Files
renderdoc/renderdoc/driver/d3d12/d3d12_shaderdebug.cpp
T
baldurk 01461db738 Store mapping from instruction to disassembly line in shader debug trace
* This avoids having the UI need to do a scan and expecting to find
  "instruction:" on the start of a line.
* We also move the callstack to be stored per-step, and not in the line info
  mapping.
2020-02-06 17:58:41 +00:00

1958 lines
75 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "driver/dx/official/d3dcompiler.h"
#include "driver/shaders/dxbc/dxbc_debug.h"
#include "d3d12_command_queue.h"
#include "d3d12_debug.h"
#include "d3d12_replay.h"
#include "d3d12_resources.h"
#include "d3d12_shader_cache.h"
#define D3D12SHADERDEBUG_PIXEL 0
#define D3D12SHADERDEBUG_THREAD 0
struct DebugHit
{
uint32_t numHits;
float posx;
float posy;
float depth;
uint32_t primitive;
uint32_t isFrontFace;
uint32_t sample;
uint32_t coverage;
uint32_t rawdata; // arbitrary, depending on shader
};
static bool IsShaderParameterVisible(DXBC::ShaderType shaderType,
D3D12_SHADER_VISIBILITY shaderVisibility)
{
if(shaderVisibility == D3D12_SHADER_VISIBILITY_ALL)
return true;
if(shaderType == DXBC::ShaderType::Vertex && shaderVisibility == D3D12_SHADER_VISIBILITY_VERTEX)
return true;
if(shaderType == DXBC::ShaderType::Pixel && shaderVisibility == D3D12_SHADER_VISIBILITY_PIXEL)
return true;
return false;
}
class D3D12DebugAPIWrapper : public ShaderDebug::DebugAPIWrapper
{
public:
D3D12DebugAPIWrapper(WrappedID3D12Device *device, DXBC::DXBCContainer *dxbc,
ShaderDebug::GlobalState &globalState);
void SetCurrentInstruction(uint32_t instruction) { m_instruction = instruction; }
void AddDebugMessage(MessageCategory c, MessageSeverity sv, MessageSource src, rdcstr d);
bool FetchSRV(const ShaderDebug::BindingSlot &slot);
bool FetchUAV(const ShaderDebug::BindingSlot &slot);
bool CalculateMathIntrinsic(DXBCBytecode::OpcodeType opcode, const ShaderVariable &input,
ShaderVariable &output1, ShaderVariable &output2);
ShaderVariable GetSampleInfo(DXBCBytecode::OperandType type, bool isAbsoluteResource, UINT slot,
const char *opString);
ShaderVariable GetBufferInfo(DXBCBytecode::OperandType type, UINT slot, const char *opString);
ShaderVariable GetResourceInfo(DXBCBytecode::OperandType type, UINT slot, uint32_t mipLevel,
int &dim);
bool CalculateSampleGather(DXBCBytecode::OpcodeType opcode,
ShaderDebug::SampleGatherResourceData resourceData,
ShaderDebug::SampleGatherSamplerData samplerData, ShaderVariable uv,
ShaderVariable ddxCalc, ShaderVariable ddyCalc,
const int texelOffsets[3], int multisampleIndex, float lodOrCompareValue,
const uint8_t swizzle[4], ShaderDebug::GatherChannel gatherChannel,
const char *opString, ShaderVariable &output);
private:
DXBC::ShaderType GetShaderType() { return m_dxbc ? m_dxbc->m_Type : DXBC::ShaderType::Pixel; }
WrappedID3D12Device *m_pDevice;
DXBC::DXBCContainer *m_dxbc;
ShaderDebug::GlobalState &m_globalState;
uint32_t m_instruction;
};
D3D12DebugAPIWrapper::D3D12DebugAPIWrapper(WrappedID3D12Device *device, DXBC::DXBCContainer *dxbc,
ShaderDebug::GlobalState &globalState)
: m_pDevice(device), m_dxbc(dxbc), m_globalState(globalState), m_instruction(0)
{
}
void D3D12DebugAPIWrapper::AddDebugMessage(MessageCategory c, MessageSeverity sv, MessageSource src,
rdcstr d)
{
m_pDevice->AddDebugMessage(c, sv, src, d);
}
bool D3D12DebugAPIWrapper::FetchSRV(const ShaderDebug::BindingSlot &slot)
{
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
// Get the root signature
const D3D12RenderState::RootSignature *pRootSignature = NULL;
if(GetShaderType() == DXBC::ShaderType::Compute)
{
if(rs.compute.rootsig != ResourceId())
{
pRootSignature = &rs.compute;
}
}
else if(rs.graphics.rootsig != ResourceId())
{
pRootSignature = &rs.graphics;
}
if(pRootSignature)
{
WrappedID3D12RootSignature *pD3D12RootSig =
rm->GetCurrentAs<WrappedID3D12RootSignature>(pRootSignature->rootsig);
size_t numParams = RDCMIN(pD3D12RootSig->sig.Parameters.size(), pRootSignature->sigelems.size());
for(size_t i = 0; i < numParams; ++i)
{
const D3D12RootSignatureParameter &param = pD3D12RootSig->sig.Parameters[i];
const D3D12RenderState::SignatureElement &element = pRootSignature->sigelems[i];
if(IsShaderParameterVisible(GetShaderType(), param.ShaderVisibility))
{
if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_SRV && element.type == eRootSRV)
{
if(param.Descriptor.ShaderRegister == slot.shaderRegister &&
param.Descriptor.RegisterSpace == slot.registerSpace)
{
// Found the requested SRV
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(element.id);
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
ShaderDebug::GlobalState::SRVData &srvData = m_globalState.srvs[slot];
// TODO: Root buffers can be 32-bit UINT/SINT/FLOAT. Using UINT for now, but the
// resource desc format or the DXBC reflection info might be more correct.
ShaderDebug::FillViewFmt(DXGI_FORMAT_R32_UINT, srvData.format);
srvData.firstElement = (uint32_t)(element.offset / sizeof(uint32_t));
srvData.numElements = (uint32_t)((resDesc.Width - element.offset) / sizeof(uint32_t));
if(resDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
m_pDevice->GetDebugManager()->GetBufferData(pResource, 0, 0, srvData.data);
return true;
}
}
else if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE &&
element.type == eRootTable)
{
UINT prevTableOffset = 0;
WrappedID3D12DescriptorHeap *heap =
rm->GetCurrentAs<WrappedID3D12DescriptorHeap>(element.id);
size_t numRanges = param.ranges.size();
for(size_t r = 0; r < numRanges; ++r)
{
const D3D12_DESCRIPTOR_RANGE1 &range = param.ranges[r];
// For every range, check the number of descriptors so that we are accessing the
// correct data for append descriptor tables, even if the range type doesn't match
// what we need to fetch
UINT offset = range.OffsetInDescriptorsFromTableStart;
if(range.OffsetInDescriptorsFromTableStart == D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
offset = prevTableOffset;
D3D12Descriptor *desc = (D3D12Descriptor *)heap->GetCPUDescriptorHandleForHeapStart().ptr;
desc += element.offset;
desc += offset;
UINT numDescriptors = range.NumDescriptors;
if(numDescriptors == UINT_MAX)
{
// Find out how many descriptors are left after
numDescriptors = heap->GetNumDescriptors() - offset - (UINT)element.offset;
// TODO: Should we look up the bind point in the D3D12 state to try to get
// a better guess at the number of descriptors?
}
prevTableOffset = offset + numDescriptors;
// Check if the range is for SRVs and the slot we want is contained
if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SRV &&
slot.shaderRegister >= range.BaseShaderRegister &&
slot.shaderRegister < range.BaseShaderRegister + numDescriptors &&
range.RegisterSpace == slot.registerSpace)
{
desc += slot.shaderRegister - range.BaseShaderRegister;
if(desc)
{
ShaderDebug::GlobalState::SRVData &srvData = m_globalState.srvs[slot];
ResourceId srvId = desc->GetResResourceId();
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(srvId);
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = desc->GetSRV();
if(srvDesc.Format != DXGI_FORMAT_UNKNOWN)
{
ShaderDebug::FillViewFmt(srvDesc.Format, srvData.format);
}
else
{
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
if(resDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
srvData.format.stride = srvDesc.Buffer.StructureByteStride;
// If we didn't get a type from the SRV description, try to pull it from the
// shader reflection info
ShaderDebug::LookupSRVFormatFromShaderReflection(*m_dxbc->GetReflection(), slot,
srvData.format);
}
}
if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_BUFFER)
{
srvData.firstElement = (uint32_t)srvDesc.Buffer.FirstElement;
srvData.numElements = srvDesc.Buffer.NumElements;
m_pDevice->GetDebugManager()->GetBufferData(pResource, 0, 0, srvData.data);
}
// Textures are sampled via a pixel shader, so there's no need to copy their data
return true;
}
}
}
}
}
}
}
return false;
}
bool D3D12DebugAPIWrapper::FetchUAV(const ShaderDebug::BindingSlot &slot)
{
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
// Get the root signature
const D3D12RenderState::RootSignature *pRootSignature = NULL;
if(GetShaderType() == DXBC::ShaderType::Compute)
{
if(rs.compute.rootsig != ResourceId())
{
pRootSignature = &rs.compute;
}
}
else if(rs.graphics.rootsig != ResourceId())
{
pRootSignature = &rs.graphics;
}
if(pRootSignature)
{
WrappedID3D12RootSignature *pD3D12RootSig =
rm->GetCurrentAs<WrappedID3D12RootSignature>(pRootSignature->rootsig);
size_t numParams = RDCMIN(pD3D12RootSig->sig.Parameters.size(), pRootSignature->sigelems.size());
for(size_t i = 0; i < numParams; ++i)
{
const D3D12RootSignatureParameter &param = pD3D12RootSig->sig.Parameters[i];
const D3D12RenderState::SignatureElement &element = pRootSignature->sigelems[i];
if(IsShaderParameterVisible(GetShaderType(), param.ShaderVisibility))
{
if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_UAV && element.type == eRootUAV)
{
if(param.Descriptor.ShaderRegister == slot.shaderRegister &&
param.Descriptor.RegisterSpace == slot.registerSpace)
{
// Found the requested UAV
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(element.id);
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
ShaderDebug::GlobalState::UAVData &uavData = m_globalState.uavs[slot];
// TODO: Root buffers can be 32-bit UINT/SINT/FLOAT. Using UINT for now, but the
// resource desc format or the DXBC reflection info might be more correct.
