/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2021 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 "BufferViewer.h" #include #include #include #include #include #include #include #include #include #include #include #include "Code/QRDUtils.h" #include "Code/Resources.h" #include "Windows/Dialogs/AxisMappingDialog.h" #include "ui_BufferViewer.h" static const uint32_t MaxVisibleRows = 10000; namespace NativeScanCode { enum { #if defined(Q_OS_WIN32) Key_A = 30, Key_S = 31, Key_D = 32, Key_F = 33, Key_W = 17, Key_R = 19, #elif defined(Q_OS_LINUX) Key_A = 30 + 8, Key_S = 31 + 8, Key_D = 32 + 8, Key_F = 33 + 8, Key_W = 17 + 8, Key_R = 19 + 8, #elif defined(Q_OS_MACOS) // scan codes not supported on OS X Key_A = 0xDEADBEF1, Key_S = 0xDEADBEF2, Key_D = 0xDEADBEF3, Key_F = 0xDEADBEF4, Key_W = 0xDEADBEF5, Key_R = 0xDEADBEF6, #else #error "Unknown platform! Define NativeScanCode" #endif }; }; // namespace NativeScanCode namespace NativeVirtualKey { enum { #if defined(Q_OS_WIN32) Key_A = quint32('A'), Key_S = quint32('S'), Key_D = quint32('D'), Key_F = quint32('F'), Key_W = quint32('W'), Key_R = quint32('R'), #elif defined(Q_OS_LINUX) Key_A = quint32('a'), Key_S = quint32('s'), Key_D = quint32('d'), Key_F = quint32('f'), Key_W = quint32('w'), Key_R = quint32('r'), #elif defined(Q_OS_MACOS) Key_A = 0x00, Key_S = 0x01, Key_D = 0x02, Key_F = 0x03, Key_W = 0x0D, Key_R = 0x0F, #else #error "Unknown platform! Define NativeVirtualKey" #endif }; }; // namespace NativeVirtualKey class CameraWrapper { public: virtual ~CameraWrapper() {} virtual bool Update(QRect winSize) = 0; virtual ICamera *camera() = 0; virtual void MouseWheel(QWheelEvent *e) = 0; virtual void MouseClick(QMouseEvent *e) { m_DragStartPos = e->pos(); } virtual void MouseMove(QMouseEvent *e) { if(e->buttons() & Qt::LeftButton) { m_DragStartPos = e->pos(); } else { m_DragStartPos = QPoint(-1, -1); } } enum class KeyPressDirection { None, Left, Right, Forward, Back, Up, Down, }; KeyPressDirection GetDirection(QKeyEvent *e) { // if we have a native scancode, we expect to be able to match it. If we don't then don't get // any false positives by checking the virtual key if(e->nativeScanCode() > 1) { switch(e->nativeScanCode()) { case NativeScanCode::Key_A: return KeyPressDirection::Left; case NativeScanCode::Key_D: return KeyPressDirection::Right; case NativeScanCode::Key_W: return KeyPressDirection::Forward; case NativeScanCode::Key_S: return KeyPressDirection::Back; case NativeScanCode::Key_R: return KeyPressDirection::Up; case NativeScanCode::Key_F: return KeyPressDirection::Down; default: break; } } else { switch(e->nativeVirtualKey()) { case NativeVirtualKey::Key_A: return KeyPressDirection::Left; case NativeVirtualKey::Key_D: return KeyPressDirection::Right; case NativeVirtualKey::Key_W: return KeyPressDirection::Forward; case NativeVirtualKey::Key_S: return KeyPressDirection::Back; case NativeVirtualKey::Key_R: return KeyPressDirection::Up; case NativeVirtualKey::Key_F: return KeyPressDirection::Down; default: break; } } // handle arrow keys, we can do this safely with Qt::Key switch(e->key()) { case Qt::Key_Left: return KeyPressDirection::Left; case Qt::Key_Right: return KeyPressDirection::Right; case Qt::Key_Up: return KeyPressDirection::Forward; case Qt::Key_Down: return KeyPressDirection::Back; case Qt::Key_PageUp: return KeyPressDirection::Up; case Qt::Key_PageDown: return KeyPressDirection::Down; default: break; } return KeyPressDirection::None; } virtual void KeyUp(QKeyEvent *e) { KeyPressDirection dir = GetDirection(e); if(dir == KeyPressDirection::Left || dir == KeyPressDirection::Right) setMove(Direction::Horiz, 0); if(dir == KeyPressDirection::Forward || dir == KeyPressDirection::Back) setMove(Direction::Fwd, 0); if(dir == KeyPressDirection::Up || dir == KeyPressDirection::Down) setMove(Direction::Vert, 0); if(e->modifiers() & Qt::ShiftModifier) m_CurrentSpeed = 3.0f; else m_CurrentSpeed = 1.0f; } virtual void KeyDown(QKeyEvent *e) { KeyPressDirection dir = GetDirection(e); switch(dir) { case KeyPressDirection::None: break; case KeyPressDirection::Left: setMove(Direction::Horiz, -1); break; case KeyPressDirection::Right: setMove(Direction::Horiz, 1); break; case KeyPressDirection::Forward: setMove(Direction::Fwd, 1); break; case KeyPressDirection::Back: setMove(Direction::Fwd, -1); break; case KeyPressDirection::Up: setMove(Direction::Vert, 1); break; case KeyPressDirection::Down: setMove(Direction::Vert, -1); break; } if(e->modifiers() & Qt::ShiftModifier) m_CurrentSpeed = 3.0f; else m_CurrentSpeed = 1.0f; } float SpeedMultiplier = 0.05f; protected: enum class Direction { Fwd, Horiz, Vert, Num }; int move(Direction dir) { return m_CurrentMove[(int)dir]; } float currentSpeed() { return m_CurrentSpeed * SpeedMultiplier; } QPoint dragStartPos() { return m_DragStartPos; } private: float m_CurrentSpeed = 1.0f; int m_CurrentMove[(int)Direction::Num] = {0, 0, 0}; void setMove(Direction dir, int val) { m_CurrentMove[(int)dir] = val; } QPoint m_DragStartPos = QPoint(-1, -1); }; class ArcballWrapper : public CameraWrapper { public: ArcballWrapper() { m_Cam = RENDERDOC_InitCamera(CameraType::Arcball); } virtual ~ArcballWrapper() { m_Cam->Shutdown(); } ICamera *camera() override { return m_Cam; } void Reset(FloatVector pos, float dist) { m_Cam->ResetArcball(); setLookAtPos(pos); SetDistance(dist); } void SetDistance(float dist) { m_Distance = qAbs(dist); m_Cam->SetArcballDistance(m_Distance); } bool Update(QRect size) override { m_WinSize = size; return false; } void MouseWheel(QWheelEvent *e) override { float mod = (1.0f - e->delta() / 2500.0f); SetDistance(qMax(1e-6f, m_Distance * mod)); } void MouseMove(QMouseEvent *e) override { if(dragStartPos().x() > 0) { if(e->buttons() == Qt::MiddleButton || (e->buttons() == Qt::LeftButton && e->modifiers() & Qt::AltModifier)) { float xdelta = (float)(e->pos().x() - dragStartPos().x()) / 300.0f; float ydelta = (float)(e->pos().y() - dragStartPos().y()) / 300.0f; xdelta *= qMax(1.0f, m_Distance); ydelta *= qMax(1.0f, m_Distance); FloatVector right = m_Cam->GetRight(); FloatVector up = m_Cam->GetUp(); m_LookAt.x -= right.x * xdelta; m_LookAt.y -= right.y * xdelta; m_LookAt.z -= right.z * xdelta; m_LookAt.x += up.x * ydelta; m_LookAt.y += up.y * ydelta; m_LookAt.z += up.z * ydelta; m_Cam->SetPosition(m_LookAt.x, m_LookAt.y, m_LookAt.z); } else if(e->buttons() == Qt::LeftButton) { RotateArcball(dragStartPos(), e->pos()); } } CameraWrapper::MouseMove(e); } FloatVector lookAtPos() { return m_LookAt; } void setLookAtPos(const FloatVector &v) { m_LookAt = v; m_Cam->SetPosition(v.x, v.y, v.z); } private: ICamera *m_Cam; QRect m_WinSize; float m_Distance = 10.0f; FloatVector m_LookAt; void RotateArcball(QPoint from, QPoint to) { // this isn't a 'true arcball' but it handles extreme aspect ratios // better. We basically 'centre' around the from point always being // 0,0 (straight out of the screen) as if you're always dragging // the arcball from the middle, and just use the relative movement int minDimension = qMin(m_WinSize.width(), m_WinSize.height()); float ax = 0.0f, ay = 0.0f; float bx = ((float)(to.x() - from.x()) / (float)minDimension) * 2.0f; float by = ((float)(to.y() - from.y()) / (float)minDimension) * 2.0f; ay = -ay; by = -by; m_Cam->RotateArcball(ax, ay, bx, by); } }; class FlycamWrapper : public CameraWrapper { public: FlycamWrapper() { m_Cam = RENDERDOC_InitCamera(CameraType::FPSLook); } virtual ~FlycamWrapper() { m_Cam->Shutdown(); } ICamera *camera() override { return m_Cam; } void Reset(FloatVector pos) { m_Position = pos; m_Rotation = FloatVector(); m_Cam->SetPosition(m_Position.x, m_Position.y, m_Position.z); m_Cam->SetFPSRotation(m_Rotation.x, m_Rotation.y, m_Rotation.z); } bool Update(QRect size) override { FloatVector fwd = m_Cam->GetForward(); FloatVector right = m_Cam->GetRight(); float speed = currentSpeed(); int horizMove = move(CameraWrapper::Direction::Horiz); if(horizMove) { m_Position.x += right.x * speed * (float)horizMove; m_Position.y += right.y * speed * (float)horizMove; m_Position.z += right.z * speed * (float)horizMove; } int vertMove = move(CameraWrapper::Direction::Vert); if(vertMove) { // this makes less intuitive sense, instead go 'absolute' up // m_Position.x += up.x * speed * (float)vertMove; // m_Position.y += up.y * speed * (float)vertMove; // m_Position.z += up.z * speed * (float)vertMove; m_Position.y += speed * (float)vertMove; } int fwdMove = move(CameraWrapper::Direction::Fwd); if(fwdMove) { m_Position.x += fwd.x * speed * (float)fwdMove; m_Position.y += fwd.y * speed * (float)fwdMove; m_Position.z += fwd.z * speed * (float)fwdMove; } if(horizMove || vertMove || fwdMove) { m_Cam->SetPosition(m_Position.x, m_Position.y, m_Position.z); return true; } return false; } void MouseWheel(QWheelEvent *e) override {} void MouseMove(QMouseEvent *e) override { if(dragStartPos().x() > 0 && e->buttons() == Qt::LeftButton) { m_Rotation.y -= (float)(e->pos().x() - dragStartPos().x()) / 300.0f; m_Rotation.x -= (float)(e->pos().y() - dragStartPos().y()) / 300.0f; m_Cam->SetFPSRotation(m_Rotation.x, m_Rotation.y, m_Rotation.z); } CameraWrapper::MouseMove(e); } private: ICamera *m_Cam; FloatVector m_Position, m_Rotation; }; struct BufferData { BufferData() { refcount.store(1); stride = 0; } void ref() { refcount.ref(); } void deref() { bool alive = refcount.deref(); if(!alive) delete this; } size_t stride; bytebuf storage; QAtomicInteger refcount; const byte *data() const { return storage.begin(); }; const byte *end() const { return storage.end(); } bool hasData() const { return !storage.empty(); } size_t size() const { return storage.size(); } }; struct BufferElementProperties { ResourceFormat format; int buffer = 0; ShaderBuiltin systemValue = ShaderBuiltin::Undefined; bool perinstance = false; bool floatCastWrong = false; int instancerate = 1; }; struct BufferConfiguration { uint32_t curInstance = 0, curView = 0; uint32_t numRows = 0, unclampedNumRows = 0; uint32_t pagingOffset = 0; QString noDraw; bool noVertices = false; bool noInstances = false; // we can have two index buffers for VSOut data: // the original index buffer is used for the displayed value (in displayIndices), and the actual // potentially remapped or permuated index buffer used for fetching data (in indices). BufferData *displayIndices = NULL; int32_t displayBaseVertex = 0; BufferData *indices = NULL; int32_t baseVertex = 0; rdcarray columns; rdcarray props; QVector generics; QVector genericsEnabled; QList buffers; uint32_t primRestart = 0; BufferConfiguration() = default; BufferConfiguration(const BufferConfiguration &o) = delete; ~BufferConfiguration() { reset(); } BufferConfiguration &operator=(const BufferConfiguration &o) { reset(); curInstance = o.curInstance; numRows = o.numRows; unclampedNumRows = o.unclampedNumRows; pagingOffset = o.pagingOffset; noDraw = o.noDraw; noVertices = o.noVertices; noInstances = o.noInstances; displayIndices = o.displayIndices; if(displayIndices) displayIndices->ref(); displayBaseVertex = o.displayBaseVertex; indices = o.indices; if(indices) indices->ref(); baseVertex = o.baseVertex; columns = o.columns; props = o.props; generics = o.generics; genericsEnabled = o.genericsEnabled; primRestart = o.primRestart; buffers = o.buffers; for(BufferData *b : buffers) b->ref(); return *this; } void reset() { if(indices) indices->deref(); indices = NULL; if(displayIndices) displayIndices->deref(); displayIndices = NULL; for(BufferData *b : buffers) b->deref(); buffers.clear(); columns.clear(); props.clear(); generics.clear(); genericsEnabled.clear(); numRows = 0; unclampedNumRows = 0; noDraw.clear(); noVertices = false; noInstances = false; } QString columnName(int col) const { if(col >= 0 && col < columns.count()) return columns[col].name; return QString(); } int guessPositionColumn() const { int posEl = -1; if(!columns.empty()) { // prioritise system value over general "POSITION" string matching for(int i = 0; i < columns.count(); i++) { const BufferElementProperties &prop = props[i]; if(prop.systemValue == ShaderBuiltin::Position) { posEl = i; break; } } // look for an exact match for(int i = 0; posEl == -1 && i < columns.count(); i++) { const ShaderConstant &el = columns[i]; if(QString(el.name).compare(lit("POSITION"), Qt::CaseInsensitive) == 0 || QString(el.name).compare(lit("POSITION0"), Qt::CaseInsensitive) == 0 || QString(el.name).compare(lit("POS"), Qt::CaseInsensitive) == 0 || QString(el.name).compare(lit("POS0"), Qt::CaseInsensitive) == 0) { posEl = i; break; } } // try anything containing position for(int i = 0; posEl == -1 && i < columns.count(); i++) { const ShaderConstant &el = columns[i]; if(QString(el.name).contains(lit("POSITION"), Qt::CaseInsensitive)) { posEl = i; break; } } // OK last resort, just look for 'pos' for(int i = 0; posEl == -1 && i < columns.count(); i++) { const ShaderConstant &el = columns[i]; if(QString(el.name).contains(lit("POS"), Qt::CaseInsensitive)) { posEl = i; break; } } // if we still have absolutely nothing, just use the first available element if(posEl == -1) { posEl = 0; } } return posEl; } int guessSecondaryColumn() const { int secondEl = -1; if(!columns.empty()) { // prioritise TEXCOORD over general COLOR for(int i = 0; i < columns.count(); i++) { const ShaderConstant &el = columns[i]; if(QString(el.name).compare(lit("TEXCOORD"), Qt::CaseInsensitive) == 0 || QString(el.name).compare(lit("TEXCOORD0"), Qt::CaseInsensitive) == 0 || QString(el.name).compare(lit("TEX"), Qt::CaseInsensitive) == 0 || QString(el.name).compare(lit("TEX0"), Qt::CaseInsensitive) == 0 || QString(el.name).compare(lit("UV"), Qt::CaseInsensitive) == 0 || QString(el.name).compare(lit("UV0"), Qt::CaseInsensitive) == 0) { secondEl = i; break; } } for(int i = 0; secondEl == -1 && i < columns.count(); i++) { const ShaderConstant &el = columns[i]; if(QString(el.name).compare(lit("COLOR"), Qt::CaseInsensitive) == 0 || QString(el.name).compare(lit("COLOR0"), Qt::CaseInsensitive) == 0 || QString(el.name).compare(lit("COL"), Qt::CaseInsensitive) == 0 || QString(el.name).compare(lit("COL0"), Qt::CaseInsensitive) == 0) { secondEl = i; break; } } } return secondEl; } }; uint32_t CalcIndex(BufferData *data, uint32_t vertID, int32_t baseVertex, uint32_t primRestart) { const byte *idxData = data->data() + vertID * sizeof(uint32_t); if(idxData + sizeof(uint32_t) > data->end()) return ~0U; uint32_t idx = *(const uint32_t *)idxData; // check for primitive restart *before* adding base vertex if(primRestart && idx == primRestart) return idx; // apply base vertex but clamp to 0 if subtracting if(baseVertex < 0) { uint32_t subtract = (uint32_t)(-baseVertex); if(idx < subtract) idx = 0; else idx -= subtract; } else if(baseVertex > 0) { idx += (uint32_t)baseVertex; } return idx; } static int columnGroupRole = Qt::UserRole + 10000; static QString interpretVariant(const QVariant &v, const ShaderConstant &el, const BufferElementProperties &prop) { QString ret; QMetaType::Type vt = GetVariantMetatype(v); if(vt == QMetaType::Double) { double d = v.toDouble(); // pad with space on left if sign is missing, to