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renderdoc/qrenderdoc/Windows/PipelineState/D3D11PipelineStateViewer.cpp
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/******************************************************************************
* 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 "D3D11PipelineStateViewer.h"
#include <float.h>
#include <QMouseEvent>
#include <QScrollBar>
#include <QXmlStreamWriter>
#include "3rdparty/flowlayout/FlowLayout.h"
#include "3rdparty/toolwindowmanager/ToolWindowManager.h"
#include "Code/Resources.h"
#include "Widgets/Extended/RDHeaderView.h"
#include "PipelineStateViewer.h"
#include "ui_D3D11PipelineStateViewer.h"
struct D3D11VBIBTag
{
D3D11VBIBTag() { offset = 0; }
D3D11VBIBTag(ResourceId i, uint64_t offs)
{
id = i;
offset = offs;
}
ResourceId id;
uint64_t offset;
};
Q_DECLARE_METATYPE(D3D11VBIBTag);
struct D3D11ViewTag
{
enum ResType
{
SRV,
UAV,
OMTarget,
OMDepth,
};
D3D11ViewTag() : type(SRV), index(0) {}
D3D11ViewTag(ResType t, int i, const D3D11Pipe::View &r) : type(t), index(i), res(r) {}
ResType type;
int index;
D3D11Pipe::View res;
};
Q_DECLARE_METATYPE(D3D11ViewTag);
D3D11PipelineStateViewer::D3D11PipelineStateViewer(ICaptureContext &ctx,
PipelineStateViewer &common, QWidget *parent)
: QFrame(parent), ui(new Ui::D3D11PipelineStateViewer), m_Ctx(ctx), m_Common(common)
{
ui->setupUi(this);
const QIcon &action = Icons::action();
const QIcon &action_hover = Icons::action_hover();
RDLabel *objectLabels[] = {
ui->vsShader, ui->hsShader, ui->dsShader, ui->gsShader,
ui->psShader, ui->csShader, ui->iaBytecode,
};
QToolButton *viewButtons[] = {
ui->vsShaderViewButton, ui->hsShaderViewButton, ui->dsShaderViewButton,
ui->gsShaderViewButton, ui->psShaderViewButton, ui->csShaderViewButton,
ui->iaBytecodeViewButton,
};
QToolButton *editButtons[] = {
ui->vsShaderEditButton, ui->hsShaderEditButton, ui->dsShaderEditButton,
ui->gsShaderEditButton, ui->psShaderEditButton, ui->csShaderEditButton,
};
QToolButton *saveButtons[] = {
ui->vsShaderSaveButton, ui->hsShaderSaveButton, ui->dsShaderSaveButton,
ui->gsShaderSaveButton, ui->psShaderSaveButton, ui->csShaderSaveButton,
};
RDTreeWidget *resources[] = {
ui->vsResources, ui->hsResources, ui->dsResources,
ui->gsResources, ui->psResources, ui->csResources,
};
RDTreeWidget *samplers[] = {
ui->vsSamplers, ui->hsSamplers, ui->dsSamplers,
ui->gsSamplers, ui->psSamplers, ui->csSamplers,
};
RDTreeWidget *cbuffers[] = {
ui->vsCBuffers, ui->hsCBuffers, ui->dsCBuffers,
ui->gsCBuffers, ui->psCBuffers, ui->csCBuffers,
};
RDTreeWidget *classes[] = {
ui->vsClasses, ui->hsClasses, ui->dsClasses, ui->gsClasses, ui->psClasses, ui->csClasses,
};
// setup FlowLayout for CS shader group, with debugging controls
{
QLayout *oldLayout = ui->csShaderGroup->layout();
QObjectList childs = ui->csShaderGroup->children();
childs.removeOne((QObject *)oldLayout);
delete oldLayout;
FlowLayout *csShaderFlow = new FlowLayout(ui->csShaderGroup, -1, 3, 3);
for(QObject *o : childs)
csShaderFlow->addWidget(qobject_cast<QWidget *>(o));
ui->csShaderGroup->setLayout(csShaderFlow);
}
for(QToolButton *b : viewButtons)
QObject::connect(b, &QToolButton::clicked, this, &D3D11PipelineStateViewer::shaderView_clicked);
for(RDLabel *b : objectLabels)
{
b->setAutoFillBackground(true);
b->setBackgroundRole(QPalette::ToolTipBase);
b->setForegroundRole(QPalette::ToolTipText);
b->setMinimumSizeHint(QSize(250, 0));
}
for(QToolButton *b : editButtons)
QObject::connect(b, &QToolButton::clicked, &m_Common, &PipelineStateViewer::shaderEdit_clicked);
for(QToolButton *b : saveButtons)
QObject::connect(b, &QToolButton::clicked, this, &D3D11PipelineStateViewer::shaderSave_clicked);
QObject::connect(ui->iaLayouts, &RDTreeWidget::leave, this,
&D3D11PipelineStateViewer::vertex_leave);
QObject::connect(ui->iaBuffers, &RDTreeWidget::leave, this,
&D3D11PipelineStateViewer::vertex_leave);
QObject::connect(ui->targetOutputs, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::resource_itemActivated);
QObject::connect(ui->csUAVs, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::resource_itemActivated);
for(RDTreeWidget *res : resources)
QObject::connect(res, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::resource_itemActivated);
for(RDTreeWidget *cbuffer : cbuffers)
QObject::connect(cbuffer, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::cbuffer_itemActivated);
addGridLines(ui->rasterizerGridLayout, palette().color(QPalette::WindowText));
addGridLines(ui->blendStateGridLayout, palette().color(QPalette::WindowText));
addGridLines(ui->depthStateGridLayout, palette().color(QPalette::WindowText));
for(RDLabel *st : {ui->depthState, ui->blendState, ui->rastState, ui->predicate})
{
st->setAutoFillBackground(true);
st->setBackgroundRole(QPalette::ToolTipBase);
st->setForegroundRole(QPalette::ToolTipText);
st->setMinimumSizeHint(QSize(100, 0));
}
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
ui->iaLayouts->setHeader(header);
ui->iaLayouts->setColumns({tr("Slot"), tr("Semantic"), tr("Index"), tr("Format"),
tr("Input Slot"), tr("Offset"), tr("Class"), tr("Step Rate"),
tr("Go")});
header->setColumnStretchHints({1, 4, 2, 3, 2, 2, 1, 1, -1});
ui->iaLayouts->setClearSelectionOnFocusLoss(true);
ui->iaLayouts->setInstantTooltips(true);
ui->iaLayouts->setHoverIconColumn(8, action, action_hover);
}
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
ui->iaBuffers->setHeader(header);
ui->iaBuffers->setColumns(
{tr("Slot"), tr("Buffer"), tr("Stride"), tr("Offset"), tr("Byte Length"), tr("Go")});
header->setColumnStretchHints({1, 4, 2, 2, 3, -1});
ui->iaBuffers->setClearSelectionOnFocusLoss(true);
ui->iaBuffers->setInstantTooltips(true);
ui->iaBuffers->setHoverIconColumn(5, action, action_hover);
}
for(RDTreeWidget *tex : resources)
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
tex->setHeader(header);
tex->setColumns({tr("Slot"), tr("Resource"), tr("Type"), tr("Width"), tr("Height"), tr("Depth"),
tr("Array Size"), tr("Format"), tr("Go")});
header->setColumnStretchHints({2, 4, 2, 1, 1, 1, 1, 3, -1});
tex->setHoverIconColumn(8, action, action_hover);
tex->setClearSelectionOnFocusLoss(true);
tex->setInstantTooltips(true);
}
for(RDTreeWidget *samp : samplers)
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
samp->setHeader(header);
samp->setColumns({tr("Slot"), tr("Sampler"), tr("Addressing"), tr("Filter"), tr("LOD Clamp"),
tr("LOD Bias")});
header->setColumnStretchHints({2, 1, 4, 4, 4, 4});
samp->setClearSelectionOnFocusLoss(true);
samp->setInstantTooltips(true);
}
for(RDTreeWidget *cbuffer : cbuffers)
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
cbuffer->setHeader(header);
cbuffer->setColumns({tr("Slot"), tr("Buffer"), tr("Vec4 Range"), tr("Size"), tr("Go")});
header->setColumnStretchHints({1, 2, 3, 3, -1});
cbuffer->setHoverIconColumn(4, action, action_hover);
cbuffer->setClearSelectionOnFocusLoss(true);
cbuffer->setInstantTooltips(true);
}
for(RDTreeWidget *cl : classes)
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
cl->setHeader(header);
cl->setColumns({tr("Slot"), tr("Interface"), tr("Instance")});
header->setColumnStretchHints({1, 1, 1});
cl->setClearSelectionOnFocusLoss(true);
cl->setInstantTooltips(true);
}
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
ui->viewports->setHeader(header);
ui->viewports->setColumns(
{tr("Slot"), tr("X"), tr("Y"), tr("Width"), tr("Height"), tr("MinDepth"), tr("MaxDepth")});
header->setColumnStretchHints({-1, -1, -1, -1, -1, -1, 1});
header->setMinimumSectionSize(40);
ui->viewports->setClearSelectionOnFocusLoss(true);
ui->viewports->setInstantTooltips(true);
}
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
ui->scissors->setHeader(header);
ui->scissors->setColumns({tr("Slot"), tr("X"), tr("Y"), tr("Width"), tr("Height")});
header->setColumnStretchHints({-1, -1, -1, -1, 1});
header->setMinimumSectionSize(40);
ui->scissors->setClearSelectionOnFocusLoss(true);
ui->scissors->setInstantTooltips(true);
}
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
ui->targetOutputs->setHeader(header);
ui->targetOutputs->setColumns({tr("Slot"), tr("Resource"), tr("Type"), tr("Width"),
tr("Height"), tr("Depth"), tr("Array Size"), tr("Format"),
tr("Go")});
header->setColumnStretchHints({2, 4, 2, 1, 1, 1, 1, 3, -1});
ui->targetOutputs->setHoverIconColumn(8, action, action_hover);
ui->targetOutputs->setClearSelectionOnFocusLoss(true);
ui->targetOutputs->setInstantTooltips(true);
}
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
ui->blends->setHeader(header);
ui->blends->setColumns({tr("Slot"), tr("Enabled"), tr("Col Src"), tr("Col Dst"), tr("Col Op"),
tr("Alpha Src"), tr("Alpha Dst"), tr("Alpha Op"), tr("Logic Op"),
tr("Write Mask")});
header->setColumnStretchHints({-1, 1, 2, 2, 2, 2, 2, 2, 2, 1});
ui->blends->setClearSelectionOnFocusLoss(true);
ui->blends->setInstantTooltips(true);
}
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
ui->stencils->setHeader(header);
ui->stencils->setColumns(
{tr("Face"), tr("Func"), tr("Fail Op"), tr("Depth Fail Op"), tr("Pass Op")});
header->setColumnStretchHints({1, 2, 2, 2, 2});
ui->stencils->setClearSelectionOnFocusLoss(true);
ui->stencils->setInstantTooltips(true);
}
{
RDHeaderView *header = new RDHeaderView(Qt::Horizontal, this);
ui->csUAVs->setHeader(header);
ui->csUAVs->setColumns({tr("Slot"), tr("Resource"), tr("Type"), tr("Width"), tr("Height"),
tr("Depth"), tr("Array Size"), tr("Format"), tr("Go")});
header->setColumnStretchHints({2, 4, 2, 1, 1, 1, 1, 3, -1});
ui->csUAVs->setHoverIconColumn(8, action, action_hover);
ui->csUAVs->setClearSelectionOnFocusLoss(true);
ui->csUAVs->setInstantTooltips(true);
}
// this is often changed just because we're changing some tab in the designer.
