/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2016-2017 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 "3rdparty/flowlayout/FlowLayout.h" #include "3rdparty/toolwindowmanager/ToolWindowManager.h" #include "Code/Resources.h" #include "Widgets/Extended/RDHeaderView.h" #include "PipelineStateViewer.h" #include "ui_D3D11PipelineStateViewer.h" Q_DECLARE_METATYPE(ResourceId); struct D3D11VBIBTag { D3D11VBIBTag() { offset = 0; } D3D11VBIBTag(ResourceId i, uint64_t offs) { id = i; offset = offs; } ResourceId id; uint64_t offset; }; Q_DECLARE_METATYPE(D3D11VBIBTag); struct D3D11ViewTag { enum ResType { SRV, UAV, OMTarget, OMDepth, }; D3D11ViewTag() {} 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 *shaderLabels[] = { 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 : shaderLabels) { QObject::connect(b, &RDLabel::clicked, this, &D3D11PipelineStateViewer::shaderLabel_clicked); b->setAutoFillBackground(true); b->setBackgroundRole(QPalette::ToolTipBase); b->setForegroundRole(QPalette::ToolTipText); } for(QToolButton *b : editButtons) QObject::connect(b, &QToolButton::clicked, this, &D3D11PipelineStateViewer::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); 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); addGridLines(ui->rasterizerGridLayout, palette().color(QPalette::WindowText)); addGridLines(ui->blendStateGridLayout, palette().color(QPalette::WindowText)); addGridLines(ui->depthStateGridLayout, palette().color(QPalette::WindowText)); { 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("Addressing"), tr("Filter"), tr("LOD Clamp"), tr("LOD Bias")}); header->setColumnStretchHints({1, 2, 2, 2, 2}); 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("Byte 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->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("Logic"), 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, 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::OnLogfileLoaded() { OnEventChanged(m_Ctx.CurEvent()); } void D3D11PipelineStateViewer::OnLogfileClosed() { ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true}); clearState(); } void D3D11PipelineStateViewer::OnEventChanged(uint32_t eventID) { setState(); } void D3D11PipelineStateViewer::on_showDisabled_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.HighestMip > 0 || view.FirstArraySlice > 0 || (view.NumMipLevels < tex->mips && tex->mips > 1) || (view.ArraySize < 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.Format.compType != CompType::Typeless && view.Format != tex->format) return true; return false; } bool D3D11PipelineStateViewer::HasImportantViewParams(const D3D11Pipe::View &view, BufferDescription *buf) { if(view.FirstElement > 0 || view.NumElements * view.ElementSize < 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.Format != tex->format) { text += tr("The texture is format %1, the view treats it as %2.\n") .arg(ToQStr(tex->format.strname)) .arg(ToQStr(res.Format.strname)); viewdetails = true; } if(view.type == D3D11ViewTag::OMDepth) { if(m_Ctx.CurD3D11PipelineState().m_OM.DepthReadOnly) text += tr("Depth component is read-only\n"); if(m_Ctx.CurD3D11PipelineState().m_OM.StencilReadOnly) text += tr("Stencil component is read-only\n"); } if(tex->mips > 1 && (tex->mips != res.NumMipLevels || res.HighestMip > 0)) { if(res.NumMipLevels == 1) text += tr("The texture has %1 mips, the view covers mip %2.\n").arg(tex->mips).arg(res.HighestMip); else text += tr("The texture has %1 mips, the view covers mips %2-%3.\n") .arg(tex->mips) .arg(res.HighestMip) .arg(res.HighestMip + res.NumMipLevels - 1); viewdetails = true; } if(tex->arraysize > 1 && (tex->arraysize != res.ArraySize || res.FirstArraySlice > 0)) { if(res.ArraySize == 1) text += tr("The texture has %1 array slices, the view covers slice %2.\n") .arg(tex->arraysize) .arg(res.FirstArraySlice); else text += tr("The texture has %1 array slices, the view covers slices %2-%3.\n") .arg(tex->arraysize) .arg(res.FirstArraySlice) .arg(res.FirstArraySlice + res.ArraySize); 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.ElementSize) > 0 || (res.NumElements * res.ElementSize) < 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.ElementSize) .arg((res.FirstElement + res.NumElements) * res.ElementSize) .arg(res.NumElements) .arg(buf->length) .arg(buf->length / res.ElementSize); } 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, RDTreeWidget *resources) { const D3D11Pipe::View &r = view.res; bool viewDetails = false; if(view.type == D3D11ViewTag::OMDepth) viewDetails = m_Ctx.CurD3D11PipelineState().m_OM.DepthReadOnly || m_Ctx.CurD3D11PipelineState().m_OM.StencilReadOnly; bool filledSlot = (r.Resource != ResourceId()); bool usedSlot = (shaderInput); // 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(": ") + ToQStr(shaderInput->name); uint32_t w = 1, h = 1, d = 1; uint32_t a = 1; QString format = tr("Unknown"); QString name = tr("Shader Resource %1").arg(ToQStr(r.Resource)); QString typeName = tr("Unknown"); if(!filledSlot) { name = tr("Empty"); format = lit("-"); typeName = lit("-"); w = h = d = a = 0; } TextureDescription *tex = m_Ctx.GetTexture(r.Resource); if(tex) { w = tex->width; h = tex->height; d = tex->depth; a = tex->arraysize; format = ToQStr(tex->format.strname); name = ToQStr(tex->name); typeName = ToQStr(tex->resType); if(tex->resType == TextureDim::Texture2DMS || tex->resType == TextureDim::Texture2DMSArray) { typeName += QFormatStr(" %1x").arg(tex->msSamp); } if(tex->format != r.Format) format = tr("Viewed as %1").arg(ToQStr(r.Format.strname)); if(HasImportantViewParams(r, tex)) viewDetails = true; } BufferDescription *buf = m_Ctx.GetBuffer(r.Resource); if(buf) { w = buf->length; h = 0; d = 0; a = 0; format = QString(); name = ToQStr(buf->name); typeName = lit("Buffer"); if(r.Flags & D3DBufferViewFlags::Raw) { typeName = QFormatStr("%1ByteAddressBuffer") .arg(view.type == D3D11ViewTag::UAV ? lit("RW") : QString()); } else if(r.ElementSize > 0) { // 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.ElementSize); } if(r.Flags & (D3DBufferViewFlags::Append | D3DBufferViewFlags::Counter)) { typeName += tr(" (Count: %1)").arg(r.BufferStructCount); } // get the buffer type, whether it's just a basic type or a complex struct if(shaderInput && !shaderInput->IsTexture) { if(r.Format.compType == CompType::Typeless) { if(!shaderInput->variableType.members.empty()) format = lit("struct ") + ToQStr(shaderInput->variableType.descriptor.name); else format = ToQStr(shaderInput->variableType.descriptor.name); } else { format = ToQStr(r.Format.strname); } } if(HasImportantViewParams(r, buf)) viewDetails = true; } 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 showDisabled = ui->showDisabled->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 bound, but not referenced, and we have "show disabled" if(showDisabled && !usedSlot && 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.LogLoaded()) return NULL; while(widget) { if(widget == ui->stagesTabs->widget(0)) return &m_Ctx.CurD3D11PipelineState().m_VS; if(widget == ui->stagesTabs->widget(1)) return &m_Ctx.CurD3D11PipelineState().m_VS; if(widget == ui->stagesTabs->widget(2)) return &m_Ctx.CurD3D11PipelineState().m_HS; if(widget == ui->stagesTabs->widget(3)) return &m_Ctx.CurD3D11PipelineState().m_DS; if(widget == ui->stagesTabs->widget(4)) return &m_Ctx.CurD3D11PipelineState().m_GS; if(widget == ui->stagesTabs->widget(5)) return &m_Ctx.CurD3D11PipelineState().m_PS; if(widget == ui->stagesTabs->widget(6)) return &m_Ctx.CurD3D11PipelineState().m_PS; if(widget == ui->stagesTabs->widget(7)) return &m_Ctx.CurD3D11PipelineState().m_PS; if(widget == ui->stagesTabs->widget(8)) return &m_Ctx.CurD3D11PipelineState().m_CS; widget = widget->parentWidget(); } qCritical() << "Unrecognised control calling event handler"; return NULL; } void D3D11PipelineStateViewer::clearShaderState(QLabel *shader, RDTreeWidget *tex, RDTreeWidget *samp, RDTreeWidget *cbuffer, RDTreeWidget *sub) { shader->setText(tr("Unbound Shader")); tex->clear(); samp->clear(); sub->clear(); cbuffer->clear(); } void D3D11PipelineStateViewer::clearState() { m_VBNodes.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); 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(); } void D3D11PipelineStateViewer::setShaderState(const D3D11Pipe::Shader &stage, QLabel *shader, RDTreeWidget *resources, RDTreeWidget *samplers, RDTreeWidget *cbuffers, RDTreeWidget *classes) { ShaderReflection *shaderDetails = stage.ShaderDetails; if(stage.Object == ResourceId()) shader->setText(tr("Unbound Shader")); else shader->setText(ToQStr(stage.name)); if(shaderDetails && !shaderDetails->DebugInfo.files.empty()) { shader->setText(QFormatStr("%1() - %2") .arg(ToQStr(shaderDetails->EntryPoint)) .arg(QFileInfo(ToQStr(shaderDetails->DebugInfo.files[0].first)).fileName())); } int vs = 0; vs = resources->verticalScrollBar()->value(); resources->setUpdatesEnabled(false); resources->clear(); for(int i = 0; i < stage.SRVs.count; i++) { const ShaderResource *shaderInput = NULL; if(shaderDetails) { for(const ShaderResource &bind : shaderDetails->ReadOnlyResources) { if(!bind.IsSampler && bind.IsReadOnly && bind.bindPoint == i) { shaderInput = &bind; break; } } } addResourceRow(D3D11ViewTag(D3D11ViewTag::SRV, i, stage.SRVs[i]), shaderInput, resources); } resources->clearSelection(); resources->setUpdatesEnabled(true); resources->verticalScrollBar()->setValue(vs); vs = samplers->verticalScrollBar()->value(); samplers->setUpdatesEnabled(false); samplers->clear(); for(int i = 0; i < stage.Samplers.count; i++) { const D3D11Pipe::Sampler &s = stage.Samplers[i]; const ShaderResource *shaderInput = NULL; if(shaderDetails) { for(const ShaderResource &bind : shaderDetails->ReadOnlyResources) { if(bind.IsSampler && bind.bindPoint == i) { shaderInput = &bind; break; } } } bool filledSlot = s.Samp != ResourceId(); bool usedSlot = (shaderInput); if(showNode(usedSlot, filledSlot)) { QString slotname = QString::number(i); if(shaderInput && !shaderInput->name.empty()) slotname += lit(": ") + ToQStr(shaderInput->name); if(s.customName) slotname += QFormatStr("(%1)").arg(ToQStr(s.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), ToQStr(s.AddressV), ToQStr(s.AddressW)}; // 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.MaxAniso > 1) filter += QFormatStr(" %1x").arg(s.MaxAniso); if(s.Filter.func == FilterFunc::Comparison) filter = QFormatStr(" (%1)").arg(ToQStr(s.Comparison)); else if(s.Filter.func != FilterFunc::Normal) filter = QFormatStr(" (%1)").arg(ToQStr(s.Filter.func)); RDTreeWidgetItem *node = new RDTreeWidgetItem( {slotname, 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->setUpdatesEnabled(true); samplers->verticalScrollBar()->setValue(vs); vs = cbuffers->verticalScrollBar()->value(); cbuffers->setUpdatesEnabled(false); cbuffers->clear(); for(int i = 0; i < stage.ConstantBuffers.count; i++) { const D3D11Pipe::CBuffer &b = stage.ConstantBuffers[i]; const ConstantBlock *shaderCBuf = NULL; int cbufIdx = -1; if(shaderDetails) { for(int cb = 0; cb < shaderDetails->ConstantBlocks.count; cb++) { const ConstantBlock &bind = shaderDetails->ConstantBlocks[cb]; if(bind.bindPoint == i) { shaderCBuf = &bind; cbufIdx = cb; break; } } } bool filledSlot = b.Buffer != ResourceId(); bool usedSlot = shaderCBuf; if(showNode(usedSlot, filledSlot)) { QString name = tr("Constant Buffer %1").arg(ToQStr(b.Buffer)); ulong