ShaderDebug::FillViewFmt(DXGI_FORMAT_R32_UINT, uavData.format);
uavData.firstElement = (uint32_t)(element.offset / sizeof(uint32_t));
uavData.numElements = (uint32_t)((resDesc.Width - element.offset) / sizeof(uint32_t));
if(resDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
m_pDevice->GetDebugManager()->GetBufferData(pResource, 0, 0, uavData.data);
return true;
}
}
else if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE &&
element.type == eRootTable)
{
UINT prevTableOffset = 0;
WrappedID3D12DescriptorHeap *heap =
rm->GetCurrentAs<WrappedID3D12DescriptorHeap>(element.id);
size_t numRanges = param.ranges.size();
for(size_t r = 0; r < numRanges; ++r)
{
const D3D12_DESCRIPTOR_RANGE1 &range = param.ranges[r];
// For every range, check the number of descriptors so that we are accessing the
// correct data for append descriptor tables, even if the range type doesn't match
// what we need to fetch
UINT offset = range.OffsetInDescriptorsFromTableStart;
if(range.OffsetInDescriptorsFromTableStart == D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
offset = prevTableOffset;
D3D12Descriptor *desc = (D3D12Descriptor *)heap->GetCPUDescriptorHandleForHeapStart().ptr;
desc += element.offset;
desc += offset;
UINT numDescriptors = range.NumDescriptors;
if(numDescriptors == UINT_MAX)
{
// Find out how many descriptors are left after
numDescriptors = heap->GetNumDescriptors() - offset - (UINT)element.offset;
// TODO: Should we look up the bind point in the D3D12 state to try to get
// a better guess at the number of descriptors?
}
prevTableOffset = offset + numDescriptors;
// Check if the range is for UAVs and the slot we want is contained
if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_UAV &&
slot.shaderRegister >= range.BaseShaderRegister &&
slot.shaderRegister < range.BaseShaderRegister + numDescriptors &&
range.RegisterSpace == slot.registerSpace)
{
desc += slot.shaderRegister - range.BaseShaderRegister;
if(desc)
{
ShaderDebug::GlobalState::UAVData &uavData = m_globalState.uavs[slot];
ResourceId uavId = desc->GetResResourceId();
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(uavId);
// TODO: Need to fetch counter resource if applicable
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = desc->GetUAV();
if(uavDesc.Format != DXGI_FORMAT_UNKNOWN)
{
ShaderDebug::FillViewFmt(uavDesc.Format, uavData.format);
}
else
{
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
if(resDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
uavData.format.stride = uavDesc.Buffer.StructureByteStride;
// TODO: Try looking up UAV from shader reflection info?
}
}
if(uavDesc.ViewDimension == D3D12_UAV_DIMENSION_BUFFER)
{
uavData.firstElement = (uint32_t)uavDesc.Buffer.FirstElement;
uavData.numElements = uavDesc.Buffer.NumElements;
m_pDevice->GetDebugManager()->GetBufferData(pResource, 0, 0, uavData.data);
}
else
{
// TODO: Handle texture resources in UAVs - need to copy/map to fetch the data
uavData.tex = true;
}
return true;
}
}
}
}
}
}
}
return false;
}
bool D3D12DebugAPIWrapper::CalculateMathIntrinsic(DXBCBytecode::OpcodeType opcode,
const ShaderVariable &input,
ShaderVariable &output1, ShaderVariable &output2)
{
D3D12MarkerRegion region(m_pDevice->GetQueue()->GetReal(), "CalculateMathIntrinsic");
if(opcode != DXBCBytecode::OPCODE_RCP && opcode != DXBCBytecode::OPCODE_RSQ &&
opcode != DXBCBytecode::OPCODE_EXP && opcode != DXBCBytecode::OPCODE_LOG &&
opcode != DXBCBytecode::OPCODE_SINCOS)
{
// To support a new instruction, the shader created in
// D3D12DebugManager::CreateMathIntrinsicsResources will need updated
RDCERR("Unsupported instruction for CalculateMathIntrinsic: %u", opcode);
return false;
}
// Create UAV to store the computed results
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc;
ZeroMemory(&uavDesc, sizeof(D3D12_UNORDERED_ACCESS_VIEW_DESC));
uavDesc.Format = DXGI_FORMAT_UNKNOWN;
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uavDesc.Buffer.NumElements = 2;
uavDesc.Buffer.StructureByteStride = sizeof(float) * 4;
ID3D12Resource *pResultBuffer = m_pDevice->GetDebugManager()->GetMathIntrinsicsResultBuffer();
D3D12_CPU_DESCRIPTOR_HANDLE uav = m_pDevice->GetDebugManager()->GetCPUHandle(SHADER_DEBUG_UAV);
m_pDevice->CreateUnorderedAccessView(pResultBuffer, NULL, &uavDesc, uav);
// Set root signature & sig params on command list, then execute the shader
ID3D12GraphicsCommandListX *cmdList = m_pDevice->GetDebugManager()->ResetDebugList();
m_pDevice->GetDebugManager()->SetDescriptorHeaps(cmdList, true, false);
cmdList->SetPipelineState(m_pDevice->GetDebugManager()->GetMathIntrinsicsPso());
cmdList->SetComputeRootSignature(m_pDevice->GetDebugManager()->GetMathIntrinsicsRootSig());
cmdList->SetComputeRoot32BitConstants(0, 4, &input.value.uv[0], 0);
cmdList->SetComputeRoot32BitConstants(1, 1, &opcode, 0);
cmdList->SetComputeRootUnorderedAccessView(2, pResultBuffer->GetGPUVirtualAddress());
cmdList->Dispatch(1, 1, 1);
HRESULT hr = cmdList->Close();
if(FAILED(hr))
{
RDCERR("Failed to close command list HRESULT: %s", ToStr(hr).c_str());
return false;
}
{
ID3D12CommandList *l = cmdList;
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
m_pDevice->GPUSync();
}
bytebuf results;
m_pDevice->GetDebugManager()->GetBufferData(pResultBuffer, 0, 0, results);
RDCASSERT(results.size() >= sizeof(uint32_t) * 8);
memcpy(output1.value.uv, results.data(), sizeof(uint32_t) * 4);
memcpy(output2.value.uv, results.data() + 4, sizeof(uint32_t) * 4);
return true;
}
ShaderVariable D3D12DebugAPIWrapper::GetSampleInfo(DXBCBytecode::OperandType type,
bool isAbsoluteResource, UINT slot,
const char *opString)
{
RDCUNIMPLEMENTED("GetSampleInfo not yet implemented for D3D12");
ShaderVariable result("", 0U, 0U, 0U, 0U);
return result;
}
ShaderVariable D3D12DebugAPIWrapper::GetBufferInfo(DXBCBytecode::OperandType type, UINT slot,
const char *opString)
{
RDCUNIMPLEMENTED("GetBufferInfo not yet implemented for D3D12");
ShaderVariable result("", 0U, 0U, 0U, 0U);
return result;
}
ShaderVariable D3D12DebugAPIWrapper::GetResourceInfo(DXBCBytecode::OperandType type, UINT slot,
uint32_t mipLevel, int &dim)
{
RDCUNIMPLEMENTED("GetResourceInfo not yet implemented for D3D12");
ShaderVariable result("", 0U, 0U, 0U, 0U);
return result;
}
bool D3D12DebugAPIWrapper::CalculateSampleGather(
DXBCBytecode::OpcodeType opcode, ShaderDebug::SampleGatherResourceData resourceData,
ShaderDebug::SampleGatherSamplerData samplerData, ShaderVariable uv, ShaderVariable ddxCalc,