ui->stagesTabs->setCurrentIndex(0);
ui->stagesTabs->tabBar()->setVisible(false);
ui->pipeFlow->setStages(
{
lit("IA"), lit("VS"), lit("HS"), lit("DS"), lit("GS"), lit("RS"), lit("PS"), lit("OM"),
lit("CS"),
},
{
tr("Input Assembler"), tr("Vertex Shader"), tr("Hull Shader"), tr("Domain Shader"),
tr("Geometry Shader"), tr("Rasterizer"), tr("Pixel Shader"), tr("Output Merger"),
tr("Compute Shader"),
});
ui->pipeFlow->setIsolatedStage(8); // compute shader isolated
ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true});
m_Common.setMeshViewPixmap(ui->meshView);
ui->iaLayouts->setFont(Formatter::PreferredFont());
ui->iaBuffers->setFont(Formatter::PreferredFont());
ui->csUAVs->setFont(Formatter::PreferredFont());
ui->gsStreamOut->setFont(Formatter::PreferredFont());
ui->groupX->setFont(Formatter::PreferredFont());
ui->groupY->setFont(Formatter::PreferredFont());
ui->groupZ->setFont(Formatter::PreferredFont());
ui->threadX->setFont(Formatter::PreferredFont());
ui->threadY->setFont(Formatter::PreferredFont());
ui->threadZ->setFont(Formatter::PreferredFont());
ui->vsShader->setFont(Formatter::PreferredFont());
ui->vsResources->setFont(Formatter::PreferredFont());
ui->vsSamplers->setFont(Formatter::PreferredFont());
ui->vsCBuffers->setFont(Formatter::PreferredFont());
ui->vsClasses->setFont(Formatter::PreferredFont());
ui->gsShader->setFont(Formatter::PreferredFont());
ui->gsResources->setFont(Formatter::PreferredFont());
ui->gsSamplers->setFont(Formatter::PreferredFont());
ui->gsCBuffers->setFont(Formatter::PreferredFont());
ui->gsClasses->setFont(Formatter::PreferredFont());
ui->hsShader->setFont(Formatter::PreferredFont());
ui->hsResources->setFont(Formatter::PreferredFont());
ui->hsSamplers->setFont(Formatter::PreferredFont());
ui->hsCBuffers->setFont(Formatter::PreferredFont());
ui->hsClasses->setFont(Formatter::PreferredFont());
ui->dsShader->setFont(Formatter::PreferredFont());
ui->dsResources->setFont(Formatter::PreferredFont());
ui->dsSamplers->setFont(Formatter::PreferredFont());
ui->dsCBuffers->setFont(Formatter::PreferredFont());
ui->dsClasses->setFont(Formatter::PreferredFont());
ui->psShader->setFont(Formatter::PreferredFont());
ui->psResources->setFont(Formatter::PreferredFont());
ui->psSamplers->setFont(Formatter::PreferredFont());
ui->psCBuffers->setFont(Formatter::PreferredFont());
ui->psClasses->setFont(Formatter::PreferredFont());
ui->csShader->setFont(Formatter::PreferredFont());
ui->csResources->setFont(Formatter::PreferredFont());
ui->csSamplers->setFont(Formatter::PreferredFont());
ui->csCBuffers->setFont(Formatter::PreferredFont());
ui->csClasses->setFont(Formatter::PreferredFont());
ui->viewports->setFont(Formatter::PreferredFont());
ui->scissors->setFont(Formatter::PreferredFont());
ui->targetOutputs->setFont(Formatter::PreferredFont());
ui->blends->setFont(Formatter::PreferredFont());
// reset everything back to defaults
clearState();
}
D3D11PipelineStateViewer::~D3D11PipelineStateViewer()
{
delete ui;
}
void D3D11PipelineStateViewer::OnCaptureLoaded()
{
OnEventChanged(m_Ctx.CurEvent());
}
void D3D11PipelineStateViewer::OnCaptureClosed()
{
ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true});
clearState();
}
void D3D11PipelineStateViewer::OnEventChanged(uint32_t eventId)
{
setState();
}
void D3D11PipelineStateViewer::on_showDisabled_toggled(bool checked)
{
setState();
}
void D3D11PipelineStateViewer::on_showEmpty_toggled(bool checked)
{
setState();
}
void D3D11PipelineStateViewer::setInactiveRow(RDTreeWidgetItem *node)
{
node->setItalic(true);
}
void D3D11PipelineStateViewer::setEmptyRow(RDTreeWidgetItem *node)
{
node->setBackgroundColor(QColor(255, 70, 70));
node->setForegroundColor(QColor(0, 0, 0));
}
bool D3D11PipelineStateViewer::HasImportantViewParams(const D3D11Pipe::View &view,
TextureDescription *tex)
{
// we don't count 'upgrade typeless to typed' as important, we just display the typed format
// in the row since there's no real hidden important information there. The formats can't be
// different for any other reason (if the SRV format differs from the texture format, the
// texture must have been typeless.
if(view.firstMip > 0 || view.firstSlice > 0 || (view.numMips < tex->mips && tex->mips > 1) ||
(view.numSlices < tex->arraysize && tex->arraysize > 1))
return true;
// in the case of the swapchain case, types can be different and it won't have shown
// up as taking the view's format because the swapchain already has one. Make sure to mark it
// as important
if(view.viewFormat.compType != CompType::Typeless && view.viewFormat != tex->format)
return true;
return false;
}
bool D3D11PipelineStateViewer::HasImportantViewParams(const D3D11Pipe::View &view,
BufferDescription *buf)
{
if(view.firstElement > 0 || view.numElements * view.elementByteSize < buf->length)
return true;
return false;
}
void D3D11PipelineStateViewer::setViewDetails(RDTreeWidgetItem *node, const D3D11ViewTag &view,
TextureDescription *tex)
{
if(tex == NULL)
return;
QString text;
const D3D11Pipe::View &res = view.res;
bool viewdetails = false;
if(res.viewFormat != tex->format)
{
text += tr("The texture is format %1, the view treats it as %2.\n")
.arg(tex->format.Name())
.arg(res.viewFormat.Name());
viewdetails = true;
}
if(view.type == D3D11ViewTag::OMDepth)
{
if(m_Ctx.CurD3D11PipelineState()->outputMerger.depthReadOnly)
text += tr("Depth component is read-only\n");
if(m_Ctx.CurD3D11PipelineState()->outputMerger.stencilReadOnly)
text += tr("Stencil component is read-only\n");
}
if(tex->mips > 1 && (tex->mips != res.numMips || res.firstMip > 0))
{
if(res.numMips == 1)
text +=
tr("The texture has %1 mips, the view covers mip %2.\n").arg(tex->mips).arg(res.firstMip);
else
text += tr("The texture has %1 mips, the view covers mips %2-%3.\n")
.arg(tex->mips)
.arg(res.firstMip)
.arg(res.firstMip + res.numMips - 1);
viewdetails = true;
}
if(tex->arraysize > 1 && (tex->arraysize != res.numSlices || res.firstSlice > 0))
{
if(res.numSlices == 1)
text += tr("The texture has %1 array slices, the view covers slice %2.\n")
.arg(tex->arraysize)
.arg(res.firstSlice);
else
text += tr("The texture has %1 array slices, the view covers slices %2-%3.\n")
.arg(tex->arraysize)
.arg(res.firstSlice)
.arg(res.firstSlice + res.numSlices);
viewdetails = true;
}
text = text.trimmed();
node->setToolTip(text);
if(viewdetails)
{
node->setBackgroundColor(QColor(127, 255, 212));
node->setForegroundColor(QColor(0, 0, 0));
}
}
void D3D11PipelineStateViewer::setViewDetails(RDTreeWidgetItem *node, const D3D11ViewTag &view,
BufferDescription *buf)
{
if(buf == NULL)
return;
QString text;
const D3D11Pipe::View &res = view.res;
if((res.firstElement * res.elementByteSize) > 0 ||
(res.numElements * res.elementByteSize) < buf->length)
{
text += tr("The view covers bytes %1-%2 (%3 elements).\nThe buffer is %4 bytes in length (%5 "
"elements).")
.arg(res.firstElement * res.elementByteSize)
.arg((res.firstElement + res.numElements) * res.elementByteSize)
.arg(res.numElements)
.arg(buf->length)
.arg(buf->length / res.elementByteSize);
}
else
{
return;
}
node->setToolTip(text);
node->setBackgroundColor(QColor(127, 255, 212));
node->setForegroundColor(QColor(0, 0, 0));
}
void D3D11PipelineStateViewer::addResourceRow(const D3D11ViewTag &view,
const ShaderResource *shaderInput,
const Bindpoint *map, RDTreeWidget *resources)
{
const D3D11Pipe::View &r = view.res;
bool viewDetails = false;
if(view.type == D3D11ViewTag::OMDepth)
viewDetails = m_Ctx.CurD3D11PipelineState()->outputMerger.depthReadOnly ||
m_Ctx.CurD3D11PipelineState()->outputMerger.stencilReadOnly;
bool filledSlot = (r.resourceResourceId != ResourceId());
bool usedSlot = (map && map->used);
// if a target is set to RTVs or DSV, it is implicitly used
if(filledSlot)
usedSlot = usedSlot || view.type == D3D11ViewTag::OMTarget || view.type == D3D11ViewTag::OMDepth;
if(showNode(usedSlot, filledSlot))
{
QString slotname = view.type == D3D11ViewTag::OMDepth ? tr("Depth") : QString::number(view.index);
if(shaderInput && !shaderInput->name.empty())
slotname += lit(": ") + shaderInput->name;
uint32_t w = 1, h = 1, d = 1;
uint32_t a = 1;
QString format = tr("Unknown");
QString typeName = tr("Unknown");
if(!filledSlot)
{
format = lit("-");
typeName = lit("-");
w = h = d = a = 0;
}
TextureDescription *tex = m_Ctx.GetTexture(r.resourceResourceId);
if(tex)
{
w = tex->width;
h = tex->height;
d = tex->depth;
a = tex->arraysize;
format = tex->format.Name();
typeName = ToQStr(tex->type);
if(tex->type == TextureType::Texture2DMS || tex->type == TextureType::Texture2DMSArray)
{
typeName += QFormatStr(" %1x").arg(tex->msSamp);
}
if(tex->format != r.viewFormat)
format = tr("Viewed as %1").arg(r.viewFormat.Name());
if(HasImportantViewParams(r, tex))
viewDetails = true;
}
BufferDescription *buf = m_Ctx.GetBuffer(r.resourceResourceId);
if(buf)
{
w = buf->length;
h = 0;
d = 0;
a = 0;
format = QString();
typeName = lit("Buffer");
if(r.bufferFlags & D3DBufferViewFlags::Raw)
{
typeName = QFormatStr("%1ByteAddressBuffer")
.arg(view.type == D3D11ViewTag::UAV ? lit("RW") : QString());
}
else if(r.elementByteSize > 0)
{
// for structured buffers, display how many 'elements' there are in the buffer
typeName = QFormatStr("%1StructuredBuffer[%2]")
.arg(view.type == D3D11ViewTag::UAV ? lit("RW") : QString())
.arg(buf->length / r.elementByteSize);
}
if(r.bufferFlags & (D3DBufferViewFlags::Append | D3DBufferViewFlags::Counter))
{
typeName += tr(" (Count: %1)").arg(r.bufferStructCount);
}
// get the buffer type, whether it's just a basic type or a complex struct
if(shaderInput && !shaderInput->isTexture)
{
if(r.viewFormat.compType == CompType::Typeless)
{
if(!shaderInput->variableType.members.empty())
format = lit("struct ") + shaderInput->variableType.descriptor.name;
else
format = shaderInput->variableType.descriptor.name;
}
else
{
format = r.viewFormat.Name();
}
}
if(HasImportantViewParams(r, buf))
viewDetails = true;
}
QVariant name = r.resourceResourceId;
if(viewDetails)
name = tr("%1 viewed by %2").arg(ToQStr(r.resourceResourceId)).arg(ToQStr(r.viewResourceId));
RDTreeWidgetItem *node =
new RDTreeWidgetItem({slotname, name, typeName, w, h, d, a, format, QString()});
node->setTag(QVariant::fromValue(view));
if(viewDetails)
{
if(tex)
setViewDetails(node, view, tex);
else if(buf)
setViewDetails(node, view, buf);
}
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
resources->addTopLevelItem(node);
}
}
bool D3D11PipelineStateViewer::showNode(bool usedSlot, bool filledSlot)
{
const bool showDisabled = ui->showDisabled->isChecked();
const bool showEmpty = ui->showEmpty->isChecked();
// show if it's referenced by the shader - regardless of empty or not
if(usedSlot)
return true;
// it's bound, but not referenced, and we have "show disabled"
if(showDisabled && !usedSlot && filledSlot)
return true;
// it's empty, and we have "show empty"
if(showEmpty && !filledSlot)
return true;
