Files
renderdoc/renderdoc/driver/d3d12/d3d12_debug.cpp
T
2018-01-16 21:00:18 +00:00

1726 lines
57 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2016-2018 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 "d3d12_debug.h"
#include "common/shader_cache.h"
#include "data/resource.h"
#include "driver/dx/official/d3dcompiler.h"
#include "driver/dxgi/dxgi_common.h"
#include "maths/camera.h"
#include "maths/formatpacking.h"
#include "maths/matrix.h"
#include "maths/vec.h"
#include "strings/string_utils.h"
#include "d3d12_command_list.h"
#include "d3d12_command_queue.h"
#include "d3d12_device.h"
#include "d3d12_shader_cache.h"
#include "data/hlsl/debugcbuffers.h"
inline static D3D12_ROOT_PARAMETER1 cbvParam(D3D12_SHADER_VISIBILITY vis, UINT space, UINT reg)
{
D3D12_ROOT_PARAMETER1 ret;
ret.ShaderVisibility = vis;
ret.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
ret.Descriptor.RegisterSpace = space;
ret.Descriptor.ShaderRegister = reg;
ret.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
return ret;
}
inline static D3D12_ROOT_PARAMETER1 constParam(D3D12_SHADER_VISIBILITY vis, UINT space, UINT reg,
UINT num)
{
D3D12_ROOT_PARAMETER1 ret;
ret.ShaderVisibility = vis;
ret.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
ret.Constants.RegisterSpace = space;
ret.Constants.ShaderRegister = reg;
ret.Constants.Num32BitValues = num;
return ret;
}
inline static D3D12_ROOT_PARAMETER1 tableParam(D3D12_SHADER_VISIBILITY vis,
D3D12_DESCRIPTOR_RANGE_TYPE type, UINT space,
UINT basereg, UINT numreg)
{
// this is a super hack but avoids the need to be clumsy with allocation of these structs
static D3D12_DESCRIPTOR_RANGE1 ranges[32] = {};
static int rangeIdx = 0;
D3D12_DESCRIPTOR_RANGE1 &range = ranges[rangeIdx];
rangeIdx = (rangeIdx + 1) % ARRAY_COUNT(ranges);
D3D12_ROOT_PARAMETER1 ret;
ret.ShaderVisibility = vis;
ret.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
ret.DescriptorTable.NumDescriptorRanges = 1;
ret.DescriptorTable.pDescriptorRanges = ⦥
RDCEraseEl(range);
range.RangeType = type;
range.RegisterSpace = space;
range.BaseShaderRegister = basereg;
range.NumDescriptors = numreg;
range.OffsetInDescriptorsFromTableStart = 0;
range.Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
return ret;
}
D3D12DebugManager::D3D12DebugManager(WrappedID3D12Device *wrapper)
{
if(RenderDoc::Inst().GetCrashHandler())
RenderDoc::Inst().GetCrashHandler()->RegisterMemoryRegion(this, sizeof(D3D12DebugManager));
m_pDevice = wrapper;
m_pDevice->InternalRef();
HRESULT hr = S_OK;
D3D12_DESCRIPTOR_HEAP_DESC desc;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
desc.NumDescriptors = 1024;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
hr = m_pDevice->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&rtvHeap);
if(FAILED(hr))
{
RDCERR("Couldn't create RTV descriptor heap! HRESULT: %s", ToStr(hr).c_str());
}
desc.NumDescriptors = 16;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
hr = m_pDevice->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&dsvHeap);
if(FAILED(hr))
{
RDCERR("Couldn't create DSV descriptor heap! HRESULT: %s", ToStr(hr).c_str());
}
desc.NumDescriptors = 4096;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
hr = m_pDevice->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&uavClearHeap);
if(FAILED(hr))
{
RDCERR("Couldn't create CBV/SRV descriptor heap! HRESULT: %s", ToStr(hr).c_str());
}
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = m_pDevice->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap),
(void **)&cbvsrvuavHeap);
if(FAILED(hr))
{
RDCERR("Couldn't create CBV/SRV descriptor heap! HRESULT: %s", ToStr(hr).c_str());
}
desc.NumDescriptors = 16;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
hr = m_pDevice->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&samplerHeap);
if(FAILED(hr))
{
RDCERR("Couldn't create sampler descriptor heap! HRESULT: %s", ToStr(hr).c_str());
}
// create fixed samplers, point and linear
D3D12_CPU_DESCRIPTOR_HANDLE samp;
samp = samplerHeap->GetCPUDescriptorHandleForHeapStart();
D3D12_SAMPLER_DESC sampDesc;
RDCEraseEl(sampDesc);
sampDesc.AddressU = sampDesc.AddressV = sampDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampDesc.MaxAnisotropy = 1;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = FLT_MAX;
sampDesc.MipLODBias = 0.0f;
sampDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
m_pDevice->CreateSampler(&sampDesc, samp);
sampDesc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
samp.ptr += sizeof(D3D12Descriptor);
m_pDevice->CreateSampler(&sampDesc, samp);
static const UINT64 bufsize = 2 * 1024 * 1024;
m_RingConstantBuffer = MakeCBuffer(bufsize);
m_RingConstantOffset = 0;
D3D12ShaderCache *shaderCache = m_pDevice->GetShaderCache();
shaderCache->SetCaching(true);
{
ID3DBlob *root = shaderCache->MakeRootSig(
{
cbvParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0),
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
cbvParam(D3D12_SHADER_VISIBILITY_GEOMETRY, 0, 0),
// push constant CBV
constParam(D3D12_SHADER_VISIBILITY_ALL, 0, 2, 4),
},
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
RDCASSERT(root);
hr = m_pDevice->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&m_CBOnlyRootSig);
SAFE_RELEASE(root);
}
{
std::string meshhlsl = GetEmbeddedResource(debugcbuffers_h) + GetEmbeddedResource(mesh_hlsl);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_MeshVS", D3DCOMPILE_WARNINGS_ARE_ERRORS,
