Files
renderdoc/renderdoc/driver/d3d12/d3d12_debug.cpp
T

2363 lines
81 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2021 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d12_debug.h"
#include "common/shader_cache.h"
#include "data/resource.h"
#include "driver/dx/official/d3dcompiler.h"
#include "driver/dxgi/dxgi_common.h"
#include "driver/shaders/dxbc/dxbc_bytecode.h"
#include "maths/formatpacking.h"
#include "maths/matrix.h"
#include "maths/vec.h"
#include "strings/string_utils.h"
#include "d3d12_command_list.h"
#include "d3d12_command_queue.h"
#include "d3d12_device.h"
#include "d3d12_replay.h"
#include "d3d12_shader_cache.h"
#include "data/hlsl/hlsl_cbuffers.h"
inline static D3D12_ROOT_PARAMETER1 cbvParam(D3D12_SHADER_VISIBILITY vis, UINT space, UINT reg)
{
D3D12_ROOT_PARAMETER1 ret;
ret.ShaderVisibility = vis;
ret.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
ret.Descriptor.RegisterSpace = space;
ret.Descriptor.ShaderRegister = reg;
ret.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
return ret;
}
inline static D3D12_ROOT_PARAMETER1 constParam(D3D12_SHADER_VISIBILITY vis, UINT space, UINT reg,
UINT num)
{
D3D12_ROOT_PARAMETER1 ret;
ret.ShaderVisibility = vis;
ret.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
ret.Constants.RegisterSpace = space;
ret.Constants.ShaderRegister = reg;
ret.Constants.Num32BitValues = num;
return ret;
}
inline static D3D12_ROOT_PARAMETER1 tableParam(D3D12_SHADER_VISIBILITY vis,
D3D12_DESCRIPTOR_RANGE_TYPE type, UINT space,
UINT basereg, UINT numreg)
{
// this is a super hack but avoids the need to be clumsy with allocation of these structs
static D3D12_DESCRIPTOR_RANGE1 ranges[32] = {};
static int rangeIdx = 0;
D3D12_DESCRIPTOR_RANGE1 &range = ranges[rangeIdx];
rangeIdx = (rangeIdx + 1) % ARRAY_COUNT(ranges);
D3D12_ROOT_PARAMETER1 ret;
ret.ShaderVisibility = vis;
ret.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
ret.DescriptorTable.NumDescriptorRanges = 1;
ret.DescriptorTable.pDescriptorRanges = ⦥
RDCEraseEl(range);
range.RangeType = type;
range.RegisterSpace = space;
range.BaseShaderRegister = basereg;
range.NumDescriptors = numreg;
range.OffsetInDescriptorsFromTableStart = 0;
if(type != D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER)
range.Flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE |
D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_VOLATILE;
else
range.Flags = D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_VOLATILE;
return ret;
}
D3D12DebugManager::D3D12DebugManager(WrappedID3D12Device *wrapper)
{
if(RenderDoc::Inst().GetCrashHandler())
RenderDoc::Inst().GetCrashHandler()->RegisterMemoryRegion(this, sizeof(D3D12DebugManager));
m_pDevice = wrapper;
D3D12ResourceManager *rm = wrapper->GetResourceManager();
HRESULT hr = S_OK;
D3D12_DESCRIPTOR_HEAP_DESC desc;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
desc.NumDescriptors = 1024;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
RDCCOMPILE_ASSERT(FIRST_WIN_RTV + 256 < 1024, "Increase size of RTV heap");
hr = m_pDevice->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&rtvHeap);
m_pDevice->InternalRef();
if(FAILED(hr))
{
RDCERR("Couldn't create RTV descriptor heap! HRESULT: %s", ToStr(hr).c_str());
}
rm->SetInternalResource(rtvHeap);
desc.NumDescriptors = 64;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
RDCCOMPILE_ASSERT(FIRST_WIN_DSV + 32 < 64, "Increase size of DSV heap");