return false;
}
const D3D11Pipe::Shader *D3D11PipelineStateViewer::stageForSender(QWidget *widget)
{
if(!m_Ctx.IsCaptureLoaded())
return NULL;
while(widget)
{
if(widget == ui->stagesTabs->widget(0))
return &m_Ctx.CurD3D11PipelineState()->vertexShader;
if(widget == ui->stagesTabs->widget(1))
return &m_Ctx.CurD3D11PipelineState()->vertexShader;
if(widget == ui->stagesTabs->widget(2))
return &m_Ctx.CurD3D11PipelineState()->hullShader;
if(widget == ui->stagesTabs->widget(3))
return &m_Ctx.CurD3D11PipelineState()->domainShader;
if(widget == ui->stagesTabs->widget(4))
return &m_Ctx.CurD3D11PipelineState()->geometryShader;
if(widget == ui->stagesTabs->widget(5))
return &m_Ctx.CurD3D11PipelineState()->pixelShader;
if(widget == ui->stagesTabs->widget(6))
return &m_Ctx.CurD3D11PipelineState()->pixelShader;
if(widget == ui->stagesTabs->widget(7))
return &m_Ctx.CurD3D11PipelineState()->pixelShader;
if(widget == ui->stagesTabs->widget(8))
return &m_Ctx.CurD3D11PipelineState()->computeShader;
widget = widget->parentWidget();
}
qCritical() << "Unrecognised control calling event handler";
return NULL;
}
void D3D11PipelineStateViewer::clearShaderState(RDLabel *shader, RDTreeWidget *tex,
RDTreeWidget *samp, RDTreeWidget *cbuffer,
RDTreeWidget *sub)
{
shader->setText(ToQStr(ResourceId()));
tex->clear();
samp->clear();
sub->clear();
cbuffer->clear();
}
void D3D11PipelineStateViewer::clearState()
{
m_VBNodes.clear();
m_EmptyNodes.clear();
ui->iaLayouts->clear();
ui->iaBuffers->clear();
ui->iaBytecodeMismatch->setVisible(false);
ui->topology->setText(QString());
ui->topologyDiagram->setPixmap(QPixmap());
clearShaderState(ui->vsShader, ui->vsResources, ui->vsSamplers, ui->vsCBuffers, ui->vsClasses);
clearShaderState(ui->gsShader, ui->gsResources, ui->gsSamplers, ui->gsCBuffers, ui->gsClasses);
clearShaderState(ui->hsShader, ui->hsResources, ui->hsSamplers, ui->hsCBuffers, ui->hsClasses);
clearShaderState(ui->dsShader, ui->dsResources, ui->dsSamplers, ui->dsCBuffers, ui->dsClasses);
clearShaderState(ui->psShader, ui->psResources, ui->psSamplers, ui->psCBuffers, ui->psClasses);
clearShaderState(ui->csShader, ui->csResources, ui->csSamplers, ui->csCBuffers, ui->csClasses);
QToolButton *shaderButtons[] = {
ui->vsShaderViewButton, ui->hsShaderViewButton, ui->dsShaderViewButton,
ui->gsShaderViewButton, ui->psShaderViewButton, ui->csShaderViewButton,
ui->vsShaderEditButton, ui->hsShaderEditButton, ui->dsShaderEditButton,
ui->gsShaderEditButton, ui->psShaderEditButton, ui->csShaderEditButton,
ui->vsShaderSaveButton, ui->hsShaderSaveButton, ui->dsShaderSaveButton,
ui->gsShaderSaveButton, ui->psShaderSaveButton, ui->csShaderSaveButton,
ui->iaBytecodeViewButton,
};
for(QToolButton *b : shaderButtons)
b->setEnabled(false);
ui->csUAVs->clear();
const QPixmap &tick = Pixmaps::tick(this);
const QPixmap &cross = Pixmaps::cross(this);
ui->fillMode->setText(tr("Solid", "Fill Mode"));
ui->cullMode->setText(tr("Front", "Cull Mode"));
ui->frontCCW->setPixmap(tick);
ui->conservativeRaster->setPixmap(cross);
ui->depthBias->setText(lit("0.0"));
ui->depthBiasClamp->setText(lit("0.0"));
ui->slopeScaledBias->setText(lit("0.0"));
ui->forcedSampleCount->setText(lit("0"));
ui->depthClip->setPixmap(tick);
ui->scissorEnabled->setPixmap(tick);
ui->multisample->setPixmap(tick);
ui->lineAA->setPixmap(tick);
ui->independentBlend->setPixmap(cross);
ui->alphaToCoverage->setPixmap(tick);
ui->blendFactor->setText(lit("0.00, 0.00, 0.00, 0.00"));
ui->sampleMask->setText(lit("FFFFFFFF"));
ui->viewports->clear();
ui->scissors->clear();
ui->targetOutputs->clear();
ui->blends->clear();
ui->depthEnabled->setPixmap(tick);
ui->depthFunc->setText(lit("GREATER_EQUAL"));
ui->depthWrite->setPixmap(tick);
ui->stencilEnabled->setPixmap(cross);
ui->stencilReadMask->setText(lit("FF"));
ui->stencilWriteMask->setText(lit("FF"));
ui->stencilRef->setText(lit("FF"));
ui->stencils->clear();
ui->predicateGroup->setVisible(false);
{
ui->groupX->setEnabled(false);
ui->groupY->setEnabled(false);
ui->groupZ->setEnabled(false);
ui->threadX->setEnabled(false);
ui->threadY->setEnabled(false);
ui->threadZ->setEnabled(false);
ui->debugThread->setEnabled(false);
}
}
void D3D11PipelineStateViewer::setShaderState(const D3D11Pipe::Shader &stage, RDLabel *shader,
RDTreeWidget *resources, RDTreeWidget *samplers,
RDTreeWidget *cbuffers, RDTreeWidget *classes)
{
ShaderReflection *shaderDetails = stage.reflection;
const ShaderBindpointMapping &mapping = stage.bindpointMapping;
QString shText = ToQStr(stage.resourceId);
if(shaderDetails && !shaderDetails->debugInfo.files.empty())
{
shText += QFormatStr(": %1() - %2")
.arg(shaderDetails->entryPoint)
.arg(QFileInfo(shaderDetails->debugInfo.files[0].filename).fileName());
}
shader->setText(shText);
int vs = 0;
vs = resources->verticalScrollBar()->value();
resources->beginUpdate();
resources->clear();
for(int i = 0; i < stage.srvs.count(); i++)
{
const ShaderResource *shaderInput = NULL;
const Bindpoint *map = NULL;
if(shaderDetails)
{
for(int b = 0; b < shaderDetails->readOnlyResources.count(); b++)
{
const ShaderResource &res = shaderDetails->readOnlyResources[b];
const Bindpoint &bind = mapping.readOnlyResources[b];
if(bind.bind == i)
{
shaderInput = &res;
map = &bind;
break;
}
}
}
addResourceRow(D3D11ViewTag(D3D11ViewTag::SRV, i, stage.srvs[i]), shaderInput, map, resources);
}
resources->clearSelection();
resources->endUpdate();
resources->verticalScrollBar()->setValue(vs);
vs = samplers->verticalScrollBar()->value();
samplers->beginUpdate();
samplers->clear();
for(int i = 0; i < stage.samplers.count(); i++)
{
const D3D11Pipe::Sampler &s = stage.samplers[i];
const ShaderSampler *shaderInput = NULL;
const Bindpoint *map = NULL;
if(shaderDetails)
{
for(int b = 0; b < shaderDetails->samplers.count(); b++)
{
const ShaderSampler &res = shaderDetails->samplers[b];
const Bindpoint &bind = mapping.samplers[b];
if(bind.bind == i)
{
shaderInput = &res;
map = &bind;
break;
}
}
}
bool filledSlot = s.resourceId != ResourceId();
bool usedSlot = (map && map->used);
if(showNode(usedSlot, filledSlot))
{
QString slotname = QString::number(i);
if(shaderInput && !shaderInput->name.empty())
slotname += lit(": ") + shaderInput->name;
QString borderColor = QFormatStr("%1, %2, %3, %4")
.arg(s.borderColor[0])
.arg(s.borderColor[1])
.arg(s.borderColor[2])
.arg(s.borderColor[3]);
QString addressing;
QString addPrefix;
QString addVal;
QString addr[] = {ToQStr(s.addressU), ToQStr(s.addressV), ToQStr(s.addressW)};
// arrange like either UVW: WRAP or UV: WRAP, W: CLAMP
for(int a = 0; a < 3; a++)
{
const QString str[] = {lit("U"), lit("V"), lit("W")};
QString prefix = str[a];
if(a == 0 || addr[a] == addr[a - 1])
{
addPrefix += prefix;
}
else
{
addressing += QFormatStr("%1: %2, ").arg(addPrefix).arg(addVal);
addPrefix = prefix;
}
addVal = addr[a];
}
addressing += addPrefix + lit(": ") + addVal;
if(s.UseBorder())
addressing += QFormatStr("<%1>").arg(borderColor);
QString filter = ToQStr(s.filter);
if(s.maxAnisotropy > 1)
filter += QFormatStr(" %1x").arg(s.maxAnisotropy);
if(s.filter.filter == FilterFunction::Comparison)
filter += QFormatStr(" (%1)").arg(ToQStr(s.compareFunction));
else if(s.filter.filter != FilterFunction::Normal)
filter += QFormatStr(" (%1)").arg(ToQStr(s.filter.filter));
RDTreeWidgetItem *node = new RDTreeWidgetItem(
{slotname, s.resourceId, addressing, filter,
QFormatStr("%1 - %2")
.arg(s.minLOD == -FLT_MAX ? lit("0") : QString::number(s.minLOD))
.arg(s.maxLOD == FLT_MAX ? lit("FLT_MAX") : QString::number(s.maxLOD)),
s.mipLODBias});
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
samplers->addTopLevelItem(node);
}
}
samplers->clearSelection();
samplers->endUpdate();
samplers->verticalScrollBar()->setValue(vs);
vs = cbuffers->verticalScrollBar()->value();
cbuffers->beginUpdate();
cbuffers->clear();
for(int i = 0; i < stage.constantBuffers.count(); i++)
{
const D3D11Pipe::ConstantBuffer &b = stage.constantBuffers[i];
const ConstantBlock *shaderCBuf = NULL;
const Bindpoint *map = NULL;
if(shaderDetails)
{
for(int cb = 0; cb < shaderDetails->constantBlocks.count(); cb++)
{
const ConstantBlock &cbuf = shaderDetails->constantBlocks[cb];
const Bindpoint &bind = mapping.constantBlocks[cb];
if(bind.bind == i)
{
shaderCBuf = &cbuf;
map = &bind;
break;
}
}
}
bool filledSlot = b.resourceId != ResourceId();
bool usedSlot = (map && map->used);
if(showNode(usedSlot, filledSlot))
{
ulong length = 0;
int numvars = shaderCBuf ? shaderCBuf->variables.count() : 0;
uint32_t bytesize = shaderCBuf ? shaderCBuf->byteSize : 0;
BufferDescription *buf = m_Ctx.GetBuffer(b.resourceId);
if(buf)
length = buf->length;
QString slotname = QString::number(i);
if(shaderCBuf && !shaderCBuf->name.empty())
slotname += lit(": ") + shaderCBuf->name;
QString sizestr;
if(bytesize == (uint32_t)length)
sizestr = tr("%1 Variables, %2 bytes").arg(numvars).arg(length);
else
sizestr =
tr("%1 Variables, %2 bytes needed, %3 provided").arg(numvars).arg(bytesize).arg(length);
if(length < bytesize)
filledSlot = false;
QString vecrange = QFormatStr("%1 - %2").arg(b.vecOffset).arg(b.vecOffset + b.vecCount);
RDTreeWidgetItem *node =
new RDTreeWidgetItem({slotname, b.resourceId, vecrange, sizestr, QString()});
node->setTag(QVariant::fromValue(i));
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
cbuffers->addTopLevelItem(node);
}
}
cbuffers->clearSelection();
cbuffers->endUpdate();
cbuffers->verticalScrollBar()->setValue(vs);
vs = classes->verticalScrollBar()->value();
classes->beginUpdate();
classes->clear();
for(int i = 0; i < stage.classInstances.count(); i++)
{
QString interfaceName = lit("Interface %1").arg(i);
if(shaderDetails && i < shaderDetails->interfaces.count())
interfaceName = shaderDetails->interfaces[i];
classes->addTopLevelItem(new RDTreeWidgetItem({i, interfaceName, stage.classInstances[i]}));
}
classes->clearSelection();
classes->endUpdate();
classes->verticalScrollBar()->setValue(vs);
classes->parentWidget()->setVisible(!stage.classInstances.empty());
}
void D3D11PipelineStateViewer::setState()
{
if(!m_Ctx.IsCaptureLoaded())
{
clearState();
return;
}
const D3D11Pipe::State &state = *m_Ctx.CurD3D11PipelineState();
const DrawcallDescription *draw = m_Ctx.CurDrawcall();
const QPixmap &tick = Pixmaps::tick(this);
const QPixmap &cross = Pixmaps::cross(this);
////////////////////////////////////////////////
// Vertex Input
if(state.inputAssembly.bytecode)
{
QString layout = ToQStr(state.inputAssembly.resourceId);
if(state.inputAssembly.bytecode && !state.inputAssembly.bytecode->debugInfo.files.empty())
{
layout +=
QFormatStr(": %1() - %2")
.arg(state.inputAssembly.bytecode->entryPoint)
.arg(QFileInfo(state.inputAssembly.bytecode->debugInfo.files[0].filename).fileName());
}
ui->iaBytecode->setText(layout);
}
else
{
ui->iaBytecode->setText(ToQStr(state.inputAssembly.resourceId));
}
ui->iaBytecodeMismatch->setVisible(false);
// check for IA-VS mismatches here.