"vs_5_0", &m_MeshVS);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_MeshGS", D3DCOMPILE_WARNINGS_ARE_ERRORS,
"gs_5_0", &m_MeshGS);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_MeshPS", D3DCOMPILE_WARNINGS_ARE_ERRORS,
"ps_5_0", &m_MeshPS);
}
shaderCache->SetCaching(false);
D3D12_RESOURCE_DESC readbackDesc;
readbackDesc.Alignment = 0;
readbackDesc.DepthOrArraySize = 1;
readbackDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
readbackDesc.Format = DXGI_FORMAT_UNKNOWN;
readbackDesc.Height = 1;
readbackDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
readbackDesc.MipLevels = 1;
readbackDesc.SampleDesc.Count = 1;
readbackDesc.SampleDesc.Quality = 0;
readbackDesc.Width = m_ReadbackSize;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &readbackDesc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
__uuidof(ID3D12Resource), (void **)&m_ReadbackBuffer);
m_ReadbackBuffer->SetName(L"m_ReadbackBuffer");
hr = m_pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator), (void **)&m_DebugAlloc);
if(FAILED(hr))
{
RDCERR("Failed to create readback command allocator, HRESULT: %s", ToStr(hr).c_str());
return;
}
hr = m_pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_DebugAlloc, NULL,
__uuidof(ID3D12GraphicsCommandList), (void **)&m_DebugList);
if(FAILED(hr))
{
RDCERR("Failed to create readback command list, HRESULT: %s", ToStr(hr).c_str());
return;
}
if(m_DebugList)
m_DebugList->Close();
}
D3D12DebugManager::~D3D12DebugManager()
{
for(auto it = m_CachedMeshPipelines.begin(); it != m_CachedMeshPipelines.end(); ++it)
for(size_t p = 0; p < MeshDisplayPipelines::ePipe_Count; p++)
SAFE_RELEASE(it->second.pipes[p]);
SAFE_RELEASE(dsvHeap);
SAFE_RELEASE(rtvHeap);
SAFE_RELEASE(cbvsrvuavHeap);
SAFE_RELEASE(uavClearHeap);
SAFE_RELEASE(samplerHeap);
SAFE_RELEASE(m_RingConstantBuffer);
SAFE_RELEASE(m_TexResource);
m_pDevice->InternalRelease();
if(RenderDoc::Inst().GetCrashHandler())
RenderDoc::Inst().GetCrashHandler()->UnregisterMemoryRegion(this);
}
ID3D12Resource *D3D12DebugManager::MakeCBuffer(UINT64 size)
{
ID3D12Resource *ret;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC cbDesc;
cbDesc.Alignment = 0;
cbDesc.DepthOrArraySize = 1;
cbDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
cbDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
cbDesc.Format = DXGI_FORMAT_UNKNOWN;
cbDesc.Height = 1;
cbDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
cbDesc.MipLevels = 1;
cbDesc.SampleDesc.Count = 1;
cbDesc.SampleDesc.Quality = 0;
cbDesc.Width = size;
HRESULT hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &cbDesc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
__uuidof(ID3D12Resource), (void **)&ret);
if(FAILED(hr))
{
RDCERR("Couldn't create cbuffer size %llu! %s", size, ToStr(hr).c_str());
SAFE_RELEASE(ret);
return NULL;
}
return ret;
}
void D3D12DebugManager::FillBuffer(ID3D12Resource *buf, size_t offset, const void *data, size_t size)
{
D3D12_RANGE range = {offset, offset + size};
byte *ptr = NULL;
HRESULT hr = buf->Map(0, &range, (void **)&ptr);
if(FAILED(hr))
{
RDCERR("Can't fill cbuffer HRESULT: %s", ToStr(hr).c_str());
}
else
{
memcpy(ptr + offset, data, size);
buf->Unmap(0, &range);
}
}
D3D12_GPU_VIRTUAL_ADDRESS D3D12DebugManager::UploadConstants(const void *data, size_t size)
{
D3D12_GPU_VIRTUAL_ADDRESS ret = m_RingConstantBuffer->GetGPUVirtualAddress();
if(m_RingConstantOffset + size > m_RingConstantBuffer->GetDesc().Width)
m_RingConstantOffset = 0;
ret += m_RingConstantOffset;
FillBuffer(m_RingConstantBuffer, (size_t)m_RingConstantOffset, data, size);
m_RingConstantOffset += size;
m_RingConstantOffset =
AlignUp(m_RingConstantOffset, (UINT64)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
return ret;
}
ID3D12GraphicsCommandList *D3D12DebugManager::ResetDebugList()
{
m_DebugList->Reset(m_DebugAlloc, NULL);
return m_DebugList;
}
void D3D12DebugManager::ResetDebugAlloc()
{
m_DebugAlloc->Reset();
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetCPUHandle(CBVUAVSRVSlot slot)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret = cbvsrvuavHeap->GetCPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetCPUHandle(RTVSlot slot)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret = rtvHeap->GetCPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetCPUHandle(DSVSlot slot)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret = dsvHeap->GetCPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetGPUHandle(CBVUAVSRVSlot slot)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret = cbvsrvuavHeap->GetGPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetGPUHandle(RTVSlot slot)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret = rtvHeap->GetGPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetGPUHandle(DSVSlot slot)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret = dsvHeap->GetGPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetGPUHandle(SamplerSlot slot)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret = samplerHeap->GetGPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
void D3D12DebugManager::SetDescriptorHeaps(ID3D12GraphicsCommandList *list, bool cbvsrvuav,
bool samplers)
{
ID3D12DescriptorHeap *heaps[] = {cbvsrvuavHeap, samplerHeap};
if(cbvsrvuav && samplers)
{
list->SetDescriptorHeaps(2, heaps);