better align if(d < 0.0) ret = Formatter::Format(d); else if(d > 0.0) ret = lit(" ") + Formatter::Format(d); else if(qIsNaN(d)) ret = lit(" NaN"); else // force negative and positive 0 together ret = lit(" ") + Formatter::Format(0.0); } else if(vt == QMetaType::Float) { float f = v.toFloat(); // pad with space on left if sign is missing, to better align if(f < 0.0) ret = Formatter::Format(f); else if(f > 0.0) ret = lit(" ") + Formatter::Format(f); else if(qIsNaN(f)) ret = lit(" NaN"); else // force negative and positive 0 together ret = lit(" ") + Formatter::Format(0.0); } else if(vt == QMetaType::UInt || vt == QMetaType::UShort || vt == QMetaType::UChar) { uint32_t u = v.toUInt(); if(prop.floatCastWrong) { float f = (float)u; memcpy(&u, &f, sizeof(f)); } if(el.type.descriptor.displayAsHex && prop.format.type == ResourceFormatType::Regular) ret = Formatter::HexFormat(u, prop.format.compByteWidth); else ret = Formatter::Format(u, el.type.descriptor.displayAsHex); } else if(vt == QMetaType::Int || vt == QMetaType::Short || vt == QMetaType::SChar) { int32_t i = v.toInt(); if(prop.floatCastWrong) { float f = (float)i; memcpy(&i, &f, sizeof(f)); } if(i >= 0) ret = lit(" ") + Formatter::Format(i); else ret = Formatter::Format(i); } else if(vt == QMetaType::ULongLong) { ret = Formatter::Format((uint64_t)v.toULongLong(), el.type.descriptor.displayAsHex); } else if(vt == QMetaType::LongLong) { int64_t i = v.toLongLong(); if(i >= 0) ret = lit(" ") + Formatter::Format(i); else ret = Formatter::Format(i); } else { ret = v.toString(); } return ret; } class BufferItemModel : public QAbstractItemModel { public: BufferItemModel(RDTableView *v, bool vertexInput, bool mesh, QObject *parent) : QAbstractItemModel(parent) { vertexInputData = vertexInput; meshView = mesh; view = v; view->setModel(this); } void beginReset() { emit beginResetModel(); config.reset(); } void endReset(const BufferConfiguration &conf) { config = conf; cacheColumns(); totalColumnCount = columnLookup.count() + reservedColumnCount(); emit endResetModel(); } QModelIndex index(int row, int column, const QModelIndex &parent = QModelIndex()) const override { if(row < 0 || row >= rowCount()) return QModelIndex(); return createIndex(row, column); } QModelIndex parent(const QModelIndex &index) const override { return QModelIndex(); } int rowCount(const QModelIndex &parent = QModelIndex()) const override { int ret = config.numRows; if(config.pagingOffset > 0) ret++; if(ret == 0) { if(!config.noDraw.isEmpty()) ret += config.noDraw.count(QLatin1Char('\n')) + 1; if(config.noVertices) ret++; if(config.noInstances) ret++; } return ret; } int columnCount(const QModelIndex &parent = QModelIndex()) const override { return totalColumnCount; } Qt::ItemFlags flags(const QModelIndex &index) const override { if(!index.isValid()) return 0; return QAbstractItemModel::flags(index); } QVariant headerData(int section, Qt::Orientation orientation, int role) const override { if(section < totalColumnCount && orientation == Qt::Horizontal) { if(role == Qt::DisplayRole || role == columnGroupRole) { if(section == 0) { return meshView ? lit("VTX") : lit("Element"); } else if(section == 1 && meshView) { return lit("IDX"); } else { const ShaderConstant &el = elementForColumn(section); if(el.type.descriptor.columns == 1 || role == columnGroupRole) return el.name; QChar comps[] = {QLatin1Char('x'), QLatin1Char('y'), QLatin1Char('z'), QLatin1Char('w')}; return QFormatStr("%1.%2").arg(el.name).arg(comps[componentForIndex(section)]); } } } return QVariant(); } QVariant data(const QModelIndex &index, int role = Qt::DisplayRole) const override { if(index.isValid()) { if(role == Qt::SizeHintRole) { QStyleOptionViewItem opt = view->viewOptions(); opt.features |= QStyleOptionViewItem::HasDisplay; // pad these columns to allow for sufficiently wide data if(index.column() < reservedColumnCount()) opt.text = lit("4294967295"); else opt.text = data(index).toString(); opt.text.replace(QLatin1Char('\n'), QChar::LineSeparator); opt.styleObject = NULL; QStyle *style = opt.widget ? opt.widget->style() : QApplication::style(); return style->sizeFromContents(QStyle::CT_ItemViewItem, &opt, QSize(), opt.widget); } uint32_t row = index.row(); int col = index.column(); if(config.pagingOffset > 0) { if(row == 0) { if(role == Qt::DisplayRole) return lit("..."); return QVariant(); } row--; } if(role == columnGroupRole) { if(col < reservedColumnCount()) return -1 - col; else return columnLookup[col - reservedColumnCount()]; } if((role == Qt::BackgroundRole || role == Qt::ForegroundRole) && col >= reservedColumnCount()) { if(meshView) { int elIdx = columnLookup[col - reservedColumnCount()]; int compIdx = componentForIndex(col); float lightnessOn = qBound(0.25, view->palette().color(QPalette::Base).lightnessF(), 0.75); float lightnessOff = lightnessOn > 0.5f ? lightnessOn + 0.2f : lightnessOn - 0.2f; static float a = 0.55f; static float b = 0.8f; if(elIdx == positionEl) { QColor backCol; if(compIdx != 3 || !vertexInputData) { backCol = QColor::fromHslF(0.55f, 0.75f, lightnessOn); } else { backCol = QColor::fromHslF(0.55f, 0.75f, lightnessOff); } if(role == Qt::ForegroundRole) return QBrush(contrastingColor(backCol, view->palette().color(QPalette::Text))); return backCol; } else if(secondaryEnabled && elIdx == secondaryEl) { QColor backCol; if((secondaryElAlpha && compIdx == 3) || (!secondaryElAlpha && compIdx != 3)) { backCol = QColor::fromHslF(0.33f, 0.75f, lightnessOn); } else { backCol = QColor::fromHslF(0.33f, 0.75f, lightnessOff); } if(role == Qt::ForegroundRole) return QBrush(contrastingColor(backCol, view->palette().color(QPalette::Text))); return backCol; } } else { const ShaderConstant &el = elementForColumn(col); const BufferElementProperties &prop = propForColumn(col); if(el.type.descriptor.displayAsRGB && prop.buffer < config.buffers.size()) { const byte *data = config.buffers[prop.buffer]->data(); const byte *end = config.buffers[prop.buffer]->end(); data += config.buffers[prop.buffer]->stride * row; data += el.byteOffset; // only slightly wasteful, we need to fetch all variants together // since some formats are packed and can't be read individually QVariantList list = GetVariants(prop.format, el.type.descriptor, data, end); if(!list.isEmpty()) { QMetaType::Type vt = GetVariantMetatype(list[0]); QColor rgb; if(vt == QMetaType::Double) { double r = qBound(0.0, list[0].toDouble(), 1.0); double g = list.size() > 1 ? qBound(0.0, list[1].toDouble(), 1.0) : 0.0; double b = list.size() > 2 ? qBound(0.0, list[2].toDouble(), 1.0) : 0.0; rgb = QColor::fromRgbF(r, g, b); } else if(vt == QMetaType::Float) { float r = qBound(0.0f, list[0].toFloat(), 1.0f); float g = list.size() > 1 ? qBound(0.0f, list[1].toFloat(), 1.0f) : 0.0; float b = list.size() > 2 ? qBound(0.0f, list[2].toFloat(), 1.0f) : 0.0; rgb = QColor::fromRgbF(r, g, b); } else if(vt == QMetaType::UInt || vt == QMetaType::UShort || vt == QMetaType::UChar) { uint r = qBound(0U, list[0].toUInt(), 255U); uint g = list.size() > 1 ? qBound(0U, list[1].toUInt(), 255U) : 0.0; uint b = list.size() > 2 ? qBound(0U, list[2].toUInt(), 255U) : 0.0; rgb = QColor::fromRgb(r, g, b); } else if(vt == QMetaType::Int || vt == QMetaType::Short || vt == QMetaType::SChar) { int r = qBound(0, list[0].toInt(), 255); int g = list.size() > 1 ? qBound(0, list[1].toInt(), 255) : 0.0; int b = list.size() > 2 ? qBound(0, list[2].toInt(), 255) : 0.0; rgb = QColor::fromRgb(r, g, b); } if(role == Qt::BackgroundRole) return QBrush(rgb); else if(role == Qt::ForegroundRole) return QBrush(contrastingColor(rgb, QColor::fromRgb(0, 0, 0))); } } } } if(role == Qt::DisplayRole) { if(config.numRows == 0 && (config.noInstances || config.noVertices || !config.noDraw.isEmpty())) { if(col < 2) return lit("---"); if(col != 2) return QVariant(); if(!config.noDraw.isEmpty()) { return config.noDraw.split(QLatin1Char('\n'))[row]; } else if(config.noVertices && config.noInstances) { if(row == 0) return lit("No Vertices"); else return lit("No Instances"); } else if(config.noVertices) { return lit("No Vertices"); } else if(config.noInstances) { return lit("No Instances"); } } if(config.unclampedNumRows > config.pagingOffset + config.numRows && row >= config.numRows - 2) { if(meshView) { if(col < 2 && row == config.numRows - 1) return QString::number(config.unclampedNumRows - 1); } else { if(col == 0 && row == config.numRows - 1) return QString::number(config.unclampedNumRows - 1); } return lit("..."); } if(col >= 0 && col < totalColumnCount && row < config.numRows) { if(col == 0) return row + config.pagingOffset; uint32_t idx = row; if(config.indices && config.indices->hasData()) { idx = CalcIndex(config.indices, row, config.baseVertex, config.primRestart); if(config.primRestart && idx == config.primRestart) return col == 1 ? lit("--") : lit(" Restart"); if(idx == ~0U) return outOfBounds(); } if(col == 1 && meshView) { // if we have separate displayIndices, fetch that for display instead if(config.displayIndices && config.displayIndices->hasData()) idx = CalcIndex(config.displayIndices, row, config.displayBaseVertex, config.primRestart); if(idx == ~0U) return outOfBounds(); return idx; } const ShaderConstant &el = elementForColumn(col); const BufferElementProperties &prop = propForColumn(col); if(useGenerics(col)) return interpretGeneric(col, el, prop); uint32_t instIdx = 0; if(prop.instancerate > 0) instIdx = config.curInstance / prop.instancerate; if(prop.buffer < config.buffers.size()) { const byte *data = config.buffers[prop.buffer]->data(); const byte *end = config.buffers[prop.buffer]->end(); if(!prop.perinstance) data += config.buffers[prop.buffer]->stride * idx; else data += config.buffers[prop.buffer]->stride * instIdx; data += el.byteOffset; // only slightly wasteful, we need to fetch all variants together // since some formats are packed and can't be read individually QVariantList list = GetVariants(prop.format, el.type.descriptor, data, end); int comp = componentForIndex(col); if(comp < list.count()) { uint32_t rowdim = el.type.descriptor.rows; uint32_t coldim = el.type.descriptor.columns; if(rowdim == 1) { QVariant v = list[comp]; if(el.type.descriptor.pointerTypeID != ~0U) { PointerVal ptr; ptr.pointer = v.toULongLong(); ptr.pointerTypeID = el.type.descriptor.pointerTypeID; v = ToQStr(ptr); } RichResourceTextInitialise(v, getCaptureContext(view)); if(RichResourceTextCheck(v)) return v; return interpretVariant(v, el, prop); } else { QString ret; for(uint32_t r = 0; r < rowdim; r++) { if(r > 0) ret += lit("\n"); ret += interpretVariant(list[r * coldim + comp], el, prop); } return ret; } } } return outOfBounds(); } } } return QVariant(); } void setPosColumn(int pos) { QVector roles = {Qt::BackgroundRole, Qt::ForegroundRole}; if(pos == -1) pos = config.guessPositionColumn(); if(positionEl != pos) { if(positionEl >= 0) emit dataChanged(index(0, firstColumnForElement(positionEl)), index(rowCount() - 1, lastColumnForElement(positionEl)), roles); if(pos >= 0) emit dataChanged(index(0, firstColumnForElement(pos)), index(rowCount() - 1, lastColumnForElement(pos)), roles); } positionEl = pos; } int posColumn() { return positionEl; } QString posName() { return config.columnName(positionEl); } void setSecondaryColumn(int sec, bool secEnabled, bool secAlpha) { QVector roles = {Qt::BackgroundRole, Qt::ForegroundRole}; if(sec == -1) sec = config.guessSecondaryColumn(); if(secondaryEl != sec || secondaryElAlpha != secAlpha || secondaryEnabled != secEnabled) { if(secondaryEl >= 0 && secondaryEl != sec) emit dataChanged(index(0, firstColumnForElement(secondaryEl)), index(rowCount() - 1, lastColumnForElement(secondaryEl)), roles); if(sec >= 0) emit dataChanged(index(0, firstColumnForElement(sec)), index(rowCount() - 1, lastColumnForElement(sec)), roles); } secondaryEl = sec; secondaryElAlpha = secAlpha; secondaryEnabled = secEnabled; } int secondaryColumn() { return secondaryEl; } bool secondaryAlpha() { return secondaryElAlpha; } QString secondaryName() { return config.columnName(secondaryEl); } int elementIndexForColumn(int col) const { if(col < reservedColumnCount()) return -1; return columnLookup[col - reservedColumnCount()]; } const ShaderConstant &elementForColumn(int col) const { return config.columns[columnLookup[col - reservedColumnCount()]]; } const BufferElementProperties &propForColumn(int col) const { return config.props[columnLookup[col - reservedColumnCount()]]; } bool useGenerics(int col) const { col = columnLookup[col - reservedColumnCount()]; return col < config.genericsEnabled.size() && config.genericsEnabled[col]; } const BufferConfiguration &getConfig() { return config; } private: // constant data over the item model's lifetime // The view that this model is for RDTableView *view = NULL; // Is this the vertex input stage bool vertexInputData = false; // are we configured for mesh viewing, or for raw buffer data bool meshView = true; // the mutable configuration of what we're displaying. BufferConfiguration config; // Internal cached data, generated by cacheColumns() from endReset(). // Only accessible to main UI thread // maps from column number (0-based from data, so excluding VTX/IDX columns) // to the column element in the columns list, and lists its component. // // So a float4, float3, int set of columns would be: // { 0, 0, 0, 0, 1, 1, 1, 2 }; // { 0, 1, 2, 3, 0, 1, 2, 0 }; QVector columnLookup; QVector componentLookup; // the total number of columns including any reserved ones like VTX / IDX int totalColumnCount = 0; // which format element is selected as position data int positionEl = -1; // which format element is selected as secondary data int secondaryEl = -1; // is secondary data enabled bool secondaryEnabled = false; // are we using the alpha channel for secondary data bool secondaryElAlpha = false; int reservedColumnCount() const { return (meshView ? 