length = 1; int numvars = shaderCBuf ? shaderCBuf->variables.count : 0; uint32_t bytesize = shaderCBuf ? shaderCBuf->byteSize : 0; if(!filledSlot) { name = tr("Empty"); length = 0; } BufferDescription *buf = m_Ctx.GetBuffer(b.Buffer); if(buf) { name = ToQStr(buf->name); length = buf->length; } QString slotname = QString::number(i); if(shaderCBuf && !shaderCBuf->name.empty()) slotname += lit(": ") + ToQStr(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, name, vecrange, sizestr, QString()}); node->setTag(QVariant::fromValue(cbufIdx)); if(!filledSlot) setEmptyRow(node); if(!usedSlot) setInactiveRow(node); cbuffers->addTopLevelItem(node); } } cbuffers->clearSelection(); cbuffers->setUpdatesEnabled(true); cbuffers->verticalScrollBar()->setValue(vs); vs = classes->verticalScrollBar()->value(); classes->setUpdatesEnabled(false); 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 = ToQStr(shaderDetails->Interfaces[i]); classes->addTopLevelItem( new RDTreeWidgetItem({i, interfaceName, ToQStr(stage.ClassInstances[i])})); } classes->clearSelection(); classes->setUpdatesEnabled(true); classes->verticalScrollBar()->setValue(vs); classes->parentWidget()->setVisible(!stage.ClassInstances.empty()); } void D3D11PipelineStateViewer::setState() { if(!m_Ctx.LogLoaded()) { 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.m_IA.Bytecode) { QString layout = ToQStr(state.m_IA.name); if(state.m_IA.Bytecode && !state.m_IA.Bytecode->DebugInfo.files.empty()) layout += QFormatStr(" (%1)").arg(ToQStr(state.m_IA.Bytecode->EntryPoint)); ui->iaBytecode->setText(layout); } else { ui->iaBytecode->setText(tr("None")); } ui->iaBytecodeMismatch->setVisible(false); // check for IA-VS mismatches here. // This should be moved to a "Render Doctor" window reporting problems if(state.m_IA.Bytecode && state.m_VS.ShaderDetails) { QString mismatchDetails; // VS wants more elements if(state.m_IA.Bytecode->InputSig.count < state.m_VS.ShaderDetails->InputSig.count) { int excess = state.m_VS.ShaderDetails->InputSig.count - state.m_IA.Bytecode->InputSig.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.m_VS.ShaderDetails->InputSig[state.m_VS.ShaderDetails->InputSig.count - 1 - e] .systemValue == ShaderBuiltin::Undefined) { allSystem = false; break; } } if(!allSystem) mismatchDetails += tr("IA bytecode provides fewer elements than VS wants.\n"); } { const rdctype::array &IA = state.m_IA.Bytecode->InputSig; const rdctype::array &VS = state.m_VS.ShaderDetails->InputSig; int count = qMin(IA.count, VS.count); for(int i = 0; i < count; i++) { QString IAname = ToQStr(IA[i].semanticIdxName); QString VSname = ToQStr(VS[i].semanticIdxName); // misorder or misnamed semantics if(IAname.toUpper() != VSname.toUpper()) 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->setUpdatesEnabled(false); ui->iaLayouts->clear(); { int i = 0; for(const D3D11Pipe::Layout &l : state.m_IA.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.m_IA.Bytecode && ia < state.m_IA.Bytecode->InputSig.count; ia++) { if(ToQStr(state.m_IA.Bytecode->InputSig[ia].semanticName).toUpper() == ToQStr(l.SemanticName).toUpper() && state.m_IA.Bytecode->InputSig[ia].semanticIndex == l.SemanticIndex) { usedSlot = true; break; } } if(showNode(usedSlot, filledSlot)) { RDTreeWidgetItem *node = new RDTreeWidgetItem( {i, ToQStr(l.SemanticName), l.SemanticIndex, ToQStr(l.Format.strname), l.InputSlot, byteOffs, l.PerInstance ? lit("PER_INSTANCE") : lit("PER_VERTEX"), l.InstanceDataStepRate, QString()}); if(usedSlot) usedVBuffers[l.InputSlot] = true; if(!usedSlot) setInactiveRow(node); ui->iaLayouts->addTopLevelItem(node); } i++; } } ui->iaLayouts->clearSelection(); ui->iaLayouts->setUpdatesEnabled(true); 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::UseIBuffer); vs = ui->iaBuffers->verticalScrollBar()->value(); ui->iaBuffers->setUpdatesEnabled(false); ui->iaBuffers->clear(); if(state.m_IA.ibuffer.Buffer != ResourceId()) { if(ibufferUsed || ui->showDisabled->isChecked()) { QString name = tr("Buffer ") + ToQStr(state.m_IA.ibuffer.Buffer); uint64_t length = 1; if(!ibufferUsed) length = 0; BufferDescription *buf = m_Ctx.GetBuffer(state.m_IA.ibuffer.Buffer); if(buf) { name = ToQStr(buf->name); length = buf->length; } RDTreeWidgetItem *node = new RDTreeWidgetItem({tr("Index"), name, draw ? draw->indexByteWidth : 0, state.m_IA.ibuffer.Offset, (qulonglong)length, QString()}); node->setTag(QVariant::fromValue( D3D11VBIBTag(state.m_IA.ibuffer.Buffer, draw ? draw->indexOffset : 0))); if(!ibufferUsed) setInactiveRow(node); if(state.m_IA.ibuffer.Buffer == ResourceId()) setEmptyRow(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()}); node->setTag(QVariant::fromValue( D3D11VBIBTag(state.m_IA.ibuffer.Buffer, draw ? draw->indexOffset : 0))); setEmptyRow(node); if(!ibufferUsed) setInactiveRow(node); ui->iaBuffers->addTopLevelItem(node); } } m_VBNodes.clear(); for(int i = 0; i < state.m_IA.vbuffers.count; i++) { const D3D11Pipe::VB &v = state.m_IA.vbuffers[i]; bool filledSlot = (v.Buffer != ResourceId()); bool usedSlot = (usedVBuffers[i]); if(showNode(usedSlot, filledSlot)) { QString name = tr("Buffer ") + ToQStr(v.Buffer); qulonglong length = 1; if(!filledSlot) { name = tr("Empty"); length = 0; } BufferDescription *buf = m_Ctx.GetBuffer(v.Buffer); if(buf) { name = ToQStr(buf->name); length = buf->length; } RDTreeWidgetItem *node = NULL; if(filledSlot) node = new RDTreeWidgetItem({i, name, v.Stride, v.Offset, length, QString()}); else node = new RDTreeWidgetItem({i, tr("No Buffer