}
else if(cbvsrvuav)
{
list->SetDescriptorHeaps(1, &heaps[0]);
}
else if(samplers)
{
list->SetDescriptorHeaps(1, &heaps[1]);
}
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetUAVClearHandle(CBVUAVSRVSlot slot)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret = uavClearHeap->GetCPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
void D3D12DebugManager::FillCBufferVariables(const std::string &prefix, size_t &offset, bool flatten,
const std::vector<DXBC::CBufferVariable> &invars,
std::vector<ShaderVariable> &outvars,
const bytebuf &data)
{
using namespace DXBC;
using namespace ShaderDebug;
size_t o = offset;
for(size_t v = 0; v < invars.size(); v++)
{
size_t vec = o + invars[v].descriptor.offset / 16;
size_t comp = (invars[v].descriptor.offset - (invars[v].descriptor.offset & ~0xf)) / 4;
size_t sz = RDCMAX(1U, invars[v].type.descriptor.bytesize / 16);
offset = vec + sz;
string basename = prefix + invars[v].name;
uint32_t rows = invars[v].type.descriptor.rows;
uint32_t cols = invars[v].type.descriptor.cols;
uint32_t elems = RDCMAX(1U, invars[v].type.descriptor.elements);
if(!invars[v].type.members.empty())
{
char buf[64] = {0};
StringFormat::snprintf(buf, 63, "[%d]", elems);
ShaderVariable var;
var.name = basename;
var.rows = var.columns = 0;
var.type = VarType::Float;
std::vector<ShaderVariable> varmembers;
if(elems > 1)
{
for(uint32_t i = 0; i < elems; i++)
{
StringFormat::snprintf(buf, 63, "[%d]", i);
if(flatten)
{
FillCBufferVariables(basename + buf + ".", vec, flatten, invars[v].type.members,
outvars, data);
}
else
{
ShaderVariable vr;
vr.name = basename + buf;
vr.rows = vr.columns = 0;
vr.type = VarType::Float;
std::vector<ShaderVariable> mems;
FillCBufferVariables("", vec, flatten, invars[v].type.members, mems, data);
vr.isStruct = true;
vr.members = mems;
varmembers.push_back(vr);
}
}
var.isStruct = false;
}
else
{
var.isStruct = true;
if(flatten)
FillCBufferVariables(basename + ".", vec, flatten, invars[v].type.members, outvars, data);
else
FillCBufferVariables("", vec, flatten, invars[v].type.members, varmembers, data);
}
if(!flatten)
{
var.members = varmembers;
outvars.push_back(var);
}
continue;
}
if(invars[v].type.descriptor.varClass == CLASS_OBJECT ||
invars[v].type.descriptor.varClass == CLASS_STRUCT ||
invars[v].type.descriptor.varClass == CLASS_INTERFACE_CLASS ||
invars[v].type.descriptor.varClass == CLASS_INTERFACE_POINTER)
{
RDCWARN("Unexpected variable '%s' of class '%u' in cbuffer, skipping.",
invars[v].name.c_str(), invars[v].type.descriptor.type);
continue;
}
size_t elemByteSize = 4;
VarType type = VarType::Float;
switch(invars[v].type.descriptor.type)
{
case VARTYPE_MIN12INT:
case VARTYPE_MIN16INT:
case VARTYPE_INT: type = VarType::Int; break;
case VARTYPE_MIN8FLOAT:
case VARTYPE_MIN10FLOAT:
case VARTYPE_MIN16FLOAT:
case VARTYPE_FLOAT: type = VarType::Float; break;
case VARTYPE_BOOL:
case VARTYPE_UINT:
case VARTYPE_UINT8:
case VARTYPE_MIN16UINT: type = VarType::UInt; break;
case VARTYPE_DOUBLE:
elemByteSize = 8;
type = VarType::Double;
break;
default:
RDCERR("Unexpected type %d for variable '%s' in cbuffer", invars[v].type.descriptor.type,
invars[v].name.c_str());
}
bool columnMajor = invars[v].type.descriptor.varClass == CLASS_MATRIX_COLUMNS;
size_t outIdx = vec;
if(!flatten)
{
outIdx = outvars.size();
outvars.resize(RDCMAX(outIdx + 1, outvars.size()));
}
else
{
if(columnMajor)
outvars.resize(RDCMAX(outIdx + cols * elems, outvars.size()));
else
outvars.resize(RDCMAX(outIdx + rows * elems, outvars.size()));
}
size_t dataOffset = vec * sizeof(Vec4f) + comp * sizeof(float);
if(!outvars[outIdx].name.empty())
{
RDCASSERT(flatten);
RDCASSERT(outvars[vec].rows == 1);
RDCASSERT(outvars[vec].columns == comp);
RDCASSERT(rows == 1);
std::string combinedName = outvars[outIdx].name.c_str();
combinedName += ", " + basename;
outvars[outIdx].name = combinedName;
outvars[outIdx].rows = 1;
outvars[outIdx].isStruct = false;
outvars[outIdx].columns += cols;
if(dataOffset < data.size())
{
const byte *d = &data[dataOffset];
memcpy(&outvars[outIdx].value.uv[comp], d,
RDCMIN(data.size() - dataOffset, elemByteSize * cols));
}
}
else
{
outvars[outIdx].name = basename;
outvars[outIdx].rows = 1;
outvars[outIdx].type = type;
outvars[outIdx].isStruct = false;
outvars[outIdx].columns = cols;
ShaderVariable &var = outvars[outIdx];
bool isArray = invars[v].type.descriptor.elements > 1;
if(rows * elems == 1)
{
if(dataOffset < data.size())
{
const byte *d = &data[dataOffset];
memcpy(&outvars[outIdx].value.uv[flatten ? comp : 0], d,
RDCMIN(data.size() - dataOffset, elemByteSize * cols));
}
}
else if(!isArray && !flatten)
{
outvars[outIdx].rows = rows;
if(dataOffset < data.size())
{
const byte *d = &data[dataOffset];
RDCASSERT(rows <= 4 && rows * cols <= 16);
if(columnMajor)
{
uint32_t tmp[16] = {0};
// matrices always have 4 columns, for padding reasons (the same reason arrays
// put every element on a new vec4)
for(uint32_t c = 0; c < cols; c++)
{
size_t srcoffs = 4 * elemByteSize * c;
size_t dstoffs = rows * elemByteSize * c;
memcpy((byte *)(tmp) + dstoffs, d + srcoffs,
RDCMIN(data.size() - dataOffset + srcoffs, elemByteSize * rows));
}
// transpose
for(size_t r = 0; r < rows; r++)
for(size_t c = 0; c < cols; c++)
outvars[outIdx].value.uv[r * cols + c] = tmp[c * rows + r];
}
else // CLASS_MATRIX_ROWS or other data not to transpose.
