/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2016-2026 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. ******************************************************************************/ #pragma once #include #include "Code/Interface/QRDInterface.h" namespace Ui { class D3D12PipelineStateViewer; } class QXmlStreamWriter; class ComputeDebugSelector; class RDLabel; class RDTreeWidget; class RDTreeWidgetItem; struct D3D12ViewTag; class PipelineStateViewer; class D3D12PipelineStateViewer : public QFrame, public ICaptureViewer { Q_OBJECT public: explicit D3D12PipelineStateViewer(ICaptureContext &ctx, PipelineStateViewer &common, QWidget *parent = 0); ~D3D12PipelineStateViewer(); // ICaptureViewer void OnCaptureLoaded() override; void OnCaptureClosed() override; void OnSelectedEventChanged(uint32_t eventId) override {} void OnEventChanged(uint32_t eventId) override; void SelectPipelineStage(PipelineStage stage); ResourceId GetResource(RDTreeWidgetItem *item); private slots: // automatic slots void on_showUnused_toggled(bool checked); void on_showEmpty_toggled(bool checked); void on_exportHTML_clicked(); void on_meshView_clicked(); void on_msMeshButton_clicked(); void on_iaLayouts_itemActivated(RDTreeWidgetItem *item, int column); void on_iaBuffers_itemActivated(RDTreeWidgetItem *item, int column); void on_iaLayouts_mouseMove(QMouseEvent *event); void on_iaBuffers_mouseMove(QMouseEvent *event); void on_pipeFlow_stageSelected(int index); // manual slots void shaderView_clicked(); void rootSigView_clicked(); void predicateView_clicked(); void shaderSave_clicked(); void resource_itemActivated(RDTreeWidgetItem *item, int column); void cbuffer_itemActivated(RDTreeWidgetItem *item, int column); void vertex_leave(QEvent *e); void on_computeDebugSelector_clicked(); void computeDebugSelector_beginDebug(const rdcfixedarray &group, const rdcfixedarray &thread); private: Ui::D3D12PipelineStateViewer *ui; ICaptureContext &m_Ctx; PipelineStateViewer &m_Common; ComputeDebugSelector *m_ComputeDebugSelector; void setOldMeshPipeFlow(); void setNewMeshPipeFlow(); void setShaderState(const D3D12Pipe::Shader &stage, RDLabel *pipeline, RDLabel *shader, RDLabel *rootSig); void addResourceRow(const D3D12ViewTag &view, const ShaderResource *shaderInput, bool spacesUsed, RDTreeWidget *resources); void clearShaderState(RDLabel *pipeline, RDLabel *shader, RDLabel *rootSig, RDTreeWidget *tex, RDTreeWidget *samp, RDTreeWidget *cbuffer, RDTreeWidget *uavs); void setState(); void clearState(); void setInactiveRow(RDTreeWidgetItem *node); void setEmptyRow(RDTreeWidgetItem *node); void highlightIABind(int slot); const D3D12Pipe::Shader *stageForSender(QWidget *widget); void setViewDetails(RDTreeWidgetItem *node, const D3D12ViewTag &view, TextureDescription *tex); void setViewDetails(RDTreeWidgetItem *node, const D3D12ViewTag &view, BufferDescription *buf); bool isByteAddress(const Descriptor &r, const ShaderResource *shaderInput); bool showNode(bool usedSlot, bool filledSlot); bool m_ShowUnused = false; bool m_ShowEmpty = false; QVariantList exportViewHTML(const Descriptor &descriptor, bool rw, const ShaderResource *shaderInput, const QString &extraParams); void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::InputAssembly &ia); void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::Shader &sh); void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::StreamOut &so); void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::Rasterizer &rs); void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::OM &om); QMap, DescriptorLogicalLocation> m_Locations; // keep track of the VB nodes (we want to be able to highlight them easily on hover) QList m_VBNodes; // list of empty VB nodes that shouldn't be highlighted on hover QList m_EmptyNodes; bool m_MeshPipe = false; };