ShaderVariable ddyCalc, const int texelOffsets[3], int multisampleIndex,
float lodOrCompareValue, const uint8_t swizzle[4], ShaderDebug::GatherChannel gatherChannel,
const char *opString, ShaderVariable &output)
{
using namespace DXBCBytecode;
D3D12MarkerRegion region(m_pDevice->GetQueue()->GetReal(), "CalculateSampleGather");
rdcstr funcRet = "";
DXGI_FORMAT retFmt = DXGI_FORMAT_UNKNOWN;
if(opcode == OPCODE_SAMPLE_C || opcode == OPCODE_SAMPLE_C_LZ || opcode == OPCODE_GATHER4_C ||
opcode == OPCODE_GATHER4_PO_C || opcode == OPCODE_LOD)
{
retFmt = DXGI_FORMAT_R32G32B32A32_FLOAT;
funcRet = "float4";
}
rdcstr samplerDecl = "";
if(samplerData.mode == SAMPLER_MODE_DEFAULT)
samplerDecl = "SamplerState s";
else if(samplerData.mode == SAMPLER_MODE_COMPARISON)
samplerDecl = "SamplerComparisonState s";
rdcstr textureDecl = "";
int texdim = 2;
int offsetDim = 2;
bool useOffsets = true;
if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE1D)
{
textureDecl = "Texture1D";
texdim = 1;
offsetDim = 1;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE2D)
{
textureDecl = "Texture2D";
texdim = 2;
offsetDim = 2;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE2DMS)
{
textureDecl = "Texture2DMS";
texdim = 2;
offsetDim = 2;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE3D)
{
textureDecl = "Texture3D";
texdim = 3;
offsetDim = 3;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURECUBE)
{
textureDecl = "TextureCube";
texdim = 3;
offsetDim = 3;
useOffsets = false;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE1DARRAY)
{
textureDecl = "Texture1DArray";
texdim = 2;
offsetDim = 1;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE2DARRAY)
{
textureDecl = "Texture2DArray";
texdim = 3;
offsetDim = 2;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE2DMSARRAY)
{
textureDecl = "Texture2DMSArray";
texdim = 3;
offsetDim = 2;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURECUBEARRAY)
{
textureDecl = "TextureCubeArray";
texdim = 4;
offsetDim = 3;
useOffsets = false;
}
else
{
RDCERR("Unsupported resource type %d in sample operation", resourceData.dim);
}
{
char *typeStr[DXBC::NUM_RETURN_TYPES] = {
"", // enum starts at ==1
"unorm float",
"snorm float",
"int",
"uint",
"float",
"__", // RETURN_TYPE_MIXED
"double",
"__", // RETURN_TYPE_CONTINUED
"__", // RETURN_TYPE_UNUSED
};
// obviously these may be overly optimistic in some cases
// but since we don't know at debug time what the source texture format is
// we just use the fattest one necessary. There's no harm in retrieving at
// higher precision
DXGI_FORMAT fmts[DXBC::NUM_RETURN_TYPES] = {
DXGI_FORMAT_UNKNOWN, // enum starts at ==1
DXGI_FORMAT_R32G32B32A32_FLOAT, // unorm float
DXGI_FORMAT_R32G32B32A32_FLOAT, // snorm float
DXGI_FORMAT_R32G32B32A32_SINT, // int
DXGI_FORMAT_R32G32B32A32_UINT, // uint
DXGI_FORMAT_R32G32B32A32_FLOAT, // float
DXGI_FORMAT_UNKNOWN, // RETURN_TYPE_MIXED
// should maybe be double, but there is no double texture format anyway!
// spec is unclear but I presume reads are done at most at float
// precision anyway since that's the source, and converted to doubles.
DXGI_FORMAT_R32G32B32A32_FLOAT, // double
DXGI_FORMAT_UNKNOWN, // RETURN_TYPE_CONTINUED
DXGI_FORMAT_UNKNOWN, // RETURN_TYPE_UNUSED
};
rdcstr type = StringFormat::Fmt("%s4", typeStr[resourceData.retType]);
if(retFmt == DXGI_FORMAT_UNKNOWN)
{
funcRet = type;
retFmt = fmts[resourceData.retType];
}
if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE2DMS ||
resourceData.dim == RESOURCE_DIMENSION_TEXTURE2DMSARRAY)
{
if(resourceData.sampleCount > 0)
type += StringFormat::Fmt(", %d", resourceData.sampleCount);
}
textureDecl += "<" + type + "> t";
}
char *formats[4][2] = {
{"float(%.10f)", "int(%d)"},
{"float2(%.10f, %.10f)", "int2(%d, %d)"},
{"float3(%.10f, %.10f, %.10f)", "int3(%d, %d, %d)"},
{"float4(%.10f, %.10f, %.10f, %.10f)", "int4(%d, %d, %d, %d)"},
};
int texcoordType = 0;
int ddxType = 0;
int ddyType = 0;
int texdimOffs = 0;
if(opcode == OPCODE_SAMPLE || opcode == OPCODE_SAMPLE_L || opcode == OPCODE_SAMPLE_B ||
opcode == OPCODE_SAMPLE_D || opcode == OPCODE_SAMPLE_C || opcode == OPCODE_SAMPLE_C_LZ ||
opcode == OPCODE_GATHER4 || opcode == OPCODE_GATHER4_C || opcode == OPCODE_GATHER4_PO ||
opcode == OPCODE_GATHER4_PO_C || opcode == OPCODE_LOD)
{
// all floats
texcoordType = ddxType = ddyType = 0;
}
else if(opcode == OPCODE_LD)
{
// int address, one larger than texdim (to account for mip/slice parameter)
texdimOffs = 1;
texcoordType = 1;
if(texdim == 4)
{
RDCERR("Unexpectedly large texture in load operation");
}
}
else if(opcode == OPCODE_LD_MS)
{
texcoordType = 1;
if(texdim == 4)
{
RDCERR("Unexpectedly large texture in load operation");
}
}
for(uint32_t i = 0; i < ddxCalc.columns; i++)
{
if(ddxType == 0 && (_isnan(ddxCalc.value.fv[i]) || !_finite(ddxCalc.value.fv[i])))
{
RDCWARN("NaN or Inf in texlookup");
ddxCalc.value.fv[i] = 0.0f;
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
MessageSource::RuntimeWarning,
StringFormat::Fmt("Shader debugging %d: %s\nNaN or Inf found in "
"texture lookup ddx - using 0.0 instead",
m_instruction, opString));
}
if(ddyType == 0 && (_isnan(ddyCalc.value.fv[i]) || !_finite(ddyCalc.value.fv[i])))
{
RDCWARN("NaN or Inf in texlookup");
ddyCalc.value.fv[i] = 0.0f;
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
MessageSource::RuntimeWarning,
StringFormat::Fmt("Shader debugging %d: %s\nNaN or Inf found in "
"texture lookup ddy - using 0.0 instead",
m_instruction, opString));
}
}
for(uint32_t i = 0; i < uv.columns; i++)
{
if(texcoordType == 0 && (_isnan(uv.value.fv[i]) || !_finite(uv.value.fv[i])))
{
RDCWARN("NaN or Inf in texlookup");
uv.value.fv[i] = 0.0f;
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
MessageSource::RuntimeWarning,
StringFormat::Fmt("Shader debugging %d: %s\nNaN or Inf found in "
"texture lookup uv - using 0.0 instead",
m_instruction, opString));
}
}
rdcstr texcoords;
// because of unions in .value we can pass the float versions and printf will interpret it as
// the right type according to formats
if(texcoordType == 0)
texcoords = StringFormat::Fmt(formats[texdim + texdimOffs - 1][texcoordType], uv.value.f.x,
uv.value.f.y, uv.value.f.z, uv.value.f.w);
else
texcoords = StringFormat::Fmt(formats[texdim + texdimOffs - 1][texcoordType], uv.value.i.x,
uv.value.i.y, uv.value.i.z, uv.value.i.w);
rdcstr offsets = "";
if(useOffsets)
{
if(offsetDim == 1)
offsets = StringFormat::Fmt(", int(%d)", texelOffsets[0]);
else if(offsetDim == 2)
offsets = StringFormat::Fmt(", int2(%d, %d)", texelOffsets[0], texelOffsets[1]);