{
// matrices always have 4 columns, for padding reasons (the same reason arrays
// put every element on a new vec4)
for(uint32_t r = 0; r < rows; r++)
{
size_t srcoffs = 4 * elemByteSize * r;
size_t dstoffs = cols * elemByteSize * r;
memcpy((byte *)(&outvars[outIdx].value.uv[0]) + dstoffs, d + srcoffs,
RDCMIN(data.size() - dataOffset + srcoffs, elemByteSize * cols));
}
}
}
}
else if(rows * elems > 1)
{
char buf[64] = {0};
var.name = outvars[outIdx].name;
vector<ShaderVariable> varmembers;
vector<ShaderVariable> *out = &outvars;
size_t rowCopy = 1;
uint32_t registers = rows;
uint32_t regLen = cols;
const char *regName = "row";
std::string base = outvars[outIdx].name.c_str();
if(!flatten)
{
var.rows = 0;
var.columns = 0;
outIdx = 0;
out = &varmembers;
varmembers.resize(elems);
rowCopy = rows;
rows = 1;
registers = 1;
}
else
{
if(columnMajor)
{
registers = cols;
regLen = rows;
regName = "col";
}
}
size_t rowDataOffset = vec * sizeof(Vec4f);
for(size_t r = 0; r < registers * elems; r++)
{
if(isArray && registers > 1)
StringFormat::snprintf(buf, 63, "[%d].%s%d", r / registers, regName, r % registers);
else if(registers > 1)
StringFormat::snprintf(buf, 63, ".%s%d", regName, r);
else
StringFormat::snprintf(buf, 63, "[%d]", r);
(*out)[outIdx + r].name = base + buf;
(*out)[outIdx + r].rows = (uint32_t)rowCopy;
(*out)[outIdx + r].type = type;
(*out)[outIdx + r].isStruct = false;
(*out)[outIdx + r].columns = regLen;
size_t totalSize = 0;
if(flatten)
{
totalSize = elemByteSize * regLen;
}
else
{
// in a matrix, each major element before the last takes up a full
// vec4 at least
size_t vecSize = elemByteSize * 4;
if(columnMajor)
totalSize = vecSize * (cols - 1) + elemByteSize * rowCopy;
else
totalSize = vecSize * (rowCopy - 1) + elemByteSize * cols;
}
if((rowDataOffset % sizeof(Vec4f) != 0) &&
(rowDataOffset / sizeof(Vec4f) != (rowDataOffset + totalSize) / sizeof(Vec4f)))
{
rowDataOffset = AlignUp(rowDataOffset, sizeof(Vec4f));
}
if(rowDataOffset < data.size())
{
const byte *d = &data[rowDataOffset];
memcpy(&((*out)[outIdx + r].value.uv[0]), d,
RDCMIN(data.size() - rowDataOffset, totalSize));
if(!flatten && columnMajor)
{
ShaderVariable tmp = (*out)[outIdx + r];
size_t transposeRows = rowCopy > 1 ? 4 : 1;
// transpose
for(size_t ri = 0; ri < transposeRows; ri++)
for(size_t ci = 0; ci < cols; ci++)
(*out)[outIdx + r].value.uv[ri * cols + ci] = tmp.value.uv[ci * transposeRows + ri];
}
}
if(flatten)
{
rowDataOffset += sizeof(Vec4f);
}
else
{
if(columnMajor)
rowDataOffset += sizeof(Vec4f) * (cols - 1) + sizeof(float) * rowCopy;
else
rowDataOffset += sizeof(Vec4f) * (rowCopy - 1) + sizeof(float) * cols;
}
}
if(!flatten)
{
var.isStruct = false;
var.members = varmembers;
}
}
}
}
}
void D3D12DebugManager::GetBufferData(ID3D12Resource *buffer, uint64_t offset, uint64_t length,
bytebuf &ret)
{
if(buffer == NULL)
return;
D3D12_RESOURCE_DESC desc = buffer->GetDesc();
D3D12_HEAP_PROPERTIES heapProps;
buffer->GetHeapProperties(&heapProps, NULL);
if(offset >= desc.Width)
{
// can't read past the end of the buffer, return empty
return;
}
if(length == 0)
{
length = desc.Width - offset;
}
if(length > 0 && offset + length > desc.Width)
{
RDCWARN("Attempting to read off the end of the buffer (%llu %llu). Will be clamped (%llu)",
offset, length, desc.Width);
length = RDCMIN(length, desc.Width - offset);
}
#if DISABLED(RDOC_X64)
if(offset + length > 0xfffffff)
{
RDCERR("Trying to read back too much data on 32-bit build. Try running on 64-bit.");
return;
}
#endif
uint64_t outOffs = 0;
ret.resize((size_t)length);
// directly CPU mappable (and possibly invalid to transition and copy from), so just memcpy
if(heapProps.Type == D3D12_HEAP_TYPE_UPLOAD || heapProps.Type == D3D12_HEAP_TYPE_READBACK)
{
D3D12_RANGE range = {(size_t)offset, size_t(offset + length)};
byte *data = NULL;
HRESULT hr = buffer->Map(0, &range, (void **)&data);
if(FAILED(hr))
{
RDCERR("Failed to map buffer directly for readback HRESULT: %s", ToStr(hr).c_str());
return;
}
memcpy(&ret[0], data + offset, (size_t)length);
range.Begin = range.End = 0;
buffer->Unmap(0, &range);
return;
}
m_DebugList->Reset(m_DebugAlloc, NULL);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Transition.pResource = buffer;
barrier.Transition.StateBefore = m_pDevice->GetSubresourceStates(GetResID(buffer))[0];
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
if(barrier.Transition.StateBefore != D3D12_RESOURCE_STATE_COPY_SOURCE)
m_DebugList->ResourceBarrier(1, &barrier);
while(length > 0)
{
uint64_t chunkSize = RDCMIN(length, m_ReadbackSize);
m_DebugList->CopyBufferRegion(m_ReadbackBuffer, 0, buffer, offset, chunkSize);
m_DebugList->Close();
ID3D12CommandList *l = m_DebugList;
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
m_pDevice->GPUSync();
m_DebugAlloc->Reset();
D3D12_RANGE range = {0, (size_t)chunkSize};
void *data = NULL;
HRESULT hr = m_ReadbackBuffer->Map(0, &range, &data);
if(FAILED(hr))
{
RDCERR("Failed to map bufferdata buffer HRESULT: %s", ToStr(hr).c_str());
return;
}
else
{
memcpy(&ret[(size_t)outOffs], data, (size_t)chunkSize);
range.End = 0;
m_ReadbackBuffer->Unmap(0, &range);
}
outOffs += chunkSize;
length -= chunkSize;
m_DebugList->Reset(m_DebugAlloc, NULL);
}
if(barrier.Transition.StateBefore != D3D12_RESOURCE_STATE_COPY_SOURCE)
{
std::swap(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
m_DebugList->ResourceBarrier(1, &barrier);
}
m_DebugList->Close();
ID3D12CommandList *l = m_DebugList;
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