hr = m_pDevice->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&dsvHeap);
m_pDevice->InternalRef();
if(FAILED(hr))
{
RDCERR("Couldn't create DSV descriptor heap! HRESULT: %s", ToStr(hr).c_str());
}
rm->SetInternalResource(dsvHeap);
desc.NumDescriptors = 4096;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
RDCCOMPILE_ASSERT(MAX_SRV_SLOT < 4096, "Increase size of CBV/SRV/UAV heap");
hr = m_pDevice->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&uavClearHeap);
m_pDevice->InternalRef();
if(FAILED(hr))
{
RDCERR("Couldn't create CBV/SRV descriptor heap! HRESULT: %s", ToStr(hr).c_str());
}
rm->SetInternalResource(uavClearHeap);
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = m_pDevice->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap),
(void **)&cbvsrvuavHeap);
m_pDevice->InternalRef();
if(FAILED(hr))
{
RDCERR("Couldn't create CBV/SRV descriptor heap! HRESULT: %s", ToStr(hr).c_str());
}
rm->SetInternalResource(cbvsrvuavHeap);
desc.NumDescriptors = 16;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
hr = m_pDevice->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), (void **)&samplerHeap);
m_pDevice->InternalRef();
if(FAILED(hr))
{
RDCERR("Couldn't create sampler descriptor heap! HRESULT: %s", ToStr(hr).c_str());
}
rm->SetInternalResource(samplerHeap);
// create fixed samplers, point and linear
D3D12_CPU_DESCRIPTOR_HANDLE samp;
samp = samplerHeap->GetCPUDescriptorHandleForHeapStart();
D3D12_SAMPLER_DESC sampDesc;
RDCEraseEl(sampDesc);
sampDesc.AddressU = sampDesc.AddressV = sampDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampDesc.MaxAnisotropy = 1;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = FLT_MAX;
sampDesc.MipLODBias = 0.0f;
sampDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
m_pDevice->CreateSampler(&sampDesc, samp);
sampDesc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
samp.ptr += sizeof(D3D12Descriptor);
m_pDevice->CreateSampler(&sampDesc, samp);
static const UINT64 bufsize = 2 * 1024 * 1024;
m_RingConstantBuffer = MakeCBuffer(bufsize);
m_RingConstantOffset = 0;
m_pDevice->InternalRef();
D3D12ShaderCache *shaderCache = m_pDevice->GetShaderCache();
shaderCache->SetCaching(true);
{
ID3DBlob *root = shaderCache->MakeRootSig({
// cbuffer
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
// normal SRVs (2x, 4x, 8x, 16x, 32x)
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, 5),
// stencil SRVs (2x, 4x, 8x, 16x, 32x)
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 11, 5),
});
RDCASSERT(root);
hr = m_pDevice->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&m_ArrayMSAARootSig);
m_pDevice->InternalRef();
SAFE_RELEASE(root);
rm->SetInternalResource(m_ArrayMSAARootSig);
}
{
ID3DBlob *root = shaderCache->MakeRootSig(
{
cbvParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0),
cbvParam(D3D12_SHADER_VISIBILITY_GEOMETRY, 0, 0),
// 'push constant' CBV
constParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0, 4),
},
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
RDCASSERT(root);
hr = m_pDevice->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&m_MeshRootSig);
m_pDevice->InternalRef();
SAFE_RELEASE(root);
rm->SetInternalResource(m_MeshRootSig);
}
if(!CreateMathIntrinsicsResources())
{
RDCERR("Failed to create resources for shader debugging math intrinsics");
SAFE_RELEASE(m_MathIntrinsicsRootSig);
SAFE_RELEASE(m_MathIntrinsicsPso);
SAFE_RELEASE(m_MathIntrinsicsResultBuffer);
}
{