else if(offsetDim == 3)
offsets =
StringFormat::Fmt(", int3(%d, %d, %d)", texelOffsets[0], texelOffsets[1], texelOffsets[2]);
// texdim == 4 is cube arrays, no offset supported
}
char elems[] = "xyzw";
rdcstr strSwizzle = ".";
for(int i = 0; i < 4; ++i)
strSwizzle += elems[swizzle[i]];
rdcstr strGatherChannel;
switch(gatherChannel)
{
case ShaderDebug::GatherChannel::Red: strGatherChannel = "Red"; break;
case ShaderDebug::GatherChannel::Green: strGatherChannel = "Green"; break;
case ShaderDebug::GatherChannel::Blue: strGatherChannel = "Blue"; break;
case ShaderDebug::GatherChannel::Alpha: strGatherChannel = "Alpha"; break;
}
rdcstr vsProgram = "float4 main(uint id : SV_VertexID) : SV_Position {\n";
vsProgram += "return float4((id == 2) ? 3.0f : -1.0f, (id == 0) ? -3.0f : 1.0f, 0.5, 1.0);\n";
vsProgram += "}";
rdcstr sampleProgram;
rdcstr strResourceBinding = StringFormat::Fmt("t%u, space%u", resourceData.binding.shaderRegister,
resourceData.binding.registerSpace);
rdcstr strSamplerBinding = StringFormat::Fmt("s%u, space%u", samplerData.binding.shaderRegister,
samplerData.binding.registerSpace);
if(opcode == OPCODE_SAMPLE || opcode == OPCODE_SAMPLE_B || opcode == OPCODE_SAMPLE_D)
{
rdcstr ddx;
if(ddxType == 0)
ddx = StringFormat::Fmt(formats[offsetDim + texdimOffs - 1][ddxType], ddxCalc.value.f.x,
ddxCalc.value.f.y, ddxCalc.value.f.z, ddxCalc.value.f.w);
else
ddx = StringFormat::Fmt(formats[offsetDim + texdimOffs - 1][ddxType], ddxCalc.value.i.x,
ddxCalc.value.i.y, ddxCalc.value.i.z, ddxCalc.value.i.w);
rdcstr ddy;
if(ddyType == 0)
ddy = StringFormat::Fmt(formats[offsetDim + texdimOffs - 1][ddyType], ddyCalc.value.f.x,
ddyCalc.value.f.y, ddyCalc.value.f.z, ddyCalc.value.f.w);
else
ddy = StringFormat::Fmt(formats[offsetDim + texdimOffs - 1][ddyType], ddyCalc.value.i.x,
ddyCalc.value.i.y, ddyCalc.value.i.z, ddyCalc.value.i.w);
sampleProgram = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleProgram += funcRet + " main() : SV_Target0\n{\nreturn ";
sampleProgram += StringFormat::Fmt("t.SampleGrad(s, %s, %s, %s %s)%s;\n", texcoords.c_str(),
ddx.c_str(), ddy.c_str(), offsets.c_str(), strSwizzle.c_str());
sampleProgram += "}\n";
}
else if(opcode == OPCODE_SAMPLE_L)
{
// lod selection
sampleProgram = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleProgram += funcRet + " main() : SV_Target0\n{\nreturn ";
sampleProgram += StringFormat::Fmt("t.SampleLevel(s, %s, %.10f %s)%s;\n", texcoords.c_str(),
lodOrCompareValue, offsets.c_str(), strSwizzle.c_str());
sampleProgram += "}\n";
}
else if(opcode == OPCODE_SAMPLE_C || opcode == OPCODE_LOD)
{
// these operations need derivatives but have no hlsl function to call to provide them, so
// we fake it in the vertex shader
rdcstr uvdecl = StringFormat::Fmt("float%d uv : uvs", texdim + texdimOffs);
vsProgram =
"void main(uint id : SV_VertexID, out float4 pos : SV_Position, out " + uvdecl + ") {\n";
rdcstr uvPlusDDX = StringFormat::Fmt(
formats[texdim + texdimOffs - 1][texcoordType], uv.value.f.x + ddyCalc.value.f.x * 2.0f,
uv.value.f.y + ddyCalc.value.f.y * 2.0f, uv.value.f.z + ddyCalc.value.f.z * 2.0f,
uv.value.f.w + ddyCalc.value.f.w * 2.0f);
rdcstr uvPlusDDY = StringFormat::Fmt(
formats[texdim + texdimOffs - 1][texcoordType], uv.value.f.x + ddxCalc.value.f.x * 2.0f,
uv.value.f.y + ddxCalc.value.f.y * 2.0f, uv.value.f.z + ddxCalc.value.f.z * 2.0f,
uv.value.f.w + ddxCalc.value.f.w * 2.0f);
vsProgram += "if(id == 0) uv = " + uvPlusDDX + ";\n";
vsProgram += "if(id == 1) uv = " + texcoords + ";\n";
vsProgram += "if(id == 2) uv = " + uvPlusDDY + ";\n";
vsProgram += "pos = float4((id == 2) ? 3.0f : -1.0f, (id == 0) ? -3.0f : 1.0f, 0.5, 1.0);\n";
vsProgram += "}";
if(opcode == OPCODE_SAMPLE_C)
{
// comparison value
sampleProgram = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleProgram +=
funcRet + " main(float4 pos : SV_Position, " + uvdecl + ") : SV_Target0\n{\n";
sampleProgram += StringFormat::Fmt("t.SampleCmpLevelZero(s, uv, %.10f %s).xxxx;\n",
lodOrCompareValue, offsets.c_str());
sampleProgram += "}\n";
}
else if(opcode == OPCODE_LOD)
{
sampleProgram = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleProgram +=
funcRet + " main(float4 pos : SV_Position, " + uvdecl + ") : SV_Target0\n{\n";
sampleProgram +=
"return float4(t.CalculateLevelOfDetail(s, uv),\n"
" t.CalculateLevelOfDetailUnclamped(s, uv),\n"
" 0.0f, 0.0f);\n";
sampleProgram += "}\n";
}
}
else if(opcode == OPCODE_SAMPLE_C_LZ)
{
// comparison value
sampleProgram = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleProgram += funcRet + " main() : SV_Target0\n{\n";
sampleProgram +=
StringFormat::Fmt("return t.SampleCmpLevelZero(s, %s, %.10f %s)%s;\n", texcoords.c_str(),
lodOrCompareValue, offsets.c_str(), strSwizzle.c_str());
sampleProgram += "}\n";
}
else if(opcode == OPCODE_LD)
{
sampleProgram =
StringFormat::Fmt("%s : register(%s);\n\n", textureDecl.c_str(), strResourceBinding.c_str());
sampleProgram += funcRet + " main() : SV_Target0\n{\n";
sampleProgram += "return t.Load(" + texcoords + offsets + ")" + strSwizzle + ";";
sampleProgram += "\n}\n";
}
else if(opcode == OPCODE_LD_MS)
{
sampleProgram =
StringFormat::Fmt("%s : register(%s);\n\n", textureDecl.c_str(), strResourceBinding.c_str());
sampleProgram += funcRet + " main() : SV_Target0\n{\n";
sampleProgram += StringFormat::Fmt("t.Load(%s, int(%d) %s)%s;\n", texcoords.c_str(),
multisampleIndex, offsets.c_str(), strSwizzle.c_str());
sampleProgram += "\n}\n";
}
else if(opcode == OPCODE_GATHER4 || opcode == OPCODE_GATHER4_PO)
{
sampleProgram = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleProgram += funcRet + " main() : SV_Target0\n{\n";
sampleProgram += StringFormat::Fmt("return t.Gather%s(s, %s %s)%s;\n", strGatherChannel.c_str(),
texcoords.c_str(), offsets.c_str(), strSwizzle.c_str());
sampleProgram += "}\n";
}
else if(opcode == OPCODE_GATHER4_C || opcode == OPCODE_GATHER4_PO_C)
{
// comparison value
sampleProgram = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleProgram += funcRet + " main() : SV_Target0\n{\n";
sampleProgram += StringFormat::Fmt("return t.GatherCmp%s(s, %s, %.10f %s)%s;\n",
strGatherChannel.c_str(), texcoords.c_str(),
lodOrCompareValue, offsets.c_str(), strSwizzle.c_str());
sampleProgram += "}\n";
}
// Create VS/PS to fetch the sample. Because the program being debugged might be using SM 5.1, we
// need to do that too, to support reusing the existing root signature that may use a non-zero
// register space for the resource or sampler.