m_pDevice->GPUSync();
m_DebugAlloc->Reset();
}
void D3D12Replay::GeneralMisc::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
D3D12ShaderCache *shaderCache = device->GetShaderCache();
shaderCache->SetCaching(true);
{
D3D12_RESOURCE_DESC readbackDesc;
readbackDesc.Alignment = 0;
readbackDesc.DepthOrArraySize = 1;
readbackDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
readbackDesc.Format = DXGI_FORMAT_UNKNOWN;
readbackDesc.Height = 1;
readbackDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
readbackDesc.MipLevels = 1;
readbackDesc.SampleDesc.Count = 1;
readbackDesc.SampleDesc.Quality = 0;
readbackDesc.Width = 4096;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
hr = device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &readbackDesc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
__uuidof(ID3D12Resource), (void **)&ResultReadbackBuffer);
ResultReadbackBuffer->SetName(L"m_ResultReadbackBuffer");
if(FAILED(hr))
{
RDCERR("Failed to create readback buffer, HRESULT: %s", ToStr(hr).c_str());
return;
}
}
{
ID3DBlob *root = shaderCache->MakeRootSig(
{
cbvParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0),
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
cbvParam(D3D12_SHADER_VISIBILITY_GEOMETRY, 0, 0),
// push constant CBV
constParam(D3D12_SHADER_VISIBILITY_ALL, 0, 2, 4),
},
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
RDCASSERT(root);
hr = device->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&ConstOnlyRootSig);
SAFE_RELEASE(root);
}
{
std::string displayhlsl = GetEmbeddedResource(debugcbuffers_h);
displayhlsl += GetEmbeddedResource(debugcommon_hlsl);
displayhlsl += GetEmbeddedResource(debugdisplay_hlsl);
ID3DBlob *FullscreenVS = NULL;
ID3DBlob *CheckerboardPS = NULL;
ID3DBlob *FixedColPS = NULL;
shaderCache->GetShaderBlob(displayhlsl.c_str(), "RENDERDOC_FullscreenVS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "vs_5_0", &FullscreenVS);
shaderCache->GetShaderBlob(displayhlsl.c_str(), "RENDERDOC_CheckerboardPS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "ps_5_0", &CheckerboardPS);
shaderCache->GetShaderBlob(displayhlsl.c_str(), "RENDERDOC_OutlinePS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "ps_5_0", &FixedColPS);
RDCASSERT(CheckerboardPS);
RDCASSERT(FullscreenVS);
RDCASSERT(FixedColPS);
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc = {};
pipeDesc.pRootSignature = ConstOnlyRootSig;
pipeDesc.VS.BytecodeLength = FullscreenVS->GetBufferSize();
pipeDesc.VS.pShaderBytecode = FullscreenVS->GetBufferPointer();
pipeDesc.PS.BytecodeLength = CheckerboardPS->GetBufferSize();
pipeDesc.PS.pShaderBytecode = CheckerboardPS->GetBufferPointer();
pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeDesc.SampleMask = 0xFFFFFFFF;
pipeDesc.SampleDesc.Count = 1;
pipeDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeDesc.NumRenderTargets = 1;
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
pipeDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
pipeDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
pipeDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&CheckerboardPipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_CheckerboardPipe! HRESULT: %s", ToStr(hr).c_str());
}
pipeDesc.SampleDesc.Count = D3D12_MSAA_SAMPLECOUNT;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&CheckerboardMSAAPipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_CheckerboardMSAAPipe! HRESULT: %s", ToStr(hr).c_str());
}
pipeDesc.SampleDesc.Count = 1;
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R16G16B16A16_UNORM;
pipeDesc.PS.BytecodeLength = FixedColPS->GetBufferSize();
pipeDesc.PS.pShaderBytecode = FixedColPS->GetBufferPointer();
pipeDesc.BlendState.RenderTarget[0].BlendEnable = TRUE;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&FixedColPipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_OutlinePipe! HRESULT: %s", ToStr(hr).c_str());
}
RDCASSERT(CheckerboardPS);
RDCASSERT(FullscreenVS);
RDCASSERT(FixedColPS);
}
shaderCache->SetCaching(false);
}
void D3D12Replay::GeneralMisc::Release()
{
SAFE_RELEASE(ResultReadbackBuffer);
SAFE_RELEASE(ConstOnlyRootSig);
SAFE_RELEASE(CheckerboardPipe);
SAFE_RELEASE(CheckerboardMSAAPipe);
SAFE_RELEASE(FixedColPipe);
}
void D3D12Replay::TextureRendering::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
D3D12ShaderCache *shaderCache = device->GetShaderCache();
shaderCache->SetCaching(true);
{
ID3DBlob *root = shaderCache->MakeRootSig({
cbvParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0), cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
// display SRVs
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 32),
// samplers
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 0, 2),
});
RDCASSERT(root);
hr = device->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&RootSig);
SAFE_RELEASE(root);
}
{
std::string displayhlsl = GetEmbeddedResource(debugcbuffers_h);
displayhlsl += GetEmbeddedResource(debugcommon_hlsl);
displayhlsl += GetEmbeddedResource(debugdisplay_hlsl);
ID3DBlob *TexDisplayPS = NULL;
shaderCache->GetShaderBlob(displayhlsl.c_str(), "RENDERDOC_DebugVS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "vs_5_0", &VS);
RDCASSERT(VS);
shaderCache->GetShaderBlob(displayhlsl.c_str(), "RENDERDOC_TexDisplayPS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "ps_5_0", &TexDisplayPS);
RDCASSERT(TexDisplayPS);
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc = {};