Set"), lit("-"), lit("-"), lit("-"), QString()}); node->setTag(QVariant::fromValue(D3D11VBIBTag(v.Buffer, v.Offset))); if(!filledSlot) setEmptyRow(node); if(!usedSlot) setInactiveRow(node); m_VBNodes.push_back(node); ui->iaBuffers->addTopLevelItem(node); } } ui->iaBuffers->clearSelection(); ui->iaBuffers->setUpdatesEnabled(true); ui->iaBuffers->verticalScrollBar()->setValue(vs); setShaderState(state.m_VS, ui->vsShader, ui->vsResources, ui->vsSamplers, ui->vsCBuffers, ui->vsClasses); setShaderState(state.m_GS, ui->gsShader, ui->gsResources, ui->gsSamplers, ui->gsCBuffers, ui->gsClasses); setShaderState(state.m_HS, ui->hsShader, ui->hsResources, ui->hsSamplers, ui->hsCBuffers, ui->hsClasses); setShaderState(state.m_DS, ui->dsShader, ui->dsResources, ui->dsSamplers, ui->dsCBuffers, ui->dsClasses); setShaderState(state.m_PS, ui->psShader, ui->psResources, ui->psSamplers, ui->psCBuffers, ui->psClasses); setShaderState(state.m_CS, ui->csShader, ui->csResources, ui->csSamplers, ui->csCBuffers, ui->csClasses); vs = ui->csUAVs->verticalScrollBar()->value(); ui->csUAVs->setUpdatesEnabled(false); ui->csUAVs->clear(); for(int i = 0; i < state.m_CS.UAVs.count; i++) { const ShaderResource *shaderInput = NULL; if(state.m_CS.ShaderDetails) { for(const ShaderResource &bind : state.m_CS.ShaderDetails->ReadWriteResources) { if(bind.bindPoint == i) { shaderInput = &bind; break; } } } addResourceRow(D3D11ViewTag(D3D11ViewTag::UAV, i, state.m_CS.UAVs[i]), shaderInput, ui->csUAVs); } ui->csUAVs->clearSelection(); ui->csUAVs->setUpdatesEnabled(true); ui->csUAVs->verticalScrollBar()->setValue(vs); bool streamoutSet = false; vs = ui->gsStreamOut->verticalScrollBar()->value(); ui->gsStreamOut->setUpdatesEnabled(false); ui->gsStreamOut->clear(); for(int i = 0; i < state.m_SO.Outputs.count; i++) { const D3D11Pipe::SOBind &s = state.m_SO.Outputs[i]; bool filledSlot = (s.Buffer != ResourceId()); bool usedSlot = (filledSlot); if(showNode(usedSlot, filledSlot)) { QString name = tr("Buffer ") + ToQStr(s.Buffer); qulonglong length = 0; if(!filledSlot) { name = tr("Empty"); } BufferDescription *buf = m_Ctx.GetBuffer(s.Buffer); if(buf) { name = ToQStr(buf->name); if(length == 0) length = buf->length; } RDTreeWidgetItem *node = new RDTreeWidgetItem({i, name, length, s.Offset, QString()}); node->setTag(QVariant::fromValue(s.Buffer)); if(!filledSlot) setEmptyRow(node); if(!usedSlot) setInactiveRow(node); ui->gsStreamOut->addTopLevelItem(node); } } ui->gsStreamOut->verticalScrollBar()->setValue(vs); ui->gsStreamOut->clearSelection(); ui->gsStreamOut->setUpdatesEnabled(true); ui->gsStreamOut->setVisible(streamoutSet); ui->soGroup->setVisible(streamoutSet); //////////////////////////////////////////////// // Rasterizer vs = ui->viewports->verticalScrollBar()->value(); ui->viewports->setUpdatesEnabled(false); ui->viewports->clear(); for(int i = 0; i < state.m_RS.Viewports.count; i++) { const D3D11Pipe::Viewport &v = state.m_RS.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->setUpdatesEnabled(true); vs = ui->scissors->verticalScrollBar()->value(); ui->scissors->setUpdatesEnabled(false); ui->scissors->clear(); for(int i = 0; i < state.m_RS.Scissors.count; i++) { const D3D11Pipe::Scissor &s = state.m_RS.Scissors[i]; if(s.Enabled || ui->showEmpty->isChecked()) { RDTreeWidgetItem *node = new RDTreeWidgetItem({i, s.left, s.top, s.right - s.left, s.bottom - s.top}); if(s.right == s.left || s.bottom == s.top) setEmptyRow(node); if(!s.Enabled) setInactiveRow(node); ui->scissors->addTopLevelItem(node); } } ui->scissors->clearSelection(); ui->scissors->verticalScrollBar()->setValue(vs); ui->scissors->setUpdatesEnabled(true); ui->fillMode->setText(ToQStr(state.m_RS.m_State.fillMode)); ui->cullMode->setText(ToQStr(state.m_RS.m_State.cullMode)); ui->frontCCW->setPixmap(state.m_RS.m_State.FrontCCW ? tick : cross); ui->scissorEnabled->setPixmap(state.m_RS.m_State.ScissorEnable ? tick : cross); ui->lineAA->setPixmap(state.m_RS.m_State.AntialiasedLineEnable ? tick : cross); ui->multisample->setPixmap(state.m_RS.m_State.MultisampleEnable ? tick : cross); ui->depthClip->setPixmap(state.m_RS.m_State.DepthClip ? tick : cross); ui->depthBias->setText(Formatter::Format(state.m_RS.m_State.DepthBias)); ui->depthBiasClamp->setText(Formatter::Format(state.m_RS.m_State.DepthBiasClamp)); ui->slopeScaledBias->setText(Formatter::Format(state.m_RS.m_State.SlopeScaledDepthBias)); ui->forcedSampleCount->setText(QString::number(state.m_RS.m_State.ForcedSampleCount)); ui->conservativeRaster->setPixmap(state.m_RS.m_State.ConservativeRasterization ? tick : cross); //////////////////////////////////////////////// // Output Merger bool targets[32] = {}; vs = ui->targetOutputs->verticalScrollBar()->value(); ui->targetOutputs->setUpdatesEnabled(false); ui->targetOutputs->clear(); { for(int i = 0; i < state.m_OM.RenderTargets.count; i++) { addResourceRow(D3D11ViewTag(D3D11ViewTag::OMTarget, i, state.m_OM.RenderTargets[i]), NULL, ui->targetOutputs); if(state.m_OM.RenderTargets[i].Resource != ResourceId()) targets[i] = true; } for(int i = 0; i < state.m_OM.UAVs.count; i++) { const ShaderResource *shaderInput = 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.m_VS, &state.m_DS, &state.m_HS, &state.m_GS, &state.m_PS}; for(const D3D11Pipe::Shader *stage : nonCS) { if(stage->ShaderDetails) { for(const ShaderResource &bind : stage->ShaderDetails->ReadWriteResources) { if(bind.bindPoint == i + (int)state.m_OM.UAVStartSlot) { shaderInput = &bind; break; } } } } addResourceRow(D3D11ViewTag(D3D11ViewTag::UAV, i, state.m_OM.UAVs[i]), shaderInput, ui->targetOutputs); } addResourceRow(D3D11ViewTag(D3D11ViewTag::OMDepth, 0, state.m_OM.DepthTarget), NULL, ui->targetOutputs); } ui->targetOutputs->clearSelection(); ui->targetOutputs->setUpdatesEnabled(true); ui->targetOutputs->verticalScrollBar()->setValue(vs); vs = ui->blends->verticalScrollBar()->value(); ui->blends->setUpdatesEnabled(false); ui->blends->clear(); { int