// This should be moved to a "Render Doctor" window reporting problems
if(state.inputAssembly.bytecode && state.vertexShader.reflection)
{
QString mismatchDetails;
// VS wants more elements
if(state.inputAssembly.bytecode->inputSignature.count() <
state.vertexShader.reflection->inputSignature.count())
{
int excess = state.vertexShader.reflection->inputSignature.count() -
state.inputAssembly.bytecode->inputSignature.count();
bool allSystem = true;
// The VS signature can consume more elements as long as they are all system value types
// (ie. SV_VertexID or SV_InstanceID)
for(int e = 0; e < excess; e++)
{
if(state.vertexShader.reflection
->inputSignature[state.vertexShader.reflection->inputSignature.count() - 1 - e]
.systemValue == ShaderBuiltin::Undefined)
{
allSystem = false;
break;
}
}
if(!allSystem)
mismatchDetails += tr("IA bytecode provides fewer elements than VS wants.\n");
}
{
const rdcarray<SigParameter> &IA = state.inputAssembly.bytecode->inputSignature;
const rdcarray<SigParameter> &VS = state.vertexShader.reflection->inputSignature;
int count = qMin(IA.count(), VS.count());
for(int i = 0; i < count; i++)
{
QString IAname = IA[i].semanticIdxName;
QString VSname = VS[i].semanticIdxName;
// misorder or misnamed semantics
if(IAname.compare(VSname, Qt::CaseInsensitive))
mismatchDetails += tr("IA bytecode semantic %1: %2 != VS bytecode semantic %1: %3\n")
.arg(i)
.arg(IAname)
.arg(VSname);
// VS wants more components
if(IA[i].compCount < VS[i].compCount)
mismatchDetails += tr("IA bytecode semantic %1 (%2) is %4-wide).arg(VS bytecode semantic "
"%1 (%2) %3 is %5-wide\n")
.arg(i)
.arg(IAname)
.arg(VSname)
.arg(IA[i].compCount)
.arg(VS[i].compCount);
// VS wants different types
if(IA[i].compType != VS[i].compType)
mismatchDetails +=
tr("IA bytecode semantic %1 (%2) is %4).arg(VS bytecode semantic %1 (%3) is %5\n")
.arg(i)
.arg(IAname)
.arg(VSname)
.arg(ToQStr(IA[i].compType))
.arg(ToQStr(VS[i].compType));
}
}
if(!mismatchDetails.isEmpty())
{
ui->iaBytecodeMismatch->setText(
tr("Warning: Mismatch detected between bytecode used to create IA and currently bound VS "
"inputs"));
ui->iaBytecodeMismatch->setToolTip(mismatchDetails.trimmed());
ui->iaBytecodeMismatch->setVisible(true);
}
}
int vs = 0;
bool usedVBuffers[128] = {};
uint32_t layoutOffs[128] = {};
vs = ui->iaLayouts->verticalScrollBar()->value();
ui->iaLayouts->beginUpdate();
ui->iaLayouts->clear();
{
int i = 0;
for(const D3D11Pipe::Layout &l : state.inputAssembly.layouts)
{
QString byteOffs = QString::number(l.byteOffset);
// D3D11 specific value
if(l.byteOffset == ~0U)
{
byteOffs = lit("APPEND_ALIGNED (%1)").arg(layoutOffs[l.inputSlot]);
}
else
{
layoutOffs[l.inputSlot] = l.byteOffset;
}
layoutOffs[l.inputSlot] += l.format.compByteWidth * l.format.compCount;
bool filledSlot = true;
bool usedSlot = false;
for(int ia = 0;
state.inputAssembly.bytecode && ia < state.inputAssembly.bytecode->inputSignature.count();
ia++)
{
if(!QString(state.inputAssembly.bytecode->inputSignature[ia].semanticName)
.compare(l.semanticName, Qt::CaseInsensitive) &&
state.inputAssembly.bytecode->inputSignature[ia].semanticIndex == l.semanticIndex)
{
usedSlot = true;
break;
}
}
if(showNode(usedSlot, filledSlot))
{
RDTreeWidgetItem *node =
new RDTreeWidgetItem({i, l.semanticName, l.semanticIndex, l.format.Name(), l.inputSlot,
byteOffs, l.perInstance ? lit("PER_INSTANCE") : lit("PER_VERTEX"),
l.instanceDataStepRate, QString()});
if(usedSlot)
usedVBuffers[l.inputSlot] = true;
if(!usedSlot)
setInactiveRow(node);
ui->iaLayouts->addTopLevelItem(node);
}
i++;
}
}
ui->iaLayouts->clearSelection();
ui->iaLayouts->endUpdate();
ui->iaLayouts->verticalScrollBar()->setValue(vs);
Topology topo = draw ? draw->topology : Topology::Unknown;
int numCPs = PatchList_Count(topo);
if(numCPs > 0)
{
ui->topology->setText(tr("PatchList (%1 Control Points)").arg(numCPs));
}
else
{
ui->topology->setText(ToQStr(topo));
}
m_Common.setTopologyDiagram(ui->topologyDiagram, topo);
bool ibufferUsed = draw && (draw->flags & DrawFlags::Indexed);
m_VBNodes.clear();
m_EmptyNodes.clear();
vs = ui->iaBuffers->verticalScrollBar()->value();
ui->iaBuffers->beginUpdate();
ui->iaBuffers->clear();
if(state.inputAssembly.indexBuffer.resourceId != ResourceId())
{
if(ibufferUsed || ui->showDisabled->isChecked())
{
uint64_t length = 0;
BufferDescription *buf = m_Ctx.GetBuffer(state.inputAssembly.indexBuffer.resourceId);
if(buf)
length = buf->length;
RDTreeWidgetItem *node = new RDTreeWidgetItem(
{tr("Index"), state.inputAssembly.indexBuffer.resourceId, draw ? draw->indexByteWidth : 0,
state.inputAssembly.indexBuffer.byteOffset, (qulonglong)length, QString()});
node->setTag(QVariant::fromValue(
D3D11VBIBTag(state.inputAssembly.indexBuffer.resourceId,
state.inputAssembly.indexBuffer.byteOffset +
(draw ? draw->indexOffset * draw->indexByteWidth : 0))));
if(!ibufferUsed)
setInactiveRow(node);
if(state.inputAssembly.indexBuffer.resourceId == ResourceId())
{
setEmptyRow(node);
m_EmptyNodes.push_back(node);
}
ui->iaBuffers->addTopLevelItem(node);
}
}
else
{
if(ibufferUsed || ui->showEmpty->isChecked())
{
RDTreeWidgetItem *node = new RDTreeWidgetItem(
{tr("Index"), tr("No Buffer Set"), lit("-"), lit("-"), lit("-"), QString()});
node->setTag(QVariant::fromValue(
D3D11VBIBTag(state.inputAssembly.indexBuffer.resourceId,
state.inputAssembly.indexBuffer.byteOffset +
(draw ? draw->indexOffset * draw->indexByteWidth : 0))));
setEmptyRow(node);
m_EmptyNodes.push_back(node);
if(!ibufferUsed)
setInactiveRow(node);
ui->iaBuffers->addTopLevelItem(node);
}
}
for(int i = 0; i < state.inputAssembly.vertexBuffers.count(); i++)
{
const D3D11Pipe::VertexBuffer &v = state.inputAssembly.vertexBuffers[i];
bool filledSlot = (v.resourceId != ResourceId());
bool usedSlot = (usedVBuffers[i]);
if(showNode(usedSlot, filledSlot))
{
qulonglong length = 0;
BufferDescription *buf = m_Ctx.GetBuffer(v.resourceId);
if(buf)
length = buf->length;
RDTreeWidgetItem *node = NULL;
if(filledSlot)
node = new RDTreeWidgetItem({i, v.resourceId, v.byteStride, v.byteOffset, length, QString()});
else
node =
new RDTreeWidgetItem({i, tr("No Buffer Set"), lit("-"), lit("-"), lit("-"), QString()});
node->setTag(QVariant::fromValue(D3D11VBIBTag(v.resourceId, v.byteOffset)));
if(!filledSlot)
{
setEmptyRow(node);
m_EmptyNodes.push_back(node);
}
if(!usedSlot)
setInactiveRow(node);
m_VBNodes.push_back(node);
ui->iaBuffers->addTopLevelItem(node);
}
}
ui->iaBuffers->clearSelection();
ui->iaBuffers->endUpdate();
ui->iaBuffers->verticalScrollBar()->setValue(vs);
setShaderState(state.vertexShader, ui->vsShader, ui->vsResources, ui->vsSamplers, ui->vsCBuffers,
ui->vsClasses);
setShaderState(state.geometryShader, ui->gsShader, ui->gsResources, ui->gsSamplers,
ui->gsCBuffers, ui->gsClasses);
setShaderState(state.hullShader, ui->hsShader, ui->hsResources, ui->hsSamplers, ui->hsCBuffers,
ui->hsClasses);
setShaderState(state.domainShader, ui->dsShader, ui->dsResources, ui->dsSamplers, ui->dsCBuffers,
ui->dsClasses);
setShaderState(state.pixelShader, ui->psShader, ui->psResources, ui->psSamplers, ui->psCBuffers,
ui->psClasses);
setShaderState(state.computeShader, ui->csShader, ui->csResources, ui->csSamplers, ui->csCBuffers,
ui->csClasses);
QToolButton *shaderButtons[] = {
ui->vsShaderViewButton, ui->hsShaderViewButton, ui->dsShaderViewButton,
ui->gsShaderViewButton, ui->psShaderViewButton, ui->csShaderViewButton,
ui->vsShaderEditButton, ui->hsShaderEditButton, ui->dsShaderEditButton,
ui->gsShaderEditButton, ui->psShaderEditButton, ui->csShaderEditButton,
ui->vsShaderSaveButton, ui->hsShaderSaveButton, ui->dsShaderSaveButton,
ui->gsShaderSaveButton, ui->psShaderSaveButton, ui->csShaderSaveButton,
};
for(QToolButton *b : shaderButtons)
{
const D3D11Pipe::Shader *stage = stageForSender(b);
if(stage == NULL || stage->resourceId == ResourceId())
continue;
b->setEnabled(stage->reflection != NULL);
m_Common.SetupShaderEditButton(b, ResourceId(), stage->resourceId, stage->reflection);
}
ui->iaBytecodeViewButton->setEnabled(true);
vs = ui->csUAVs->verticalScrollBar()->value();
ui->csUAVs->beginUpdate();
ui->csUAVs->clear();
for(int i = 0; i < state.computeShader.uavs.count(); i++)
{
const ShaderResource *shaderInput = NULL;
const Bindpoint *map = NULL;
const D3D11Pipe::Shader &cs = state.computeShader;
if(cs.reflection)
{
for(int b = 0; b < cs.reflection->readWriteResources.count(); b++)
{
const ShaderResource &res = cs.reflection->readWriteResources[b];
const Bindpoint &bind = cs.bindpointMapping.readWriteResources[b];
if(bind.bind == i)
{
shaderInput = &res;
map = &bind;
break;
}
}
}
addResourceRow(D3D11ViewTag(D3D11ViewTag::UAV, i, state.computeShader.uavs[i]), shaderInput,
map, ui->csUAVs);
}
ui->csUAVs->clearSelection();
ui->csUAVs->endUpdate();
ui->csUAVs->verticalScrollBar()->setValue(vs);
bool streamoutSet = false;
vs = ui->gsStreamOut->verticalScrollBar()->value();
ui->gsStreamOut->beginUpdate();
ui->gsStreamOut->clear();
for(int i = 0; i < state.streamOut.outputs.count(); i++)
{
const D3D11Pipe::StreamOutBind &s = state.streamOut.outputs[i];
bool filledSlot = (s.resourceId != ResourceId());
bool usedSlot = (filledSlot);
if(showNode(usedSlot, filledSlot))
{
qulonglong length = 0;
BufferDescription *buf = m_Ctx.GetBuffer(s.resourceId);
if(buf)
length = buf->length;
RDTreeWidgetItem *node =
new RDTreeWidgetItem({i, s.resourceId, length, s.byteOffset, QString()});
node->setTag(QVariant::fromValue(s.resourceId));
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
ui->gsStreamOut->addTopLevelItem(node);
}
}
ui->gsStreamOut->verticalScrollBar()->setValue(vs);
ui->gsStreamOut->clearSelection();
ui->gsStreamOut->endUpdate();
ui->gsStreamOut->setVisible(streamoutSet);
ui->soGroup->setVisible(streamoutSet);
////////////////////////////////////////////////
// Rasterizer
vs = ui->viewports->verticalScrollBar()->value();
ui->viewports->beginUpdate();
ui->viewports->clear();
for(int i = 0; i < state.rasterizer.viewports.count(); i++)
{
const Viewport &v = state.rasterizer.viewports[i];
if(v.enabled || ui->showEmpty->isChecked())
{
RDTreeWidgetItem *node =
new RDTreeWidgetItem({i, v.x, v.y, v.width, v.height, v.minDepth, v.maxDepth});
if(v.width == 0 || v.height == 0 || v.minDepth == v.maxDepth)
setEmptyRow(node);
if(!v.enabled)
setInactiveRow(node);
ui->viewports->addTopLevelItem(node);
}
}
ui->viewports->verticalScrollBar()->setValue(vs);
ui->viewports->clearSelection();
ui->viewports->endUpdate();
vs = ui->scissors->verticalScrollBar()->value();
ui->scissors->beginUpdate();
ui->scissors->clear();
for(int i = 0; i < state.rasterizer.scissors.count(); i++)
{
const Scissor &s = state.rasterizer.scissors[i];
if(s.enabled || ui->showEmpty->isChecked())
{
RDTreeWidgetItem *node = new RDTreeWidgetItem({i, s.x, s.y, s.width, s.height});
if(s.width == 0 || s.height == 0)
setEmptyRow(node);
if(!s.enabled)
setInactiveRow(node);
ui->scissors->addTopLevelItem(node);
}
}
ui->scissors->clearSelection();
ui->scissors->verticalScrollBar()->setValue(vs);
ui->scissors->endUpdate();
ui->rastState->setText(ToQStr(state.rasterizer.state.resourceId));
ui->fillMode->setText(ToQStr(state.rasterizer.state.fillMode));
ui->cullMode->setText(ToQStr(state.rasterizer.state.cullMode));
