEndElement(); m_Common.exportHTMLTable( xml, {tr("Depth Clip"), tr("Depth Bias"), tr("Depth Bias Clamp"), tr("Slope Scaled Bias")}, {rs.state.depthClip ? tr("Yes") : tr("No"), rs.state.depthBias, Formatter::Format(rs.state.depthBiasClamp), Formatter::Format(rs.state.slopeScaledDepthBias)}); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Viewports")); xml.writeEndElement(); QList rows; int i = 0; for(const Viewport &v : rs.viewports) { rows.push_back({i, v.x, v.y, v.width, v.height, v.minDepth, v.maxDepth, v.enabled ? tr("Yes") : tr("No")}); i++; } m_Common.exportHTMLTable(xml, {tr("Slot"), tr("X"), tr("Y"), tr("Width"), tr("Height"), tr("Min Depth"), tr("Max Depth"), tr("Enabled")}, rows); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Scissors")); xml.writeEndElement(); QList rows; int i = 0; for(const Scissor &s : rs.scissors) { rows.push_back({i, s.x, s.y, s.width, s.height, s.enabled ? tr("Yes") : tr("No")}); i++; } m_Common.exportHTMLTable( xml, {tr("Slot"), tr("X"), tr("Y"), tr("Width"), tr("Height"), tr("Enabled")}, rows); } } void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, const D3D11Pipe::OutputMerger &om) { { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Blend State")); xml.writeEndElement(); QString blendFactor = QFormatStr("%1, %2, %3, %4") .arg(om.blendState.blendFactor[0], 0, 'f', 2) .arg(om.blendState.blendFactor[1], 0, 'f', 2) .arg(om.blendState.blendFactor[2], 0, 'f', 2) .arg(om.blendState.blendFactor[3], 0, 'f', 2); m_Common.exportHTMLTable(xml, {tr("Independent Blend Enable"), tr("Alpha to Coverage"), tr("Sample Mask"), tr("Blend Factor")}, { om.blendState.independentBlend ? tr("Yes") : tr("No"), om.blendState.alphaToCoverage ? tr("Yes") : tr("No"), Formatter::Format(om.blendState.sampleMask, true), blendFactor, }); xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Target Blends")); xml.writeEndElement(); QList rows; int i = 0; for(const ColorBlend &b : om.blendState.blends) { if(i >= om.renderTargets.count()) continue; QString mask = QFormatStr("%1%2%3%4") .arg((b.writeMask & 0x1) == 0 ? lit("_") : lit("R")) .arg((b.writeMask & 0x2) == 0 ? lit("_") : lit("G")) .arg((b.writeMask & 0x4) == 0 ? lit("_") : lit("B")) .arg((b.writeMask & 0x8) == 0 ? lit("_") : lit("A")); rows.push_back({i, b.enabled ? tr("Yes") : tr("No"), b.logicOperationEnabled ? tr("Yes") : tr("No"), ToQStr(b.colorBlend.source), ToQStr(b.colorBlend.destination), ToQStr(b.colorBlend.operation), ToQStr(b.alphaBlend.source), ToQStr(b.alphaBlend.destination), ToQStr(b.alphaBlend.operation), ToQStr(b.logicOperation), mask}); i++; } m_Common.exportHTMLTable( xml, { tr("Slot"), tr("Blend Enable"), tr("Logic Enable"), tr("Blend Source"), tr("Blend Destination"), tr("Blend Operation"), tr("Alpha Blend Source"), tr("Alpha Blend Destination"), tr("Alpha Blend Operation"), tr("Logic Operation"), tr("Write Mask"), }, rows); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Depth State")); xml.writeEndElement(); m_Common.exportHTMLTable( xml, {tr("Depth Test Enable"), tr("Depth Writes Enable"), tr("Depth Function")}, {om.depthStencilState.depthEnable ? tr("Yes") : tr("No"), om.depthStencilState.depthWrites ? tr("Yes") : tr("No"), ToQStr(om.depthStencilState.depthFunction)}); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Stencil State")); xml.writeEndElement(); m_Common.exportHTMLTable( xml, {tr("Stencil Test Enable"), tr("Stencil Read Mask"), tr("Stencil Write Mask")}, {om.depthStencilState.stencilEnable ? tr("Yes") : tr("No"), Formatter::Format(om.depthStencilState.frontFace.compareMask, true), Formatter::Format(om.depthStencilState.frontFace.writeMask, true)}); xml.writeStartElement(lit("p")); xml.writeEndElement(); m_Common.exportHTMLTable(xml, {tr("Face"), tr("Function"), tr("Pass Operation"), tr("Fail Operation"), tr("Depth Fail Operation")}, { {tr("Front"), ToQStr(om.depthStencilState.frontFace.function), ToQStr(om.depthStencilState.frontFace.passOperation), ToQStr(om.depthStencilState.frontFace.failOperation), ToQStr(om.depthStencilState.frontFace.depthFailOperation)}, {tr("Back"), ToQStr(om.depthStencilState.backFace.function), ToQStr(om.depthStencilState.backFace.passOperation), ToQStr(om.depthStencilState.backFace.failOperation), ToQStr(om.depthStencilState.backFace.depthFailOperation)}, }); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Render targets")); xml.writeEndElement(); QList rows; for(int i = 0; i < om.renderTargets.count(); i++) { if(om.renderTargets[i].viewResourceId == ResourceId()) continue; rows.push_back(exportViewHTML(om.renderTargets[i], i, NULL, QString())); } m_Common.exportHTMLTable(xml, { tr("Slot"), tr("Name"), tr("View Type"), tr("Resource Type"), tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"), tr("View Format"), tr("Resource Format"), tr("View Parameters"), }, rows); } if(!om.uavs.isEmpty() && om.uavs[0].viewResourceId != ResourceId()) { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Unordered Access Views")); xml.writeEndElement(); QList rows; uint32_t i = 0; for(; i < om.uavStartSlot; i++) rows.push_back({i, tr("Empty"), QString(), QString(), QString(), QString(), 0, 0, 0, 0, QString(), QString(), QString()}); for(; i < (uint32_t)om.renderTargets.count(); i++) { if(om.uavs[i - om.uavStartSlot].viewResourceId == ResourceId()) continue; rows.push_back(exportViewHTML(om.uavs[i - om.uavStartSlot], i, m_Ctx.CurD3D11PipelineState()->pixelShader.reflection, QString())); } m_Common.exportHTMLTable(xml, { tr("Slot"), tr("Name"), tr("View Type"), tr("Resource Type"), tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"), tr("View Format"), tr("Resource Format"), tr("View Parameters"), }, rows); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Depth target")); xml.writeEndElement(); QList rows; QString extra; if(om.depthReadOnly && om.stencilReadOnly) extra = tr("Depth & Stencil Read-Only"); else if(om.depthReadOnly) extra = tr("Depth Read-Only"); else if(om.stencilReadOnly) extra = tr("Stencil Read-Only"); rows.push_back(exportViewHTML(om.depthTarget, 0, NULL, extra)); m_Common.exportHTMLTable(xml, { tr("Slot"), tr("Name"), tr("View Type"), tr("Resource Type"), tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"), tr("View Format"), tr("Resource Format"), tr("View Parameters"), }, rows); } } void D3D11PipelineStateViewer::on_exportHTML_clicked() { QXmlStreamWriter *xmlptr = m_Common.beginHTMLExport(); if(xmlptr) { QXmlStreamWriter &xml = *xmlptr; const QStringList &stageNames = ui->pipeFlow->stageNames(); const QStringList &stageAbbrevs = ui->pipeFlow->stageAbbreviations(); int stage = 0; for(const QString &sn : stageNames) { xml.writeStartElement(lit("div")); xml.writeStartElement(lit("a")); xml.writeAttribute(lit("name"), stageAbbrevs[stage]); xml.writeEndElement(); xml.writeEndElement(); xml.writeStartElement(lit("div")); xml.writeAttribute(lit("class"), lit("stage")); xml.writeStartElement(lit("h1")); xml.writeCharacters(sn); xml.writeEndElement(); switch(stage) { case 0: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->inputAssembly); break; case 1: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->vertexShader); break; case 2: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->hullShader); break; case 3: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->domainShader); break; case 4: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->geometryShader); exportHTML(xml, m_Ctx.CurD3D11PipelineState()->streamOut); break; case 5: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->rasterizer); break; case 6: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->pixelShader); break; case 7: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->outputMerger); break; case 8: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->computeShader); break; } xml.writeEndElement(); stage++; } m_Common.endHTMLExport(xmlptr); } } void D3D11PipelineStateViewer::on_meshView_clicked() { if(!m_Ctx.HasMeshPreview()) m_Ctx.ShowMeshPreview(); ToolWindowManager::raiseToolWindow(m_Ctx.GetMeshPreview()->Widget()); } void D3D11PipelineStateViewer::on_debugThread_clicked() { if(!m_Ctx.IsCaptureLoaded()) return; const DrawcallDescription *draw = m_Ctx.CurDrawcall(); if(!draw) return; ShaderReflection *shaderDetails = m_Ctx.CurD3D11PipelineState()->computeShader.reflection; const ShaderBindpointMapping &bindMapping = m_Ctx.CurD3D11PipelineState()->computeShader.bindpointMapping; if(!shaderDetails) return; uint32_t groupdim[3] = {}; for(int i = 0; i < 3; i++) groupdim[i] = draw->dispatchDimension[i]; uint32_t threadsdim[3] = {}; for(int i = 0; i < 3; i++) threadsdim[i] = draw->dispatchThreadsDimension[i]; if(threadsdim[0] == 0) { for(int i = 0; i < 3; i++) threadsdim[i] = shaderDetails->dispatchThreadsDimension[i]; } struct threadSelect { uint32_t g[3]; uint32_t t[3]; } thread = { // g[] {(uint32_t)ui->groupX->value(), (uint32_t)ui->groupY->value(), (uint32_t)ui->groupZ->value()}, // t[] {(uint32_t)ui->threadX->value(), (uint32_t)ui->threadY->value(), (uint32_t)ui->threadZ->value()}, }; bool done = false; ShaderDebugTrace *trace = NULL; m_Ctx.Replay().AsyncInvoke([&trace, &done, thread](IReplayController *r) { trace = r->DebugThread(thread.g, thread.t); if(trace->debugger == NULL) { r->FreeTrace(trace); trace = NULL; } done = true; }); QString debugContext = lit("Group [%1,%2,%3] Thread [%4,%5,%6]") .arg(thread.g[0]) .arg(thread.g[1]) .arg(thread.g[2]) .arg(thread.t[0]) .arg(thread.t[1]) .arg(thread.t[2]); // wait a short while before displaying the progress dialog (which won't show if we're already // done by the time we reach it) for(int i = 0; !done && i < 100; i++) QThread::msleep(5); ShowProgressDialog(this, tr("Debugging %1").arg(debugContext), [&done]() { return done; }); if(!trace) { RDDialog::critical( this, tr("Error debugging"), tr("Error debugging thread - make sure a valid group and thread is selected")); return; } // viewer takes ownership of the trace IShaderViewer *s = m_Ctx.DebugShader(&bindMapping, shaderDetails, ResourceId(), trace, debugContext); m_Ctx.AddDockWindow(s->Widget(), DockReference::AddTo, this); }