pipeDesc.pRootSignature = RootSig;
pipeDesc.VS.BytecodeLength = VS->GetBufferSize();
pipeDesc.VS.pShaderBytecode = VS->GetBufferPointer();
pipeDesc.PS.BytecodeLength = TexDisplayPS->GetBufferSize();
pipeDesc.PS.pShaderBytecode = TexDisplayPS->GetBufferPointer();
pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeDesc.SampleMask = 0xFFFFFFFF;
pipeDesc.SampleDesc.Count = 1;
pipeDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeDesc.NumRenderTargets = 1;
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
pipeDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
pipeDesc.BlendState.RenderTarget[0].BlendEnable = TRUE;
pipeDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&BlendPipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TexDisplayBlendPipe! HRESULT: %s", ToStr(hr).c_str());
}
pipeDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&SRGBPipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TexDisplayPipe! HRESULT: %s", ToStr(hr).c_str());
}
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&LinearPipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TexDisplayPipe! HRESULT: %s", ToStr(hr).c_str());
}
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R32G32B32A32_FLOAT;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&F32Pipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TexDisplayF32Pipe! HRESULT: %s", ToStr(hr).c_str());
}
SAFE_RELEASE(TexDisplayPS);
}
shaderCache->SetCaching(false);
}
void D3D12Replay::TextureRendering::Release()
{
SAFE_RELEASE(BlendPipe);
SAFE_RELEASE(SRGBPipe);
SAFE_RELEASE(LinearPipe);
SAFE_RELEASE(F32Pipe);
SAFE_RELEASE(RootSig);
SAFE_RELEASE(VS);
}
void D3D12Replay::OverlayRendering::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
D3D12ShaderCache *shaderCache = device->GetShaderCache();
shaderCache->SetCaching(true);
{
std::string meshhlsl = GetEmbeddedResource(debugcbuffers_h) + GetEmbeddedResource(mesh_hlsl);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_TriangleSizeGS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "gs_5_0", &TriangleSizeGS);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_TriangleSizePS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "ps_5_0", &TriangleSizePS);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_MeshVS", D3DCOMPILE_WARNINGS_ARE_ERRORS,
"vs_5_0", &MeshVS);
std::string displayhlsl = GetEmbeddedResource(debugcbuffers_h);
displayhlsl += GetEmbeddedResource(debugcommon_hlsl);
displayhlsl += GetEmbeddedResource(debugdisplay_hlsl);
shaderCache->GetShaderBlob(displayhlsl.c_str(), "RENDERDOC_QuadOverdrawPS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "ps_5_0", &QuadOverdrawWritePS);
}
{
ID3DBlob *root = shaderCache->MakeRootSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
// quad overdraw results SRV
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1),
});
RDCASSERT(root);
hr = device->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&QuadResolveRootSig);
SAFE_RELEASE(root);
}
{
std::string displayhlsl = GetEmbeddedResource(debugcbuffers_h);
displayhlsl += GetEmbeddedResource(debugcommon_hlsl);
displayhlsl += GetEmbeddedResource(debugdisplay_hlsl);
ID3DBlob *FullscreenVS = NULL;
shaderCache->GetShaderBlob(displayhlsl.c_str(), "RENDERDOC_FullscreenVS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "vs_5_0", &FullscreenVS);
RDCASSERT(FullscreenVS);
ID3DBlob *QOResolvePS = NULL;
shaderCache->GetShaderBlob(displayhlsl.c_str(), "RENDERDOC_QOResolvePS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "ps_5_0", &QOResolvePS);
RDCASSERT(QOResolvePS);
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc = {};
pipeDesc.pRootSignature = QuadResolveRootSig;
pipeDesc.VS.BytecodeLength = FullscreenVS->GetBufferSize();
pipeDesc.VS.pShaderBytecode = FullscreenVS->GetBufferPointer();
pipeDesc.PS.BytecodeLength = QOResolvePS->GetBufferSize();
pipeDesc.PS.pShaderBytecode = QOResolvePS->GetBufferPointer();
pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeDesc.SampleMask = 0xFFFFFFFF;
pipeDesc.SampleDesc.Count = 1;
pipeDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeDesc.NumRenderTargets = 1;
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R16G16B16A16_UNORM;
pipeDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
pipeDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
pipeDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&QuadResolvePipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_QuadResolvePipe! HRESULT: %s", ToStr(hr).c_str());
}
SAFE_RELEASE(FullscreenVS);
SAFE_RELEASE(QOResolvePS);
}
shaderCache->SetCaching(false);
}
void D3D12Replay::OverlayRendering::Release()
{
SAFE_RELEASE(TriangleSizeGS);
SAFE_RELEASE(TriangleSizePS);
SAFE_RELEASE(QuadOverdrawWritePS);
SAFE_RELEASE(QuadResolveRootSig);
SAFE_RELEASE(QuadResolvePipe);
SAFE_RELEASE(Texture);
}
void D3D12Replay::VertexPicking::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
D3D12ShaderCache *shaderCache = device->GetShaderCache();
shaderCache->SetCaching(true);
VB = NULL;
VBSize = 0;
{
ID3DBlob *root = shaderCache->MakeRootSig({
cbvParam(D3D12_SHADER_VISIBILITY_ALL, 0, 0),
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 2),
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1),
});
RDCASSERT(root);
hr = device->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&RootSig);
SAFE_RELEASE(root);
}
{
std::string meshhlsl = GetEmbeddedResource(debugcbuffers_h) + GetEmbeddedResource(mesh_hlsl);
ID3DBlob *meshPickCS;