2 : 1); } int componentForIndex(int col) const { return componentLookup[col - reservedColumnCount()]; } int firstColumnForElement(int el) const { for(int i = 0; i < columnLookup.count(); i++) { if(columnLookup[i] == el) return reservedColumnCount() + i; } return 0; } int lastColumnForElement(int el) const { for(int i = columnLookup.count() - 1; i >= 0; i--) { if(columnLookup[i] == el) return reservedColumnCount() + i; } return columnCount() - 1; } void cacheColumns() { columnLookup.clear(); columnLookup.reserve(config.columns.count() * 4); componentLookup.clear(); componentLookup.reserve(config.columns.count() * 4); for(int i = 0; i < config.columns.count(); i++) { uint32_t columnCount = config.columns[i].type.descriptor.columns; for(uint32_t c = 0; c < columnCount; c++) { columnLookup.push_back(i); componentLookup.push_back((int)c); } } } QString outOfBounds() const { return lit("---"); } QString interpretGeneric(int col, const ShaderConstant &el, const BufferElementProperties &prop) const { int comp = componentForIndex(col); col = columnLookup[col - reservedColumnCount()]; if(col < config.generics.size()) { if(prop.format.compType == CompType::Float) { return interpretVariant(QVariant(config.generics[col].floatValue[comp]), el, prop); } else if(prop.format.compType == CompType::SInt) { return interpretVariant(QVariant(config.generics[col].intValue[comp]), el, prop); } else if(prop.format.compType == CompType::UInt) { return interpretVariant(QVariant(config.generics[col].uintValue[comp]), el, prop); } } return outOfBounds(); } }; struct CachedElData { const ShaderConstant *el = NULL; const BufferElementProperties *prop = NULL; const byte *data = NULL; const byte *end = NULL; size_t stride; int byteSize; uint32_t instIdx = 0; int numColumns = 0; QByteArray nulls; }; struct PopulateBufferData { int sequence; int vsinHoriz; int vsoutHoriz; int gsoutHoriz; int vsinVert; int vsoutVert; int gsoutVert; QString highlightNames[6]; BufferConfiguration vsinConfig, vsoutConfig, gsoutConfig; MeshFormat postVS, postGS; }; struct CalcBoundingBoxData { uint32_t eventId; BufferConfiguration input[3]; BBoxData output; }; void CacheDataForIteration(QVector &cache, const rdcarray &columns, const rdcarray &props, const QList buffers, uint32_t inst) { cache.reserve(columns.count()); for(int col = 0; col < columns.count(); col++) { const ShaderConstant &el = columns[col]; const BufferElementProperties &prop = props[col]; CachedElData d; d.el = ⪙ d.prop = ∝ d.byteSize = el.type.descriptor.arrayByteStride; d.nulls = QByteArray(d.byteSize, '\0'); d.numColumns = el.type.descriptor.columns; if(prop.instancerate > 0) d.instIdx = inst / prop.instancerate; if(prop.buffer < buffers.size()) { d.data = buffers[prop.buffer]->data(); d.end = buffers[prop.buffer]->end(); d.stride = buffers[prop.buffer]->stride; d.data += el.byteOffset; if(prop.perinstance) d.data += d.stride * d.instIdx; } cache.push_back(d); } } static void ConfigureColumnsForShader(ICaptureContext &ctx, const ShaderReflection *shader, rdcarray &columns, rdcarray &props) { if(!shader) return; columns.reserve(shader->outputSignature.count()); props.reserve(shader->outputSignature.count()); int i = 0, posidx = -1; for(const SigParameter &sig : shader->outputSignature) { ShaderConstant f; BufferElementProperties p; f.name = !sig.varName.isEmpty() ? sig.varName : sig.semanticIdxName; f.type.descriptor.rows = 1; f.type.descriptor.columns = sig.compCount; p.buffer = 0; p.perinstance = false; p.instancerate = 1; p.systemValue = sig.systemValue; p.format.type = ResourceFormatType::Regular; p.format.compByteWidth = qMax(sizeof(float), VarTypeByteSize(sig.varType)); p.format.compCount = sig.compCount; p.format.compType = VarTypeCompType(sig.varType); f.type.descriptor.arrayByteStride = p.format.compByteWidth * p.format.compCount; if(sig.systemValue == ShaderBuiltin::Position) posidx = i; columns.push_back(f); props.push_back(p); i++; } // shift position attribute up to first, keeping order otherwise // the same if(posidx > 0) { columns.insert(0, columns.takeAt(posidx)); props.insert(0, props.takeAt(posidx)); } i = 0; uint32_t offset = 0; for(i = 0; i < columns.count(); i++) { BufferElementProperties &prop = props[i]; ShaderConstant &el = columns[i]; uint numComps = el.type.descriptor.columns; uint elemSize = prop.format.compByteWidth > 4 ? 8U : 4U; if(ctx.CurPipelineState().HasAlignedPostVSData( shader->stage == ShaderStage::Vertex ? MeshDataStage::VSOut : MeshDataStage::GSOut)) { if(numComps == 2) offset = AlignUp(offset, 2U * elemSize); else if(numComps > 2) offset = AlignUp(offset, 4U * elemSize); } el.byteOffset = offset; offset += numComps * elemSize; } } static void ConfigureMeshColumns(ICaptureContext &ctx, PopulateBufferData *bufdata) { const ActionDescription *action = ctx.CurAction(); bufdata->vsinConfig.numRows = 0; bufdata->vsinConfig.unclampedNumRows = 0; bufdata->vsinConfig.noVertices = false; bufdata->vsinConfig.noInstances = false; if(!action || !(action->flags & ActionFlags::Drawcall)) { IEventBrowser *eb = ctx.GetEventBrowser(); bufdata->vsinConfig.noDraw = lit("No current draw action\nSelected EID @%1 - %2\nEffective EID: @%3 - %4") .arg(ctx.CurSelectedEvent()) .arg(QString(eb->GetEventName(ctx.CurSelectedEvent()))) .arg(ctx.CurEvent()) .arg(QString(eb->GetEventName(ctx.CurEvent()))); ShaderConstant f; f.name = "ERROR"; f.type.descriptor.columns = 1; f.type.descriptor.rows = 1; BufferElementProperties p; p.format.type = ResourceFormatType::Regular; p.format.compType = CompType::UInt; p.format.compCount = 1; p.format.compByteWidth = 4; bufdata->vsinConfig.columns.push_back(f); bufdata->vsinConfig.props.push_back(p); bufdata->vsinConfig.genericsEnabled.push_back(false); bufdata->vsinConfig.generics.push_back(PixelValue()); bufdata->vsoutConfig.columns.clear(); bufdata->vsoutConfig.props.clear(); bufdata->gsoutConfig.columns.clear(); bufdata->gsoutConfig.props.clear(); return; } rdcarray vinputs = ctx.CurPipelineState().GetVertexInputs(); bufdata->vsinConfig.columns.reserve(vinputs.count()); bufdata->vsinConfig.columns.clear(); bufdata->vsinConfig.props.reserve(vinputs.count()); bufdata->vsinConfig.props.clear(); bufdata->vsinConfig.genericsEnabled.resize(vinputs.count()); bufdata->vsinConfig.generics.resize(vinputs.count()); for(const VertexInputAttribute &a : vinputs) { if(!a.used) continue; ShaderConstant f; f.name = a.name; f.byteOffset = a.byteOffset; f.type.descriptor.columns = a.format.compCount; f.type.descriptor.rows = 1; f.type.descriptor.arrayByteStride = f.type.descriptor.matrixByteStride = a.format.ElementSize(); BufferElementProperties p; p.buffer = a.vertexBuffer; p.perinstance = a.perInstance; p.instancerate = a.instanceRate; p.floatCastWrong = a.floatCastWrong; p.format = a.format; bufdata->vsinConfig.genericsEnabled[bufdata->vsinConfig.columns.count()] = false; if(a.genericEnabled) { bufdata->vsinConfig.genericsEnabled[bufdata->vsinConfig.columns.count()] = true; bufdata->vsinConfig.generics[bufdata->vsinConfig.columns.count()] = a.genericValue; } bufdata->vsinConfig.columns.push_back(f); bufdata->vsinConfig.props.push_back(p); } if(action) { bufdata->vsinConfig.numRows = action->numIndices; bufdata->vsinConfig.unclampedNumRows = 0; // calculate an upper bound on the valid number of rows just in case it's an invalid value (e.g. // 0xdeadbeef) and we want to clamp. uint32_t numRowsUpperBound = 0; if(action->flags & ActionFlags::Indexed) { // In an indexed draw we clamp to however many indices are available in the index buffer BoundVBuffer ib = ctx.CurPipelineState().GetIBuffer(); uint32_t bytesAvailable = ib.byteSize; if(bytesAvailable == ~0U) { BufferDescription *buf = ctx.GetBuffer(ib.resourceId); if(buf) { uint64_t offset = ib.byteOffset + action->indexOffset * ib.byteStride; if(offset > buf->length) bytesAvailable = 0; else bytesAvailable = buf->length - offset; } else { bytesAvailable = 0; } } // drawing more than this many indices will read off the end of the index buffer - which while // technically not invalid is certainly not intended, so serves as a good 'upper bound' numRowsUpperBound = bytesAvailable / qMax(1U, ib.byteStride); } else { // for a non-indexed draw, we take the largest vertex buffer rdcarray VBs = ctx.CurPipelineState().GetVBuffers(); for(const BoundVBuffer &vb : VBs) { if(vb.byteStride == 0) continue; uint32_t bytesAvailable = vb.byteSize; if(bytesAvailable == ~0U) { BufferDescription *buf = ctx.GetBuffer(vb.resourceId); if(buf) { if(vb.byteOffset > buf->length) bytesAvailable = 0; else bytesAvailable = buf->length - vb.byteOffset; } else { bytesAvailable = 0; } } numRowsUpperBound = qMax(numRowsUpperBound, bytesAvailable / qMax(1U, vb.byteStride)); } // if there are no vertex buffers we can't clamp. if(numRowsUpperBound == 0) numRowsUpperBound = ~0U; } // if we have significantly clamped, then set the unclamped number of rows and clamp. if(numRowsUpperBound != ~0U && numRowsUpperBound + 100 < bufdata->vsinConfig.numRows) { bufdata->vsinConfig.unclampedNumRows = bufdata->vsinConfig.numRows; bufdata->vsinConfig.numRows = numRowsUpperBound + 100; } if((action->flags & ActionFlags::Drawcall) && action->numIndices == 0) bufdata->vsinConfig.noVertices = true; if((action->flags & ActionFlags::Instanced) && action->numInstances == 0) { bufdata->vsinConfig.noInstances = true; bufdata->vsinConfig.numRows = bufdata->vsinConfig.unclampedNumRows = 0; } } bufdata->vsoutConfig.columns.clear(); bufdata->vsoutConfig.props.clear(); bufdata->gsoutConfig.columns.clear(); bufdata->gsoutConfig.props.clear(); if(action) { const ShaderReflection *vs = ctx.CurPipelineState().GetShaderReflection(ShaderStage::Vertex); const ShaderReflection *last = ctx.CurPipelineState().GetShaderReflection(ShaderStage::Geometry); if(last == NULL) last = ctx.CurPipelineState().GetShaderReflection(ShaderStage::Domain); ConfigureColumnsForShader(ctx, vs, bufdata->vsoutConfig.columns, bufdata->vsoutConfig.props); ConfigureColumnsForShader(ctx, last, bufdata->gsoutConfig.columns, bufdata->gsoutConfig.props); } } static void RT_FetchMeshData(IReplayController *r, ICaptureContext &ctx, PopulateBufferData *data) { const ActionDescription *action = ctx.CurAction(); BoundVBuffer ib = ctx.CurPipelineState().GetIBuffer(); rdcarray vbs = ctx.CurPipelineState().GetVBuffers(); uint32_t numIndices = action ? action->numIndices : 0; bytebuf idata; if(ib.resourceId != ResourceId() && action && (action->flags & ActionFlags::Indexed)) { uint64_t readBytes = numIndices * ib.byteStride; uint32_t offset = action->indexOffset * ib.byteStride; if(ib.byteSize > offset) readBytes = qMin(ib.byteSize - offset, readBytes); else readBytes = 0; if(readBytes > 0) idata = r->GetBufferData(ib.resourceId, ib.byteOffset + offset, readBytes); } if(data->vsinConfig.indices) data->vsinConfig.indices->deref(); data->vsinConfig.indices = new BufferData(); if(action && ib.byteStride != 0 && !idata.isEmpty()) data->vsinConfig.indices->storage.resize( sizeof(uint32_t) * qMin(numIndices, (((uint32_t)idata.size() + ib.byteStride - 1) / ib.byteStride))); else if(action && (action->flags & ActionFlags::Indexed)) data->vsinConfig.indices->storage.resize(sizeof(uint32_t)); uint32_t *indices = (uint32_t *)data->vsinConfig.indices->data(); uint32_t maxIndex = 0; if(action) maxIndex = qMax(1U, numIndices) - 1; if(action && !idata.isEmpty()) { maxIndex = 0; if(ib.byteStride == 1) { uint8_t primRestart = data->vsinConfig.primRestart & 0xff; for(size_t i = 0; i < idata.size() && (uint32_t)i < numIndices; i++) { indices[i] = (uint32_t)idata[i]; if(primRestart && indices[i] == primRestart) continue; maxIndex = qMax(maxIndex, indices[i]); } } else if(ib.byteStride == 2) { uint16_t primRestart = data->vsinConfig.primRestart & 0xffff; uint16_t *src = (uint16_t *)idata.data(); for(size_t i = 0; i < idata.size() / sizeof(uint16_t) && (uint32_t)i < numIndices; i++) { indices[i] = (uint32_t)src[i]; if(primRestart && indices[i] == primRestart) continue; maxIndex = qMax(maxIndex, indices[i]); } } else if(ib.byteStride == 4) { uint32_t primRestart = data->vsinConfig.primRestart; memcpy(indices, idata.data(), qMin(idata.size(), numIndices * sizeof(uint32_t))); for(uint32_t i = 0; i < idata.size() / sizeof(uint32_t) && i < numIndices; i++) { if(primRestart && indices[i] == primRestart) continue; maxIndex = qMax(maxIndex, indices[i]); } } } int vbIdx = 0; for(BoundVBuffer vb : vbs) { bool used = false; bool pi = false; bool pv = false; uint32_t maxAttrOffset = 0; for(int c = 0; c < data->vsinConfig.columns.count(); c++) { const ShaderConstant &col = data->vsinConfig.columns[c]; const BufferElementProperties &prop = data->vsinConfig.props[c]; if(prop.buffer == vbIdx) { used = true; maxAttrOffset = qMax(maxAttrOffset, col.byteOffset); if(prop.perinstance) pi = true; else pv = true; } } vbIdx++; uint32_t maxIdx = 0; uint32_t offset = 0; if(used && action) { if(pi) { maxIdx = qMax(1U, action->numInstances) - 1; offset = action->instanceOffset; } if(pv) { maxIdx = qMax(maxIndex, maxIdx); offset = action->vertexOffset; if(action->baseVertex > 0) maxIdx = qMax(maxIdx, maxIdx + (uint32_t)action->baseVertex); } if(pi && pv) qCritical() << "Buffer used for both instance and vertex rendering!"; } BufferData *buf = new BufferData; if(used) { uint64_t readBytes = qMax(maxIdx, maxIdx + 1) * vb.byteStride + maxAttrOffset; // if the stride is 0, allow reading at most one float4. This will still get clamped by the // declared vertex buffer size below if(vb.byteStride == 0) readBytes += 16; offset *= vb.byteStride; if(vb.byteSize > offset) readBytes = qMin(vb.byteSize - offset, readBytes); else readBytes = 0; if(readBytes > 0) buf->storage = r->GetBufferData(vb.resourceId, vb.byteOffset + offset, readBytes); buf->stride = vb.byteStride; } // ref passes to model data->vsinConfig.buffers.push_back(buf); } if(data->postVS.numIndices <= data->vsinConfig.numRows) { data->vsoutConfig.numRows = data->postVS.numIndices; data->vsoutConfig.unclampedNumRows = 0; } else { // the vertex shader can't run any expansion, so apply the same clamping to it as we applied to // the inputs. This protects against draws with an invalid number of vertices. data->vsoutConfig.numRows = data->vsinConfig.numRows; data->vsoutConfig.unclampedNumRows = data->vsinConfig.unclampedNumRows; } data->vsoutConfig.baseVertex = data->postVS.baseVertex; data->vsoutConfig.displayBaseVertex = data->vsinConfig.baseVertex; if(action && data->postVS.indexResourceId != ResourceId() && (action->flags & ActionFlags::Indexed)) idata = r->GetBufferData(data->postVS.indexResourceId, data->postVS.indexByteOffset, numIndices * data->postVS.indexByteStride); indices = NULL; if(data->vsoutConfig.indices) data->vsoutConfig.indices->deref(); if(data->vsoutConfig.displayIndices) data->vsoutConfig.displayIndices->deref(); { // display the same index values data->vsoutConfig.displayIndices = data->vsinConfig.indices; data->vsoutConfig.displayIndices->ref(); data->vsoutConfig.indices = new BufferData(); if(action && ib.byteStride != 0 && !idata.isEmpty()) { data->vsoutConfig.indices->storage.resize(sizeof(uint32_t) * numIndices); indices = (uint32_t *)data->vsoutConfig.indices->data(); if(ib.byteStride == 1) { for(size_t i = 0; i < idata.size() && (uint32_t)i < numIndices; i++) indices[i] = (uint32_t)idata[i]; } else if(ib.byteStride == 2) { uint16_t *src = (uint16_t *)idata.data(); for(size_t i = 0; i < idata.size() / sizeof(uint16_t) && (uint32_t)i < numIndices; i++) indices[i] = (uint32_t)src[i]; } else if(ib.byteStride == 4) { memcpy(indices, idata.data(), qMin(idata.size(), numIndices * sizeof(uint32_t))); } } } if(data->postVS.vertexResourceId != ResourceId()) { BufferData *postvs = new BufferData; postvs->storage = r->GetBufferData(data->postVS.vertexResourceId, data->postVS.vertexByteOffset, 0); postvs->stride = data->postVS.vertexByteStride; // ref passes to model data->vsoutConfig.buffers.push_back(postvs); } data->gsoutConfig.numRows = data->postGS.numIndices; data->gsoutConfig.unclampedNumRows = 0; data->gsoutConfig.baseVertex = data->postGS.baseVertex; data->gsoutConfig.displayBaseVertex = data->vsinConfig.baseVertex; indices = NULL; data->gsoutConfig.indices = NULL; if(data->postGS.vertexResourceId != ResourceId()) { BufferData *postgs = new BufferData; postgs->storage = r->GetBufferData(data->postGS.vertexResourceId, data->postGS.vertexByteOffset, 