ID3DBlob *vsBlob = NULL;
ID3DBlob *psBlob = NULL;
UINT flags = D3DCOMPILE_DEBUG | D3DCOMPILE_WARNINGS_ARE_ERRORS;
if(m_pDevice->GetShaderCache()->GetShaderBlob(vsProgram.c_str(), "main", flags, "vs_5_1",
&vsBlob) != "")
{
RDCERR("Failed to create shader to extract inputs");
return false;
}
if(m_pDevice->GetShaderCache()->GetShaderBlob(sampleProgram.c_str(), "main", flags, "ps_5_1",
&psBlob) != "")
{
RDCERR("Failed to create shader to extract inputs");
SAFE_RELEASE(vsBlob);
return false;
}
// Create a PSO with our VS/PS and all other state from the original event
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12RenderState prevState = rs;
WrappedID3D12RootSignature *pRootSig =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(rs.graphics.rootsig);
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc;
ZeroMemory(&pipeDesc, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
pipeDesc.pRootSignature = pRootSig;
pipeDesc.VS.BytecodeLength = vsBlob->GetBufferSize();
pipeDesc.VS.pShaderBytecode = vsBlob->GetBufferPointer();
pipeDesc.PS.BytecodeLength = psBlob->GetBufferSize();
pipeDesc.PS.pShaderBytecode = psBlob->GetBufferPointer();
pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeDesc.RasterizerState.FrontCounterClockwise = TRUE;
pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
pipeDesc.SampleMask = UINT_MAX;
pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeDesc.NumRenderTargets = 1;
pipeDesc.RTVFormats[0] = retFmt;
pipeDesc.SampleDesc.Count = 1;
ID3D12PipelineState *samplePso = NULL;
HRESULT hr = m_pDevice->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&samplePso);
SAFE_RELEASE(vsBlob);
SAFE_RELEASE(psBlob);
if(FAILED(hr))
{
RDCERR("Failed to create PSO for shader debugging HRESULT: %s", ToStr(hr).c_str());
return false;
}
ID3D12GraphicsCommandListX *cmdList = m_pDevice->GetDebugManager()->ResetDebugList();
rs.pipe = GetResID(samplePso);
rs.ApplyState(m_pDevice, cmdList);
// Create a 1x1 texture to store the sample result
D3D12_RESOURCE_DESC rdesc;
ZeroMemory(&rdesc, sizeof(D3D12_RESOURCE_DESC));
rdesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
rdesc.Width = 1;
rdesc.Height = 1;
rdesc.DepthOrArraySize = 1;
rdesc.MipLevels = 0;
rdesc.Format = retFmt;
rdesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
rdesc.SampleDesc.Count = 1;
rdesc.SampleDesc.Quality = 0;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
ID3D12Resource *pSampleResult = NULL;
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_RENDER_TARGET;
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &rdesc, resourceState,
NULL, __uuidof(ID3D12Resource), (void **)&pSampleResult);
if(FAILED(hr))
{
RDCERR("Failed to create texture for shader debugging HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(samplePso);
return false;
}
D3D12_CPU_DESCRIPTOR_HANDLE rtv = m_pDevice->GetDebugManager()->GetCPUHandle(SHADER_DEBUG_RTV);
m_pDevice->CreateRenderTargetView(pSampleResult, NULL, rtv);
cmdList->OMSetRenderTargets(1, &rtv, FALSE, NULL);
cmdList->DrawInstanced(3, 1, 0, 0);
hr = cmdList->Close();
if(FAILED(hr))
{
RDCERR("Failed to close command list HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(samplePso);
SAFE_RELEASE(pSampleResult);
return false;
}
{
ID3D12CommandList *l = cmdList;
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
m_pDevice->GPUSync();
}
rs = prevState;
bytebuf sampleResult;
m_pDevice->GetReplay()->GetTextureData(GetResID(pSampleResult), Subresource(),
GetTextureDataParams(), sampleResult);
ShaderVariable lookupResult("tex", 0.0f, 0.0f, 0.0f, 0.0f);
memcpy(lookupResult.value.iv, sampleResult.data(),
RDCMIN(sampleResult.size(), sizeof(uint32_t) * 4));
output = lookupResult;
SAFE_RELEASE(samplePso);
SAFE_RELEASE(pSampleResult);
return true;
}
void GatherConstantBuffers(WrappedID3D12Device *pDevice, const DXBCBytecode::Program &program,
const D3D12RenderState::RootSignature &rootsig,
const ShaderReflection &refl, const ShaderBindpointMapping &mapping,
ShaderDebugTrace &debugTrace)
{
WrappedID3D12RootSignature *pD3D12RootSig =
pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(rootsig.rootsig);
size_t numParams = RDCMIN(pD3D12RootSig->sig.Parameters.size(), rootsig.sigelems.size());
for(size_t i = 0; i < numParams; i++)
{
const D3D12RootSignatureParameter &rootSigParam = pD3D12RootSig->sig.Parameters[i];
const D3D12RenderState::SignatureElement &element = rootsig.sigelems[i];
if(IsShaderParameterVisible(program.GetShaderType(), rootSigParam.ShaderVisibility))
{
if(rootSigParam.ParameterType == D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS &&
element.type == eRootConst)
{
ShaderDebug::BindingSlot slot(rootSigParam.Constants.ShaderRegister,
rootSigParam.Constants.RegisterSpace);
UINT sizeBytes = sizeof(uint32_t) * RDCMIN(rootSigParam.Constants.Num32BitValues,
(UINT)element.constants.size());
bytebuf cbufData((const byte *)element.constants.data(), sizeBytes);
AddCBufferToDebugTrace(program, debugTrace, refl, mapping, slot, cbufData);
}
else if(rootSigParam.ParameterType == D3D12_ROOT_PARAMETER_TYPE_CBV && element.type == eRootCBV)
{
ShaderDebug::BindingSlot slot(rootSigParam.Descriptor.ShaderRegister,
rootSigParam.Descriptor.RegisterSpace);
ID3D12Resource *cbv = pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(element.id);
bytebuf cbufData;
pDevice->GetDebugManager()->GetBufferData(cbv, element.offset, 0, cbufData);
AddCBufferToDebugTrace(program, debugTrace, refl, mapping, slot, cbufData);
}
else if(rootSigParam.ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE &&
element.type == eRootTable)
{
UINT prevTableOffset = 0;
WrappedID3D12DescriptorHeap *heap =
pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12DescriptorHeap>(element.id);
size_t numRanges = rootSigParam.ranges.size();
for(size_t r = 0; r < numRanges; r++)
{
// For this traversal we only care about CBV descriptor ranges, but we still need to
// calculate the table offsets in case a descriptor table has a combination of
// different range types
const D3D12_DESCRIPTOR_RANGE1 &range = rootSigParam.ranges[r];
UINT offset = range.OffsetInDescriptorsFromTableStart;
if(range.OffsetInDescriptorsFromTableStart == D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
offset = prevTableOffset;
D3D12Descriptor *desc = (D3D12Descriptor *)heap->GetCPUDescriptorHandleForHeapStart().ptr;
desc += element.offset;
desc += offset;
UINT numDescriptors = range.NumDescriptors;
if(numDescriptors == UINT_MAX)
{
// Find out how many descriptors are left after
numDescriptors = heap->GetNumDescriptors() - offset - (UINT)element.offset;
// TODO: Look up the bind point in the D3D12 state to try to get
// a better guess at the number of descriptors
}
prevTableOffset = offset + numDescriptors;
if(range.RangeType != D3D12_DESCRIPTOR_RANGE_TYPE_CBV)
continue;
ShaderDebug::BindingSlot slot(range.BaseShaderRegister, range.RegisterSpace);
bytebuf cbufData;
for(UINT n = 0; n < numDescriptors; ++n, ++slot.shaderRegister)
{
if(desc)
{
const D3D12_CONSTANT_BUFFER_VIEW_DESC &cbv = desc->GetCBV();
ResourceId resId;
uint64_t byteOffset = 0;
WrappedID3D12Resource1::GetResIDFromAddr(cbv.BufferLocation, resId, byteOffset);
ID3D12Resource *pCbvResource =
pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(resId);
cbufData.clear();
pDevice->GetDebugManager()->GetBufferData(pCbvResource, element.offset, 0, cbufData);
AddCBufferToDebugTrace(program, debugTrace, refl, mapping, slot, cbufData);
}
}
}
}
}
}
}
ShaderDebugTrace D3D12Replay::DebugVertex(uint32_t eventId, uint32_t vertid, uint32_t instid,
uint32_t idx, uint32_t instOffset, uint32_t vertOffset)
{
RDCUNIMPLEMENTED("Vertex debugging not yet implemented for D3D12");
ShaderDebugTrace ret;
return ret;
}
#if D3D12SHADERDEBUG_PIXEL == 0
ShaderDebugTrace D3D12Replay::DebugPixel(uint32_t eventId, uint32_t x, uint32_t y, uint32_t sample,
uint32_t primitive)
{
RDCUNIMPLEMENTED("Pixel debugging not yet implemented for D3D12");
ShaderDebugTrace ret;
return ret;
}
#else
ShaderDebugTrace D3D12Replay::DebugPixel(uint32_t eventId, uint32_t x, uint32_t y, uint32_t sample,
uint32_t primitive)
{
using namespace DXBC;
using namespace DXBCBytecode;
using namespace ShaderDebug;
D3D12MarkerRegion debugpixRegion(
m_pDevice->GetQueue()->GetReal(),
StringFormat::Fmt("DebugPixel @ %u of (%u,%u) %u / %u", eventId, x, y, sample, primitive));
const D3D12Pipe::State *pipelineState = GetD3D12PipelineState();
ShaderDebugTrace empty;
// Fetch the disassembly info from the pixel shader
const D3D12Pipe::Shader &pixelShader = pipelineState->pixelShader;
WrappedID3D12Shader *ps =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(pixelShader.resourceId);
if(!ps)
return empty;
DXBCContainer *dxbc = ps->GetDXBC();
const ShaderReflection &refl = ps->GetDetails();
if(!dxbc)
return empty;
dxbc->GetDisassembly();
// Fetch the previous stage's disassembly, to match outputs to PS inputs
DXBCContainer *prevDxbc = NULL;
// Check for geometry shader first
{
const D3D12Pipe::Shader &geometryShader = pipelineState->geometryShader;
WrappedID3D12Shader *gs =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(geometryShader.resourceId);
if(gs)
prevDxbc = gs->GetDXBC();
}
// Check for domain shader next
if(prevDxbc == NULL)
{
const D3D12Pipe::Shader &domainShader = pipelineState->domainShader;
WrappedID3D12Shader *ds =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(domainShader.resourceId);
if(ds)
prevDxbc = ds->GetDXBC();
}
// Check for vertex shader last
if(prevDxbc == NULL)
{
const D3D12Pipe::Shader &vertexShader = pipelineState->vertexShader;
WrappedID3D12Shader *vs =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(vertexShader.resourceId);
if(vs)
prevDxbc = vs->GetDXBC();
}
rdcarray<PSInputElement> initialValues;
rdcarray<rdcstr> floatInputs;
rdcarray<rdcstr> inputVarNames;
rdcstr extractHlsl;
int structureStride = 0;
ShaderDebug::GatherPSInputDataForInitialValues(*dxbc->GetReflection(), *prevDxbc->GetReflection(),
initialValues, floatInputs, inputVarNames,
extractHlsl, structureStride);
uint32_t overdrawLevels = 100; // maximum number of overdraw levels
// get the multisample count
uint32_t outputSampleCount = RDCMAX(1U, pipelineState->outputMerger.multiSampleCount);
// if we're not rendering at MSAA, no need to fill the cache because evaluates will all return the
// plain input anyway.