rdcstr meshhlsl = GetEmbeddedResource(mesh_hlsl);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_MeshVS", D3DCOMPILE_WARNINGS_ARE_ERRORS,
{}, "vs_5_0", &m_MeshVS);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_MeshGS", D3DCOMPILE_WARNINGS_ARE_ERRORS,
{}, "gs_5_0", &m_MeshGS);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_MeshPS", D3DCOMPILE_WARNINGS_ARE_ERRORS,
{}, "ps_5_0", &m_MeshPS);
}
{
rdcstr hlsl = GetEmbeddedResource(misc_hlsl);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_FullscreenVS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "vs_5_0", &m_FullscreenVS);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_DiscardFloatPS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &m_DiscardFloatPS);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_DiscardIntPS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &m_DiscardIntPS);
}
{
rdcstr multisamplehlsl = GetEmbeddedResource(multisample_hlsl);
shaderCache->GetShaderBlob(multisamplehlsl.c_str(), "RENDERDOC_CopyMSToArray",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &m_IntMS2Array);
shaderCache->GetShaderBlob(multisamplehlsl.c_str(), "RENDERDOC_FloatCopyMSToArray",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &m_FloatMS2Array);
shaderCache->GetShaderBlob(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyMSToArray",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &m_DepthMS2Array);
shaderCache->GetShaderBlob(multisamplehlsl.c_str(), "RENDERDOC_CopyArrayToMS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &m_IntArray2MS);
shaderCache->GetShaderBlob(multisamplehlsl.c_str(), "RENDERDOC_FloatCopyArrayToMS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &m_FloatArray2MS);
shaderCache->GetShaderBlob(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyArrayToMS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &m_DepthArray2MS);
}
shaderCache->SetCaching(false);
D3D12_RESOURCE_DESC readbackDesc;
readbackDesc.Alignment = 0;
readbackDesc.DepthOrArraySize = 1;
readbackDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
readbackDesc.Format = DXGI_FORMAT_UNKNOWN;
readbackDesc.Height = 1;
readbackDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
readbackDesc.MipLevels = 1;
readbackDesc.SampleDesc.Count = 1;
readbackDesc.SampleDesc.Quality = 0;
readbackDesc.Width = m_ReadbackSize;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &readbackDesc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
__uuidof(ID3D12Resource), (void **)&m_ReadbackBuffer);
m_pDevice->InternalRef();
if(FAILED(hr))
{
RDCERR("Failed to create readback buffer, HRESULT: %s", ToStr(hr).c_str());
return;
}
m_ReadbackBuffer->SetName(L"m_ReadbackBuffer");
rm->SetInternalResource(m_ReadbackBuffer);
hr = m_pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
__uuidof(ID3D12CommandAllocator), (void **)&m_DebugAlloc);
m_pDevice->InternalRef();
if(FAILED(hr))
{
RDCERR("Failed to create readback command allocator, HRESULT: %s", ToStr(hr).c_str());
return;
}
rm->SetInternalResource(m_DebugAlloc);
m_pDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), (void **)&m_DebugFence);
m_pDevice->InternalRef();
rm->SetInternalResource(m_DebugFence);
ID3D12GraphicsCommandList *list = NULL;
hr = m_pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_DebugAlloc, NULL,
__uuidof(ID3D12GraphicsCommandList), (void **)&list);
m_pDevice->InternalRef();
// safe to upcast - this is a wrapped object
m_DebugList = (ID3D12GraphicsCommandListX *)list;