0); postgs->stride = data->postGS.vertexByteStride; // ref passes to model data->gsoutConfig.buffers.push_back(postgs); } } static int MaxNumRows(const ShaderConstant &c) { int ret = c.type.descriptor.rows; for(const ShaderConstant &child : c.type.members) ret = qMax(ret, MaxNumRows(child)); return ret; } static void UnrollConstant(rdcstr prefix, uint32_t baseOffset, const ShaderConstant &constant, rdcarray &columns, rdcarray &props) { bool isArray = constant.type.descriptor.elements > 1; rdcstr baseName = constant.name; if(!prefix.isEmpty()) baseName = prefix + "." + baseName; if(constant.type.members.isEmpty()) { BufferElementProperties prop; prop.format = GetInterpretedResourceFormat(constant); ShaderConstant c = constant; c.byteOffset += baseOffset; if(isArray) { for(uint32_t a = 0; a < constant.type.descriptor.elements; a++) { c.name = QFormatStr("%1[%2]").arg(baseName).arg(a); columns.push_back(c); props.push_back(prop); c.byteOffset += constant.type.descriptor.arrayByteStride; } } else { c.name = baseName; columns.push_back(c); props.push_back(prop); } return; } // struct, expand by members for(uint32_t a = 0; a < qMax(1U, constant.type.descriptor.elements); a++) { for(const ShaderConstant &child : constant.type.members) { UnrollConstant(isArray ? QFormatStr("%1[%2]").arg(baseName).arg(a) : QString(baseName), baseOffset + constant.byteOffset + a * constant.type.descriptor.arrayByteStride, child, columns, props); } } } static void UnrollConstant(const ShaderConstant &constant, rdcarray &columns, rdcarray &props) { UnrollConstant("", 0, constant, columns, props); } BufferViewer::BufferViewer(ICaptureContext &ctx, bool meshview, QWidget *parent) : QFrame(parent), ui(new Ui::BufferViewer), m_Ctx(ctx) { ui->setupUi(this); ui->render->SetContext(m_Ctx); byteRangeStart = (RDSpinBox64 *)ui->byteRangeStart; byteRangeLength = (RDSpinBox64 *)ui->byteRangeLength; byteRangeStart->configure(); byteRangeLength->configure(); byteRangeStart->setMinimum(0ULL); byteRangeLength->setMinimum(0ULL); m_ModelVSIn = new BufferItemModel(ui->vsinData, true, meshview, this); m_ModelVSOut = new BufferItemModel(ui->vsoutData, false, meshview, this); m_ModelGSOut = new BufferItemModel(ui->gsoutData, false, meshview, this); m_MeshView = meshview; ui->formatSpecifier->setContext(&m_Ctx); m_Flycam = new FlycamWrapper(); m_Arcball = new ArcballWrapper(); m_CurrentCamera = m_Arcball; m_Output = NULL; memset(&m_Config, 0, sizeof(m_Config)); m_Config.type = MeshDataStage::VSIn; m_Config.wireframeDraw = true; ui->outputTabs->setCurrentIndex(0); m_CurStage = MeshDataStage::VSIn; ui->vsinData->setFont(Formatter::FixedFont()); ui->vsoutData->setFont(Formatter::FixedFont()); ui->gsoutData->setFont(Formatter::FixedFont()); ui->minBoundsLabel->setFont(Formatter::FixedFont()); ui->maxBoundsLabel->setFont(Formatter::FixedFont()); ui->rowOffset->setFont(Formatter::PreferredFont()); ui->instance->setFont(Formatter::PreferredFont()); ui->viewIndex->setFont(Formatter::PreferredFont()); ui->camSpeed->setFont(Formatter::PreferredFont()); ui->fovGuess->setFont(Formatter::PreferredFont()); ui->aspectGuess->setFont(Formatter::PreferredFont()); ui->nearGuess->setFont(Formatter::PreferredFont()); ui->farGuess->setFont(Formatter::PreferredFont()); if(meshview) SetupMeshView(); else SetupRawView(); m_ExportMenu = new QMenu(this); m_ExportCSV = new QAction(tr("Export to &CSV"), this); m_ExportCSV->setIcon(Icons::save()); m_ExportBytes = new QAction(tr("Export to &Bytes"), this); m_ExportBytes->setIcon(Icons::save()); m_ExportMenu->addAction(m_ExportCSV); m_ExportMenu->addAction(m_ExportBytes); m_DebugVert = new QAction(tr("&Debug this Vertex"), this); m_DebugVert->setIcon(Icons::wrench()); ui->exportDrop->setMenu(m_ExportMenu); QObject::connect(m_ExportCSV, &QAction::triggered, [this] { exportData(BufferExport(BufferExport::CSV)); }); QObject::connect(m_ExportBytes, &QAction::triggered, [this] { exportData(BufferExport(BufferExport::RawBytes)); }); QObject::connect(m_DebugVert, &QAction::triggered, this, &BufferViewer::debugVertex); QObject::connect(ui->exportDrop, &QToolButton::clicked, [this] { exportData(BufferExport(BufferExport::CSV)); }); ui->vsinData->setContextMenuPolicy(Qt::CustomContextMenu); ui->vsoutData->setContextMenuPolicy(Qt::CustomContextMenu); ui->gsoutData->setContextMenuPolicy(Qt::CustomContextMenu); QMenu *menu = new QMenu(this); ui->vsinData->setCustomHeaderSizing(true); ui->vsoutData->setCustomHeaderSizing(true); ui->gsoutData->setCustomHeaderSizing(true); QObject::connect(ui->vsinData, &RDTableView::customContextMenuRequested, [this, menu](const QPoint &pos) { stageRowMenu(MeshDataStage::VSIn, menu, pos); }); menu = new QMenu(this); QObject::connect( ui->vsoutData, &RDTableView::customContextMenuRequested, [this, menu](const QPoint &pos) { stageRowMenu(MeshDataStage::VSOut, menu, pos); }); menu = new QMenu(this); QObject::connect( ui->gsoutData, &RDTableView::customContextMenuRequested, [this, menu](const QPoint &pos) { stageRowMenu(MeshDataStage::GSOut, menu, pos); }); ui->dockarea->setAllowFloatingWindow(false); ui->controlType->addItems({tr("Arcball"), tr("Flycam")}); ui->controlType->adjustSize(); configureDrawRange(); ui->solidShading->addItems({tr("None"), tr("Solid Colour"), tr("Flat Shaded"), tr("Secondary")}); ui->solidShading->adjustSize(); ui->solidShading->setCurrentIndex(0); ui->matrixType->addItems({tr("Perspective"), tr("Orthographic")}); ui->axisMappingCombo->addItems({tr("Y-up, left handed"), tr("Y-up, right handed"), tr("Z-up, left handed"), tr("Z-up, right handed"), tr("Custom...")}); ui->axisMappingCombo->setCurrentIndex(0); // wireframe only available on solid shaded options ui->wireframeRender->setEnabled(false); ui->fovGuess->setValue(90.0); on_controlType_currentIndexChanged(0); QObject::connect(ui->vsinData->selectionModel(), &QItemSelectionModel::selectionChanged, this, &BufferViewer::data_selected); QObject::connect(ui->vsoutData->selectionModel(), &QItemSelectionModel::selectionChanged, this, &BufferViewer::data_selected); QObject::connect(ui->gsoutData->selectionModel(), &QItemSelectionModel::selectionChanged, this, &BufferViewer::data_selected); m_CurView = ui->vsinData; QObject::connect(ui->vsinData, &RDTableView::clicked, [this]() { m_CurView = ui->vsinData; }); QObject::connect(ui->vsoutData, &RDTableView::clicked, [this]() { m_CurView = ui->vsoutData; }); QObject::connect(ui->gsoutData, &RDTableView::clicked, [this]() { m_CurView = ui->gsoutData; }); QObject::connect(ui->vsinData->verticalScrollBar(), &QScrollBar::valueChanged, this, &BufferViewer::data_scrolled); QObject::connect(ui->vsoutData->verticalScrollBar(), &QScrollBar::valueChanged, this, &BufferViewer::data_scrolled); QObject::connect(ui->gsoutData->verticalScrollBar(), &QScrollBar::valueChanged, this, &BufferViewer::data_scrolled); QObject::connect(ui->fovGuess, OverloadedSlot::of(&QDoubleSpinBox::valueChanged), this, &BufferViewer::camGuess_changed); QObject::connect(ui->aspectGuess, OverloadedSlot::of(&QDoubleSpinBox::valueChanged), this, &BufferViewer::camGuess_changed); QObject::connect(ui->nearGuess, OverloadedSlot::of(&QDoubleSpinBox::valueChanged), this, &BufferViewer::camGuess_changed); QObject::connect(ui->farGuess, OverloadedSlot::of(&QDoubleSpinBox::valueChanged), this, &BufferViewer::camGuess_changed); QObject::connect(ui->matrixType, OverloadedSlot::of(&QComboBox::currentIndexChanged), [this](int) { camGuess_changed(0.0); }); { 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::MeshPreview, extensionsMenu, ui->extensions, {}); }); } QObject::connect(ui->render, &CustomPaintWidget::mouseMove, this, &BufferViewer::render_mouseMove); QObject::connect(ui->render, &CustomPaintWidget::clicked, this, &BufferViewer::render_clicked); QObject::connect(ui->render, &CustomPaintWidget::keyPress, this, &BufferViewer::render_keyPress); QObject::connect(ui->render, &CustomPaintWidget::keyRelease, this, &BufferViewer::render_keyRelease); QObject::connect(ui->render, &CustomPaintWidget::mouseWheel, this, &BufferViewer::render_mouseWheel); Reset(); m_Ctx.AddCaptureViewer(this); } void BufferViewer::SetupRawView() { ui->formatSpecifier->setVisible(true); ui->outputTabs->setVisible(false); ui->vsoutData->setVisible(false); ui->gsoutData->setVisible(false); // hide buttons we don't want in the toolbar ui->syncViews->setVisible(false); ui->instanceLabel->setVisible(false); ui->instance->setVisible(false); ui->viewLabel->setVisible(false); ui->viewIndex->setVisible(false); ui->vsinData->setWindowTitle(tr("Buffer Contents")); ui->vsinData->setFrameShape(QFrame::NoFrame); ui->dockarea->addToolWindow(ui->vsinData, ToolWindowManager::EmptySpace); ui->dockarea->setToolWindowProperties(ui->vsinData, ToolWindowManager::HideCloseButton); ui->vsinData->setPinnedColumns(1); ui->vsinData->setColumnGroupRole(columnGroupRole); m_delegate = new RichTextViewDelegate(ui->vsinData); ui->vsinData->setItemDelegate(m_delegate); ui->vsinData->viewport()->installEventFilter(this); ui->vsinData->setMouseTracking(true); ui->formatSpecifier->setWindowTitle(tr("Buffer Format")); ui->dockarea->addToolWindow(ui->formatSpecifier, ToolWindowManager::AreaReference( ToolWindowManager::BottomOf, ui->dockarea->areaOf(ui->vsinData), 0.5f)); ui->dockarea->setToolWindowProperties(ui->formatSpecifier, ToolWindowManager::HideCloseButton); QObject::connect(ui->formatSpecifier, &BufferFormatSpecifier::processFormat, [this](const QString &format) { m_PagingByteOffset = 0; processFormat(format); }); QVBoxLayout *vertical = new QVBoxLayout(this); vertical->setSpacing(3); vertical->setContentsMargins(3, 3, 3, 3); vertical->addWidget(ui->meshToolbar); vertical->addWidget(ui->dockarea); } void BufferViewer::SetupMeshView() { setWindowTitle(tr("Mesh Viewer")); // hide buttons we don't want in the toolbar ui->byteRangeLine->setVisible(false); ui->byteRangeStartLabel->setVisible(false); byteRangeStart->setVisible(false); ui->byteRangeLengthLabel->setVisible(false); byteRangeLength->setVisible(false); ui->resourceDetails->setVisible(false); ui->formatSpecifier->setVisible(false); ui->cameraControlsGroup->setVisible(false); ui->minBoundsLabel->setText(lit("---")); ui->maxBoundsLabel->setText(lit("---")); ui->outputTabs->setWindowTitle(tr("Preview")); ui->dockarea->addToolWindow(ui->outputTabs, ToolWindowManager::EmptySpace); ui->dockarea->setToolWindowProperties(ui->outputTabs, ToolWindowManager::HideCloseButton); ui->vsinData->setWindowTitle(tr("VS Input")); ui->vsinData->setFrameShape(QFrame::NoFrame); ui->dockarea->addToolWindow( ui->vsinData, ToolWindowManager::AreaReference(ToolWindowManager::TopOf, ui->dockarea->areaOf(ui->outputTabs), 0.5f)); ui->dockarea->setToolWindowProperties(ui->vsinData, ToolWindowManager::HideCloseButton); ui->vsoutData->setWindowTitle(tr("VS Output")); ui->vsoutData->setFrameShape(QFrame::NoFrame); ui->dockarea->addToolWindow( ui->vsoutData, ToolWindowManager::AreaReference(ToolWindowManager::RightOf, ui->dockarea->areaOf(ui->vsinData), 0.5f)); ui->dockarea->setToolWindowProperties(ui->vsoutData, ToolWindowManager::HideCloseButton); ui->gsoutData->setWindowTitle(tr("GS/DS Output")); ui->gsoutData->setFrameShape(QFrame::NoFrame); ui->dockarea->addToolWindow( ui->gsoutData, ToolWindowManager::AreaReference(ToolWindowManager::AddTo, ui->dockarea->areaOf(ui->vsoutData), 0.5f)); ui->dockarea->setToolWindowProperties(ui->gsoutData, ToolWindowManager::HideCloseButton); ToolWindowManager::raiseToolWindow(ui->vsoutData); m_HeaderMenu = new QMenu(this); m_ResetColumnSel = new QAction(tr("Reset Selected Columns"), this); m_SelectPosColumn = new QAction(tr("Select as Position"), this); m_SelectSecondColumn = new QAction(tr("Select as Secondary"), this); m_SelectSecondAlphaColumn = new QAction(tr("Select Alpha as Secondary"), this); m_HeaderMenu->addAction(m_ResetColumnSel); m_HeaderMenu->addSeparator(); m_HeaderMenu->addAction(m_SelectPosColumn); m_HeaderMenu->addAction(m_SelectSecondColumn); m_HeaderMenu->addAction(m_SelectSecondAlphaColumn); QObject::connect(m_ResetColumnSel, &QAction::triggered, [this]() { BufferItemModel *model = (BufferItemModel *)m_CurView->model(); model->setPosColumn(-1); model->setSecondaryColumn(-1, m_Config.solidShadeMode == SolidShade::Secondary, false); UI_CalculateMeshFormats(); on_resetCamera_clicked(); UpdateCurrentMeshConfig(); INVOKE_MEMFN(RT_UpdateAndDisplay); }); QObject::connect(m_SelectPosColumn, &QAction::triggered, [this]() { BufferItemModel *model = (BufferItemModel *)m_CurView->model(); model->setPosColumn(m_ContextColumn); UI_CalculateMeshFormats(); on_resetCamera_clicked(); UpdateCurrentMeshConfig(); INVOKE_MEMFN(RT_UpdateAndDisplay); }); QObject::connect(m_SelectSecondColumn, &QAction::triggered, [this]() { BufferItemModel *model = (BufferItemModel *)m_CurView->model(); model->setSecondaryColumn(m_ContextColumn, m_Config.solidShadeMode == SolidShade::Secondary, false); UI_CalculateMeshFormats(); UpdateCurrentMeshConfig(); INVOKE_MEMFN(RT_UpdateAndDisplay); }); QObject::connect(m_SelectSecondAlphaColumn, &QAction::triggered, [this]() { BufferItemModel *model = (BufferItemModel *)m_CurView->model(); model->setSecondaryColumn(m_ContextColumn, m_Config.solidShadeMode == SolidShade::Secondary, true); UI_CalculateMeshFormats(); UpdateCurrentMeshConfig(); INVOKE_MEMFN(RT_UpdateAndDisplay); }); ui->vsinData->horizontalHeader()->setContextMenuPolicy(Qt::CustomContextMenu); ui->vsoutData->horizontalHeader()->setContextMenuPolicy(Qt::CustomContextMenu); ui->gsoutData->horizontalHeader()->setContextMenuPolicy(Qt::CustomContextMenu); ui->vsinData->setPinnedColumns(2); ui->vsoutData->setPinnedColumns(2); ui->gsoutData->setPinnedColumns(2); ui->vsinData->setColumnGroupRole(columnGroupRole); ui->vsoutData->setColumnGroupRole(columnGroupRole); ui->gsoutData->setColumnGroupRole(columnGroupRole); QObject::connect(ui->vsinData->horizontalHeader(), &QHeaderView::customContextMenuRequested, [this](const QPoint &pos) { meshHeaderMenu(MeshDataStage::VSIn, pos); }); QObject::connect(ui->vsoutData->horizontalHeader(), &QHeaderView::customContextMenuRequested, [this](const QPoint &pos) { meshHeaderMenu(MeshDataStage::VSOut, pos); }); QObject::connect(ui->gsoutData->horizontalHeader(), &QHeaderView::customContextMenuRequested, [this](const QPoint &pos) { meshHeaderMenu(MeshDataStage::GSOut, pos); }); QVBoxLayout *vertical = new QVBoxLayout(this); vertical->setSpacing(3); vertical->setContentsMargins(3, 3, 3, 3); vertical->addWidget(ui->meshToolbar); vertical->addWidget(ui->dockarea); QTimer *renderTimer = new QTimer(this); QObject::connect(renderTimer, &QTimer::timeout, this, &BufferViewer::render_timer); renderTimer->setSingleShot(false); renderTimer->setInterval(10); renderTimer->start(); } void BufferViewer::meshHeaderMenu(MeshDataStage stage, const QPoint &pos) { int col = tableForStage(stage)->horizontalHeader()->logicalIndexAt(pos); if(col < 2) return; m_CurView = tableForStage(stage); m_ContextColumn = modelForStage(stage)->elementIndexForColumn(col); m_SelectSecondAlphaColumn->setEnabled( modelForStage(stage)->elementForColumn(col).type.descriptor.columns == 4); m_HeaderMenu->popup(tableForStage(stage)->horizontalHeader()->mapToGlobal(pos)); } void BufferViewer::stageRowMenu(MeshDataStage stage, QMenu *menu, const QPoint &pos) { m_CurView = tableForStage(stage); menu->clear(); menu->setToolTipsVisible(true); if(m_MeshView && stage != MeshDataStage::GSOut) { const ShaderReflection *shaderDetails = m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Vertex); m_DebugVert->setEnabled(false); if(!m_Ctx.APIProps().shaderDebugging) { m_DebugVert->setToolTip(tr("This API does not support shader debugging")); } else if(!m_Ctx.CurAction() || !