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_MeshPickCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "cs_5_0", &meshPickCS);
RDCASSERT(meshPickCS);
D3D12_COMPUTE_PIPELINE_STATE_DESC compPipeDesc = {};
compPipeDesc.pRootSignature = RootSig;
compPipeDesc.CS.BytecodeLength = meshPickCS->GetBufferSize();
compPipeDesc.CS.pShaderBytecode = meshPickCS->GetBufferPointer();
hr = device->CreateComputePipelineState(&compPipeDesc, __uuidof(ID3D12PipelineState),
(void **)&Pipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_MeshPickPipe! HRESULT: %s", ToStr(hr).c_str());
}
SAFE_RELEASE(meshPickCS);
}
{
D3D12_RESOURCE_DESC pickResultDesc = {};
pickResultDesc.Alignment = 0;
pickResultDesc.DepthOrArraySize = 1;
pickResultDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
pickResultDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
pickResultDesc.Format = DXGI_FORMAT_UNKNOWN;
pickResultDesc.Height = 1;
pickResultDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
pickResultDesc.MipLevels = 1;
pickResultDesc.SampleDesc.Count = 1;
pickResultDesc.SampleDesc.Quality = 0;
// add an extra 64 bytes for the counter at the start
pickResultDesc.Width = MaxMeshPicks * sizeof(Vec4f) + 64;
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;
hr = device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &pickResultDesc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
__uuidof(ID3D12Resource), (void **)&ResultBuf);
ResultBuf->SetName(L"m_PickResultBuf");
if(FAILED(hr))
{
RDCERR("Failed to create tile buffer for min/max, HRESULT: %s", ToStr(hr).c_str());
}
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uavDesc.Format = DXGI_FORMAT_UNKNOWN;
uavDesc.Buffer.CounterOffsetInBytes = 0;
// start with elements after the counter
uavDesc.Buffer.FirstElement = 64 / sizeof(Vec4f);
uavDesc.Buffer.NumElements = MaxMeshPicks;
uavDesc.Buffer.StructureByteStride = sizeof(Vec4f);
device->CreateUnorderedAccessView(ResultBuf, ResultBuf, &uavDesc,
debug->GetCPUHandle(PICK_RESULT_UAV));
device->CreateUnorderedAccessView(ResultBuf, ResultBuf, &uavDesc,
debug->GetUAVClearHandle(PICK_RESULT_UAV));
// this UAV is used for clearing everything back to 0
uavDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
uavDesc.Buffer.FirstElement = 0;
uavDesc.Buffer.NumElements = MaxMeshPicks + 64 / sizeof(Vec4f);
uavDesc.Buffer.StructureByteStride = 0;
device->CreateUnorderedAccessView(ResultBuf, NULL, &uavDesc,
debug->GetCPUHandle(PICK_RESULT_CLEAR_UAV));
device->CreateUnorderedAccessView(ResultBuf, NULL, &uavDesc,
debug->GetUAVClearHandle(PICK_RESULT_CLEAR_UAV));
}
shaderCache->SetCaching(false);
}
void D3D12Replay::VertexPicking::Release()
{
SAFE_RELEASE(VB);
SAFE_RELEASE(ResultBuf);
SAFE_RELEASE(RootSig);
SAFE_RELEASE(Pipe);
}
void D3D12Replay::PixelPicking::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
{
D3D12_RESOURCE_DESC pickPixelDesc = {};
pickPixelDesc.Alignment = 0;
pickPixelDesc.DepthOrArraySize = 1;
pickPixelDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
pickPixelDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
pickPixelDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
pickPixelDesc.Height = 1;
pickPixelDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
pickPixelDesc.MipLevels = 1;
pickPixelDesc.SampleDesc.Count = 1;
pickPixelDesc.SampleDesc.Quality = 0;
pickPixelDesc.Width = 1;
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;
hr = device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &pickPixelDesc,
D3D12_RESOURCE_STATE_RENDER_TARGET, NULL,
__uuidof(ID3D12Resource), (void **)&Texture);
Texture->SetName(L"m_PickPixelTex");
if(FAILED(hr))
{
RDCERR("Failed to create rendering texture for pixel picking, HRESULT: %s", ToStr(hr).c_str());
return;
}
D3D12_CPU_DESCRIPTOR_HANDLE rtv = debug->GetCPUHandle(PICK_PIXEL_RTV);
device->CreateRenderTargetView(Texture, NULL, rtv);
}
}
void D3D12Replay::PixelPicking::Release()
{
SAFE_RELEASE(Texture);
}
void D3D12Replay::HistogramMinMax::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
D3D12ShaderCache *shaderCache = device->GetShaderCache();
shaderCache->SetCaching(true);
{
ID3DBlob *root = shaderCache->MakeRootSig({
cbvParam(D3D12_SHADER_VISIBILITY_ALL, 0, 0),
// texture SRVs
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 32),
// samplers
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 0, 2),
// UAVs
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 3),
});
RDCASSERT(root);
hr = device->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&HistogramRootSig);
SAFE_RELEASE(root);
}
{
std::string histogramhlsl = GetEmbeddedResource(debugcbuffers_h);
histogramhlsl += GetEmbeddedResource(debugcommon_hlsl);
histogramhlsl += GetEmbeddedResource(histogram_hlsl);
D3D12_COMPUTE_PIPELINE_STATE_DESC compPipeDesc = {};
compPipeDesc.pRootSignature = HistogramRootSig;
for(int t = RESTYPE_TEX1D; t <= RESTYPE_TEX2D_MS; t++)
{
// skip unused cube slot
if(t == 8)
continue;
// float, uint, sint
for(int i = 0; i < 3; i++)
{
ID3DBlob *tile = NULL;
ID3DBlob *result = NULL;
ID3DBlob *histogram = NULL;
string hlsl = string("#define SHADER_RESTYPE ") + ToStr(t) + "\n";
hlsl += string("#define UINT_TEX ") + (i == 1 ? "1" : "0") + "\n";
hlsl += string("#define SINT_TEX ") + (i == 2 ? "1" : "0") + "\n";
hlsl += histogramhlsl;
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_TileMinMaxCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "cs_5_0", &tile);
compPipeDesc.CS.BytecodeLength = tile->GetBufferSize();