ui->frontCCW->setPixmap(state.rasterizer.state.frontCCW ? tick : cross);
ui->scissorEnabled->setPixmap(state.rasterizer.state.scissorEnable ? tick : cross);
ui->lineAA->setPixmap(state.rasterizer.state.antialiasedLines ? tick : cross);
ui->multisample->setPixmap(state.rasterizer.state.multisampleEnable ? tick : cross);
ui->depthClip->setPixmap(state.rasterizer.state.depthClip ? tick : cross);
ui->depthBias->setText(Formatter::Format(state.rasterizer.state.depthBias));
ui->depthBiasClamp->setText(Formatter::Format(state.rasterizer.state.depthBiasClamp));
ui->slopeScaledBias->setText(Formatter::Format(state.rasterizer.state.slopeScaledDepthBias));
ui->forcedSampleCount->setText(QString::number(state.rasterizer.state.forcedSampleCount));
ui->conservativeRaster->setPixmap(
state.rasterizer.state.conservativeRasterization != ConservativeRaster::Disabled ? tick
: cross);
////////////////////////////////////////////////
// Predication
if(state.predication.resourceId == ResourceId())
{
ui->predicateGroup->setVisible(false);
}
else
{
ui->predicateGroup->setVisible(true);
ui->predicate->setText(ToQStr(state.predication.resourceId));
ui->predicateValue->setText(state.predication.value ? lit("TRUE") : lit("FALSE"));
ui->predicatePassing->setPixmap(state.predication.isPassing ? tick : cross);
}
////////////////////////////////////////////////
// Output Merger
bool targets[32] = {};
vs = ui->targetOutputs->verticalScrollBar()->value();
ui->targetOutputs->beginUpdate();
ui->targetOutputs->clear();
{
for(int i = 0; i < state.outputMerger.renderTargets.count(); i++)
{
addResourceRow(D3D11ViewTag(D3D11ViewTag::OMTarget, i, state.outputMerger.renderTargets[i]),
NULL, NULL, ui->targetOutputs);
if(state.outputMerger.renderTargets[i].resourceResourceId != ResourceId())
targets[i] = true;
}
for(int i = 0; i < state.outputMerger.uavs.count(); i++)
{
const ShaderResource *shaderInput = NULL;
const Bindpoint *map = NULL;
// any non-CS shader can use these. When that's not supported (Before feature level 11.1)
// this search will just boil down to only PS.
// When multiple stages use the UAV, we allow the last stage to 'win' and define its type,
// although it would be very surprising if the types were actually different anyway.
const D3D11Pipe::Shader *nonCS[] = {&state.vertexShader, &state.domainShader, &state.hullShader,
&state.geometryShader, &state.pixelShader};
for(const D3D11Pipe::Shader *stage : nonCS)
{
if(stage->reflection)
{
for(int b = 0; b < stage->reflection->readWriteResources.count(); b++)
{
const ShaderResource &res = stage->reflection->readWriteResources[b];
const Bindpoint &bind = stage->bindpointMapping.readWriteResources[b];
if(bind.bind == i + (int)state.outputMerger.uavStartSlot)
{
shaderInput = &res;
map = &bind;
break;
}
}
}
}
addResourceRow(D3D11ViewTag(D3D11ViewTag::UAV, i, state.outputMerger.uavs[i]), shaderInput,
map, ui->targetOutputs);
}
addResourceRow(D3D11ViewTag(D3D11ViewTag::OMDepth, 0, state.outputMerger.depthTarget), NULL,
NULL, ui->targetOutputs);
}
ui->targetOutputs->clearSelection();
ui->targetOutputs->endUpdate();
ui->targetOutputs->verticalScrollBar()->setValue(vs);
vs = ui->blends->verticalScrollBar()->value();
ui->blends->beginUpdate();
ui->blends->clear();
{
int i = 0;
for(const ColorBlend &blend : state.outputMerger.blendState.blends)
{
bool filledSlot = (blend.enabled || targets[i]);
bool usedSlot = (targets[i]);
if(showNode(usedSlot, filledSlot))
{
RDTreeWidgetItem *node = NULL;
node = new RDTreeWidgetItem(
{i, blend.enabled ? tr("True") : tr("False"),
ToQStr(blend.colorBlend.source), ToQStr(blend.colorBlend.destination),
ToQStr(blend.colorBlend.operation),
ToQStr(blend.alphaBlend.source), ToQStr(blend.alphaBlend.destination),
ToQStr(blend.alphaBlend.operation),
blend.logicOperationEnabled ? ToQStr(blend.logicOperation) : tr("Disabled"),
QFormatStr("%1%2%3%4")
.arg((blend.writeMask & 0x1) == 0 ? lit("_") : lit("R"))
.arg((blend.writeMask & 0x2) == 0 ? lit("_") : lit("G"))
.arg((blend.writeMask & 0x4) == 0 ? lit("_") : lit("B"))
.arg((blend.writeMask & 0x8) == 0 ? lit("_") : lit("A"))});
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
ui->blends->addTopLevelItem(node);
}
i++;
}
}
ui->blends->clearSelection();
ui->blends->endUpdate();
ui->blends->verticalScrollBar()->setValue(vs);
ui->blendState->setText(ToQStr(state.outputMerger.blendState.resourceId));
ui->alphaToCoverage->setPixmap(state.outputMerger.blendState.alphaToCoverage ? tick : cross);
ui->independentBlend->setPixmap(state.outputMerger.blendState.independentBlend ? tick : cross);
ui->sampleMask->setText(Formatter::Format(state.outputMerger.blendState.sampleMask, true));
ui->blendFactor->setText(QFormatStr("%1, %2, %3, %4")
.arg(state.outputMerger.blendState.blendFactor[0], 0, 'f', 2)
.arg(state.outputMerger.blendState.blendFactor[1], 0, 'f', 2)
.arg(state.outputMerger.blendState.blendFactor[2], 0, 'f', 2)
.arg(state.outputMerger.blendState.blendFactor[3], 0, 'f', 2));
ui->depthState->setText(ToQStr(state.outputMerger.depthStencilState.resourceId));
ui->depthEnabled->setPixmap(state.outputMerger.depthStencilState.depthEnable ? tick : cross);
ui->depthFunc->setText(ToQStr(state.outputMerger.depthStencilState.depthFunction));
ui->depthWrite->setPixmap(state.outputMerger.depthStencilState.depthWrites ? tick : cross);
ui->stencilEnabled->setPixmap(state.outputMerger.depthStencilState.stencilEnable ? tick : cross);
ui->stencilReadMask->setText(
Formatter::Format((uint8_t)state.outputMerger.depthStencilState.frontFace.compareMask, true));
ui->stencilWriteMask->setText(
Formatter::Format((uint8_t)state.outputMerger.depthStencilState.frontFace.writeMask, true));
ui->stencilRef->setText(
Formatter::Format((uint8_t)state.outputMerger.depthStencilState.frontFace.reference, true));
ui->stencils->beginUpdate();
ui->stencils->clear();
ui->stencils->addTopLevelItem(new RDTreeWidgetItem(
{tr("Front"), ToQStr(state.outputMerger.depthStencilState.frontFace.function),
ToQStr(state.outputMerger.depthStencilState.frontFace.failOperation),
ToQStr(state.outputMerger.depthStencilState.frontFace.depthFailOperation),
ToQStr(state.outputMerger.depthStencilState.frontFace.passOperation)}));
ui->stencils->addTopLevelItem(new RDTreeWidgetItem(
{tr("Back"), ToQStr(state.outputMerger.depthStencilState.backFace.function),
ToQStr(state.outputMerger.depthStencilState.backFace.failOperation),
ToQStr(state.outputMerger.depthStencilState.backFace.depthFailOperation),
ToQStr(state.outputMerger.depthStencilState.backFace.passOperation)}));
ui->stencils->clearSelection();
ui->stencils->endUpdate();
// set up thread debugging inputs
if(state.computeShader.reflection && draw && (draw->flags & DrawFlags::Dispatch))
{
ui->groupX->setEnabled(true);
ui->groupY->setEnabled(true);
ui->groupZ->setEnabled(true);
ui->threadX->setEnabled(true);
ui->threadY->setEnabled(true);
ui->threadZ->setEnabled(true);
ui->debugThread->setEnabled(true);
// set maximums for CS debugging
ui->groupX->setMaximum((int)draw->dispatchDimension[0] - 1);
ui->groupY->setMaximum((int)draw->dispatchDimension[1] - 1);
ui->groupZ->setMaximum((int)draw->dispatchDimension[2] - 1);
if(draw->dispatchThreadsDimension[0] == 0)
{
ui->threadX->setMaximum((int)state.computeShader.reflection->dispatchThreadsDimension[0] - 1);
ui->threadY->setMaximum((int)state.computeShader.reflection->dispatchThreadsDimension[1] - 1);
ui->threadZ->setMaximum((int)state.computeShader.reflection->dispatchThreadsDimension[2] - 1);
}
else
{
ui->threadX->setMaximum((int)draw->dispatchThreadsDimension[0] - 1);
ui->threadY->setMaximum((int)draw->dispatchThreadsDimension[1] - 1);
ui->threadZ->setMaximum((int)draw->dispatchThreadsDimension[2] - 1);
}
}
else
{
ui->groupX->setEnabled(false);
ui->groupY->setEnabled(false);
ui->groupZ->setEnabled(false);
ui->threadX->setEnabled(false);
ui->threadY->setEnabled(false);
ui->threadZ->setEnabled(false);
ui->debugThread->setEnabled(false);
}
// highlight the appropriate stages in the flowchart
if(draw == NULL)
{
ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true});
}
else if(draw->flags & DrawFlags::Dispatch)
{
ui->pipeFlow->setStagesEnabled({false, false, false, false, false, false, false, false, true});
}
else
{
ui->pipeFlow->setStagesEnabled({true, true, state.hullShader.resourceId != ResourceId(),
state.domainShader.resourceId != ResourceId(),
state.geometryShader.resourceId != ResourceId(), true,
state.pixelShader.resourceId != ResourceId(), true, false});
}
}
QString D3D11PipelineStateViewer::formatMembers(int indent, const QString &nameprefix,
const rdcarray<ShaderConstant> &vars)
{
QString indentstr(indent * 4, QLatin1Char(' '));
QString ret;
int i = 0;
for(const ShaderConstant &v : vars)
{
if(!v.type.members.empty())
{
if(i > 0)
ret += lit("\n");
ret += indentstr + lit("// struct %1\n").arg(v.type.descriptor.name);
ret += indentstr + lit("{\n") + formatMembers(indent + 1, v.name + lit("_"), v.type.members) +
indentstr + lit("}\n");
if(i < vars.count() - 1)
ret += lit("\n");
}
else
{
QString arr;
if(v.type.descriptor.elements > 1)
arr = QFormatStr("[%1]").arg(v.type.descriptor.elements);
ret += QFormatStr("%1%2 %3%4%5;\n")
.arg(indentstr)
.arg(v.type.descriptor.name)
.arg(nameprefix)
.arg(v.name)
.arg(arr);
}
i++;
}
return ret;
}
void D3D11PipelineStateViewer::resource_itemActivated(RDTreeWidgetItem *item, int column)
{
const D3D11Pipe::Shader *stage = stageForSender(item->treeWidget());
if(stage == NULL)
return;
QVariant tag = item->tag();
TextureDescription *tex = NULL;
BufferDescription *buf = NULL;
if(tag.canConvert<ResourceId>())
{
ResourceId id = tag.value<ResourceId>();
tex = m_Ctx.GetTexture(id);
buf = m_Ctx.GetBuffer(id);
}
else if(tag.canConvert<D3D11ViewTag>())
{
D3D11ViewTag view = tag.value<D3D11ViewTag>();
tex = m_Ctx.GetTexture(view.res.resourceResourceId);
buf = m_Ctx.GetBuffer(view.res.resourceResourceId);
}
if(tex)
{
if(tex->type == TextureType::Buffer)
{
IBufferViewer *viewer = m_Ctx.ViewTextureAsBuffer(0, 0, tex->resourceId);
m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this);
}
else
{
if(!m_Ctx.HasTextureViewer())
m_Ctx.ShowTextureViewer();
ITextureViewer *viewer = m_Ctx.GetTextureViewer();
viewer->ViewTexture(tex->resourceId, true);
}
return;
}
else if(buf)
{
D3D11ViewTag view;
if(tag.canConvert<D3D11ViewTag>())
view = tag.value<D3D11ViewTag>();
uint64_t offs = 0;
uint64_t size = buf->length;
if(view.res.resourceResourceId != ResourceId())
{
offs = uint64_t(view.res.firstElement) * view.res.elementByteSize;
size = uint64_t(view.res.numElements) * view.res.elementByteSize;
}
else
{
// last thing, see if it's a streamout buffer
if(stage->stage == ShaderStage::Geometry)
{
for(int i = 0; i < m_Ctx.CurD3D11PipelineState()->streamOut.outputs.count(); i++)
{
if(buf->resourceId == m_Ctx.CurD3D11PipelineState()->streamOut.outputs[i].resourceId)
{
size -= m_Ctx.CurD3D11PipelineState()->streamOut.outputs[i].byteOffset;
offs += m_Ctx.CurD3D11PipelineState()->streamOut.outputs[i].byteOffset;
break;
}
}
}
}
QString format;
const ShaderResource *shaderRes = NULL;
int bind = view.index;
// for OM UAVs these can be bound to any non-CS stage, so make sure
// we have the right shader details for it.