if(outputSampleCount > 1)
{
RDCUNIMPLEMENTED("MSAA debugging not yet implemented for D3D12");
return empty;
}
extractHlsl += R"(
struct PSInitialData
{
// metadata we need ourselves
uint hit;
float3 pos;
uint prim;
uint fface;
uint sample;
uint covge;
float derivValid;
// input values
PSInput IN;
PSInput INddx;
PSInput INddy;
PSInput INddxfine;
PSInput INddyfine;
};
)";
extractHlsl += "RWStructuredBuffer<PSInitialData> PSInitialBuffer : register(u0);\n\n";
extractHlsl += R"(
void ExtractInputsPS(PSInput IN, float4 debug_pixelPos : SV_Position, uint prim : SV_PrimitiveID,
uint sample : SV_SampleIndex, uint covge : SV_Coverage,
bool fface : SV_IsFrontFace)
{
)";
extractHlsl += " uint idx = " + ToStr(overdrawLevels) + ";\n";
extractHlsl += StringFormat::Fmt(
" if(abs(debug_pixelPos.x - %u.5) < 0.5f && abs(debug_pixelPos.y - %u.5) < 0.5f)\n", x, y);
extractHlsl += " InterlockedAdd(PSInitialBuffer[0].hit, 1, idx);\n\n";
extractHlsl += " idx = min(idx, " + ToStr(overdrawLevels) + ");\n\n";
extractHlsl += " PSInitialBuffer[idx].pos = debug_pixelPos.xyz;\n";
extractHlsl += " PSInitialBuffer[idx].prim = prim;\n";
extractHlsl += " PSInitialBuffer[idx].fface = fface;\n";
extractHlsl += " PSInitialBuffer[idx].covge = covge;\n";
extractHlsl += " PSInitialBuffer[idx].sample = sample;\n";
extractHlsl += " PSInitialBuffer[idx].IN = IN;\n";
extractHlsl += " PSInitialBuffer[idx].derivValid = ddx(debug_pixelPos.x);\n";
extractHlsl += " PSInitialBuffer[idx].INddx = (PSInput)0;\n";
extractHlsl += " PSInitialBuffer[idx].INddy = (PSInput)0;\n";
extractHlsl += " PSInitialBuffer[idx].INddxfine = (PSInput)0;\n";
extractHlsl += " PSInitialBuffer[idx].INddyfine = (PSInput)0;\n";
for(size_t i = 0; i < floatInputs.size(); i++)
{
const rdcstr &name = floatInputs[i];
extractHlsl += " PSInitialBuffer[idx].INddx." + name + " = ddx(IN." + name + ");\n";
extractHlsl += " PSInitialBuffer[idx].INddy." + name + " = ddy(IN." + name + ");\n";
extractHlsl += " PSInitialBuffer[idx].INddxfine." + name + " = ddx_fine(IN." + name + ");\n";
extractHlsl += " PSInitialBuffer[idx].INddyfine." + name + " = ddy_fine(IN." + name + ");\n";
}
extractHlsl += "\n}";
// Create pixel shader to get initial values from previous stage output
ID3DBlob *psBlob = NULL;
UINT flags = D3DCOMPILE_DEBUG | D3DCOMPILE_WARNINGS_ARE_ERRORS;
if(m_pDevice->GetShaderCache()->GetShaderBlob(extractHlsl.c_str(), "ExtractInputsPS", flags,
"ps_5_0", &psBlob) != "")
{
RDCERR("Failed to create shader to extract inputs");
return empty;
}
uint32_t structStride = sizeof(uint32_t) // uint hit;
+ sizeof(float) * 3 // float3 pos;
+ sizeof(uint32_t) // uint prim;
+ sizeof(uint32_t) // uint fface;
+ sizeof(uint32_t) // uint sample;
+ sizeof(uint32_t) // uint covge;
+ sizeof(float) // float derivValid;
+
structureStride * 5; // PSInput IN, INddx, INddy, INddxfine, INddyfine;
HRESULT hr = S_OK;
// Create buffer to store initial values captured in pixel shader
D3D12_RESOURCE_DESC rdesc;
ZeroMemory(&rdesc, sizeof(D3D12_RESOURCE_DESC));
rdesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
rdesc.Width = structStride * (overdrawLevels + 1);
rdesc.Height = 1;
rdesc.DepthOrArraySize = 1;
rdesc.MipLevels = 1;
rdesc.Format = DXGI_FORMAT_UNKNOWN;
rdesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
rdesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
rdesc.SampleDesc.Count = 1; // TODO: Support MSAA
rdesc.SampleDesc.Quality = 0;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
ID3D12Resource *pInitialValuesBuffer = NULL;
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &rdesc, resourceState,
NULL, __uuidof(ID3D12Resource),
(void **)&pInitialValuesBuffer);
if(FAILED(hr))
{
RDCERR("Failed to create buffer for pixel shader debugging HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(psBlob);
return empty;
}
// Create UAV of initial values buffer
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc;
ZeroMemory(&uavDesc, sizeof(D3D12_UNORDERED_ACCESS_VIEW_DESC));
uavDesc.Format = DXGI_FORMAT_UNKNOWN;
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uavDesc.Buffer.NumElements = overdrawLevels + 1;
uavDesc.Buffer.StructureByteStride = structStride;
D3D12_CPU_DESCRIPTOR_HANDLE uav = m_pDevice->GetDebugManager()->GetCPUHandle(SHADER_DEBUG_UAV);
m_pDevice->CreateUnorderedAccessView(pInitialValuesBuffer, NULL, &uavDesc, uav);
uavDesc.Format = DXGI_FORMAT_R32_UINT;
uavDesc.Buffer.FirstElement = 0;
uavDesc.Buffer.NumElements = structStride * (overdrawLevels + 1) / sizeof(uint32_t);
uavDesc.Buffer.StructureByteStride = 0;
D3D12_CPU_DESCRIPTOR_HANDLE clearUav =
m_pDevice->GetDebugManager()->GetUAVClearHandle(SHADER_DEBUG_UAV);
m_pDevice->CreateUnorderedAccessView(pInitialValuesBuffer, NULL, &uavDesc, clearUav);
// Store a copy of the event's render state to restore later
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12RenderState prevState = rs;
WrappedID3D12RootSignature *sig =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(rs.graphics.rootsig);
// Need to be able to add a descriptor table with our UAV without hitting the 64 DWORD limit
RDCASSERT(sig->sig.dwordLength < 64);
D3D12RootSignature modsig = sig->sig;
UINT regSpace = modsig.maxSpaceIndex + 1;
MoveRootSignatureElementsToRegisterSpace(modsig, regSpace, D3D12DescriptorType::UAV,
D3D12_SHADER_VISIBILITY_PIXEL);
// Create the descriptor table for our UAV
D3D12_DESCRIPTOR_RANGE1 descRange;
descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
descRange.NumDescriptors = 1;
descRange.BaseShaderRegister = 0;
descRange.RegisterSpace = 0;
descRange.Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
descRange.OffsetInDescriptorsFromTableStart = 0;
modsig.Parameters.push_back(D3D12RootSignatureParameter());
D3D12RootSignatureParameter &param = modsig.Parameters.back();
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
param.DescriptorTable.NumDescriptorRanges = 1;
param.DescriptorTable.pDescriptorRanges = &descRange;
uint32_t sigElem = uint32_t(modsig.Parameters.size() - 1);
// Create the root signature for gathering initial pixel shader values
ID3DBlob *root = m_pDevice->GetShaderCache()->MakeRootSig(modsig);
ID3D12RootSignature *pRootSignature = NULL;
hr = m_pDevice->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&pRootSignature);
if(FAILED(hr))
{
RDCERR("Failed to create root signature for pixel shader debugging HRESULT: %s",
ToStr(hr).c_str());
SAFE_RELEASE(root);
SAFE_RELEASE(psBlob);
SAFE_RELEASE(pInitialValuesBuffer);
return empty;
}
SAFE_RELEASE(root);
WrappedID3D12PipelineState *origPSO =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
RDCASSERT(origPSO->IsGraphics());
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC pipeDesc;
origPSO->Fill(pipeDesc);
// All PSO state is the same as the event's, except for the pixel shader and root signature
pipeDesc.PS.BytecodeLength = psBlob->GetBufferSize();
pipeDesc.PS.pShaderBytecode = psBlob->GetBufferPointer();
pipeDesc.pRootSignature = pRootSignature;
ID3D12PipelineState *initialPso = NULL;
hr = m_pDevice->CreatePipeState(pipeDesc, &initialPso);
if(FAILED(hr))
{
RDCERR("Failed to create PSO for pixel shader debugging HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(psBlob);
SAFE_RELEASE(pInitialValuesBuffer);
SAFE_RELEASE(pRootSignature);
return empty;
}
// Add the descriptor for our UAV, then clear it
std::set<ResourceId> copiedHeaps;
PortableHandle shaderDebugUav = ToPortableHandle(GetDebugManager()->GetCPUHandle(SHADER_DEBUG_UAV));
AddDebugDescriptorToRenderState(m_pDevice, rs, shaderDebugUav,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, sigElem, copiedHeaps);
ID3D12GraphicsCommandListX *cmdList = m_pDevice->GetDebugManager()->ResetDebugList();
rs.ApplyDescriptorHeaps(cmdList);
D3D12_GPU_DESCRIPTOR_HANDLE gpuUav = m_pDevice->GetDebugManager()->GetGPUHandle(SHADER_DEBUG_UAV);
UINT zero[4] = {0, 0, 0, 0};
cmdList->ClearUnorderedAccessViewUint(gpuUav, clearUav, pInitialValuesBuffer, zero, 0, NULL);
// Execute the command to ensure that UAV clear and resource creation occur before replay
hr = cmdList->Close();
if(FAILED(hr))
{
RDCERR("Failed to close command list HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(psBlob);
SAFE_RELEASE(pInitialValuesBuffer);
SAFE_RELEASE(pRootSignature);
SAFE_RELEASE(initialPso);
return empty;
}
{
ID3D12CommandList *l = cmdList;
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
m_pDevice->GPUSync();
}
{
D3D12MarkerRegion initState(m_pDevice->GetQueue()->GetReal(),
"Replaying event for initial states");
// Set the PSO and root signature
rs.pipe = GetResID(initialPso);
rs.graphics.rootsig = GetResID(pRootSignature);
// Replay the event with our modified state
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
// Restore D3D12 state to what the event uses
rs = prevState;
}
bytebuf initialData;
m_pDevice->GetDebugManager()->GetBufferData(pInitialValuesBuffer, 0, 0, initialData);
// Replaying the event has finished, and the data has been copied out.