compPipeDesc.CS.pShaderBytecode = tile->GetBufferPointer();
hr = device->CreateComputePipelineState(&compPipeDesc, __uuidof(ID3D12PipelineState),
(void **)&TileMinMaxPipe[t][i]);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TileMinMaxPipe! HRESULT: %s", ToStr(hr).c_str());
}
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_HistogramCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "cs_5_0", &histogram);
compPipeDesc.CS.BytecodeLength = histogram->GetBufferSize();
compPipeDesc.CS.pShaderBytecode = histogram->GetBufferPointer();
hr = device->CreateComputePipelineState(&compPipeDesc, __uuidof(ID3D12PipelineState),
(void **)&HistogramPipe[t][i]);
if(FAILED(hr))
{
RDCERR("Couldn't create m_HistogramPipe! HRESULT: %s", ToStr(hr).c_str());
}
if(t == 1)
{
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_ResultMinMaxCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, "cs_5_0", &result);
compPipeDesc.CS.BytecodeLength = result->GetBufferSize();
compPipeDesc.CS.pShaderBytecode = result->GetBufferPointer();
hr = device->CreateComputePipelineState(&compPipeDesc, __uuidof(ID3D12PipelineState),
(void **)&ResultMinMaxPipe[i]);
if(FAILED(hr))
{
RDCERR("Couldn't create m_HistogramPipe! HRESULT: %s", ToStr(hr).c_str());
}
}
SAFE_RELEASE(tile);
SAFE_RELEASE(histogram);
SAFE_RELEASE(result);
}
}
}
{
const uint64_t maxTexDim = 16384;
const uint64_t blockPixSize = HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK;
const uint64_t maxBlocksNeeded = (maxTexDim * maxTexDim) / (blockPixSize * blockPixSize);
D3D12_RESOURCE_DESC minmaxDesc = {};
minmaxDesc.Alignment = 0;
minmaxDesc.DepthOrArraySize = 1;
minmaxDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
minmaxDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
minmaxDesc.Format = DXGI_FORMAT_UNKNOWN;
minmaxDesc.Height = 1;
minmaxDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
minmaxDesc.MipLevels = 1;
minmaxDesc.SampleDesc.Count = 1;
minmaxDesc.SampleDesc.Quality = 0;
minmaxDesc.Width =
2 * sizeof(Vec4f) * HGRAM_TILES_PER_BLOCK * HGRAM_TILES_PER_BLOCK * maxBlocksNeeded;
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;
hr = device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &minmaxDesc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
__uuidof(ID3D12Resource), (void **)&MinMaxTileBuffer);
MinMaxTileBuffer->SetName(L"m_MinMaxTileBuffer");
if(FAILED(hr))
{
RDCERR("Failed to create tile buffer for min/max, HRESULT: %s", ToStr(hr).c_str());
return;
}
D3D12_CPU_DESCRIPTOR_HANDLE uav = debug->GetCPUHandle(MINMAX_TILE_UAVS);
D3D12_UNORDERED_ACCESS_VIEW_DESC tileDesc = {};
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
tileDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
tileDesc.Buffer.FirstElement = 0;
tileDesc.Buffer.NumElements = UINT(minmaxDesc.Width / sizeof(Vec4f));
device->CreateUnorderedAccessView(MinMaxTileBuffer, NULL, &tileDesc, uav);
uav.ptr += sizeof(D3D12Descriptor);
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
device->CreateUnorderedAccessView(MinMaxTileBuffer, NULL, &tileDesc, uav);
uav.ptr += sizeof(D3D12Descriptor);
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_SINT;
device->CreateUnorderedAccessView(MinMaxTileBuffer, NULL, &tileDesc, uav);
uav = debug->GetCPUHandle(HISTOGRAM_UAV);
// re-use the tile buffer for histogram
tileDesc.Format = DXGI_FORMAT_R32_UINT;
tileDesc.Buffer.NumElements = HGRAM_NUM_BUCKETS;
device->CreateUnorderedAccessView(MinMaxTileBuffer, NULL, &tileDesc, uav);
device->CreateUnorderedAccessView(MinMaxTileBuffer, NULL, &tileDesc,
debug->GetUAVClearHandle(HISTOGRAM_UAV));
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = UINT(minmaxDesc.Width / sizeof(Vec4f));
D3D12_CPU_DESCRIPTOR_HANDLE srv = debug->GetCPUHandle(MINMAX_TILE_SRVS);
device->CreateShaderResourceView(MinMaxTileBuffer, &srvDesc, srv);
srv.ptr += sizeof(D3D12Descriptor);
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
device->CreateShaderResourceView(MinMaxTileBuffer, &srvDesc, srv);
srv.ptr += sizeof(D3D12Descriptor);
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_SINT;
device->CreateShaderResourceView(MinMaxTileBuffer, &srvDesc, srv);
minmaxDesc.Width = 2 * sizeof(Vec4f);
hr = device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &minmaxDesc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
__uuidof(ID3D12Resource), (void **)&MinMaxResultBuffer);
MinMaxResultBuffer->SetName(L"m_MinMaxResultBuffer");
if(FAILED(hr))
{
RDCERR("Failed to create result buffer for min/max, HRESULT: %s", ToStr(hr).c_str());
return;
}
uav = debug->GetCPUHandle(MINMAX_RESULT_UAVS);
tileDesc.Buffer.NumElements = 2;
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
device->CreateUnorderedAccessView(MinMaxResultBuffer, NULL, &tileDesc, uav);
uav.ptr += sizeof(D3D12Descriptor);
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
device->CreateUnorderedAccessView(MinMaxResultBuffer, NULL, &tileDesc, uav);
uav.ptr += sizeof(D3D12Descriptor);
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_SINT;
device->CreateUnorderedAccessView(MinMaxResultBuffer, NULL, &tileDesc, uav);
}
shaderCache->SetCaching(false);
}
void D3D12Replay::HistogramMinMax::Release()
{
SAFE_RELEASE(HistogramRootSig);
for(int t = RESTYPE_TEX1D; t <= RESTYPE_TEX2D_MS; t++)
{
for(int i = 0; i < 3; i++)
{
SAFE_RELEASE(TileMinMaxPipe[t][i]);
SAFE_RELEASE(HistogramPipe[t][i]);
if(t == RESTYPE_TEX1D)
SAFE_RELEASE(ResultMinMaxPipe[i]);
}
}
SAFE_RELEASE(MinMaxResultBuffer);
SAFE_RELEASE(MinMaxTileBuffer);
}