// This search allows later stage bindings to override earlier stage bindings,
// which is a reasonable behaviour when the same resource can be referenced
// in multiple places. Most likely the bindings are equivalent anyway.
// The main point is that it allows us to pick up the binding if it's not
// bound in the PS but only in an earlier stage.
if(view.type == D3D11ViewTag::UAV && stage->stage != ShaderStage::Compute)
{
const D3D11Pipe::State &state = *m_Ctx.CurD3D11PipelineState();
const D3D11Pipe::Shader *nonCS[] = {&state.vertexShader, &state.domainShader, &state.hullShader,
&state.geometryShader, &state.pixelShader};
bind += state.outputMerger.uavStartSlot;
for(const D3D11Pipe::Shader *searchstage : nonCS)
{
if(searchstage->reflection)
{
for(const ShaderResource &res : searchstage->reflection->readWriteResources)
{
if(!res.isTexture && res.bindPoint == bind)
{
stage = searchstage;
break;
}
}
}
}
}
if(stage->reflection)
{
const rdcarray<ShaderResource> &resArray = view.type == D3D11ViewTag::SRV
? stage->reflection->readOnlyResources
: stage->reflection->readWriteResources;
const rdcarray<Bindpoint> &bindArray = view.type == D3D11ViewTag::SRV
? stage->bindpointMapping.readOnlyResources
: stage->bindpointMapping.readWriteResources;
for(const ShaderResource &res : resArray)
{
if(!res.isTexture && res.bindPoint < bindArray.count() &&
bindArray[res.bindPoint].bind == bind)
{
shaderRes = &res;
break;
}
}
}
if(shaderRes)
{
const ShaderResource &res = *shaderRes;
if(!res.variableType.members.empty())
{
format = lit("// struct %1\n{\n%2}")
.arg(res.variableType.descriptor.name)
.arg(formatMembers(1, QString(), res.variableType.members));
}
else
{
const auto &desc = res.variableType.descriptor;
if(view.res.viewFormat.Name().empty())
{
format = QString();
if(desc.rowMajorStorage)
format += lit("row_major ");
format += ToQStr(desc.type);
if(desc.rows > 1 && desc.columns > 1)
format += QFormatStr("%1x%2").arg(desc.rows).arg(desc.columns);
else if(desc.columns > 1)
format += QString::number(desc.columns);
if(!desc.name.empty())
format += lit(" ") + desc.name;
if(desc.elements > 1)
format += QFormatStr("[%1]").arg(desc.elements);
}
else
{
const ResourceFormat &fmt = view.res.viewFormat;
if(fmt.type == ResourceFormatType::R10G10B10A2)
{
if(fmt.compType == CompType::UInt)
format = lit("uintten");
if(fmt.compType == CompType::UNorm)
format = lit("unormten");
}
else if(fmt.type == ResourceFormatType::R11G11B10)
{
format = lit("floateleven");
}
else
{
switch(fmt.compByteWidth)
{
case 1:
{
if(fmt.compType == CompType::UNorm)
format = lit("unormb");
if(fmt.compType == CompType::SNorm)
format = lit("snormb");
if(fmt.compType == CompType::UInt)
format = lit("ubyte");
if(fmt.compType == CompType::SInt)
format = lit("byte");
break;
}
case 2:
{
if(fmt.compType == CompType::UNorm)
format = lit("unormh");
if(fmt.compType == CompType::SNorm)
format = lit("snormh");
if(fmt.compType == CompType::UInt)
format = lit("ushort");
if(fmt.compType == CompType::SInt)
format = lit("short");
if(fmt.compType == CompType::Float)
format = lit("half");
break;
}
case 4:
{
if(fmt.compType == CompType::UNorm)
format = lit("unormf");
if(fmt.compType == CompType::SNorm)
format = lit("snormf");
if(fmt.compType == CompType::UInt)
format = lit("uint");
if(fmt.compType == CompType::SInt)
format = lit("int");
if(fmt.compType == CompType::Float)
format = lit("float");
break;
}
}
if(view.res.bufferFlags & D3DBufferViewFlags::Raw)
format = lit("xint");
format += QString::number(fmt.compCount);
}
}
}
}
IBufferViewer *viewer = m_Ctx.ViewBuffer(offs, size, view.res.resourceResourceId, format);
m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this);
}
}
void D3D11PipelineStateViewer::cbuffer_itemActivated(RDTreeWidgetItem *item, int column)
{
const D3D11Pipe::Shader *stage = stageForSender(item->treeWidget());
if(stage == NULL)
return;
QVariant tag = item->tag();
if(!tag.canConvert<int>())
return;
int cb = tag.value<int>();
int cbufIdx = -1;
for(int i = 0; i < stage->bindpointMapping.constantBlocks.count(); i++)
{
if(stage->bindpointMapping.constantBlocks[i].bind == cb)
{
cbufIdx = i;
break;
}
}
if(cbufIdx == -1)
{
// unused cbuffer, open regular buffer viewer
if(cb >= stage->constantBuffers.count())
return;
const D3D11Pipe::ConstantBuffer &bind = stage->constantBuffers[cb];
IBufferViewer *viewer = m_Ctx.ViewBuffer(bind.vecOffset * sizeof(float) * 4,
bind.vecCount * sizeof(float) * 4, bind.resourceId);
m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this);
return;
}
IConstantBufferPreviewer *prev = m_Ctx.ViewConstantBuffer(stage->stage, cbufIdx, 0);
m_Ctx.AddDockWindow(prev->Widget(), DockReference::TransientPopupArea, this, 0.3f);
}
void D3D11PipelineStateViewer::on_iaLayouts_itemActivated(RDTreeWidgetItem *item, int column)
{
on_meshView_clicked();
}
void D3D11PipelineStateViewer::on_iaBuffers_itemActivated(RDTreeWidgetItem *item, int column)
{
QVariant tag = item->tag();
if(tag.canConvert<D3D11VBIBTag>())
{
D3D11VBIBTag buf = tag.value<D3D11VBIBTag>();
if(buf.id != ResourceId())
{
IBufferViewer *viewer = m_Ctx.ViewBuffer(buf.offset, UINT64_MAX, buf.id);
m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this);
}
}
}
void D3D11PipelineStateViewer::highlightIABind(int slot)
{
int idx = ((slot + 1) * 21) % 32; // space neighbouring colours reasonably distinctly
const D3D11Pipe::InputAssembly &IA = m_Ctx.CurD3D11PipelineState()->inputAssembly;
QColor col = QColor::fromHslF(float(idx) / 32.0f, 1.0f,
qBound(0.05, palette().color(QPalette::Base).lightnessF(), 0.95));
ui->iaLayouts->beginUpdate();
ui->iaBuffers->beginUpdate();
if(slot < m_VBNodes.count())
{
RDTreeWidgetItem *item = m_VBNodes[(int)slot];
if(!m_EmptyNodes.contains(item))
{
item->setBackgroundColor(col);
item->setForegroundColor(contrastingColor(col, QColor(0, 0, 0)));
}
}
for(int i = 0; i < ui->iaLayouts->topLevelItemCount(); i++)
{
RDTreeWidgetItem *item = ui->iaLayouts->topLevelItem(i);
if((int)IA.layouts[i].inputSlot != slot)
{
item->setBackground(QBrush());
item->setForeground(QBrush());
}
else
{
item->setBackgroundColor(col);
item->setForegroundColor(contrastingColor(col, QColor(0, 0, 0)));
}
}
ui->iaLayouts->endUpdate();
ui->iaBuffers->endUpdate();
}
void D3D11PipelineStateViewer::on_iaLayouts_mouseMove(QMouseEvent *e)
{
if(!m_Ctx.IsCaptureLoaded())
return;
QModelIndex idx = ui->iaLayouts->indexAt(e->pos());
vertex_leave(NULL);
const D3D11Pipe::InputAssembly &IA = m_Ctx.CurD3D11PipelineState()->inputAssembly;
if(idx.isValid())
{
if(idx.row() >= 0 && idx.row() < IA.layouts.count())
{
uint32_t buffer = IA.layouts[idx.row()].inputSlot;
highlightIABind((int)buffer);
}
}
}
void D3D11PipelineStateViewer::on_iaBuffers_mouseMove(QMouseEvent *e)
{
if(!m_Ctx.IsCaptureLoaded())
return;
RDTreeWidgetItem *item = ui->iaBuffers->itemAt(e->pos());
vertex_leave(NULL);
if(item)
{
int idx = m_VBNodes.indexOf(item);
if(idx >= 0)
{
highlightIABind(idx);
}
else
{
if(!m_EmptyNodes.contains(item))
{
item->setBackground(ui->iaBuffers->palette().brush(QPalette::Window));
item->setForeground(QBrush());
}
}
}
}
void D3D11PipelineStateViewer::on_pipeFlow_stageSelected(int index)
{
ui->stagesTabs->setCurrentIndex(index);
}
void D3D11PipelineStateViewer::vertex_leave(QEvent *e)
{
ui->iaLayouts->beginUpdate();
ui->iaBuffers->beginUpdate();
for(int i = 0; i < ui->iaLayouts->topLevelItemCount(); i++)
{
RDTreeWidgetItem *item = ui->iaLayouts->topLevelItem(i);
item->setBackground(QBrush());
item->setForeground(QBrush());
}
for(int i = 0; i < ui->iaBuffers->topLevelItemCount(); i++)
{
RDTreeWidgetItem *item = ui->iaBuffers->topLevelItem(i);
if(m_EmptyNodes.contains(item))
continue;
item->setBackground(QBrush());
item->setForeground(QBrush());
}
ui->iaLayouts->endUpdate();
ui->iaBuffers->endUpdate();
}
void D3D11PipelineStateViewer::shaderView_clicked()
{
ShaderReflection *shaderDetails = NULL;
QWidget *sender = qobject_cast<QWidget *>(QObject::sender());
if(sender == ui->iaBytecode || sender == ui->iaBytecodeViewButton)
{
shaderDetails = m_Ctx.CurD3D11PipelineState()->inputAssembly.bytecode;
}
else
{
const D3D11Pipe::Shader *stage = stageForSender(sender);
if(stage == NULL || stage->resourceId == ResourceId())
return;
shaderDetails = stage->reflection;
}
if(!shaderDetails)
return;
IShaderViewer *shad = m_Ctx.ViewShader(shaderDetails, ResourceId());
m_Ctx.AddDockWindow(shad->Widget(), DockReference::AddTo, this);
}
void D3D11PipelineStateViewer::shaderSave_clicked()
{
const D3D11Pipe::Shader *stage = stageForSender(qobject_cast<QWidget *>(QObject::sender()));
if(stage == NULL)
return;
ShaderReflection *shaderDetails = stage->reflection;
if(stage->resourceId == ResourceId())
return;
m_Common.SaveShaderFile(shaderDetails);
}
QVariantList D3D11PipelineStateViewer::exportViewHTML(const D3D11Pipe::View &view, int i,
ShaderReflection *refl,
const QString &extraParams)
{
const ShaderResource *shaderInput = NULL;
bool rw = false;
if(refl)
{
for(const ShaderResource &bind : refl->readOnlyResources)
{
if(bind.bindPoint == i)
{
shaderInput = &bind;
break;
}
}
for(const ShaderResource &bind : refl->readWriteResources)
{
if(bind.bindPoint == i)
{
shaderInput = &bind;
rw = true;
break;
}
}
}
QString name = view.resourceResourceId == ResourceId()
? tr("Empty")
: QString(m_Ctx.GetResourceName(view.resourceResourceId));
QString typeName = tr("Unknown");
QString format = tr("Unknown");
uint64_t w = 1;
uint32_t h = 1, d = 1;
uint32_t a = 0;
QString viewFormat = view.viewFormat.Name();
TextureDescription *tex = m_Ctx.GetTexture(view.resourceResourceId);
BufferDescription *buf = m_Ctx.GetBuffer(view.resourceResourceId);
QString viewParams;
// check to see if it's a texture
if(tex)
{
w = tex->width;
h = tex->height;
d = tex->depth;
a = tex->arraysize;
format = tex->format.Name();
typeName = ToQStr(tex->type);
if(tex->mips > 1)
viewParams = tr("Highest Mip: %1, Num Mips: %2").arg(view.firstMip).arg(view.numMips);
if(tex->arraysize > 1)
{
if(!viewParams.isEmpty())
viewParams += lit(", ");