i = 0; for(const D3D11Pipe::Blend &blend : state.m_OM.m_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"), blend.LogicEnabled ? tr("True") : tr("False"), ToQStr(blend.m_Blend.Source), ToQStr(blend.m_Blend.Destination), ToQStr(blend.m_Blend.Operation), ToQStr(blend.m_AlphaBlend.Source), ToQStr(blend.m_AlphaBlend.Destination), ToQStr(blend.m_AlphaBlend.Operation), ToQStr(blend.Logic), 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->setUpdatesEnabled(true); ui->blends->verticalScrollBar()->setValue(vs); ui->alphaToCoverage->setPixmap(state.m_OM.m_BlendState.AlphaToCoverage ? tick : cross); ui->independentBlend->setPixmap(state.m_OM.m_BlendState.IndependentBlend ? tick : cross); ui->sampleMask->setText(Formatter::Format(state.m_OM.m_BlendState.SampleMask, true)); ui->blendFactor->setText(QFormatStr("%1, %2, %3, %4") .arg(state.m_OM.m_BlendState.BlendFactor[0], 0, 'f', 2) .arg(state.m_OM.m_BlendState.BlendFactor[1], 0, 'f', 2) .arg(state.m_OM.m_BlendState.BlendFactor[2], 0, 'f', 2) .arg(state.m_OM.m_BlendState.BlendFactor[3], 0, 'f', 2)); ui->depthEnabled->setPixmap(state.m_OM.m_State.DepthEnable ? tick : cross); ui->depthFunc->setText(ToQStr(state.m_OM.m_State.DepthFunc)); ui->depthWrite->setPixmap(state.m_OM.m_State.DepthWrites ? tick : cross); ui->stencilEnabled->setPixmap(state.m_OM.m_State.StencilEnable ? tick : cross); ui->stencilReadMask->setText(Formatter::Format(state.m_OM.m_State.StencilReadMask, true)); ui->stencilWriteMask->setText(Formatter::Format(state.m_OM.m_State.StencilWriteMask, true)); ui->stencilRef->setText(Formatter::Format(state.m_OM.m_State.StencilRef, true)); ui->stencils->setUpdatesEnabled(false); ui->stencils->clear(); ui->stencils->addTopLevelItem( new RDTreeWidgetItem({tr("Front"), ToQStr(state.m_OM.m_State.m_FrontFace.Func), ToQStr(state.m_OM.m_State.m_FrontFace.FailOp), ToQStr(state.m_OM.m_State.m_FrontFace.DepthFailOp), ToQStr(state.m_OM.m_State.m_FrontFace.PassOp)})); ui->stencils->addTopLevelItem(new RDTreeWidgetItem( {tr("Back"), ToQStr(state.m_OM.m_State.m_BackFace.Func), ToQStr(state.m_OM.m_State.m_BackFace.FailOp), ToQStr(state.m_OM.m_State.m_BackFace.DepthFailOp), ToQStr(state.m_OM.m_State.m_BackFace.PassOp)})); ui->stencils->clearSelection(); ui->stencils->setUpdatesEnabled(true); // set up thread debugging inputs if(state.m_CS.ShaderDetails && 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.m_CS.ShaderDetails->DispatchThreadsDimension[0] - 1); ui->threadY->setMaximum((int)state.m_CS.ShaderDetails->DispatchThreadsDimension[1] - 1); ui->threadZ->setMaximum((int)state.m_CS.ShaderDetails->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 { ui->pipeFlow->setStagesEnabled( {true, true, state.m_HS.Object != ResourceId(), state.m_DS.Object != ResourceId(), state.m_GS.Object != ResourceId(), true, state.m_PS.Object != ResourceId(), true, false}); } } QString D3D11PipelineStateViewer::formatMembers(int indent, const QString &nameprefix, const rdctype::array &vars) { QString indentstr(indent * 4, QLatin1Char(' ')); QString ret; int i = 0; for(const ShaderConstant &v : vars) { if(!v.type.members.empty()) { if(i > 0) ret += lit("\n"); ret += indentstr + lit("// struct %1\n").arg(ToQStr(v.type.descriptor.name)); ret += indentstr + lit("{\n") + formatMembers(indent + 1, ToQStr(v.name) + lit("_"), v.type.members) + indentstr + lit("}\n"); if(i < vars.count - 1) ret += lit("\n"); } else { QString arr; if(v.type.descriptor.elements > 1) arr = QFormatStr("[%1]").arg(v.type.descriptor.elements); ret += QFormatStr("%1%2 %3%4%5;\n") .arg(indentstr) .arg(ToQStr(v.type.descriptor.name)) .arg(nameprefix) .arg(ToQStr(v.name)) .arg(arr); } i++; } return ret; } 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.Resource); buf = m_Ctx.GetBuffer(view.res.Resource); } if(tex) { if(tex->resType == TextureDim::Buffer) { IBufferViewer *viewer = m_Ctx.ViewTextureAsBuffer(0, 0, tex->ID); m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this); } else { if(!m_Ctx.HasTextureViewer()) m_Ctx.ShowTextureViewer(); ITextureViewer *viewer = m_Ctx.GetTextureViewer(); viewer->ViewTexture(tex->ID, true); } return; } else if(buf) { D3D11ViewTag view = {}; if(tag.canConvert()) view = tag.value(); uint64_t offs = 0; uint64_t size = buf->length; if(view.res.Resource != ResourceId()) { offs = view.res.FirstElement * view.res.ElementSize; size = view.res.NumElements * view.res.ElementSize; } else { // last thing, see if it's a streamout buffer if(stage->stage == ShaderStage::Geometry) { for(int i = 0; i < m_Ctx.CurD3D11PipelineState().m_SO.Outputs.count; i++) { if(buf->ID == m_Ctx.CurD3D11PipelineState().m_SO.Outputs[i].Buffer) { size -= m_Ctx.CurD3D11PipelineState().m_SO.Outputs[i].Offset; offs += m_Ctx.CurD3D11PipelineState().m_SO.Outputs[i].Offset; 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.m_VS, &state.m_DS, &state.m_HS, &state.m_GS, &state.m_PS}; bind += state.m_OM.UAVStartSlot; for(const D3D11Pipe::Shader *searchstage : nonCS) { if(searchstage->ShaderDetails) { for(const ShaderResource &res : searchstage->ShaderDetails->ReadWriteResources) { if(!res.IsTexture && !res.IsSampler && res.bindPoint == bind) { stage = searchstage; break; } } } } } if(stage->ShaderDetails) { const rdctype::array &resArray = view.type == D3D11ViewTag::SRV ? stage->ShaderDetails->ReadOnlyResources : stage->ShaderDetails->ReadWriteResources; for(const ShaderResource &res : resArray) { if(!res.IsTexture && !res.IsSampler && res.bindPoint == bind) { shaderRes = &res; break; } } } if(shaderRes) { const ShaderResource &res = *shaderRes; if(!res.variableType.members.empty()) { format = lit("// struct %1\n{\n%2}") .arg(ToQStr(res.variableType.descriptor.name)) .arg(formatMembers(1, QString(), res.variableType.members)); } else { const auto &desc = res.variableType.descriptor; if(view.res.Format.strname.empty()) { format = QString(); if(desc.rowMajorStorage) format += lit("row_major "); format += ToQStr(desc.type); if(desc.rows > 1 && desc.cols > 1) format += QFormatStr("%1x%2").arg(desc.rows).arg(desc.cols); else if(desc.cols > 1) format += QString::number(desc.cols); if(!desc.name.empty()) format += lit(" ") + ToQStr(desc.name); if(desc.elements > 1) format += QFormatStr("[%1]").arg(desc.elements); } else { const ResourceFormat &fmt = view.res.Format; if(fmt.special) { if(fmt.specialFormat == SpecialFormat::R10G10B10A2) { if(fmt.compType == CompType::UInt) format = lit("uintten"); if(fmt.compType == CompType::UNorm) format = lit("unormten"); } else if(fmt.specialFormat == SpecialFormat::R11G11B10) { format = lit("floateleven"); } } else { switch(fmt.compByteWidth) { case 1: { if(fmt.compType == CompType::UNorm) format = lit("unormb"); if(fmt.compType == CompType::SNorm) format = lit("snormb"); if(fmt.compType == CompType::UInt) format = lit("ubyte"); if(fmt.compType == CompType::SInt) format = lit("byte"); break; } case 2: { if(fmt.compType == CompType::UNorm) format = lit("unormh"); if(fmt.compType == CompType::SNorm) format = lit("snormh"); if(fmt.compType == CompType::UInt) format = lit("ushort"); if(fmt.compType == CompType::SInt) format = lit("short"); if(fmt.compType == CompType::Float) format = lit("half"); break; } case 4: { if(fmt.compType == CompType::UNorm) format = lit("unormf"); if(fmt.compType == CompType::SNorm) format = lit("snormf"); if(fmt.compType == CompType::UInt) format = lit("uint"); if(fmt.compType == CompType::SInt) format = lit("int"); if(fmt.compType == CompType::Float) format = lit("float"); break; } } if(view.res.Flags & D3DBufferViewFlags::Raw) format = lit("xint"); format += QString::number(fmt.compCount); } } } } IBufferViewer *viewer = m_Ctx.ViewBuffer(offs, size, view.res.Resource, 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(); IConstantBufferPreviewer *prev = m_Ctx.ViewConstantBuffer(stage->stage, cb, 0); m_Ctx.AddDockWindow(prev->Widget(), DockReference::ConstantBufferArea, 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); 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::IA &IA = m_Ctx.CurD3D11PipelineState().m_IA; 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]; 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[i].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.LogLoaded()) return; QModelIndex idx = ui->iaLayouts->indexAt(e->pos()); vertex_leave(NULL); const D3D11Pipe::IA &IA = m_Ctx.CurD3D11PipelineState().m_IA; if(idx.isValid()) { if(idx.row() >= 0 && idx.row() < IA.layouts.count) { uint32_t buffer = IA.layouts[idx.row()].InputSlot; highlightIABind((int)buffer); } } } void D3D11PipelineStateViewer::on_iaBuffers_mouseMove(QMouseEvent *e) { if(!m_Ctx.LogLoaded()) 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 { 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); item->setBackground(QBrush()); item->setForeground(QBrush()); } ui->iaLayouts->endUpdate(); ui->iaBuffers->endUpdate(); } void D3D11PipelineStateViewer::shaderView_clicked() { ShaderStage shaderStage = ShaderStage::Vertex; ShaderReflection *shaderDetails = NULL; const ShaderBindpointMapping *bindMap = NULL; QWidget *sender = qobject_cast(QObject::sender()); if(sender == ui->iaBytecode || sender == ui->iaBytecodeViewButton) { shaderDetails = m_Ctx.CurD3D11PipelineState().m_IA.Bytecode; bindMap = NULL; } else { const D3D11Pipe::Shader *stage = stageForSender(sender); if(stage == NULL || stage->Object == ResourceId()) return; bindMap = &stage->BindpointMapping; shaderDetails = stage->ShaderDetails; shaderStage = stage->stage; } IShaderViewer *shad = m_Ctx.ViewShader(bindMap, shaderDetails, shaderStage); m_Ctx.AddDockWindow(shad->Widget(), DockReference::AddTo, this); } void D3D11PipelineStateViewer::shaderLabel_clicked(QMouseEvent *event) { // forward to shaderView_clicked, we only need this to handle the different parameter, and we // can't use a lambda because then QObject::sender() is NULL shaderView_clicked(); } void D3D11PipelineStateViewer::shaderEdit_clicked() { QWidget *sender = qobject_cast(QObject::sender()); const D3D11Pipe::Shader *stage = stageForSender(sender); if(!stage || stage->Object == ResourceId()) return; const ShaderReflection *shaderDetails = stage->ShaderDetails; if(!shaderDetails) return; QString entryFunc = lit("EditedShader%1S").arg(ToQStr(stage->stage, GraphicsAPI::D3D11)[0]); QString mainfile; QStringMap files; bool hasOrigSource = m_Common.PrepareShaderEditing(shaderDetails, entryFunc, files, mainfile); if(!hasOrigSource) { mainfile = lit("generated.hlsl"); files[mainfile] = m_Common.GenerateHLSLStub(shaderDetails, entryFunc); } if(files.empty()) return; m_Common.EditShader(stage->stage, stage->Object, shaderDetails, entryFunc, files, mainfile); } void D3D11PipelineStateViewer::shaderSave_clicked() { const D3D11Pipe::Shader *stage = stageForSender(qobject_cast(QObject::sender())); if(stage == NULL) return; ShaderReflection *shaderDetails = stage->ShaderDetails; if(stage->Object == ResourceId()) return; m_Common.SaveShaderFile(shaderDetails); } QVariantList D3D11PipelineStateViewer::exportViewHTML(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.IsSampler && bind.bindPoint == i) { shaderInput = &bind; break; } } for(const ShaderResource &bind : refl->ReadWriteResources) { if(bind.bindPoint == i) { shaderInput = &bind; rw = true; break; } } } QString name = tr("Empty"); QString typeName = tr("Unknown"); QString format = tr("Unknown"); uint64_t w = 