(m_Ctx.CurAction()->flags & ActionFlags::Drawcall)) { m_DebugVert->setToolTip(tr("No draw call selected")); } else if(!shaderDetails) { m_DebugVert->setToolTip(tr("No vertex shader bound")); } else if(!shaderDetails->debugInfo.debuggable) { m_DebugVert->setToolTip( tr("This shader doesn't support debugging: %1").arg(shaderDetails->debugInfo.debugStatus)); } else { m_DebugVert->setEnabled(true); m_DebugVert->setToolTip(QString()); } menu->addAction(m_DebugVert); menu->addSeparator(); } menu->addAction(m_ExportCSV); menu->addAction(m_ExportBytes); menu->popup(m_CurView->viewport()->mapToGlobal(pos)); ContextMenu contextMenu = ContextMenu::MeshPreview_VSInVertex; if(stage == MeshDataStage::VSOut) contextMenu = ContextMenu::MeshPreview_VSOutVertex; else if(stage == MeshDataStage::GSOut) contextMenu = ContextMenu::MeshPreview_GSOutVertex; QModelIndex idx = m_CurView->selectionModel()->currentIndex(); ExtensionCallbackData callbackdata = {make_pyarg("stage", (uint32_t)stage)}; if(idx.isValid()) { uint32_t vertid = m_CurView->model()->data(m_CurView->model()->index(idx.row(), 0), Qt::DisplayRole).toUInt(); uint32_t index = m_CurView->model()->data(m_CurView->model()->index(idx.row(), 1), Qt::DisplayRole).toUInt(); callbackdata.push_back(make_pyarg("vertex", vertid)); callbackdata.push_back(make_pyarg("index", index)); } m_Ctx.Extensions().MenuDisplaying(contextMenu, menu, callbackdata); } BufferViewer::~BufferViewer() { if(m_Output) { m_Ctx.Replay().BlockInvoke([this](IReplayController *r) { m_Output->Shutdown(); }); } delete m_Arcball; delete m_Flycam; if(m_MeshView) m_Ctx.BuiltinWindowClosed(this); m_Ctx.RemoveCaptureViewer(this); delete ui; } void BufferViewer::OnCaptureLoaded() { Reset(); if(!m_MeshView) return; WindowingData winData = ui->render->GetWidgetWindowingData(); m_Ctx.Replay().BlockInvoke([winData, this](IReplayController *r) { m_Output = r->CreateOutput(winData, ReplayOutputType::Mesh); ui->render->SetOutput(m_Output); RT_UpdateAndDisplay(r); }); } void BufferViewer::OnCaptureClosed() { Reset(); if(!m_MeshView) ToolWindowManager::closeToolWindow(this); } void BufferViewer::FillScrolls(PopulateBufferData *bufdata) { bufdata->vsinHoriz = ui->vsinData->horizontalScrollBar()->value(); bufdata->vsoutHoriz = ui->vsoutData->horizontalScrollBar()->value(); bufdata->gsoutHoriz = ui->gsoutData->horizontalScrollBar()->value(); bufdata->vsinVert = ui->vsinData->indexAt(QPoint(0, 0)).row(); bufdata->vsoutVert = ui->vsoutData->indexAt(QPoint(0, 0)).row(); bufdata->gsoutVert = ui->gsoutData->indexAt(QPoint(0, 0)).row(); } void BufferViewer::OnEventChanged(uint32_t eventId) { PopulateBufferData *bufdata = new PopulateBufferData; m_Sequence++; bufdata->sequence = m_Sequence; if(m_Scrolls) { bufdata->vsinHoriz = m_Scrolls->vsinHoriz; bufdata->vsoutHoriz = m_Scrolls->vsoutHoriz; bufdata->gsoutHoriz = m_Scrolls->gsoutHoriz; bufdata->vsinVert = m_Scrolls->vsinVert; bufdata->vsoutVert = m_Scrolls->vsoutVert; bufdata->gsoutVert = m_Scrolls->gsoutVert; delete m_Scrolls; m_Scrolls = NULL; } else { FillScrolls(bufdata); } // remove any pending scrolls, which have been applied. If nothing changes over the data // population the above scroll preserving will work. // however if m_Scroll is set while data is populationg, we'll apply it when it comes to the end m_Scroll[(int)MeshDataStage::VSIn] = QPoint(-1, -1); m_Scroll[(int)MeshDataStage::VSOut] = QPoint(-1, -1); m_Scroll[(int)MeshDataStage::GSOut] = QPoint(-1, -1); bufdata->highlightNames[0] = m_ModelVSIn->posName(); bufdata->highlightNames[1] = m_ModelVSIn->secondaryName(); bufdata->highlightNames[2] = m_ModelVSOut->posName(); bufdata->highlightNames[3] = m_ModelVSOut->secondaryName(); bufdata->highlightNames[4] = m_ModelGSOut->posName(); bufdata->highlightNames[5] = m_ModelGSOut->secondaryName(); updateWindowTitle(); const ActionDescription *action = m_Ctx.CurAction(); configureDrawRange(); if(m_MeshView) { ClearModels(); CalcColumnWidth(); ClearModels(); const PipeState &pipe = m_Ctx.CurPipelineState(); if(pipe.IsStripRestartEnabled() && action && (action->flags & ActionFlags::Indexed) && SupportsRestart(pipe.GetPrimitiveTopology())) { bufdata->vsinConfig.primRestart = pipe.GetStripRestartIndex(); if(pipe.GetIBuffer().byteStride == 1) bufdata->vsinConfig.primRestart &= 0xff; else if(pipe.GetIBuffer().byteStride == 2) bufdata->vsinConfig.primRestart &= 0xffff; bufdata->vsoutConfig.primRestart = bufdata->vsinConfig.primRestart; // GS Out doesn't use primitive restart because it is post-expansion } ConfigureMeshColumns(m_Ctx, bufdata); if(!bufdata->vsinConfig.noDraw.isEmpty()) { m_ColumnWidthRowCount = 0; m_DataColWidth = 500; } Viewport vp = m_Ctx.CurPipelineState().GetViewport(0); float vpWidth = qAbs(vp.width); float vpHeight = qAbs(vp.height); m_Config.fov = ui->fovGuess->value(); m_Config.aspect = (vpWidth > 0.0f && vpHeight > 0.0f) ? (vpWidth / vpHeight) : 1.0f; m_Config.highlightVert = 0; if(ui->aspectGuess->value() > 0.0) m_Config.aspect = ui->aspectGuess->value(); } else { QString errors; ShaderConstant constant = BufferFormatter::ParseFormatString(m_Format, m_ByteSize, true, errors); UnrollConstant(constant, bufdata->vsinConfig.columns, bufdata->vsinConfig.props); ClearModels(); } bufdata->vsinConfig.curInstance = bufdata->vsoutConfig.curInstance = bufdata->gsoutConfig.curInstance = m_Config.curInstance; bufdata->vsinConfig.curView = bufdata->vsoutConfig.curView = bufdata->gsoutConfig.curView = m_Config.curView; m_ModelVSIn->beginReset(); m_ModelVSOut->beginReset(); m_ModelGSOut->beginReset(); bufdata->vsinConfig.baseVertex = action ? action->baseVertex : 0; ui->instance->setEnabled(action && (action->flags & ActionFlags::Instanced)); if(!ui->instance->isEnabled()) ui->instance->setValue(0); if(action) ui->instance->setMaximum(qMax(0, int(action->numInstances) - 1)); uint32_t numViews = m_Ctx.CurPipelineState().MultiviewBroadcastCount(); if(action && numViews > 1) { ui->viewIndex->setEnabled(true); ui->viewIndex->setMaximum(qMax(0, int(numViews) - 1)); } else { ui->viewIndex->setEnabled(false); ui->viewIndex->setValue(0); } QPointer me(this); m_Ctx.Replay().AsyncInvoke([this, me, bufdata](IReplayController *r) { if(!me) return; BufferData *buf = NULL; if(m_MeshView) { bufdata->postVS = r->GetPostVSData(bufdata->vsinConfig.curInstance, bufdata->vsinConfig.curView, MeshDataStage::VSOut); bufdata->postGS = r->GetPostVSData(bufdata->vsinConfig.curInstance, bufdata->vsinConfig.curView, MeshDataStage::GSOut); RT_FetchMeshData(r, m_Ctx, bufdata); if(!me) return; } else { buf = new BufferData; // calculate tight stride buf->stride = 0; for(int i = 0; i < bufdata->vsinConfig.columns.count(); i++) buf->stride += bufdata->vsinConfig.columns[i].type.descriptor.arrayByteStride; buf->stride = qMax((size_t)1, buf->stride); // the "permanent" range starts at ByteOffset and goes for m_ByteSize uint64_t rangeStart = m_ByteOffset; uint64_t rangeEnd = m_ByteOffset + m_ByteSize; // if the byte size is unbounded, the end is unbounded - fix the potential overflow from // adding the offset if(m_ByteSize == UINT64_MAX) rangeEnd = UINT64_MAX; // get the underlying buffer length uint64_t bufferLength = 0; if(m_IsBuffer && m_BufferID != ResourceId()) { const BufferDescription *desc = m_Ctx.GetBuffer(m_BufferID); if(desc) bufferLength = desc->length; } // clamp the range to the buffer length, which may end up with it being empty rangeEnd = qMin(rangeEnd, bufferLength); rangeStart = qMin(rangeStart, bufferLength); // store the number of rows unclamped without the paging window bufdata->vsinConfig.unclampedNumRows = uint32_t((rangeEnd - rangeStart + buf->stride - 1) / buf->stride); // advance the range by the paging offset rangeStart = qMin(rangeEnd, rangeStart + m_PagingByteOffset); // calculate the length clamped to the MaxVisibleRows uint64_t clampedLength = qMin(rangeEnd - rangeStart, uint64_t(buf->stride * (MaxVisibleRows + 2))); if(m_IsBuffer) { if(clampedLength > 0) buf->storage = r->GetBufferData(m_BufferID, CurrentByteOffset(), clampedLength); } else { buf->storage = r->GetTextureData(m_BufferID, m_TexSub); } uint32_t bufCount = uint32_t(buf->size()); bufdata->vsinConfig.pagingOffset = uint32_t(m_PagingByteOffset / buf->stride); bufdata->vsinConfig.numRows = uint32_t((bufCount + buf->stride - 1) / buf->stride); // ownership passes to model bufdata->vsinConfig.buffers.push_back(buf); if(!me) { delete buf; return; } } GUIInvoke::call(this, [this, bufdata]() { if(bufdata->sequence != m_Sequence) return; m_ModelVSIn->endReset(bufdata->vsinConfig); m_ModelVSOut->endReset(bufdata->vsoutConfig); m_ModelGSOut->endReset(bufdata->gsoutConfig); m_PostVS = bufdata->postVS; m_PostGS = bufdata->postGS; // if we didn't have a position column selected before, or the name has changed, re-guess if(m_ModelVSIn->posColumn() == -1 || bufdata->highlightNames[0] != bufdata->vsinConfig.columnName(m_ModelVSIn->posColumn())) m_ModelVSIn->setPosColumn(-1); // similarly for secondary columns if(m_ModelVSIn->secondaryColumn() == -1 || bufdata->highlightNames[1] != bufdata->vsinConfig.columnName(m_ModelVSIn->secondaryColumn())) m_ModelVSIn->setSecondaryColumn(-1, m_Config.solidShadeMode == SolidShade::Secondary, false); // and as above for VS Out / GS Out if(m_ModelVSOut->posColumn() == -1 || bufdata->highlightNames[2] != bufdata->vsoutConfig.columnName(m_ModelVSOut->posColumn())) m_ModelVSOut->setPosColumn(-1); if(m_ModelVSOut->secondaryColumn() == -1 || bufdata->highlightNames[3] != bufdata->vsoutConfig.columnName(m_ModelVSOut->secondaryColumn())) m_ModelVSOut->setSecondaryColumn(-1, m_Config.solidShadeMode == SolidShade::Secondary, false); if(m_ModelGSOut->posColumn() == -1 || bufdata->highlightNames[4] != bufdata->gsoutConfig.columnName(m_ModelGSOut->posColumn())) m_ModelGSOut->setPosColumn(-1); if(m_ModelGSOut->secondaryColumn() == -1 || bufdata->highlightNames[5] != bufdata->gsoutConfig.columnName(m_ModelGSOut->secondaryColumn())) m_ModelGSOut->setSecondaryColumn(-1, m_Config.solidShadeMode == SolidShade::Secondary, false); EnableCameraGuessControls(); populateBBox(bufdata); UI_CalculateMeshFormats(); UpdateCurrentMeshConfig(); ApplyRowAndColumnDims(m_ModelVSIn->columnCount(), ui->vsinData); ApplyRowAndColumnDims(m_ModelVSOut->columnCount(), ui->vsoutData); ApplyRowAndColumnDims(m_ModelGSOut->columnCount(), ui->gsoutData); uint32_t numRows = qMax(qMax(bufdata->vsinConfig.numRows, bufdata->vsoutConfig.numRows), bufdata->gsoutConfig.numRows); if(!m_MeshView) numRows = qMax(numRows, bufdata->vsinConfig.unclampedNumRows); ui->rowOffset->setMaximum((int)qMax(1U, numRows) - 1); ScrollToRow(ui->vsinData, qMin(int(bufdata->vsinConfig.numRows) - 1, bufdata->vsinVert)); ScrollToRow(ui->vsoutData, qMin(int(bufdata->vsoutConfig.numRows) - 1, bufdata->vsoutVert)); ScrollToRow(ui->gsoutData, qMin(int(bufdata->gsoutConfig.numRows) - 1, bufdata->gsoutVert)); ui->vsinData->horizontalScrollBar()->setValue(bufdata->vsinHoriz); ui->vsoutData->horizontalScrollBar()->setValue(bufdata->vsoutHoriz); ui->gsoutData->horizontalScrollBar()->setValue(bufdata->gsoutHoriz); for(MeshDataStage stage : {MeshDataStage::VSIn, MeshDataStage::VSOut, MeshDataStage::GSOut}) { int i = (int)stage; if(m_Scroll[i].y() >= 0) ScrollToRow(tableForStage(stage), m_Scroll[i].y()); if(m_Scroll[i].x() >= 0) ScrollToColumn(tableForStage(stage), m_Scroll[i].x()); m_Scroll[i] = QPoint(-1, -1); } if(!m_MeshView) { on_rowOffset_valueChanged(ui->rowOffset->value()); const bool prev = (bufdata->vsinConfig.pagingOffset > 0); const bool next = (bufdata->vsinConfig.numRows >= MaxVisibleRows); if(prev && next) { ui->vsinData->setIndexWidget(m_ModelVSIn->index(0, 0), MakePreviousPageButton()); ui->vsinData->setIndexWidget(m_ModelVSIn->index(0, 1), MakeNextPageButton()); ui->vsinData->setIndexWidget(m_ModelVSIn->index(MaxVisibleRows + 1, 0), MakePreviousPageButton()); ui->vsinData->setIndexWidget(m_ModelVSIn->index(MaxVisibleRows + 1, 1), MakeNextPageButton()); } else if(prev) { ui->vsinData->setIndexWidget(m_ModelVSIn->index(0, 0), MakePreviousPageButton()); } else if(next) { ui->vsinData->setIndexWidget(m_ModelVSIn->index(MaxVisibleRows, 1), MakeNextPageButton()); } } // we're done with it, the buffer configurations are individually copied/refcounted delete bufdata; INVOKE_MEMFN(RT_UpdateAndDisplay); }); }); } void BufferViewer::populateBBox(PopulateBufferData *bufdata) { const ActionDescription *action = m_Ctx.CurAction(); if(action && m_MeshView) { uint32_t eventId = action->eventId; bool calcNeeded = false; { QMutexLocker autolock(&m_BBoxLock); calcNeeded = !m_BBoxes.contains(eventId); } if(!calcNeeded) { UI_ResetArcball(); return; } { QMutexLocker autolock(&m_BBoxLock); m_BBoxes.insert(eventId, BBoxData()); } CalcBoundingBoxData *bbox = new CalcBoundingBoxData; bbox->eventId = eventId; bbox->input[0] = bufdata->vsinConfig; bbox->input[1] = bufdata->vsoutConfig; bbox->input[2] = bufdata->vsoutConfig; QPointer me(this); // fire up a thread to calculate the bounding box LambdaThread *thread = new LambdaThread([this, me, bbox] { if(!me) return; calcBoundingData(*bbox); if(!me) return; GUIInvoke::call(this, [this, bbox]() { UI_UpdateBoundingBox(*bbox); }); }); thread->setName(lit("BBox calc")); thread->selfDelete(true); thread->start(); // give the thread a few ms to finish, so we don't get a tiny flicker on small/fast meshes thread->wait(10); } } QVariant BufferViewer::persistData() { QVariantMap state; state = ui->dockarea->saveState(); state[lit("axisMappingIndex")] = ui->axisMappingCombo->currentIndex(); QVariantList xAxisMapping = {QVariant(m_Config.axisMapping.xAxis.x), QVariant(m_Config.axisMapping.xAxis.y), QVariant(m_Config.axisMapping.xAxis.z)}; state[lit("xAxisMapping")] = xAxisMapping; QVariantList yAxisMapping = {QVariant(m_Config.axisMapping.yAxis.x), QVariant(m_Config.axisMapping.yAxis.y), QVariant(m_Config.axisMapping.yAxis.z)}; state[lit("yAxisMapping")] = yAxisMapping; QVariantList zAxisMapping = {QVariant(m_Config.axisMapping.zAxis.x), QVariant(m_Config.axisMapping.zAxis.y), QVariant(m_Config.axisMapping.zAxis.z)}; state[lit("zAxisMapping")] = zAxisMapping; return state; } void BufferViewer::setPersistData(const QVariant &persistData) { QVariantMap state = persistData.toMap(); ui->dockarea->restoreState(state); previousAxisMappingIndex = state[lit("axisMappingIndex")].toInt(); ui->axisMappingCombo->setCurrentIndex(previousAxisMappingIndex); if(!state[lit("xAxisMapping")].toList().isEmpty()) { m_Config.axisMapping.xAxis.x = state[lit("xAxisMapping")].toList()[0].toInt(); m_Config.axisMapping.xAxis.y = state[lit("xAxisMapping")].toList()[1].toInt(); m_Config.axisMapping.xAxis.z = state[lit("xAxisMapping")].toList()[2].toInt(); m_Config.axisMapping.yAxis.x = state[lit("yAxisMapping")].toList()[0].toInt(); m_Config.axisMapping.yAxis.y = state[lit("yAxisMapping")].toList()[1].toInt(); m_Config.axisMapping.yAxis.z = state[lit("yAxisMapping")].toList()[2].toInt(); m_Config.axisMapping.zAxis.x = state[lit("zAxisMapping")].toList()[0].toInt(); m_Config.axisMapping.zAxis.y = state[lit("zAxisMapping")].toList()[1].toInt(); m_Config.axisMapping.zAxis.z = state[lit("zAxisMapping")].toList()[2].toInt(); } } void BufferViewer::calcBoundingData(CalcBoundingBoxData &bbox) { for(size_t stage = 0; stage < ARRAY_COUNT(bbox.input); stage++) { const BufferConfiguration &s = bbox.input[stage]; QList &minOutputList = bbox.output.bounds[stage].Min; QList &maxOutputList = bbox.output.bounds[stage].Max; minOutputList.reserve(s.columns.count()); maxOutputList.reserve(s.columns.count()); for(int i = 0; i < s.columns.count(); i++) { FloatVector maxvec(FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX); if(s.columns[i].type.descriptor.columns == 1) maxvec.y = maxvec.z = maxvec.w = 0.0; else if(s.columns[i].type.descriptor.columns == 2) maxvec.z = maxvec.w = 0.0; else if(s.columns[i].type.descriptor.columns == 3) maxvec.w = 0.0; minOutputList.push_back(maxvec); maxOutputList.push_back(FloatVector(-maxvec.x, -maxvec.y, -maxvec.z, -maxvec.w)); } QVector cache; CacheDataForIteration(cache, s.columns, s.props, s.buffers, bbox.input[0].curInstance); // possible optimisation here if this shows up as a hot spot - sort and unique the indices and // iterate in ascending order, to be more cache friendly for(uint32_t row = 0; row < s.numRows; row++) { uint32_t idx = row; if(s.indices && s.indices->hasData()) { idx = CalcIndex(s.indices, row, s.baseVertex, s.primRestart); if(idx == ~0U || (s.primRestart && idx == s.primRestart)) continue; } for(int col = 0; col < s.columns.count(); col++) { const CachedElData &d = cache[col]; const ShaderConstant *el = d.el; const BufferElementProperties *prop = d.prop; float *minOut = (float *)&minOutputList[col]; float *maxOut = (float *)&maxOutputList[col]; if(d.data) { const byte *bytes = d.data; if(!prop->perinstance) bytes += d.stride * idx; QVariantList list = GetVariants(prop->format, el->type.descriptor, bytes, d.end); for(int comp = 0; comp < 4 && comp < list.count(); comp++) { const QVariant &v = list[comp]; QMetaType::Type vt = GetVariantMetatype(v); float fval = 0.0f; if(vt == QMetaType::Double) fval = (float)v.toDouble(); else if(vt == QMetaType::Float) fval = v.toFloat(); else if(vt == QMetaType::UInt || vt == QMetaType::UShort || vt == QMetaType::UChar) fval = (float)v.toUInt(); else if(vt == QMetaType::Int || vt == QMetaType::Short || vt == QMetaType::SChar) fval = (float)v.toInt(); else continue; if(qIsFinite(fval)) { minOut[comp] = qMin(minOut[comp], fval); maxOut[comp] = qMax(maxOut[comp], fval); } } } } } } } void BufferViewer::UI_UpdateBoundingBox(const CalcBoundingBoxData &bbox) { { QMutexLocker autolock(&m_BBoxLock); m_BBoxes[bbox.eventId] = bbox.output; } if(m_Ctx.CurEvent() == bbox.eventId) UpdateCurrentMeshConfig(); UI_ResetArcball(); delete &bbox; } void BufferViewer::UI_UpdateBoundingBoxLabels(int compCount) { if(compCount == 0) { BufferItemModel *model = currentBufferModel(); if(model) { int posEl = model->posColumn(); if(posEl >= 0 && posEl < model->getConfig().columns.count()) { compCount = model->getConfig().columns[posEl].type.descriptor.columns; } } } QString min, max; float *minData = &m_Config.minBounds.x; float *maxData = &m_Config.maxBounds.x; const QString comps = lit("xyzw"); for(int i = 0; i < compCount && i < 4; i++) { if(i != 0) { min += lit("\n"); max += lit("\n"); } min += tr("Min %1: %2").arg(comps[i]).arg(Formatter::Format(minData[i])); max += tr("Max %1: %2").arg(comps[i]).arg(Formatter::Format(maxData[i])); } if(min.isEmpty()) ui->minBoundsLabel->setText(lit("---")); else ui->minBoundsLabel->setText(min); if(max.isEmpty()) ui->maxBoundsLabel->setText(lit("---")); else ui->maxBoundsLabel->setText(max); } void BufferViewer::UI_ResetArcball() { BBoxData bbox; { QMutexLocker autolock(&m_BBoxLock); if(m_BBoxes.contains(m_Ctx.CurEvent())) bbox = m_BBoxes[m_Ctx.CurEvent()]; } BufferItemModel *model = currentBufferModel(); int stage = currentStageIndex(); if(model) { int posEl = model->posColumn(); if(posEl >= 0 && posEl < model->getConfig().columns.count() && posEl < bbox.bounds[stage].Min.count()) { FloatVector diag; diag.x = bbox.bounds[stage].Max[posEl].x - bbox.bounds[stage].Min[posEl].x; diag.y = bbox.bounds[stage].Max[posEl].y - bbox.bounds[stage].Min[posEl].y; diag.z = bbox.bounds[stage].Max[posEl].z - bbox.bounds[stage].Min[posEl].z; float len = qSqrt(diag.x * diag.x + diag.y * diag.y + diag.z * diag.z); if(diag.x >= 0.0f && diag.y >= 0.0f && diag.z >= 0.0f && len >= 1.0e-6f && len <= 1.0e+10f) { FloatVector mid; mid.x = bbox.bounds[stage].Min[posEl].x + diag.x * 0.5f; mid.y = bbox.bounds[stage].Min[posEl].y + diag.y * 0.5f; mid.z = bbox.bounds[stage].Min[posEl].z + diag.z * 0.5f; if(!isCurrentRasterOut()) { // apply axis mapping to midpoint FloatVector transformedMid; transformedMid.x = m_Config.axisMapping.xAxis.x * mid.x + m_Config.axisMapping.yAxis.x * mid.y + m_Config.axisMapping.zAxis.x * mid.z; transformedMid.y = m_Config.axisMapping.xAxis.y * mid.x + m_Config.axisMapping.yAxis.y * mid.y + m_Config.axisMapping.zAxis.y * mid.z; transformedMid.z = m_Config.axisMapping.xAxis.z * mid.x + m_Config.axisMapping.yAxis.z * mid.y + m_Config.axisMapping.zAxis.z * mid.z; mid = transformedMid; } m_Arcball->Reset(mid, len * 0.7f); GUIInvoke::call(this, [this, len]() { ui->camSpeed->setValue(len / 200.0f); }); } } } INVOKE_MEMFN(RT_UpdateAndDisplay); } uint64_t BufferViewer::CurrentByteOffset() { return m_ByteOffset + m_PagingByteOffset; } void BufferViewer::UI_CalculateMeshFormats() { if(!m_MeshView) return; const PipeState &pipe = m_Ctx.CurPipelineState(); rdcarray vbs = pipe.GetVBuffers(); const ActionDescription *action = m_Ctx.CurAction(); if(action) { m_VSInPosition = MeshFormat(); m_VSInSecondary = MeshFormat(); m_VSInPosition.allowRestart = pipe.IsStripRestartEnabled() && (action->flags & ActionFlags::Indexed) && SupportsRestart(pipe.GetPrimitiveTopology()); m_VSInPosition.restartIndex = pipe.GetStripRestartIndex(); const BufferConfiguration &vsinConfig = m_ModelVSIn->getConfig(); if(!vsinConfig.columns.empty()) { int elIdx = m_ModelVSIn->posColumn(); if(elIdx < 0 || elIdx >= vsinConfig.columns.count()) elIdx = 0; if(vsinConfig.unclampedNumRows > 0) m_VSInPosition.numIndices = vsinConfig.numRows; else m_VSInPosition.numIndices = action->numIndices; if((action->flags & ActionFlags::Instanced) && action->numInstances == 0) m_VSInPosition.numIndices = 0; BoundVBuffer ib = pipe.GetIBuffer(); m_VSInPosition.topology = pipe.GetPrimitiveTopology(); m_VSInPosition.indexByteStride = ib.byteStride; m_VSInPosition.baseVertex = action->baseVertex; m_VSInPosition.indexResourceId = ib.resourceId; m_VSInPosition.indexByteOffset = ib.byteOffset + action->indexOffset * ib.byteStride; m_VSInPosition.indexByteSize = ib.byteSize; if((action->flags & ActionFlags::Indexed) && m_VSInPosition.indexByteStride == 0) m_VSInPosition.indexByteStride = 4U; { const ShaderConstant &el = vsinConfig.columns[elIdx]; const BufferElementProperties &prop = vsinConfig.props[elIdx]; m_VSInPosition.instanced = prop.perinstance; m_VSInPosition.instStepRate = prop.instancerate; if(prop.buffer < vbs.count() && !vsinConfig.genericsEnabled[elIdx]) { m_VSInPosition.vertexResourceId = vbs[prop.buffer].resourceId; m_VSInPosition.vertexByteStride = vbs[prop.buffer].byteStride; m_VSInPosition.vertexByteOffset = vbs[prop.buffer].byteOffset + el.byteOffset + action->vertexOffset * m_VSInPosition.vertexByteStride; m_VSInPosition.vertexByteSize = vbs[prop.buffer].byteSize; } else { m_VSInPosition.vertexResourceId = ResourceId(); m_VSInPosition.vertexByteStride = 0; m_VSInPosition.vertexByteOffset = 0; } m_VSInPosition.format = prop.format; } elIdx = m_ModelVSIn->secondaryColumn(); if(elIdx >= 0 && elIdx < vsinConfig.columns.count()) { const ShaderConstant &el = vsinConfig.columns[elIdx]; const BufferElementProperties &prop = vsinConfig.props[elIdx]; m_VSInSecondary.instanced = prop.perinstance; m_VSInSecondary.instStepRate = prop.instancerate; if(prop.buffer < vbs.count() && !vsinConfig.genericsEnabled[elIdx]) { m_VSInSecondary.vertexResourceId = vbs[prop.buffer].resourceId; m_VSInSecondary.vertexByteStride = vbs[prop.buffer].byteStride; m_VSInSecondary.vertexByteOffset = vbs[prop.buffer].byteOffset + el.byteOffset + action->vertexOffset * m_VSInSecondary.vertexByteStride; m_VSInSecondary.vertexByteSize = vbs[prop.buffer].byteSize; } else { m_VSInSecondary.vertexResourceId = ResourceId(); m_VSInSecondary.vertexByteStride = 0; m_VSInSecondary.vertexByteOffset = 0; } m_VSInSecondary.format = prop.format; m_VSInSecondary.showAlpha = m_ModelVSIn->secondaryAlpha(); } } const BufferConfiguration &vsoutConfig = m_ModelVSOut->getConfig(); m_PostVSPosition = MeshFormat(); m_PostVSSecondary = MeshFormat(); if(!vsoutConfig.columns.empty()) { int elIdx = m_ModelVSOut->posColumn(); if(elIdx < 0 || elIdx >= vsoutConfig.columns.count()) elIdx = 0; const ShaderConstant &el = vsoutConfig.columns[elIdx]; const BufferElementProperties &prop = vsoutConfig.props[elIdx]; m_PostVSPosition = m_PostVS; m_PostVSPosition.vertexByteOffset += el.byteOffset; m_PostVSPosition.unproject = prop.systemValue == ShaderBuiltin::Position; m_PostVSPosition.format.compCount = el.type.descriptor.columns; // if geometry/tessellation is enabled, don't unproject VS output data if(m_Ctx.CurPipelineState().GetShader(ShaderStage::Tess_Eval) != ResourceId() || m_Ctx.CurPipelineState().GetShader(ShaderStage::Geometry) != ResourceId()) m_PostVSPosition.unproject = false; elIdx = m_ModelVSOut->secondaryColumn(); if(elIdx >= 0 && elIdx < vsoutConfig.columns.count()) { m_PostVSSecondary = m_PostVS; m_PostVSSecondary.vertexByteOffset += vsoutConfig.columns[elIdx].byteOffset; m_PostVSSecondary.format = prop.format; m_PostVSSecondary.showAlpha = m_ModelVSOut->secondaryAlpha(); } } m_PostVSPosition.allowRestart = m_VSInPosition.allowRestart; m_PostVSPosition.restartIndex = m_VSInPosition.restartIndex; const BufferConfiguration &gsoutConfig = m_ModelGSOut->getConfig(); m_PostGSPosition = MeshFormat(); m_PostGSSecondary = MeshFormat(); if(!gsoutConfig.columns.empty()) { int elIdx = m_ModelGSOut->posColumn(); if(elIdx < 0 || elIdx >= gsoutConfig.columns.count()) elIdx = 0; const ShaderConstant &el = gsoutConfig.columns[elIdx]; const BufferElementProperties &prop = gsoutConfig.props[elIdx]; m_PostGSPosition = m_PostGS; m_PostGSPosition.vertexByteOffset += el.byteOffset; m_PostGSPosition.unproject = prop.systemValue == ShaderBuiltin::Position; elIdx = m_ModelGSOut->secondaryColumn(); if(elIdx >= 0 && elIdx < gsoutConfig.columns.count()) { m_PostGSSecondary = m_PostGS; m_PostGSSecondary.vertexByteOffset += gsoutConfig.columns[elIdx].byteOffset; m_PostGSSecondary.showAlpha = m_ModelGSOut->secondaryAlpha(); } } m_PostGSPosition.allowRestart = false; m_PostGSPosition.indexByteStride = 0; if(!(action->flags & ActionFlags::Indexed)) m_PostVSPosition.indexByteStride = m_VSInPosition.indexByteStride = 0; } else { m_VSInPosition = MeshFormat(); m_VSInSecondary = MeshFormat(); m_PostVSPosition = MeshFormat(); m_PostVSSecondary = MeshFormat(); m_PostGSPosition = MeshFormat(); m_PostGSSecondary = MeshFormat(); } } void BufferViewer::configureDrawRange() { const ActionDescription *action = m_Ctx.CurAction(); int curIndex = ui->drawRange->currentIndex(); bool instanced = true; // don't check the flags, check if there are actually multiple instances if(m_Ctx.IsCaptureLoaded()) instanced = action && action->numInstances > 1; ui->drawRange->blockSignals(true); ui->drawRange->clear(); if(instanced) ui->drawRange->addItems( {tr("This instance"), tr("Previous instances"), tr("All instances"), tr("Whole pass")}); else ui->drawRange->addItems({tr("This draw"), tr("Previous instances (N/A)"), tr("All instances (N/A)"), tr("Whole pass")}); // preserve the previously selected index ui->drawRange->setCurrentIndex(qMax(0, curIndex)); ui->drawRange->blockSignals(false); ui->drawRange->adjustSize(); ui->drawRange->setEnabled(m_CurStage != MeshDataStage::VSIn); curIndex = ui->drawRange->currentIndex(); m_Config.showPrevInstances = (curIndex >= 1); m_Config.showAllInstances = (curIndex >= 2); m_Config.showWholePass = (curIndex >= 3); } void BufferViewer::ApplyRowAndColumnDims(int numColumns, RDTableView *view) { int start = 0; QList widths; // vertex/element widths << m_IdxColWidth; // mesh view only - index if(m_MeshView) widths << m_IdxColWidth; for(int i = start; i < numColumns; i++) widths << m_DataColWidth; view->verticalHeader()->setDefaultSectionSize(m_DataRowHeight); view->setColumnWidths(widths); } void BufferViewer::UpdateCurrentMeshConfig() { BBoxData bbox; uint32_t eventId = m_Ctx.CurEvent(); { QMutexLocker autolocker(&m_BBoxLock); if(m_BBoxes.contains(eventId)) bbox = m_BBoxes[eventId]; } m_Config.type = m_CurStage; switch(m_CurStage) { case MeshDataStage::VSIn: m_Config.position = m_VSInPosition; m_Config.second = m_VSInSecondary; break; case MeshDataStage::VSOut: m_Config.position = m_PostVSPosition; m_Config.second = m_PostVSSecondary; break; case MeshDataStage::GSOut: m_Config.position = m_PostGSPosition; m_Config.second = m_PostGSSecondary; break; default: break; } camGuess_changed(0.0); BufferItemModel *model = currentBufferModel(); int stage = currentStageIndex(); m_Config.showBBox = false; if(model) { int posEl = model->posColumn(); if(posEl >= 0 && posEl < model->getConfig().columns.count() && posEl < bbox.bounds[stage].Min.count()) { m_Config.minBounds = bbox.bounds[stage].Min[posEl]; m_Config.maxBounds = bbox.bounds[stage].Max[posEl]; m_Config.showBBox = !isCurrentRasterOut(); int compCount = model->getConfig().columns[posEl].type.descriptor.columns; UI_UpdateBoundingBoxLabels(compCount); } } } void BufferViewer::render_mouseMove(QMouseEvent *e) { if(!m_Ctx.IsCaptureLoaded()) return; if(m_CurrentCamera) m_CurrentCamera->MouseMove(e); if(e->buttons() & Qt::RightButton) render_clicked(e); // display if any mouse buttons are held while moving. if(e->buttons() != Qt::NoButton) { INVOKE_MEMFN(RT_UpdateAndDisplay); } } void BufferViewer::render_clicked(QMouseEvent *e) { if(!m_Ctx.IsCaptureLoaded()) return; QPoint curpos = e->pos(); curpos *= ui->render->devicePixelRatioF(); if((e->buttons() & Qt::RightButton) && m_Output) { QPointer me(this); m_Ctx.Replay().AsyncInvoke(lit("PickVertex"), [this, me, curpos](IReplayController *r) { if(!me) return; uint32_t instanceSelected = 0; uint32_t vertSelected = 0; rdctie(vertSelected, instanceSelected) = m_Output->PickVertex((uint32_t)curpos.x(), (uint32_t)curpos.y()); if(vertSelected != ~0U) { if(!me) return; GUIInvoke::call(this, [this, vertSelected, instanceSelected] { int row = (int)vertSelected; if(instanceSelected != m_Config.curInstance) ui->instance->setValue(instanceSelected); BufferItemModel *model = currentBufferModel(); if(model && row >= 0 && row < model->rowCount()) ScrollToRow(currentTable(), row); SyncViews(currentTable(), true, true); }); } }); } if(m_CurrentCamera) m_CurrentCamera->MouseClick(e); ui->render->setFocus(); INVOKE_MEMFN(RT_UpdateAndDisplay); } void BufferViewer::ScrollToRow(RDTableView *view, int row) { int hs = view->horizontalScrollBar()->value(); view->scrollTo(view->model()->index(row, 0), QAbstractItemView::PositionAtTop); view->clearSelection(); view->selectRow(row); view->horizontalScrollBar()->setValue(hs); } void BufferViewer::ScrollToColumn(RDTableView *view, int column) { int vs = view->verticalScrollBar()->value(); view->scrollTo(view->model()->index(0, column), QAbstractItemView::PositionAtTop); view->verticalScrollBar()->setValue(vs); } void BufferViewer::SetCurrentInstance(int32_t instance) { if(ui->instance->isVisible() && ui->instance->isEnabled()) ui->instance->setValue(instance); } void BufferViewer::SetCurrentView(int32_t view) { if(ui->viewIndex->isVisible() && ui->viewIndex->isEnabled()) ui->viewIndex->setValue(view); } void BufferViewer::SetPreviewStage(MeshDataStage stage) { if(m_MeshView) { if(stage == MeshDataStage::VSIn) ui->outputTabs->setCurrentIndex(0); else if(stage == MeshDataStage::VSOut) ui->outputTabs->setCurrentIndex(1); else if(stage == MeshDataStage::GSOut) ui->outputTabs->setCurrentIndex(2); } } void BufferViewer::ViewBuffer(uint64_t byteOffset, uint64_t byteSize, ResourceId id, const rdcstr &format) { if(!m_Ctx.IsCaptureLoaded()) return; m_IsBuffer = true; m_ByteOffset = byteOffset; m_ByteSize = byteSize; m_BufferID = id; updateWindowTitle(); BufferDescription *buf = m_Ctx.GetBuffer(id); if(buf) m_ObjectByteSize = buf->length; m_PagingByteOffset = 0; processFormat(format); } void BufferViewer::ViewTexture(ResourceId id, const Subresource &sub, const rdcstr &format) { if(!m_Ctx.IsCaptureLoaded()) return; m_IsBuffer = false; m_BufferID = id; m_TexSub = sub; updateWindowTitle(); TextureDescription *tex = m_Ctx.GetTexture(id); if(tex) m_ObjectByteSize = tex->byteSize; m_PagingByteOffset = 0; processFormat(format); } void BufferViewer::ScrollToRow(int32_t row, MeshDataStage stage) { ScrollToRow(tableForStage(stage), row); if(m_MeshView) m_Scroll[(int)stage].setY(row); else // the row scroll is visible and handles paging in the non-mesh view, so use it ui->rowOffset->setValue(row); } void BufferViewer::ScrollToColumn(int32_t column, MeshDataStage stage) { ScrollToColumn(tableForStage(stage), column); m_Scroll[(int)stage].setX(column); } bool BufferViewer::eventFilter(QObject *watched, QEvent *event) { if(!m_MeshView && watched == ui->vsinData->viewport() && event->type() == QEvent::MouseMove) { bool ret = QObject::eventFilter(watched, event); QMouseEvent *mouseEvent = (QMouseEvent *)event; if(m_delegate->linkHover(mouseEvent, font(), ui->vsinData->indexAt(mouseEvent->localPos().toPoint()))) ui->vsinData->setCursor(QCursor(Qt::PointingHandCursor)); else ui->vsinData->unsetCursor(); return ret; } return QObject::eventFilter(watched, event); } void BufferViewer::updateWindowTitle() { if(!m_MeshView) setWindowTitle(m_Ctx.GetResourceName(m_BufferID) + lit(" - Contents")); } void BufferViewer::on_resourceDetails_clicked() { if(!m_Ctx.HasResourceInspector()) m_Ctx.ShowResourceInspector(); m_Ctx.GetResourceInspector()->Inspect(m_BufferID); ToolWindowManager::raiseToolWindow(m_Ctx.GetResourceInspector()->Widget()); } void BufferViewer::render_mouseWheel(QWheelEvent *e) { if(m_CurrentCamera) m_CurrentCamera->MouseWheel(e); INVOKE_MEMFN(RT_UpdateAndDisplay); } void BufferViewer::render_keyPress(QKeyEvent *e) { m_CurrentCamera->KeyDown(e); } void BufferViewer::render_keyRelease(QKeyEvent *e) { m_CurrentCamera->KeyUp(e); } void BufferViewer::render_timer() { if(m_CurrentCamera && m_CurrentCamera->Update(ui->render->rect())) INVOKE_MEMFN(RT_UpdateAndDisplay); } void BufferViewer::RT_UpdateAndDisplay(IReplayController *) { if(m_Output) { m_Config.cam = m_CurrentCamera->camera(); m_Output->SetMeshDisplay(m_Config); } GUIInvoke::call(this, [this]() { ui->render->update(); }); } QPushButton *BufferViewer::MakePreviousPageButton() { QPushButton *b = new QPushButton(tr("Prev Page"), this); QObject::connect(b, &QPushButton::clicked, [this] { int page = ui->rowOffset->value() / MaxVisibleRows; if(page > 0) ui->rowOffset->setValue((page - 1) * MaxVisibleRows); }); return b; } QPushButton *BufferViewer::MakeNextPageButton() { QPushButton *b = new QPushButton(tr("Next Page"), this); QObject::connect(b, &QPushButton::clicked, [this] { int page = ui->rowOffset->value() / MaxVisibleRows; ui->rowOffset->setValue((page + 1) * MaxVisibleRows); }); return b; } RDTableView *BufferViewer::tableForStage(MeshDataStage stage) { if(stage == MeshDataStage::VSIn) return ui->vsinData; else if(stage == MeshDataStage::VSOut) return ui->vsoutData; else if(stage == MeshDataStage::GSOut) return ui->gsoutData; return NULL; } BufferItemModel *BufferViewer::modelForStage(MeshDataStage stage) { if(stage == MeshDataStage::VSIn) return m_ModelVSIn; else if(stage == MeshDataStage::VSOut) return m_ModelVSOut; else if(stage == MeshDataStage::GSOut) return m_ModelGSOut; return NULL; } bool BufferViewer::isCurrentRasterOut() { BufferItemModel *model = currentBufferModel(); int stage = currentStageIndex(); // if geometry/tessellation is enabled, only the GS out stage is rasterized output if((m_Ctx.CurPipelineState().GetShader(ShaderStage::Tess_Eval) != ResourceId() || m_Ctx.CurPipelineState().GetShader(ShaderStage::Geometry) != ResourceId()) && m_CurStage != MeshDataStage::GSOut) return false; if(model) { int posEl = model->posColumn(); if(posEl >= 0 && posEl < model->getConfig().columns.count()) { return model->getConfig().props[posEl].systemValue == ShaderBuiltin::Position; } } return false; } int BufferViewer::currentStageIndex() { if(m_CurStage == MeshDataStage::VSIn) return 0; else if(m_CurStage == MeshDataStage::VSOut) return 1; else if(m_CurStage == MeshDataStage::GSOut) return 2; return 0; } void BufferViewer::Reset() { m_Output = NULL; configureDrawRange(); ClearModels(); ui->vsinData->setColumnWidths({40, 40}); ui->vsoutData->setColumnWidths({40, 40}); ui->gsoutData->setColumnWidths({40, 40}); m_BBoxes.clear(); } void BufferViewer::ClearModels() { for(BufferItemModel *m : {m_ModelVSIn, m_ModelVSOut, m_ModelGSOut}) { if(!m) continue; m->beginReset(); m->endReset(BufferConfiguration()); } } void BufferViewer::CalcColumnWidth(int maxNumRows) { // while the calculated column widths aren't actually isn't quite based on maxNumRows, it can only // be affected by a style change so that is good enough for us to cache it and save time // recalculating this repeatedly. if(m_ColumnWidthRowCount == maxNumRows) return; m_ColumnWidthRowCount = maxNumRows; ResourceFormat floatFmt; floatFmt.compByteWidth = 4; floatFmt.compType = CompType::Float; floatFmt.compCount = 1; ResourceFormat intFmt; intFmt.compByteWidth = 4; intFmt.compType = CompType::UInt; intFmt.compCount = 1; QString headerText = lit("ColumnSizeTest"); BufferConfiguration bufconfig; BufferElementProperties floatProp, intProp; floatProp.format = floatFmt; intProp.format = intFmt; ShaderConstant elem; elem.name = headerText; elem.byteOffset = 0; elem.type.descriptor.rows = maxNumRows; elem.type.descriptor.columns = 1; bufconfig.columns.clear(); bufconfig.columns.push_back(elem); bufconfig.props.push_back(floatProp); elem.type.descriptor.rows = 1; elem.byteOffset = 4; bufconfig.columns.push_back(elem); bufconfig.props.push_back(floatProp); elem.byteOffset = 8; bufconfig.columns.push_back(elem); bufconfig.props.push_back(floatProp); elem.byteOffset = 12; bufconfig.columns.push_back(elem); bufconfig.props.push_back(intProp); elem.byteOffset = 16; bufconfig.columns.push_back(elem); bufconfig.props.push_back(intProp); bufconfig.numRows = 2; bufconfig.unclampedNumRows = 0; bufconfig.baseVertex = 0; if(bufconfig.indices) bufconfig.indices->deref(); bufconfig.indices = new BufferData; bufconfig.indices->stride = sizeof(uint32_t); bufconfig.indices->storage.resize(sizeof(uint32_t) * 2); uint32_t *indices = (uint32_t *)bufconfig.indices->data(); indices[0] = 0; indices[1] = 1000000; bufconfig.buffers.clear(); struct TestData { float f[4]; uint32_t ui[3]; }; BufferData *bufdata = new BufferData; bufdata->stride = sizeof(TestData); bufdata->storage.resize(sizeof(TestData)); bufconfig.buffers.push_back(bufdata); TestData *test = (TestData *)bufdata->data(); test->f[0] = 1.0f; test->f[1] = 1.2345e-20f; test->f[2] = 123456.7890123456789f; test->f[3] = -1.0f; test->ui[1] = 0x12345678; test->ui[2] = 0xffffffff; m_ModelVSIn->beginReset(); m_ModelVSIn->endReset(bufconfig); // measure this data so we can use this as column widths ui->vsinData->resizeColumnsToContents(); // index/element column m_IdxColWidth = ui->vsinData->columnWidth(0); int col = 1; if(m_MeshView) col = 2; m_DataColWidth = 10; for(int c = 0; c < 5; c++) { int colWidth = ui->vsinData->columnWidth(col + c); m_DataColWidth = qMax(m_DataColWidth, colWidth); } ui->vsinData->resizeRowsToContents(); m_DataRowHeight = ui->vsinData->rowHeight(0); } void BufferViewer::data_selected(const QItemSelection &selected, const QItemSelection &deselected) { QObject *sender = QObject::sender(); RDTableView *view = qobject_cast(sender); if(view == NULL) view = qobject_cast(sender->parent()); if(view == NULL) return; m_CurView = view; if(selected.count() > 0) { UpdateHighlightVerts(); SyncViews(view, true, false); INVOKE_MEMFN(RT_UpdateAndDisplay); } } void BufferViewer::data_scrolled(int scrollvalue) { QObject *sender = QObject::sender(); RDTableView *view = qobject_cast(sender); while(sender != NULL && view == NULL) { sender = sender->parent(); view = qobject_cast(sender); } if(view == NULL) return; SyncViews(view, false, true); } void BufferViewer::camGuess_changed(double value) { m_Config.ortho = (ui->matrixType->currentIndex() == 1); m_Config.fov = ui->fovGuess->value(); m_Config.aspect = 1.0f; // take a guess for the aspect ratio, for if the user hasn't overridden it Viewport vp = m_Ctx.CurPipelineState().GetViewport(0); float vpWidth = qAbs(vp.width); float vpHeight = qAbs(vp.height); m_Config.aspect = (vpWidth > 0.0f && vpHeight > 0.0f) ? (vpWidth / vpHeight) : 1.0f; if(ui->aspectGuess->value() > 0.0) m_Config.aspect = ui->aspectGuess->value(); // use estimates from post vs data (calculated from vertex position data) if the user // hasn't overridden the values m_Config.position.nearPlane = 0.1f; m_Config.position.flipY = false; if(m_CurStage == MeshDataStage::VSOut) { m_Config.position.nearPlane = m_PostVS.nearPlane; m_Config.position.flipY = m_PostVS.flipY; } else if(m_CurStage == MeshDataStage::GSOut) { m_Config.position.nearPlane = m_PostGS.nearPlane; m_Config.position.flipY = m_PostGS.flipY; } if(ui->nearGuess->value() > 0.0) m_Config.position.nearPlane = ui->nearGuess->value(); m_Config.position.farPlane = 100.0f; if(m_CurStage == MeshDataStage::VSOut) m_Config.position.farPlane = m_PostVS.farPlane; else if(m_CurStage == MeshDataStage::GSOut) m_Config.position.farPlane = m_PostGS.farPlane; if(ui->farGuess->value() > 0.0) m_Config.position.farPlane = ui->farGuess->value(); EnableCameraGuessControls(); INVOKE_MEMFN(RT_UpdateAndDisplay); } void BufferViewer::on_axisMappingCombo_currentIndexChanged(int index) { if(index != 4) { switch(index) { case 0: // Y-up, Left Handed m_Config.axisMapping.xAxis = FloatVector(1.0f, 0.0f, 0.0f, 0.0f); m_Config.axisMapping.yAxis = FloatVector(0.0f, 1.0f, 0.0f, 0.0f); m_Config.axisMapping.zAxis = FloatVector(0.0f, 0.0f, 1.0f, 0.0f); break; case 1: // Y-up, Right Handed m_Config.axisMapping.xAxis = FloatVector(1.0f, 0.0f, 0.0f, 0.0f); m_Config.axisMapping.yAxis = FloatVector(0.0f, 1.0f, 0.0f, 0.0f); m_Config.axisMapping.zAxis = FloatVector(0.0f, 0.0f, -1.0f, 0.0f); break; case 2: // Z-up, Left Handed m_Config.axisMapping.xAxis = FloatVector(1.0f, 0.0f, 0.0f, 0.0f); m_Config.axisMapping.yAxis = FloatVector(0.0f, 0.0f, -1.0f, 0.0f); m_Config.axisMapping.zAxis = FloatVector(0.0f, 1.0f, 0.0f, 0.0f); break; case 3: // Z-up, Right Handed m_Config.axisMapping.xAxis = FloatVector(1.0f, 0.0f, 0.0f, 0.0f); m_Config.axisMapping.yAxis = FloatVector(0.0f, 0.0f, 1.0f, 0.0f); m_Config.axisMapping.zAxis = FloatVector(0.0f, 1.0f, 0.0f, 0.0f); break; default: break; } ui->axisMappingButton->setEnabled(false); previousAxisMappingIndex = index; on_resetCamera_clicked(); INVOKE_MEMFN(RT_UpdateAndDisplay); } else { ui->axisMappingButton->setEnabled(true); if(previousAxisMappingIndex != 4) { bool validConfig = showAxisMappingDialog(); if(!validConfig) { ui->axisMappingCombo->setCurrentIndex(previousAxisMappingIndex); ui->axisMappingButton->setEnabled(false); } } } } bool BufferViewer::showAxisMappingDialog() { AxisMappingDialog dialog(m_Ctx, m_Config, this); RDDialog::show(&dialog); if(dialog.result() == QDialog::Accepted) { m_Config.axisMapping = dialog.getAxisMapping(); on_resetCamera_clicked(); INVOKE_MEMFN(RT_UpdateAndDisplay); return true; } return false; } void BufferViewer::on_axisMappingButton_clicked() { showAxisMappingDialog(); } void BufferViewer::processFormat(const QString &format) { QString errors; // save scroll values now before we reset all the models m_Scrolls = new PopulateBufferData; FillScrolls(m_Scrolls); Reset(); BufferConfiguration bufconfig; ShaderConstant cols = BufferFormatter::ParseFormatString(format, m_ByteSize, true, errors); CalcColumnWidth(MaxNumRows(cols)); ClearModels(); m_Format = format; ui->formatSpecifier->setFormat(format); qulonglong stride = qMax(1U, cols.type.descriptor.arrayByteStride); byteRangeStart->setSingleStep(stride); byteRangeLength->setSingleStep(stride); byteRangeStart->setMaximum((qulonglong)m_ObjectByteSize); byteRangeLength->setMaximum((qulonglong)m_ObjectByteSize); byteRangeStart->setValue(m_ByteOffset); byteRangeLength->setValue(m_ByteSize); ui->formatSpecifier->setErrors(errors); OnEventChanged(m_Ctx.CurEvent()); } void BufferViewer::on_byteRangeStart_valueChanged(double value) { m_ByteOffset = RDSpinBox64::getUValue(value); m_PagingByteOffset = 0; processFormat(m_Format); } void BufferViewer::on_byteRangeLength_valueChanged(double value) { m_ByteSize = RDSpinBox64::getUValue(value); m_PagingByteOffset = 0; processFormat(m_Format); } void BufferViewer::exportData(const BufferExport ¶ms) { if(!m_Ctx.IsCaptureLoaded()) return; if(!m_Ctx.CurAction()) return; if(!m_CurView) return; QString filter; QString title; if(params.format == BufferExport::CSV) { filter = tr("CSV Files (*.csv)"); title = tr("Export buffer to CSV"); } else if(params.format == BufferExport::RawBytes) { filter = tr("Binary Files (*.bin)"); title = tr("Export buffer to bytes"); } QString filename = RDDialog::getSaveFileName(this, title, QString(), tr("%1;;All files (*)").arg(filter)); if(filename.isEmpty()) return; QFile *f = new QFile(filename); QIODevice::OpenMode flags = QIODevice::WriteOnly | QFile::Truncate; if(params.format == BufferExport::CSV) flags |= QIODevice::Text; if(!f->open(flags)) { delete