viewParams += tr("First Slice: %1, Array Size: %2").arg(view.firstSlice).arg(view.numSlices);
}
}
// if not a texture, it must be a buffer
if(buf)
{
w = buf->length;
h = 0;
d = 0;
a = 0;
format = view.viewFormat.Name();
typeName = lit("Buffer");
if(view.bufferFlags & D3DBufferViewFlags::Raw)
{
typeName = rw ? lit("RWByteAddressBuffer") : lit("ByteAddressBuffer");
}
else if(view.elementByteSize > 0)
{
// for structured buffers, display how many 'elements' there are in the buffer
typeName = QFormatStr("%1[%2]")
.arg(rw ? lit("RWStructuredBuffer") : lit("StructuredBuffer"))
.arg(buf->length / view.elementByteSize);
}
if(view.bufferFlags & D3DBufferViewFlags::Append || view.bufferFlags & D3DBufferViewFlags::Counter)
{
typeName += tr(" (Count: %1)").arg(view.bufferStructCount);
}
if(shaderInput && !shaderInput->isTexture)
{
if(view.viewFormat.compType == CompType::Typeless)
{
if(!shaderInput->variableType.members.isEmpty())
viewFormat = format = lit("struct ") + shaderInput->variableType.descriptor.name;
else
viewFormat = format = shaderInput->variableType.descriptor.name;
}
else
{
format = view.viewFormat.Name();
}
}
viewParams = tr("First Element: %1, Num Elements %2, Flags %3")
.arg(view.firstElement)
.arg(view.numElements)
.arg(ToQStr(view.bufferFlags));
}
if(viewParams.isEmpty())
viewParams = extraParams;
else
viewParams += lit(", ") + extraParams;
return {i, name, ToQStr(view.type), typeName, (qulonglong)w, h,
d, a, viewFormat, format, viewParams};
}
void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, const D3D11Pipe::InputAssembly &ia)
{
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Input Layouts"));
xml.writeEndElement();
QList<QVariantList> rows;
int i = 0;
for(const D3D11Pipe::Layout &l : ia.layouts)
{
rows.push_back({i, l.semanticName, l.semanticIndex, l.format.Name(), l.inputSlot,
l.byteOffset, (bool)l.perInstance, l.instanceDataStepRate});
i++;
}
m_Common.exportHTMLTable(
xml, {tr("Slot"), tr("Semantic Name"), tr("Semantic Index"), tr("Format"), tr("Input Slot"),
tr("Byte Offset"), tr("Per Instance"), tr("Instance Data Step Rate")},
rows);
}
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Vertex Buffers"));
xml.writeEndElement();
QList<QVariantList> rows;
int i = 0;
for(const D3D11Pipe::VertexBuffer &vb : ia.vertexBuffers)
{
QString name = m_Ctx.GetResourceName(vb.resourceId);
uint64_t length = 0;
if(vb.resourceId == ResourceId())
{
continue;
}
else
{
BufferDescription *buf = m_Ctx.GetBuffer(vb.resourceId);
if(buf)
length = buf->length;
}
rows.push_back({i, name, vb.byteStride, vb.byteOffset, (qulonglong)length});
i++;
}
m_Common.exportHTMLTable(
xml, {tr("Slot"), tr("Buffer"), tr("Stride"), tr("Offset"), tr("Byte Length")}, rows);
}
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Index Buffer"));
xml.writeEndElement();
QString name = m_Ctx.GetResourceName(ia.indexBuffer.resourceId);
uint64_t length = 0;
if(ia.indexBuffer.resourceId == ResourceId())
{
name = tr("Empty");
}
else
{
BufferDescription *buf = m_Ctx.GetBuffer(ia.indexBuffer.resourceId);
if(buf)
length = buf->length;
}
QString ifmt = lit("UNKNOWN");
if(m_Ctx.CurDrawcall()->indexByteWidth == 2)
ifmt = lit("R16_UINT");
if(m_Ctx.CurDrawcall()->indexByteWidth == 4)
ifmt = lit("R32_UINT");
m_Common.exportHTMLTable(xml, {tr("Buffer"), tr("Format"), tr("Offset"), tr("Byte Length")},
{name, ifmt, ia.indexBuffer.byteOffset, (qulonglong)length});
}
xml.writeStartElement(lit("p"));
xml.writeEndElement();
m_Common.exportHTMLTable(xml, {tr("Primitive Topology")}, {ToQStr(m_Ctx.CurDrawcall()->topology)});
}
void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, const D3D11Pipe::Shader &sh)
{
ShaderReflection *shaderDetails = sh.reflection;
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Shader"));
xml.writeEndElement();
QString shadername = tr("Unknown");
if(sh.resourceId == ResourceId())
shadername = tr("Unbound");
else
shadername = m_Ctx.GetResourceName(sh.resourceId);
if(shaderDetails && !shaderDetails->debugInfo.files.isEmpty())
{
shadername = QFormatStr("%1() - %2")
.arg(shaderDetails->entryPoint)
.arg(QFileInfo(shaderDetails->debugInfo.files[0].filename).fileName());
}
xml.writeStartElement(lit("p"));
xml.writeCharacters(shadername);
xml.writeEndElement();
if(sh.resourceId == ResourceId())
return;
}
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Resources"));
xml.writeEndElement();
QList<QVariantList> rows;
for(int i = 0; i < sh.srvs.count(); i++)
{
if(sh.srvs[i].viewResourceId == ResourceId())
continue;
rows.push_back(exportViewHTML(sh.srvs[i], i, shaderDetails, QString()));
}
m_Common.exportHTMLTable(xml,
{
tr("Slot"), tr("Name"), tr("View Type"), tr("Resource Type"),
tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"),
tr("View Format"), tr("Resource Format"), tr("View Parameters"),
},
rows);
}
if(sh.stage == ShaderStage::Compute)
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Unordered Access Views"));
xml.writeEndElement();
QList<QVariantList> rows;
for(int i = 0; i < sh.uavs.count(); i++)
{
if(sh.uavs[i].viewResourceId == ResourceId())
continue;
rows.push_back(exportViewHTML(sh.uavs[i], i, shaderDetails, QString()));
}
m_Common.exportHTMLTable(xml,
{
tr("Slot"), tr("Name"), tr("View Type"), tr("Resource Type"),
tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"),
tr("View Format"), tr("Resource Format"), tr("View Parameters"),
},
rows);
}
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Samplers"));
xml.writeEndElement();
QList<QVariantList> rows;
for(int i = 0; i < sh.samplers.count(); i++)
{
const D3D11Pipe::Sampler &s = sh.samplers[i];
if(s.resourceId == ResourceId())
continue;
QString borderColor = QFormatStr("%1, %2, %3, %4")
.arg(s.borderColor[0])
.arg(s.borderColor[1])
.arg(s.borderColor[2])
.arg(s.borderColor[3]);
QString addressing;
QString addPrefix;
QString addVal;
QString addr[] = {ToQStr(s.addressU), ToQStr(s.addressV), ToQStr(s.addressW)};
// arrange like either UVW: WRAP or UV: WRAP, W: CLAMP
for(int a = 0; a < 3; a++)
{
const QString str[] = {lit("U"), lit("V"), lit("W")};
QString prefix = str[a];
if(a == 0 || addr[a] == addr[a - 1])
{
addPrefix += prefix;
}
else
{
addressing += QFormatStr("%1: %2, ").arg(addPrefix).arg(addVal);
addPrefix = prefix;
}
addVal = addr[a];
}
addressing += addPrefix + lit(": ") + addVal;
rows.push_back({i, addressing, borderColor, ToQStr(s.compareFunction), ToQStr(s.filter),
s.maxAnisotropy, s.minLOD == -FLT_MAX ? lit("0") : QString::number(s.minLOD),
s.maxLOD == FLT_MAX ? lit("FLT_MAX") : QString::number(s.maxLOD), s.mipLODBias});
}
m_Common.exportHTMLTable(
xml,
{
tr("Slot"), tr("Addressing"), tr("Border Colour"), tr("Comparison"), tr("Filter"),
tr("Max Anisotropy"), tr("Min LOD"), tr("Max LOD"), tr("Mip Bias"),
},
rows);
}
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Constant Buffers"));
xml.writeEndElement();
QList<QVariantList> rows;
for(int i = 0; i < sh.constantBuffers.count(); i++)
{
ConstantBlock *shaderCBuf = NULL;
if(sh.constantBuffers[i].resourceId == ResourceId())
continue;
if(shaderDetails && i < shaderDetails->constantBlocks.count() &&
!shaderDetails->constantBlocks[i].name.isEmpty())
shaderCBuf = &shaderDetails->constantBlocks[i];
QString name = m_Ctx.GetResourceName(sh.constantBuffers[i].resourceId);
uint64_t length = 1;
int numvars = shaderCBuf ? shaderCBuf->variables.count() : 0;
uint32_t byteSize = shaderCBuf ? shaderCBuf->byteSize : 0;
if(sh.constantBuffers[i].resourceId == ResourceId())
{
name = tr("Empty");
length = 0;
}
BufferDescription *buf = m_Ctx.GetBuffer(sh.constantBuffers[i].resourceId);
if(buf)
length = buf->length;
rows.push_back({i, name, sh.constantBuffers[i].vecOffset, sh.constantBuffers[i].vecCount,
numvars, byteSize, (qulonglong)length});
}
m_Common.exportHTMLTable(xml,
{tr("Slot"), tr("Buffer"), tr("Vector Offset"), tr("Vector Count"),
tr("Number of Variables"), tr("Bytes Needed"), tr("Bytes Provided")},
rows);
}
if(!sh.classInstances.isEmpty())
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Class Instances"));
xml.writeEndElement();
QList<QVariantList> rows;
for(int i = 0; i < sh.classInstances.count(); i++)
{
QString interfaceName = tr("Interface %1").arg(i);
if(sh.reflection && i < sh.reflection->interfaces.count())
interfaceName = sh.reflection->interfaces[i];
rows.push_back({i, interfaceName, sh.classInstances[i]});
}
m_Common.exportHTMLTable(xml,
{
tr("Slot"), tr("Interface Name"), tr("Instance Name"),
},
rows);
}
}
void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, const D3D11Pipe::StreamOut &so)
{
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Stream Out Targets"));
xml.writeEndElement();
QList<QVariantList> rows;
int i = 0;
for(const D3D11Pipe::StreamOutBind &o : so.outputs)
{
QString name = m_Ctx.GetResourceName(o.resourceId);
uint64_t length = 0;
if(o.resourceId == ResourceId())
{
name = tr("Empty");
}
else
{
BufferDescription *buf = m_Ctx.GetBuffer(o.resourceId);
if(buf)
length = buf->length;
}
rows.push_back({i, name, o.byteOffset, (qulonglong)length});
i++;
}
m_Common.exportHTMLTable(xml, {tr("Slot"), tr("Buffer"), tr("Offset"), tr("Byte Length")}, rows);
}
}
void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, const D3D11Pipe::Rasterizer &rs)
{
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("States"));
xml.writeEndElement();
m_Common.exportHTMLTable(xml, {tr("Fill Mode"), tr("Cull Mode"), tr("Front CCW")},
{ToQStr(rs.state.fillMode), ToQStr(rs.state.cullMode),
rs.state.frontCCW ? tr("Yes") : tr("No")});
xml.writeStartElement(lit("p"));
xml.writeEndElement();
m_Common.exportHTMLTable(
xml, {tr("Scissor Enable"), tr("Line AA Enable"), tr("Multisample Enable"),
tr("Forced Sample Count"), tr("Conservative Raster")},
{rs.state.scissorEnable ? tr("Yes") : tr("No"),
rs.state.antialiasedLines ? tr("Yes") : tr("No"),
rs.state.multisampleEnable ? tr("Yes") : tr("No"), rs.state.forcedSampleCount,
rs.state.conservativeRasterization != ConservativeRaster::Disabled ? tr("Yes")
: tr("No")});
xml.writeStartElement(lit("p"));
xml.writeEndElement();