1; uint32_t h = 1, d = 1; uint32_t a = 0; QString viewFormat = ToQStr(view.Format.strname); TextureDescription *tex = m_Ctx.GetTexture(view.Resource); BufferDescription *buf = m_Ctx.GetBuffer(view.Resource); 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 = ToQStr(tex->format.strname); name = ToQStr(tex->name); typeName = ToQStr(tex->resType); if(tex->mips > 1) viewParams = tr("Highest Mip: %1, Num Mips: %2").arg(view.HighestMip).arg(view.NumMipLevels); if(tex->arraysize > 1) { if(!viewParams.isEmpty()) viewParams += lit(", "); viewParams += tr("First Slice: %1, Array Size: %2").arg(view.FirstArraySlice).arg(view.ArraySize); } } // if not a texture, it must be a buffer if(buf) { w = buf->length; h = 0; d = 0; a = 0; format = ToQStr(view.Format.strname); name = ToQStr(buf->name); typeName = lit("Buffer"); if(view.Flags & D3DBufferViewFlags::Raw) { typeName = rw ? lit("RWByteAddressBuffer") : lit("ByteAddressBuffer"); } else if(view.ElementSize > 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.ElementSize); } if(view.Flags & D3DBufferViewFlags::Append || view.Flags & D3DBufferViewFlags::Counter) { typeName += tr(" (Count: %1)").arg(view.BufferStructCount); } if(shaderInput && !shaderInput->IsTexture) { if(view.Format.compType == CompType::Typeless) { if(shaderInput->variableType.members.count > 0) viewFormat = format = lit("struct ") + ToQStr(shaderInput->variableType.descriptor.name); else viewFormat = format = ToQStr(shaderInput->variableType.descriptor.name); } else { format = ToQStr(view.Format.strname); } } viewParams = tr("First Element: %1, Num Elements %2, Flags %3") .arg(view.FirstElement) .arg(view.NumElements) .arg(ToQStr(view.Flags)); } 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, D3D11Pipe::IA &ia) { { 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, ToQStr(l.SemanticName), l.SemanticIndex, ToQStr(l.Format.strname), 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::VB &vb : ia.vbuffers) { QString name = tr("Buffer %1").arg(ToQStr(vb.Buffer)); uint64_t length = 0; if(vb.Buffer == ResourceId()) { continue; } else { BufferDescription *buf = m_Ctx.GetBuffer(vb.Buffer); if(buf) { name = ToQStr(buf->name); length = buf->length; } } rows.push_back({i, name, vb.Stride, vb.Offset, (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 = tr("Buffer %1").arg(ToQStr(ia.ibuffer.Buffer)); uint64_t length = 0; if(ia.ibuffer.Buffer == ResourceId()) { name = tr("Empty"); } else { BufferDescription *buf = m_Ctx.GetBuffer(ia.ibuffer.Buffer); if(buf) { name = ToQStr(buf->name); length = buf->length; } } QString ifmt = lit("UNKNOWN"); if(m_Ctx.CurDrawcall()->indexByteWidth == 2) ifmt = lit("R16_UINT"); if(m_Ctx.CurDrawcall()->indexByteWidth == 4) ifmt = lit("R32_UINT"); m_Common.exportHTMLTable(xml, {tr("Buffer"), tr("Format"), tr("Offset"), tr("Byte Length")}, {name, ifmt, ia.ibuffer.Offset, (qulonglong)length}); } xml.writeStartElement(lit("p")); xml.writeEndElement(); m_Common.exportHTMLTable(xml, {tr("Primitive Topology")}, {ToQStr(m_Ctx.CurDrawcall()->topology)}); } void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, D3D11Pipe::Shader &sh) { ShaderReflection *shaderDetails = sh.ShaderDetails; { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Shader")); xml.writeEndElement(); QString shadername = tr("Unknown"); if(sh.Object == ResourceId()) shadername = tr("Unbound"); else shadername = ToQStr(sh.name); if(shaderDetails && shaderDetails->DebugInfo.files.count > 0) { shadername = QFormatStr("%1() - %2") .arg(ToQStr(shaderDetails->EntryPoint)) .arg(QFileInfo(ToQStr(shaderDetails->DebugInfo.files[0].first)).fileName()); } xml.writeStartElement(lit("p")); xml.writeCharacters(shadername); xml.writeEndElement(); if(sh.Object == 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].Object == 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].Object == 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.Samp == 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), ToQStr(s.AddressV), ToQStr(s.AddressW)}; // 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.Comparison), ToQStr(s.Filter), s.MaxAniso, 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].Buffer == ResourceId()) continue; if(shaderDetails && i < shaderDetails->ConstantBlocks.count && shaderDetails->ConstantBlocks[i].name.count > 0) shaderCBuf = &shaderDetails->ConstantBlocks[i]; QString name = tr("Constant Buffer %1").arg(ToQStr(sh.ConstantBuffers[i].Buffer)); uint64_t length = 1; int numvars = shaderCBuf ? shaderCBuf->variables.count : 0; uint32_t byteSize = shaderCBuf ? shaderCBuf->byteSize : 0; if(sh.ConstantBuffers[i].Buffer == ResourceId()) { name = tr("Empty"); length = 0; } BufferDescription *buf = m_Ctx.GetBuffer(sh.ConstantBuffers[i].Buffer); if(buf) { name = ToQStr(buf->name); 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.count > 0) { 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.ShaderDetails && i < sh.ShaderDetails->Interfaces.count) interfaceName = ToQStr(sh.ShaderDetails->Interfaces[i]); rows.push_back({i, interfaceName, ToQStr(sh.ClassInstances[i])}); } m_Common.exportHTMLTable(xml, { tr("Slot"), tr("Interface Name"), tr("Instance Name"), }, rows); } } void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, D3D11Pipe::SO &so) { { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Stream Out Targets")); xml.writeEndElement(); QList rows; int i = 0; for(const D3D11Pipe::SOBind &o : so.Outputs) { QString name = tr("Buffer %1").arg(ToQStr(o.Buffer)); uint64_t length = 0; if(o.Buffer == ResourceId()) { name = tr("Empty"); } else { BufferDescription *buf = m_Ctx.GetBuffer(o.Buffer); if(buf) { name = ToQStr(buf->name); length = buf->length; } } rows.push_back({i, name, o.Offset, (qulonglong)length}); i++; } m_Common.exportHTMLTable(xml, {tr("Slot"), tr("Buffer"), tr("Offset"), tr("Byte Length")}, rows); } } void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, 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.m_State.fillMode), ToQStr(rs.m_State.cullMode), rs.m_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.m_State.ScissorEnable ? tr("Yes") : tr("No"), rs.m_State.AntialiasedLineEnable ? tr("Yes") : tr("No"), rs.m_State.MultisampleEnable ? tr("Yes") : tr("No"), rs.m_State.ForcedSampleCount, rs.m_State.ConservativeRasterization ? 