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* The enums are given after compute, to preserve indices for the normal vertex pipeline. * Mesh dispatches are considered a new action type, rather than being bundled into the `Drawcall` type. This will allow them to be distinguished by API backends as needed. The UI treats them as drawcalls * We apply this universally even though it's not relevant to D3D11/GL. It means a couple of empty array entries but it should not cause any significant issues. * Shader messages will be identified by group and thread as with compute shaders. For mesh shaders there is an additional subdivision to identify them by task group, since each task group can submit a grid of mesh groups.
101 lines
3.3 KiB
C++
101 lines
3.3 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2021-2023 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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#include <QFrame>
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#include <QStyledItemDelegate>
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#include "Code/Interface/QRDInterface.h"
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namespace Ui
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{
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class ShaderMessageViewer;
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}
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class ButtonDelegate : public QStyledItemDelegate
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{
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private:
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Q_OBJECT
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QModelIndex m_ClickedIndex;
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QIcon m_Icon;
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int m_EnableRole;
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public:
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ButtonDelegate(const QIcon &icon, int enableRole, QWidget *parent);
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void paint(QPainter *painter, const QStyleOptionViewItem &option,
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const QModelIndex &index) const override;
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QSize sizeHint(const QStyleOptionViewItem &option, const QModelIndex &index) const override;
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bool editorEvent(QEvent *event, QAbstractItemModel *model, const QStyleOptionViewItem &option,
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const QModelIndex &index) override;
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signals:
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void messageClicked(const QModelIndex &index);
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};
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class ShaderMessageViewer : public QFrame, public IShaderMessageViewer, public ICaptureViewer
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{
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Q_OBJECT
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public:
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explicit ShaderMessageViewer(ICaptureContext &ctx, ShaderStageMask stages, QWidget *parent = 0);
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~ShaderMessageViewer();
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// IShaderMessageViewer
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QWidget *Widget() override { return this; }
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uint32_t GetEvent() override { return m_EID; };
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rdcarray<ShaderMessage> GetShaderMessages() override { return m_Messages; };
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bool IsOutOfDate() override;
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// ICaptureViewer
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void OnCaptureLoaded() override;
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void OnCaptureClosed() override;
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void OnSelectedEventChanged(uint32_t eventId) override {}
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void OnEventChanged(uint32_t eventId) override;
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private slots:
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void exportText();
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void exportCSV();
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private:
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void refreshMessages();
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void exportData(bool csv);
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Ui::ShaderMessageViewer *ui;
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ICaptureContext &m_Ctx;
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ButtonDelegate *m_debugDelegate = NULL;
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ButtonDelegate *m_gotoDelegate = NULL;
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bool m_Multiview = false, m_Multisampled = false;
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GraphicsAPI m_API;
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uint32_t m_EID;
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const ActionDescription *m_Action;
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rdcarray<ShaderMessage> m_Messages;
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ShaderStage m_LayoutStage;
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ResourceId m_OrigShaders[NumShaderStages];
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ResourceId m_ReplacedShaders[NumShaderStages];
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};
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