// Free all the resources that were created.
SAFE_RELEASE(psBlob);
SAFE_RELEASE(pRootSignature);
SAFE_RELEASE(pInitialValuesBuffer);
SAFE_RELEASE(initialPso);
DebugHit *buf = (DebugHit *)initialData.data();
D3D12MarkerRegion::Set(m_pDevice->GetQueue()->GetReal(),
StringFormat::Fmt("Got %u hits", buf[0].numHits));
if(buf[0].numHits == 0)
{
RDCLOG("No hit for this event");
return empty;
}
// if we encounter multiple hits at our destination pixel co-ord (or any other) we
// check to see if a specific primitive was requested (via primitive parameter not
// being set to ~0U). If it was, debug that pixel, otherwise do a best-estimate
// of which fragment was the last to successfully depth test and debug that, just by
// checking if the depth test is ordered and picking the final fragment in the series
// our debugging quad. Order is TL, TR, BL, BR
State quad[4];
// figure out the TL pixel's coords. Assume even top left (towards 0,0)
// this isn't spec'd but is a reasonable assumption.
int xTL = x & (~1);
int yTL = y & (~1);
// get the index of our desired pixel
int destIdx = (x - xTL) + 2 * (y - yTL);
// Get depth func and determine "winner" pixel
D3D12_COMPARISON_FUNC depthFunc = pipeDesc.DepthStencilState.DepthFunc;
DebugHit *pWinnerHit = NULL;
if(sample == ~0U)
sample = 0;
if(primitive != ~0U)
{
for(size_t i = 0; i < buf[0].numHits && i < overdrawLevels; i++)
{
DebugHit *pHit = (DebugHit *)(initialData.data() + i * structStride);
if(pHit->primitive == primitive && pHit->sample == sample)
{
pWinnerHit = pHit;
}
}
}
if(pWinnerHit == NULL)
{
for(size_t i = 0; i < buf[0].numHits && i < overdrawLevels; i++)
{
DebugHit *pHit = (DebugHit *)(initialData.data() + i * structStride);
if(pWinnerHit == NULL || (pWinnerHit->sample != sample && pHit->sample == sample) ||
depthFunc == D3D12_COMPARISON_FUNC_ALWAYS || depthFunc == D3D12_COMPARISON_FUNC_NEVER ||
depthFunc == D3D12_COMPARISON_FUNC_NOT_EQUAL || depthFunc == D3D12_COMPARISON_FUNC_EQUAL)
{
pWinnerHit = pHit;
continue;
}
if((depthFunc == D3D12_COMPARISON_FUNC_LESS && pHit->depth < pWinnerHit->depth) ||
(depthFunc == D3D12_COMPARISON_FUNC_LESS_EQUAL && pHit->depth <= pWinnerHit->depth) ||
(depthFunc == D3D12_COMPARISON_FUNC_GREATER && pHit->depth > pWinnerHit->depth) ||
(depthFunc == D3D12_COMPARISON_FUNC_GREATER_EQUAL && pHit->depth >= pWinnerHit->depth))
{
if(pHit->sample == sample)
{
pWinnerHit = pHit;
}
}
}
}
if(pWinnerHit == NULL)
{
RDCLOG("Couldn't find any pixels that passed depth test at target coordinates");
return empty;
}
ShaderDebugTrace traces[4];
GlobalState global;
global.PopulateGroupshared(dxbc->GetDXBCByteCode());
State initialState;
CreateShaderDebugStateAndTrace(initialState, traces[destIdx], destIdx, dxbc, refl);
// Fetch constant buffer data from root signature
GatherConstantBuffers(m_pDevice, *dxbc->GetDXBCByteCode(), rs.graphics, refl,
origPSO->PS()->GetMapping(), traces[destIdx]);
{
DebugHit *pHit = pWinnerHit;
rdcarray<ShaderVariable> &ins = traces[destIdx].inputs;
if(!ins.empty() && ins.back().name == "vCoverage")
ins.back().value.u.x = pHit->coverage;
initialState.semantics.coverage = pHit->coverage;
initialState.semantics.primID = pHit->primitive;
initialState.semantics.isFrontFace = pHit->isFrontFace;
uint32_t *data = &pHit->rawdata;
float *pos_ddx = (float *)data;
// ddx(SV_Position.x) MUST be 1.0
if(*pos_ddx != 1.0f)
{
RDCERR("Derivatives invalid");
return empty;
}
data++;
for(size_t i = 0; i < initialValues.size(); i++)
{
int32_t *rawout = NULL;
if(initialValues[i].reg >= 0)
{
ShaderVariable &invar = traces[destIdx].inputs[initialValues[i].reg];
if(initialValues[i].sysattribute == ShaderBuiltin::PrimitiveIndex)
{
invar.value.u.x = pHit->primitive;
}
else if(initialValues[i].sysattribute == ShaderBuiltin::MSAASampleIndex)
{
invar.value.u.x = pHit->sample;
}
else if(initialValues[i].sysattribute == ShaderBuiltin::MSAACoverage)
{
invar.value.u.x = pHit->coverage;
}
else if(initialValues[i].sysattribute == ShaderBuiltin::IsFrontFace)
{
invar.value.u.x = pHit->isFrontFace ? ~0U : 0;
}
else
{
rawout = &invar.value.iv[initialValues[i].elem];
memcpy(rawout, data, initialValues[i].numwords * 4);
}
}
if(initialValues[i].included)
data += initialValues[i].numwords;
}
for(int i = 0; i < 4; i++)
{
if(i != destIdx)
traces[i] = traces[destIdx];
quad[i] = initialState;
quad[i].SetTrace(i, &traces[i]);
if(i != destIdx)
quad[i].SetHelper();
}
// TODO: Handle inputs that were evaluated at sample granularity (MSAA)
ApplyAllDerivatives(global, traces, destIdx, initialValues, (float *)data);
}
rdcarray<ShaderDebugState> states;
dxbc->FillStateInstructionInfo(quad[destIdx]);
states.push_back(quad[destIdx]);
// ping pong between so that we can have 'current' quad to update into new one
State quad2[4];
State *curquad = quad;
State *newquad = quad2;
// marks any threads stalled waiting for others to catch up
bool activeMask[4] = {true, true, true, true};
int cycleCounter = 0;
D3D12MarkerRegion simloop(m_pDevice->GetQueue()->GetReal(), "Simulation Loop");
D3D12DebugAPIWrapper apiWrapper(m_pDevice, dxbc, global);
// simulate lockstep until all threads are finished
bool finished = true;
do
{
for(size_t i = 0; i < 4; i++)
{
if(activeMask[i])
newquad[i] = curquad[i].GetNext(global, &apiWrapper, curquad);
else
newquad[i] = curquad[i];
}
State *a = curquad;
curquad = newquad;
newquad = a;
// if our destination quad is paused don't record multiple identical states.
if(activeMask[destIdx])
{
State &s = curquad[destIdx];
dxbc->FillStateInstructionInfo(s);
states.push_back(s);
}
// we need to make sure that control flow which converges stays in lockstep so that
// derivatives are still valid. While diverged, we don't have to keep threads in lockstep
// since using derivatives is invalid.