f; RDDialog::critical(this, tr("Error exporting file"), tr("Couldn't open file '%1' for writing").arg(filename)); return; } if(m_MeshView) { ANALYTIC_SET(Export.MeshOutput, true); } else { ANALYTIC_SET(Export.RawBuffer, true); } BufferItemModel *model = (BufferItemModel *)m_CurView->model(); LambdaThread *exportThread = new LambdaThread([this, params, model, f]() { if(params.format == BufferExport::RawBytes) { const BufferConfiguration &config = model->getConfig(); if(!m_MeshView) { // this is the simplest possible case, we just dump the contents of the first buffer. if(!m_IsBuffer || config.buffers[0]->size() >= m_ObjectByteSize) { f->write((const char *)config.buffers[0]->data(), int(config.buffers[0]->size())); } else { // For buffers we have to handle reading in pages though as we might not have everything // in memory. ResourceId buff = m_BufferID; static const uint64_t chunkSize = 4 * 1024 * 1024; for(uint64_t byteOffset = m_ByteOffset; byteOffset < m_ObjectByteSize; byteOffset += chunkSize) { // it's fine to block invoke, because this is on the export thread m_Ctx.Replay().BlockInvoke([buff, f, byteOffset](IReplayController *r) { bytebuf chunk = r->GetBufferData(buff, byteOffset, chunkSize); f->write((const char *)chunk.data(), (qint64)chunk.size()); }); } } } else { // cache column data for the inner loop QVector cache; CacheDataForIteration(cache, config.columns, config.props, config.buffers, config.curInstance); // go row by row, finding the start of the row and dumping out the elements using their // offset and sizes for(int i = 0; i < model->rowCount(); i++) { // manually calculate the index so that we get the real offset (not the displayed offset) // in the case of vertex output. uint32_t idx = i; if(config.indices && config.indices->hasData()) { idx = CalcIndex(config.indices, i, config.baseVertex, config.primRestart); // completely omit primitive restart indices if(config.primRestart && idx == config.primRestart) continue; } for(int col = 0; col < cache.count(); col++) { const CachedElData &d = cache[col]; const ShaderConstant *el = d.el; const BufferElementProperties *prop = d.prop; if(d.data) { const char *bytes = (const char *)d.data; if(!prop->perinstance) bytes += d.stride * idx; if(bytes + d.byteSize <= (const char *)d.end) { f->write(bytes, d.byteSize); continue; } } // if we didn't continue above, something was wrong, so write nulls f->write(d.nulls); } } } } else if(params.format == BufferExport::CSV) { // otherwise we need to iterate over all the data ourselves const BufferConfiguration &config = model->getConfig(); QTextStream s(f); for(int i = 0; i < model->columnCount(); i++) { s << model->headerData(i, Qt::Horizontal, Qt::DisplayRole).toString(); if(i + 1 < model->columnCount()) s << ", "; } s << "\n"; if(m_MeshView || !m_IsBuffer || config.buffers[0]->size() >= m_ObjectByteSize) { // if there's no pagination to worry about, dump using the model's data() for(int row = 0; row < model->rowCount(); row++) { for(int col = 0; col < model->columnCount(); col++) { s << model->data(model->index(row, col), Qt::DisplayRole).toString(); if(col + 1 < model->columnCount()) s << ", "; } s << "\n"; } } else { // write 64k rows at a time ResourceId buff = m_BufferID; const uint64_t chunkSize = 64 * 1024 * config.buffers[0]->stride; for(uint64_t byteOffset = m_ByteOffset; byteOffset < m_ObjectByteSize; byteOffset += chunkSize) { // it's fine to block invoke, because this is on the export thread m_Ctx.Replay().BlockInvoke([buff, &s, &config, byteOffset, chunkSize](IReplayController *r) { // cache column data for the inner loop QVector cache; BufferData bufferData; bufferData.storage = r->GetBufferData(buff, byteOffset, chunkSize); bufferData.stride = config.buffers[0]->stride; size_t numRows = (bufferData.storage.size() + bufferData.stride - 1) / bufferData.stride; size_t rowOffset = byteOffset / bufferData.stride; CacheDataForIteration(cache, config.columns, config.props, {&bufferData}, 0); // go row by row, finding the start of the row and dumping out the elements using their // offset and sizes for(size_t idx = 0; idx < numRows; idx++) { s << (rowOffset + idx) << ", "; for(int col = 0; col < cache.count(); col++) { const CachedElData &d = cache[col]; const ShaderConstant *el = d.el; const BufferElementProperties *prop = d.prop; if(d.data) { const byte *data = d.data; const byte *end = d.end; data += d.stride * idx; // only slightly wasteful, we need to fetch all variants together // since some formats are packed and can't be read individually QVariantList list = GetVariants(prop->format, el->type.descriptor, data, end); for(int v = 0; v < list.count(); v++) { s << interpretVariant(list[v], *el, *prop); if(v + 1 < list.count()) s << ", "; } if(list.empty()) { for(int v = 0; v < d.numColumns; v++) { s << "---"; if(v + 1 < d.numColumns) s << ", "; } } if(col + 1 < cache.count()) s << ", "; } } s << "\n"; } }); } } } f->close(); delete f; }); exportThread->start(); ShowProgressDialog(this, tr("Exporting data"), [exportThread]() { return !exportThread->isRunning(); }); exportThread->deleteLater(); } void BufferViewer::debugVertex() { if(!m_Ctx.IsCaptureLoaded()) return; if(!m_Ctx.CurAction()) return; if(!m_CurView) return; QModelIndex idx = m_CurView->selectionModel()->currentIndex(); if(!idx.isValid()) { GUIInvoke::call(this, [this]() { RDDialog::critical(this, tr("Error debugging"), tr("Error debugging vertex - make sure a valid vertex is selected")); }); return; } uint32_t vertid = m_CurView->model()->data(m_CurView->model()->index(idx.row(), 0), Qt::DisplayRole).toUInt(); uint32_t index = m_CurView->model()->data(m_CurView->model()->index(idx.row(), 1), Qt::DisplayRole).toUInt(); uint32_t view = m_Config.curView; bool done = false; ShaderDebugTrace *trace = NULL; m_Ctx.Replay().AsyncInvoke([this, &done, &trace, vertid, index, view](IReplayController *r) { trace = r->DebugVertex(vertid, m_Config.curInstance, index, view); if(trace->debugger == NULL) { r->FreeTrace(trace); trace = NULL; } done = true; }); QString debugContext = tr("Vertex %1").arg(vertid); if(m_Ctx.CurAction()->numInstances > 1) debugContext += tr(", Instance %1").arg(m_Config.curInstance); // 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 vertex - make sure a valid vertex is selected")); return; } const ShaderReflection *shaderDetails = m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Vertex); const ShaderBindpointMapping &bindMapping = m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Vertex); ResourceId pipeline = m_Ctx.CurPipelineState().GetGraphicsPipelineObject(); // viewer takes ownership of the trace IShaderViewer *s = m_Ctx.DebugShader(&bindMapping, shaderDetails, pipeline, trace, debugContext); m_Ctx.AddDockWindow(s->Widget(), DockReference::AddTo, this); } void BufferViewer::SyncViews(RDTableView *primary, bool selection, bool scroll) { if(!ui->syncViews->isChecked()) return; RDTableView *views[] = {ui->vsinData, ui->vsoutData, ui->gsoutData}; int horizScrolls[ARRAY_COUNT(views)] = {0}; for(size_t i = 0; i < ARRAY_COUNT(views); i++) horizScrolls[i] = views[i]->horizontalScrollBar()->value(); if(primary == NULL) { for(RDTableView *table : views) { if(table->hasFocus()) { primary = table; break; } } } if(primary == NULL) primary = views[0]; for(RDTableView *table : views) { if(table == primary) continue; if(selection) { QModelIndexList selected = primary->selectionModel()->selectedRows(); if(!selected.empty()) table->selectRow(selected[0].row()); } if(scroll) table->verticalScrollBar()->setValue(primary->verticalScrollBar()->value()); } for(size_t i = 0; i < ARRAY_COUNT(views); i++) views[i]->horizontalScrollBar()->setValue(horizScrolls[i]); } void BufferViewer::UpdateHighlightVerts() { m_Config.highlightVert = ~0U; if(!ui->highlightVerts->isChecked()) return; RDTableView *table = currentTable(); if(!table) return; QModelIndexList selected = table->selectionModel()->selectedRows(); if(selected.empty()) return; m_Config.highlightVert = selected[0].row(); } void BufferViewer::EnableCameraGuessControls() { ui->matrixType->setEnabled(isCurrentRasterOut()); ui->aspectGuess->setEnabled(isCurrentRasterOut()); ui->nearGuess->setEnabled(isCurrentRasterOut()); ui->farGuess->setEnabled(isCurrentRasterOut()); // FOV is only available in perspective mode ui->fovGuess->setEnabled(isCurrentRasterOut() && ui->matrixType->currentIndex() == 0); } void BufferViewer::on_outputTabs_currentChanged(int index) { ui->renderContainer->parentWidget()->layout()->removeWidget(ui->renderContainer); ui->outputTabs->widget(index)->layout()->addWidget(ui->renderContainer); if(index == 0) m_CurStage = MeshDataStage::VSIn; else if(index == 1) m_CurStage = MeshDataStage::VSOut; else if(index == 2) m_CurStage = MeshDataStage::GSOut; configureDrawRange(); on_resetCamera_clicked(); ui->autofitCamera->setEnabled(!isCurrentRasterOut()); EnableCameraGuessControls(); ui->axisMappingCombo->setEnabled(!isCurrentRasterOut()); ui->axisMappingButton->setEnabled(!isCurrentRasterOut() && ui->axisMappingCombo->currentIndex() == 4); UpdateCurrentMeshConfig(); INVOKE_MEMFN(RT_UpdateAndDisplay); } void BufferViewer::on_toggleControls_toggled(bool checked) { ui->cameraControlsGroup->setVisible(checked); // temporarily set minimum bounds to the longest float we could format, to ensure the minimum size // we calculate below is as big as needs to be (sigh...). This is necessary because Qt doesn't // properly propagate the minimum size up through the scroll area and instead sizes it down much // smaller. FloatVector prev = m_Config.minBounds; m_Config.minBounds.x = 1.0f; m_Config.minBounds.y = 1.2345e-20f; m_Config.minBounds.z = 123456.7890123456789f; m_Config.minBounds.w = 1.2345e+20f; UI_UpdateBoundingBoxLabels(4); m_Config.minBounds = prev; ui->cameraControlsWidget->setMinimumSize(ui->cameraControlsWidget->minimumSizeHint()); ui->cameraControlsScroll->setMinimumWidth(ui->cameraControlsWidget->minimumSizeHint().width() + ui->cameraControlsScroll->verticalScrollBar()->width()); UI_UpdateBoundingBoxLabels(); EnableCameraGuessControls(); } void BufferViewer::on_syncViews_toggled(bool checked) { SyncViews(NULL, true, true); } void BufferViewer::on_highlightVerts_toggled(bool checked) { UpdateHighlightVerts(); INVOKE_MEMFN(RT_UpdateAndDisplay); } void BufferViewer::on_wireframeRender_toggled(bool checked) { m_Config.wireframeDraw = checked; INVOKE_MEMFN(RT_UpdateAndDisplay); } void BufferViewer::on_solidShading_currentIndexChanged(int index) { ui->wireframeRender->setEnabled(index > 0); if(!ui->wireframeRender->isEnabled()) { ui->wireframeRender->setChecked(true); m_Config.wireframeDraw = true; } m_Config.solidShadeMode = (SolidShade)qMax(0, index); m_ModelVSIn->setSecondaryColumn(m_ModelVSIn->secondaryColumn(), m_Config.solidShadeMode == SolidShade::Secondary, m_ModelVSIn->secondaryAlpha()); m_ModelVSOut->setSecondaryColumn(m_ModelVSOut->secondaryColumn(), m_Config.solidShadeMode == SolidShade::Secondary, m_ModelVSOut->secondaryAlpha()); m_ModelGSOut->setSecondaryColumn(m_ModelGSOut->secondaryColumn(), m_Config.solidShadeMode == SolidShade::Secondary, m_ModelGSOut->secondaryAlpha()); INVOKE_MEMFN(RT_UpdateAndDisplay); } void BufferViewer::on_drawRange_currentIndexChanged(int index) { configureDrawRange(); INVOKE_MEMFN(RT_UpdateAndDisplay); } void BufferViewer::on_controlType_currentIndexChanged(int index) { m_Arcball->Reset(FloatVector(), 10.0f); m_Flycam->Reset(FloatVector()); if(index == 0) { m_CurrentCamera = m_Arcball; UI_ResetArcball(); } else { m_CurrentCamera = m_Flycam; if(isCurrentRasterOut()) m_Flycam->Reset(FloatVector(0.0f, 0.0f, 0.0f, 0.0f)); else m_Flycam->Reset(FloatVector(0.0f, 0.0f, -10.0f, 0.0f)); on_autofitCamera_clicked(); } INVOKE_MEMFN(RT_UpdateAndDisplay); } void BufferViewer::on_resetCamera_clicked() { if(isCurrentRasterOut()) ui->controlType->setCurrentIndex(1); else ui->controlType->setCurrentIndex(0); // make sure callback is called even if we're re-selecting same // camera type on_controlType_currentIndexChanged(ui->controlType->currentIndex()); } void BufferViewer::on_camSpeed_valueChanged(double value) { m_Arcball->SpeedMultiplier = m_Flycam->SpeedMultiplier = value; } void BufferViewer::on_instance_valueChanged(int value) { m_Config.curInstance = value; OnEventChanged(m_Ctx.CurEvent()); } void BufferViewer::on_viewIndex_valueChanged(int value) { m_Config.curView = value; OnEventChanged(m_Ctx.CurEvent()); } void BufferViewer::on_rowOffset_valueChanged(int value) { if(!m_MeshView && m_ModelVSIn->getConfig().unclampedNumRows > 0) { int page = value / MaxVisibleRows; value %= MaxVisibleRows; uint64_t pageOffset = page * MaxVisibleRows * m_ModelVSIn->getConfig().buffers[0]->stride; // account for the extra row at the top with previous/next buttons if(pageOffset > 0) value++; if(pageOffset != m_PagingByteOffset) { m_PagingByteOffset = pageOffset; processFormat(m_Format); return; } } ScrollToRow(ui->vsinData, value); ScrollToRow(ui->vsoutData, value); ScrollToRow(ui->gsoutData, value); // when we're paging and we select the first row, actually scroll up to include the previous/next // buttons. if(!m_MeshView && value == 1 && m_PagingByteOffset > 0) ui->vsinData->verticalScrollBar()->setValue(0); } void BufferViewer::on_autofitCamera_clicked() { if(m_CurStage != MeshDataStage::VSIn) return; ui->controlType->setCurrentIndex(1); BBoxData bbox; { QMutexLocker autolock(&m_BBoxLock); if(m_BBoxes.contains(m_Ctx.CurEvent())) bbox = m_BBoxes[m_Ctx.CurEvent()]; } BufferItemModel *model = NULL; int stage = 0; switch(m_CurStage) { case MeshDataStage::VSIn: model = m_ModelVSIn; stage = 0; break; case MeshDataStage::VSOut: model = m_ModelVSOut; stage = 1; break; case MeshDataStage::GSOut: model = m_ModelGSOut; stage = 2; break; default: break; } if(bbox.bounds[stage].Min.isEmpty()) return; if(!model) return; int posEl = model->posColumn(); if(posEl < 0 || posEl >= bbox.bounds[stage].Min.count()) return; FloatVector diag; diag.x = bbox.bounds[stage].Max[posEl].x - bbox.bounds[stage].Min[posEl].x; diag.y = bbox.bounds[stage].Max[posEl].y - bbox.bounds[stage].Min[posEl].y; diag.z = bbox.bounds[stage].Max[posEl].z - bbox.bounds[stage].Min[posEl].z; float len = qSqrt(diag.x * diag.x + diag.y * diag.y + diag.z * diag.z); if(diag.x >= 0.0f && diag.y >= 0.0f && diag.z >= 0.0f && len >= 1.0e-6f && len <= 1.0e+10f) { FloatVector mid; mid.x = bbox.bounds[stage].Min[posEl].x + diag.x * 0.5f; mid.y = bbox.bounds[stage].Min[posEl].y + diag.y * 0.5f; mid.z = bbox.bounds[stage].Min[posEl].z + diag.z * 0.5f; if(!isCurrentRasterOut()) { // apply axis mapping to midpoint FloatVector transformedMid; transformedMid.x = m_Config.axisMapping.xAxis.x * mid.x + m_Config.axisMapping.yAxis.x * mid.y + m_Config.axisMapping.zAxis.x * mid.z; transformedMid.y = m_Config.axisMapping.xAxis.y * mid.x + m_Config.axisMapping.yAxis.y * mid.y + m_Config.axisMapping.zAxis.y * mid.z; transformedMid.z = m_Config.axisMapping.xAxis.z * mid.x + m_Config.axisMapping.yAxis.z * mid.y + m_Config.axisMapping.zAxis.z * mid.z; mid = transformedMid; } mid.z -= len; m_Flycam->Reset(mid); } INVOKE_MEMFN(RT_UpdateAndDisplay); }