if(FAILED(hr))
{
RDCERR("Failed to create readback command list, HRESULT: %s", ToStr(hr).c_str());
return;
}
rm->SetInternalResource(m_DebugList);
if(m_DebugList)
m_DebugList->Close();
{
ResourceFormat fmt;
fmt.type = ResourceFormatType::Regular;
fmt.compType = CompType::Float;
fmt.compByteWidth = 4;
fmt.compCount = 1;
bytebuf pattern = GetDiscardPattern(DiscardType::DiscardCall, fmt);
fmt.compType = CompType::UInt;
pattern.append(GetDiscardPattern(DiscardType::DiscardCall, fmt));
m_DiscardConstants = MakeCBuffer(pattern.size());
FillBuffer(m_DiscardConstants, 0, pattern.data(), pattern.size());
ID3DBlob *root = shaderCache->MakeRootSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
constParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 1, 1),
});
RDCASSERT(root);
hr = m_pDevice->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&m_DiscardRootSig);
SAFE_RELEASE(root);
}
}
D3D12DebugManager::~D3D12DebugManager()
{
for(auto it = m_CachedMeshPipelines.begin(); it != m_CachedMeshPipelines.end(); ++it)
for(size_t p = 0; p < MeshDisplayPipelines::ePipe_Count; p++)
SAFE_RELEASE(it->second.pipes[p]);
for(auto it = m_MS2ArrayPSOCache.begin(); it != m_MS2ArrayPSOCache.end(); ++it)
{
SAFE_RELEASE(it->second.first);
SAFE_RELEASE(it->second.second);
}
SAFE_RELEASE(dsvHeap);
SAFE_RELEASE(rtvHeap);
SAFE_RELEASE(cbvsrvuavHeap);
SAFE_RELEASE(uavClearHeap);
SAFE_RELEASE(samplerHeap);
SAFE_RELEASE(m_MeshVS);
SAFE_RELEASE(m_MeshGS);
SAFE_RELEASE(m_MeshPS);
SAFE_RELEASE(m_MeshRootSig);
SAFE_RELEASE(m_MathIntrinsicsRootSig);
SAFE_RELEASE(m_MathIntrinsicsPso);
SAFE_RELEASE(m_MathIntrinsicsResultBuffer);
SAFE_RELEASE(m_ArrayMSAARootSig);
SAFE_RELEASE(m_FullscreenVS);
SAFE_RELEASE(m_IntMS2Array);
SAFE_RELEASE(m_FloatMS2Array);
SAFE_RELEASE(m_DepthMS2Array);
SAFE_RELEASE(m_IntArray2MS);
SAFE_RELEASE(m_FloatArray2MS);
SAFE_RELEASE(m_DepthArray2MS);
SAFE_RELEASE(m_ReadbackBuffer);
SAFE_RELEASE(m_RingConstantBuffer);
SAFE_RELEASE(m_TexResource);
SAFE_RELEASE(m_DiscardConstants);
SAFE_RELEASE(m_DiscardRootSig);
SAFE_RELEASE(m_DiscardFloatPS);
SAFE_RELEASE(m_DiscardIntPS);
SAFE_RELEASE(m_DebugAlloc);
SAFE_RELEASE(m_DebugList);
SAFE_RELEASE(m_DebugFence);
for(auto it = m_DiscardPipes.begin(); it != m_DiscardPipes.end(); it++)
if(it->second)
it->second->Release();
for(auto it = m_DiscardPatterns.begin(); it != m_DiscardPatterns.end(); it++)
if(it->second)
it->second->Release();
for(size_t i = 0; i < m_DiscardBuffers.size(); i++)
m_DiscardBuffers[i]->Release();
if(RenderDoc::Inst().GetCrashHandler())
RenderDoc::Inst().GetCrashHandler()->UnregisterMemoryRegion(this);
}
bool D3D12DebugManager::CreateMathIntrinsicsResources()
{
rdcstr csProgram =
"RWStructuredBuffer<float4> outval : register(u0);\n"
"cbuffer srcOper : register(b0) { float4 inval; };\n"
"cbuffer srcInstr : register(b1) { uint operation; };\n";
// Assign constants to each supported instruction
csProgram += StringFormat::Fmt("static const uint OPCODE_RCP = %u;\n", DXBCBytecode::OPCODE_RCP);
csProgram += StringFormat::Fmt("static const uint OPCODE_RSQ = %u;\n", DXBCBytecode::OPCODE_RSQ);
csProgram += StringFormat::Fmt("static const uint OPCODE_EXP = %u;\n", DXBCBytecode::OPCODE_EXP);
csProgram += StringFormat::Fmt("static const uint OPCODE_LOG = %u;\n", DXBCBytecode::OPCODE_LOG);
csProgram +=
StringFormat::Fmt("static const uint OPCODE_SINCOS = %u;\n", DXBCBytecode::OPCODE_SINCOS);
csProgram +=
"[numthreads(1, 1, 1)]\n"