// Threads diverge either in ifs, loops, or switches. Due to the nature of the bytecode,
// all threads *must* pass through the same exit instruction for each, there's no jumping
// around with gotos. Note also for the same reason, the only time threads are on earlier
// instructions is if they are still catching up to a thread that has exited the control
// flow.
// So the scheme is as follows:
// * If all threads have the same nextInstruction, just continue we are still in lockstep.
// * If threads are out of lockstep, find any thread which has nextInstruction pointing
// immediately *after* an ENDIF, ENDLOOP or ENDSWITCH. Pointing directly at one is not
// an indication the thread is done, as the next step for an ENDLOOP will jump back to
// the matching LOOP and continue iterating.
// * Pause any thread matching the above until all threads are pointing to the same
// instruction. By the assumption above, all threads will eventually pass through this
// terminating instruction so we just pause any other threads and don't do anything
// until the control flow has converged and we can continue stepping in lockstep.
// mark all threads as active again.
// if we've converged, or we were never diverged, this keeps everything ticking
activeMask[0] = activeMask[1] = activeMask[2] = activeMask[3] = true;
if(curquad[0].nextInstruction != curquad[1].nextInstruction ||
curquad[0].nextInstruction != curquad[2].nextInstruction ||
curquad[0].nextInstruction != curquad[3].nextInstruction)
{
// this isn't *perfect* but it will still eventually continue. We look for the most
// advanced thread, and check to see if it's just finished a control flow. If it has
// then we assume it's at the convergence point and wait for every other thread to
// catch up, pausing any threads that reach the convergence point before others.
// Note this might mean we don't have any threads paused even within divergent flow.
// This is fine and all we care about is pausing to make sure threads don't run ahead
// into code that should be lockstep. We don't care at all about what they do within
// the code that is divergent.
// The reason this isn't perfect is that the most advanced thread could be on an
// inner loop or inner if, not the convergence point, and we could be pausing it
// fruitlessly. Worse still - it could be on a branch none of the other threads will
// take so they will never reach that exact instruction.
// But we know that all threads will eventually go through the convergence point, so
// even in that worst case if we didn't pick the right waiting point, another thread
// will overtake and become the new most advanced thread and the previous waiting
// thread will resume. So in this case we caused a thread to wait more than it should
// have but that's not a big deal as it's within divergent flow so they don't have to
// stay in lockstep. Also if all threads will eventually pass that point we picked,
// we just waited to converge even in technically divergent code which is also
// harmless.
// Phew!
uint32_t convergencePoint = 0;
// find which thread is most advanced
for(size_t i = 0; i < 4; i++)
if(curquad[i].nextInstruction > convergencePoint)
convergencePoint = curquad[i].nextInstruction;
if(convergencePoint > 0)
{
OpcodeType op = dxbc->GetDXBCByteCode()->GetInstruction(convergencePoint - 1).operation;
// if the most advnaced thread hasn't just finished control flow, then all
// threads are still running, so don't converge
if(op != OPCODE_ENDIF && op != OPCODE_ENDLOOP && op != OPCODE_ENDSWITCH)
convergencePoint = 0;
}
// pause any threads at that instruction (could be none)
for(size_t i = 0; i < 4; i++)
if(curquad[i].nextInstruction == convergencePoint)
activeMask[i] = false;
}
finished = curquad[destIdx].Finished();
cycleCounter++;
if(cycleCounter == SHADER_DEBUG_WARN_THRESHOLD)
{
if(PromptDebugTimeout(cycleCounter))
break;
}
} while(!finished);
traces[destIdx].states = states;
traces[destIdx].hasLocals = dxbc->GetDebugInfo() && dxbc->GetDebugInfo()->HasLocals();
dxbc->FillTraceLineInfo(traces[destIdx]);
return traces[destIdx];
}
#endif // D3D12SHADERDEBUG_PIXEL
#if D3D12SHADERDEBUG_THREAD == 0
ShaderDebugTrace D3D12Replay::DebugThread(uint32_t eventId, const uint32_t groupid[3],
const uint32_t threadid[3])
{
RDCUNIMPLEMENTED("Compute shader debugging not yet implemented for D3D12");
ShaderDebugTrace ret;
return ret;
}
#else
ShaderDebugTrace D3D12Replay::DebugThread(uint32_t eventId, const uint32_t groupid[3],
const uint32_t threadid[3])
{
using namespace DXBCBytecode;
using namespace ShaderDebug;
D3D12MarkerRegion simloop(
m_pDevice->GetQueue()->GetReal(),
StringFormat::Fmt("DebugThread @ %u: [%u, %u, %u] (%u, %u, %u)", eventId, groupid[0],
groupid[1], groupid[2], threadid[0], threadid[1], threadid[2]));
ShaderDebugTrace empty;
const D3D12Pipe::State *pipelineState = GetD3D12PipelineState();
const D3D12Pipe::Shader &computeShader = pipelineState->computeShader;
WrappedID3D12Shader *cs =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(computeShader.resourceId);
if(!cs)
return empty;
DXBC::DXBCContainer *dxbc = cs->GetDXBC();
const ShaderReflection &refl = cs->GetDetails();
if(!dxbc)
return empty;
dxbc->GetDisassembly();
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
ShaderDebugTrace ret;
GlobalState global;
global.PopulateGroupshared(dxbc->GetDXBCByteCode());
State initialState;
CreateShaderDebugStateAndTrace(initialState, ret, -1, dxbc, refl);
WrappedID3D12PipelineState *pso =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
GatherConstantBuffers(m_pDevice, *dxbc->GetDXBCByteCode(), rs.compute, refl,
pso->CS()->GetMapping(), ret);
for(int i = 0; i < 3; i++)
{
initialState.semantics.GroupID[i] = groupid[i];
initialState.semantics.ThreadID[i] = threadid[i];
}
rdcarray<ShaderDebugState> states;
dxbc->FillStateInstructionInfo(initialState);
states.push_back((State)initialState);
D3D12DebugAPIWrapper apiWrapper(m_pDevice, dxbc, global);
for(int cycleCounter = 0;; cycleCounter++)
{
if(initialState.Finished())
break;
initialState = initialState.GetNext(global, &apiWrapper, NULL);
dxbc->FillStateInstructionInfo(initialState);
states.push_back((State)initialState);
if(cycleCounter == SHADER_DEBUG_WARN_THRESHOLD)
{
if(PromptDebugTimeout(cycleCounter))
break;
}
}
ret.states = states;
ret.hasLocals = dxbc->GetDebugInfo() && dxbc->GetDebugInfo()->HasLocals();
dxbc->FillTraceLineInfo(ret);
for(size_t i = 0; i < dxbc->GetDXBCByteCode()->GetNumDeclarations(); i++)
{
const DXBCBytecode::Declaration &decl = dxbc->GetDXBCByteCode()->GetDeclaration(i);
if(decl.declaration == OPCODE_DCL_INPUT &&
(decl.operand.type == TYPE_INPUT_THREAD_ID || decl.operand.type == TYPE_INPUT_THREAD_GROUP_ID ||
decl.operand.type == TYPE_INPUT_THREAD_ID_IN_GROUP ||
decl.operand.type == TYPE_INPUT_THREAD_ID_IN_GROUP_FLATTENED))
{
ShaderVariable v;
v.name = decl.operand.toString(dxbc->GetReflection(), ToString::IsDecl);
v.rows = 1;
v.type = VarType::UInt;
switch(decl.operand.type)
{
case TYPE_INPUT_THREAD_GROUP_ID:
memcpy(v.value.uv, initialState.semantics.GroupID, sizeof(uint32_t) * 3);
v.columns = 3;
break;
case TYPE_INPUT_THREAD_ID_IN_GROUP:
memcpy(v.value.uv, initialState.semantics.ThreadID, sizeof(uint32_t) * 3);
v.columns = 3;
break;
case TYPE_INPUT_THREAD_ID:
v.value.u.x = initialState.semantics.GroupID[0] *
dxbc->GetReflection()->DispatchThreadsDimension[0] +
initialState.semantics.ThreadID[0];
v.value.u.y = initialState.semantics.GroupID[1] *
dxbc->GetReflection()->DispatchThreadsDimension[1] +
initialState.semantics.ThreadID[1];
v.value.u.z = initialState.semantics.GroupID[2] *
dxbc->GetReflection()->DispatchThreadsDimension[2] +
initialState.semantics.ThreadID[2];
v.columns = 3;
break;
case TYPE_INPUT_THREAD_ID_IN_GROUP_FLATTENED:
v.value.u.x = initialState.semantics.ThreadID[2] *
dxbc->GetReflection()->DispatchThreadsDimension[0] *
dxbc->GetReflection()->DispatchThreadsDimension[1] +
initialState.semantics.ThreadID[1] *
dxbc->GetReflection()->DispatchThreadsDimension[0] +
initialState.semantics.ThreadID[0];
v.columns = 1;
break;
default: v.columns = 4; break;
}
ret.inputs.push_back(v);
}
}
return ret;
}
#endif // D3D12SHADERDEBUG_THREAD