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.m_State.DepthClip ? tr("Yes") : tr("No"), rs.m_State.DepthBias, Formatter::Format(rs.m_State.DepthBiasClamp), Formatter::Format(rs.m_State.SlopeScaledDepthBias)}); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Viewports")); xml.writeEndElement(); QList rows; int i = 0; for(const D3D11Pipe::Viewport &v : rs.Viewports) { if(v.Width == v.Height && v.Width == 0 && v.Height == 0) continue; rows.push_back({i, v.X, v.Y, v.Width, v.Height, v.MinDepth, v.MaxDepth}); i++; } m_Common.exportHTMLTable(xml, {tr("Slot"), tr("X"), tr("Y"), tr("Width"), tr("Height"), tr("Min Depth"), tr("Max Depth")}, rows); } { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Scissors")); xml.writeEndElement(); QList rows; int i = 0; for(const D3D11Pipe::Scissor &s : rs.Scissors) { if(s.right == 0 && s.bottom == 0) continue; rows.push_back({i, s.left, s.top, s.right - s.left, s.bottom - s.top}); i++; } m_Common.exportHTMLTable(xml, {tr("Slot"), tr("X"), tr("Y"), tr("Width"), tr("Height")}, rows); } } void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, D3D11Pipe::OM &om) { { xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Blend State")); xml.writeEndElement(); QString blendFactor = QFormatStr("%1, %2, %3, %4") .arg(om.m_BlendState.BlendFactor[0], 0, 'f', 2) .arg(om.m_BlendState.BlendFactor[1], 0, 'f', 2) .arg(om.m_BlendState.BlendFactor[2], 0, 'f', 2) .arg(om.m_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.m_BlendState.IndependentBlend ? tr("Yes") : tr("No"), om.m_BlendState.AlphaToCoverage ? tr("Yes") : tr("No"), Formatter::Format(om.m_BlendState.SampleMask, true), blendFactor, }); xml.writeStartElement(lit("h3")); xml.writeCharacters(tr("Target Blends")); xml.writeEndElement(); QList rows; int i = 0; for(const D3D11Pipe::Blend &b : om.m_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.LogicEnabled ? tr("Yes") : tr("No"), ToQStr(b.m_Blend.Source), ToQStr(b.m_Blend.Destination), ToQStr(b.m_Blend.Operation), ToQStr(b.m_AlphaBlend.Source), ToQStr(b.m_AlphaBlend.Destination), ToQStr(b.m_AlphaBlend.Operation), ToQStr(b.Logic), 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.m_State.DepthEnable ? tr("Yes") : tr("No"), om.m_State.DepthWrites ? tr("Yes") : tr("No"), ToQStr(om.m_State.DepthFunc)}); } { 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.m_State.StencilEnable ? tr("Yes") : tr("No"), Formatter::Format(om.m_State.StencilReadMask, true), Formatter::Format(om.m_State.StencilWriteMask, 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.m_State.m_FrontFace.Func), ToQStr(om.m_State.m_FrontFace.PassOp), ToQStr(om.m_State.m_FrontFace.FailOp), ToQStr(om.m_State.m_FrontFace.DepthFailOp)}, {tr("Back"), ToQStr(om.m_State.m_BackFace.Func), ToQStr(om.m_State.m_BackFace.PassOp), ToQStr(om.m_State.m_BackFace.FailOp), ToQStr(om.m_State.m_BackFace.DepthFailOp)}, }); } { 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].Object == 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.count > 0 && om.UAVs[0].Object != 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].Object == ResourceId()) continue; rows.push_back(exportViewHTML(om.UAVs[i - om.UAVStartSlot], i, m_Ctx.CurD3D11PipelineState().m_PS.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("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().m_IA); break; case 1: exportHTML(xml, m_Ctx.CurD3D11PipelineState().m_VS); break; case 2: exportHTML(xml, m_Ctx.CurD3D11PipelineState().m_HS); break; case 3: exportHTML(xml, m_Ctx.CurD3D11PipelineState().m_DS); break; case 4: exportHTML(xml, m_Ctx.CurD3D11PipelineState().m_GS); exportHTML(xml, m_Ctx.CurD3D11PipelineState().m_SO); break; case 5: exportHTML(xml, m_Ctx.CurD3D11PipelineState().m_RS); break; case 6: exportHTML(xml, m_Ctx.CurD3D11PipelineState().m_PS); break; case 7: exportHTML(xml, m_Ctx.CurD3D11PipelineState().m_OM); break; case 8: exportHTML(xml, m_Ctx.CurD3D11PipelineState().m_CS); 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.LogLoaded()) return; const DrawcallDescription *draw = m_Ctx.CurDrawcall(); if(!draw) return; ShaderReflection *shaderDetails = m_Ctx.CurD3D11PipelineState().m_CS.ShaderDetails; 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()}, }; m_Ctx.Replay().AsyncInvoke([this, thread](IReplayController *r) { ShaderDebugTrace *trace = r->DebugThread(thread.g, thread.t); if(trace->states.count == 0) { r->FreeTrace(trace); GUIInvoke::call([this]() { RDDialog::critical( this, tr("Error debugging"), tr("Error debugging thread - make sure a valid group and thread is selected")); }); return; } 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]); GUIInvoke::call([this, debugContext, trace]() { const ShaderReflection *shaderDetails = m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute); const ShaderBindpointMapping &bindMapping = m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute); // viewer takes ownership of the trace IShaderViewer *s = m_Ctx.DebugShader(&bindMapping, shaderDetails, ShaderStage::Compute, trace, debugContext); m_Ctx.AddDockWindow(s->Widget(), DockReference::AddTo, this); }); }); }