m_Common.exportHTMLTable(
xml, {tr("Depth Clip"), tr("Depth Bias"), tr("Depth Bias Clamp"), tr("Slope Scaled Bias")},
{rs.state.depthClip ? tr("Yes") : tr("No"), rs.state.depthBias,
Formatter::Format(rs.state.depthBiasClamp),
Formatter::Format(rs.state.slopeScaledDepthBias)});
}
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Viewports"));
xml.writeEndElement();
QList<QVariantList> rows;
int i = 0;
for(const Viewport &v : rs.viewports)
{
rows.push_back({i, v.x, v.y, v.width, v.height, v.minDepth, v.maxDepth,
v.enabled ? tr("Yes") : tr("No")});
i++;
}
m_Common.exportHTMLTable(xml, {tr("Slot"), tr("X"), tr("Y"), tr("Width"), tr("Height"),
tr("Min Depth"), tr("Max Depth"), tr("Enabled")},
rows);
}
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Scissors"));
xml.writeEndElement();
QList<QVariantList> rows;
int i = 0;
for(const Scissor &s : rs.scissors)
{
rows.push_back({i, s.x, s.y, s.width, s.height, s.enabled ? tr("Yes") : tr("No")});
i++;
}
m_Common.exportHTMLTable(
xml, {tr("Slot"), tr("X"), tr("Y"), tr("Width"), tr("Height"), tr("Enabled")}, rows);
}
}
void D3D11PipelineStateViewer::exportHTML(QXmlStreamWriter &xml, const D3D11Pipe::OutputMerger &om)
{
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Blend State"));
xml.writeEndElement();
QString blendFactor = QFormatStr("%1, %2, %3, %4")
.arg(om.blendState.blendFactor[0], 0, 'f', 2)
.arg(om.blendState.blendFactor[1], 0, 'f', 2)
.arg(om.blendState.blendFactor[2], 0, 'f', 2)
.arg(om.blendState.blendFactor[3], 0, 'f', 2);
m_Common.exportHTMLTable(xml, {tr("Independent Blend Enable"), tr("Alpha to Coverage"),
tr("Sample Mask"), tr("Blend Factor")},
{
om.blendState.independentBlend ? tr("Yes") : tr("No"),
om.blendState.alphaToCoverage ? tr("Yes") : tr("No"),
Formatter::Format(om.blendState.sampleMask, true), blendFactor,
});
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Target Blends"));
xml.writeEndElement();
QList<QVariantList> rows;
int i = 0;
for(const ColorBlend &b : om.blendState.blends)
{
if(i >= om.renderTargets.count())
continue;
QString mask = QFormatStr("%1%2%3%4")
.arg((b.writeMask & 0x1) == 0 ? lit("_") : lit("R"))
.arg((b.writeMask & 0x2) == 0 ? lit("_") : lit("G"))
.arg((b.writeMask & 0x4) == 0 ? lit("_") : lit("B"))
.arg((b.writeMask & 0x8) == 0 ? lit("_") : lit("A"));
rows.push_back({i, b.enabled ? tr("Yes") : tr("No"),
b.logicOperationEnabled ? tr("Yes") : tr("No"), ToQStr(b.colorBlend.source),
ToQStr(b.colorBlend.destination), ToQStr(b.colorBlend.operation),
ToQStr(b.alphaBlend.source), ToQStr(b.alphaBlend.destination),
ToQStr(b.alphaBlend.operation), ToQStr(b.logicOperation), mask});
i++;
}
m_Common.exportHTMLTable(
xml,
{
tr("Slot"), tr("Blend Enable"), tr("Logic Enable"), tr("Blend Source"),
tr("Blend Destination"), tr("Blend Operation"), tr("Alpha Blend Source"),
tr("Alpha Blend Destination"), tr("Alpha Blend Operation"), tr("Logic Operation"),
tr("Write Mask"),
},
rows);
}
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Depth State"));
xml.writeEndElement();
m_Common.exportHTMLTable(
xml, {tr("Depth Test Enable"), tr("Depth Writes Enable"), tr("Depth Function")},
{om.depthStencilState.depthEnable ? tr("Yes") : tr("No"),
om.depthStencilState.depthWrites ? tr("Yes") : tr("No"),
ToQStr(om.depthStencilState.depthFunction)});
}
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Stencil State"));
xml.writeEndElement();
m_Common.exportHTMLTable(
xml, {tr("Stencil Test Enable"), tr("Stencil Read Mask"), tr("Stencil Write Mask")},
{om.depthStencilState.stencilEnable ? tr("Yes") : tr("No"),
Formatter::Format(om.depthStencilState.frontFace.compareMask, true),
Formatter::Format(om.depthStencilState.frontFace.writeMask, true)});
xml.writeStartElement(lit("p"));
xml.writeEndElement();
m_Common.exportHTMLTable(xml, {tr("Face"), tr("Function"), tr("Pass Operation"),
tr("Fail Operation"), tr("Depth Fail Operation")},
{
{tr("Front"), ToQStr(om.depthStencilState.frontFace.function),
ToQStr(om.depthStencilState.frontFace.passOperation),
ToQStr(om.depthStencilState.frontFace.failOperation),
ToQStr(om.depthStencilState.frontFace.depthFailOperation)},
{tr("Back"), ToQStr(om.depthStencilState.backFace.function),
ToQStr(om.depthStencilState.backFace.passOperation),
ToQStr(om.depthStencilState.backFace.failOperation),
ToQStr(om.depthStencilState.backFace.depthFailOperation)},
});
}
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Render targets"));
xml.writeEndElement();
QList<QVariantList> rows;
for(int i = 0; i < om.renderTargets.count(); i++)
{
if(om.renderTargets[i].viewResourceId == ResourceId())
continue;
rows.push_back(exportViewHTML(om.renderTargets[i], i, NULL, QString()));
}
m_Common.exportHTMLTable(xml,
{
tr("Slot"), tr("Name"), tr("View Type"), tr("Resource Type"),
tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"),
tr("View Format"), tr("Resource Format"), tr("View Parameters"),
},
rows);
}
if(!om.uavs.isEmpty() && om.uavs[0].viewResourceId != ResourceId())
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Unordered Access Views"));
xml.writeEndElement();
QList<QVariantList> rows;
uint32_t i = 0;
for(; i < om.uavStartSlot; i++)
rows.push_back({i, tr("Empty"), QString(), QString(), QString(), QString(), 0, 0, 0, 0,
QString(), QString(), QString()});
for(; i < (uint32_t)om.renderTargets.count(); i++)
{
if(om.uavs[i - om.uavStartSlot].viewResourceId == ResourceId())
continue;
rows.push_back(exportViewHTML(om.uavs[i - om.uavStartSlot], i,
m_Ctx.CurD3D11PipelineState()->pixelShader.reflection, QString()));
}
m_Common.exportHTMLTable(xml,
{
tr("Slot"), tr("Name"), tr("View Type"), tr("Resource Type"),
tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"),
tr("View Format"), tr("Resource Format"), tr("View Parameters"),
},
rows);
}
{
xml.writeStartElement(lit("h3"));
xml.writeCharacters(tr("Depth target"));
xml.writeEndElement();
QList<QVariantList> rows;
QString extra;
if(om.depthReadOnly && om.stencilReadOnly)
extra = tr("Depth & Stencil Read-Only");
else if(om.depthReadOnly)
extra = tr("Depth Read-Only");
else if(om.stencilReadOnly)
extra = tr("Stencil Read-Only");
rows.push_back(exportViewHTML(om.depthTarget, 0, NULL, extra));
m_Common.exportHTMLTable(xml,
{
tr("Slot"), tr("Name"), tr("View Type"), tr("Resource Type"),
tr("Width"), tr("Height"), tr("Depth"), tr("Array Size"),
tr("View Format"), tr("Resource Format"), tr("View Parameters"),
},
rows);
}
}
void D3D11PipelineStateViewer::on_exportHTML_clicked()
{
QXmlStreamWriter *xmlptr = m_Common.beginHTMLExport();
if(xmlptr)
{
QXmlStreamWriter &xml = *xmlptr;
const QStringList &stageNames = ui->pipeFlow->stageNames();
const QStringList &stageAbbrevs = ui->pipeFlow->stageAbbreviations();
int stage = 0;
for(const QString &sn : stageNames)
{
xml.writeStartElement(lit("div"));
xml.writeStartElement(lit("a"));
xml.writeAttribute(lit("name"), stageAbbrevs[stage]);
xml.writeEndElement();
xml.writeEndElement();
xml.writeStartElement(lit("div"));
xml.writeAttribute(lit("class"), lit("stage"));
xml.writeStartElement(lit("h1"));
xml.writeCharacters(sn);
xml.writeEndElement();
switch(stage)
{
case 0: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->inputAssembly); break;
case 1: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->vertexShader); break;
case 2: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->hullShader); break;
case 3: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->domainShader); break;
case 4:
exportHTML(xml, m_Ctx.CurD3D11PipelineState()->geometryShader);
exportHTML(xml, m_Ctx.CurD3D11PipelineState()->streamOut);
break;
case 5: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->rasterizer); break;
case 6: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->pixelShader); break;
case 7: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->outputMerger); break;
case 8: exportHTML(xml, m_Ctx.CurD3D11PipelineState()->computeShader); break;
}
xml.writeEndElement();
stage++;
}
m_Common.endHTMLExport(xmlptr);
}
}
void D3D11PipelineStateViewer::on_meshView_clicked()
{
if(!m_Ctx.HasMeshPreview())
m_Ctx.ShowMeshPreview();
ToolWindowManager::raiseToolWindow(m_Ctx.GetMeshPreview()->Widget());
}
void D3D11PipelineStateViewer::on_debugThread_clicked()
{
if(!m_Ctx.IsCaptureLoaded())
return;
const DrawcallDescription *draw = m_Ctx.CurDrawcall();
if(!draw)
return;
ShaderReflection *shaderDetails = m_Ctx.CurD3D11PipelineState()->computeShader.reflection;
if(!shaderDetails)
return;
uint32_t groupdim[3] = {};
for(int i = 0; i < 3; i++)
groupdim[i] = draw->dispatchDimension[i];
uint32_t threadsdim[3] = {};
for(int i = 0; i < 3; i++)
threadsdim[i] = draw->dispatchThreadsDimension[i];
if(threadsdim[0] == 0)
{
for(int i = 0; i < 3; i++)
threadsdim[i] = shaderDetails->dispatchThreadsDimension[i];
}
struct threadSelect
{
uint32_t g[3];
uint32_t t[3];
} thread = {
// g[]
{(uint32_t)ui->groupX->value(), (uint32_t)ui->groupY->value(), (uint32_t)ui->groupZ->value()},
// t[]
{(uint32_t)ui->threadX->value(), (uint32_t)ui->threadY->value(), (uint32_t)ui->threadZ->value()},
};
m_Ctx.Replay().AsyncInvoke([this, thread](IReplayController *r) {
ShaderDebugTrace *trace = r->DebugThread(thread.g, thread.t);
if(trace->states.isEmpty())
{
r->FreeTrace(trace);
GUIInvoke::call(this, [this]() {
RDDialog::critical(
this, tr("Error debugging"),
tr("Error debugging thread - make sure a valid group and thread is selected"));
});
return;
}
QString debugContext = lit("Group [%1,%2,%3] Thread [%4,%5,%6]")
.arg(thread.g[0])
.arg(thread.g[1])
.arg(thread.g[2])
.arg(thread.t[0])
.arg(thread.t[1])
.arg(thread.t[2]);
GUIInvoke::call(this, [this, debugContext, trace]() {
const ShaderReflection *shaderDetails =
m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
const ShaderBindpointMapping &bindMapping =
m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
// viewer takes ownership of the trace
IShaderViewer *s =
m_Ctx.DebugShader(&bindMapping, shaderDetails, ResourceId(), trace, debugContext);
m_Ctx.AddDockWindow(s->Widget(), DockReference::AddTo, this);
});
});
}