"void main(){\n"
" switch(operation){\n"
" case OPCODE_RCP: outval[0] = rcp(inval); break;\n"
" case OPCODE_RSQ: outval[0] = rsqrt(inval); break;\n"
" case OPCODE_EXP: outval[0] = exp2(inval); break;\n"
" case OPCODE_LOG: outval[0] = log2(inval); break;\n"
" case OPCODE_SINCOS: sincos(inval, outval[0], outval[1]); break;\n"
" }\n}\n";
ID3DBlob *csBlob = NULL;
UINT flags = D3DCOMPILE_DEBUG | D3DCOMPILE_WARNINGS_ARE_ERRORS;
if(m_pDevice->GetShaderCache()->GetShaderBlob(csProgram.c_str(), "main", flags, {}, "cs_5_0",
&csBlob) != "")
{
RDCERR("Failed to create shader to calculate math intrinsic");
return false;
}
D3D12RootSignature rootSig;
// Constants param for the operation inputs
D3D12RootSignatureParameter constantParam;
constantParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
constantParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
constantParam.Constants.Num32BitValues = 4; // Input is 4 floats
constantParam.Constants.ShaderRegister = 0;
constantParam.Constants.RegisterSpace = 0;
rootSig.Parameters.push_back(constantParam);
// Constants param for the opcode
constantParam.Constants.Num32BitValues = 1;
constantParam.Constants.ShaderRegister = 1;
constantParam.Constants.RegisterSpace = 0;
rootSig.Parameters.push_back(constantParam);
// UAV param for the output
D3D12RootSignatureParameter uavParam;
uavParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
uavParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
uavParam.Descriptor.ShaderRegister = 0;
uavParam.Descriptor.RegisterSpace = 0;
uavParam.Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_NONE;
rootSig.Parameters.push_back(uavParam);
ID3DBlob *root = m_pDevice->GetShaderCache()->MakeRootSig(rootSig);
if(root == NULL)
{
RDCERR("Failed to create root signature for shader debugging");
SAFE_RELEASE(csBlob);
return false;
}
HRESULT hr = m_pDevice->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature),
(void **)&m_MathIntrinsicsRootSig);
m_pDevice->InternalRef();
SAFE_RELEASE(root);
if(FAILED(hr))
{
RDCERR("Failed to create root signature for shader debugging HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(csBlob);
return false;
}
m_pDevice->GetResourceManager()->SetInternalResource(m_MathIntrinsicsRootSig);
D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc;
psoDesc.pRootSignature = m_MathIntrinsicsRootSig;
psoDesc.CS.BytecodeLength = csBlob->GetBufferSize();
psoDesc.CS.pShaderBytecode = csBlob->GetBufferPointer();
psoDesc.NodeMask = 0;
psoDesc.CachedPSO.pCachedBlob = NULL;
psoDesc.CachedPSO.CachedBlobSizeInBytes = 0;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
hr = m_pDevice->CreateComputePipelineState(&psoDesc, __uuidof(ID3D12PipelineState),
(void **)&m_MathIntrinsicsPso);
m_pDevice->InternalRef();
SAFE_RELEASE(csBlob);
if(FAILED(hr))
{
RDCERR("Failed to create PSO for shader debugging HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(m_MathIntrinsicsRootSig);
return false;
}
m_pDevice->GetResourceManager()->SetInternalResource(m_MathIntrinsicsPso);
// Create buffer to store computed result
D3D12_RESOURCE_DESC rdesc;
ZeroMemory(&rdesc, sizeof(D3D12_RESOURCE_DESC));
rdesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
rdesc.Width = sizeof(Vec4f) * 2; // Output buffer is 2x float4
rdesc.Height = 1;
rdesc.DepthOrArraySize = 1;
rdesc.MipLevels = 1;
rdesc.Format = DXGI_FORMAT_UNKNOWN;
rdesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
rdesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
rdesc.SampleDesc.Count = 1;
rdesc.SampleDesc.Quality = 0;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
hr = m_pDevice->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &rdesc, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
__uuidof(ID3D12Resource), (void **)&m_MathIntrinsicsResultBuffer);
m_pDevice->InternalRef();
if(FAILED(hr))
{
RDCERR("Failed to create buffer for pixel shader debugging HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(m_MathIntrinsicsRootSig);
SAFE_RELEASE(m_MathIntrinsicsPso);
return false;
}
m_pDevice->GetResourceManager()->SetInternalResource(m_MathIntrinsicsResultBuffer);
return true;
}
ID3D12Resource *D3D12DebugManager::MakeCBuffer(UINT64 size)
{
ID3D12Resource *ret;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC cbDesc;
cbDesc.Alignment = 0;
cbDesc.DepthOrArraySize = 1;
cbDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
cbDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
cbDesc.Format = DXGI_FORMAT_UNKNOWN;
cbDesc.Height = 1;
cbDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
cbDesc.MipLevels = 1;
cbDesc.SampleDesc.Count = 1;
cbDesc.SampleDesc.Quality = 0;
cbDesc.Width = size;
HRESULT hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &cbDesc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
__uuidof(ID3D12Resource), (void **)&ret);
if(FAILED(hr))
{
RDCERR("Couldn't create cbuffer size %llu! %s", size, ToStr(hr).c_str());
SAFE_RELEASE(ret);
return NULL;
}
return ret;
}
void D3D12DebugManager::FillBuffer(ID3D12Resource *buf, size_t offset, const void *data, size_t size)
{
D3D12_RANGE range = {offset, offset + size};
byte *ptr = NULL;
HRESULT hr = buf->Map(0, &range, (void **)&ptr);
if(FAILED(hr))
{
RDCERR("Can't fill cbuffer HRESULT: %s", ToStr(hr).c_str());
}
else
{
memcpy(ptr + offset, data, size);
buf->Unmap(0, &range);
}
}
D3D12_GPU_VIRTUAL_ADDRESS D3D12DebugManager::UploadConstants(const void *data, size_t size)
{
D3D12_GPU_VIRTUAL_ADDRESS ret = m_RingConstantBuffer->GetGPUVirtualAddress();
if(m_RingConstantOffset + size > m_RingConstantBuffer->GetDesc().Width)
m_RingConstantOffset = 0;
ret += m_RingConstantOffset;
// passing the unwrapped object here is immaterial as all we do is Map/Unmap, but it means we can
// call this function while capturing without worrying about serialising the map or deadlocking.
FillBuffer(Unwrap(m_RingConstantBuffer), (size_t)m_RingConstantOffset, data, size);
m_RingConstantOffset += size;
m_RingConstantOffset =
AlignUp(m_RingConstantOffset, (UINT64)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
return ret;
}
ID3D12GraphicsCommandListX *D3D12DebugManager::ResetDebugList()
{
m_DebugList->Reset(m_DebugAlloc, NULL);
return m_DebugList;
}
void D3D12DebugManager::ResetDebugAlloc()
{
m_DebugAlloc->Reset();
}
void D3D12DebugManager::FillWithDiscardPattern(ID3D12GraphicsCommandListX *cmd,
const D3D12RenderState &state, DiscardType type,
ID3D12Resource *res,
const D3D12_DISCARD_REGION *region)
{
RDCASSERT(type == DiscardType::DiscardCall);
D3D12MarkerRegion marker(
cmd, StringFormat::Fmt("FillWithDiscardPattern %s", ToStr(GetResID(res)).c_str()));
D3D12_RESOURCE_DESC desc = res->GetDesc();
rdcarray<D3D12_RECT> rects;
if(region && region->NumRects > 0)
rects.assign(region->pRects, region->NumRects);
else
rects = {{0, 0, (LONG)desc.Width, (LONG)desc.Height}};
if(desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
// ignore rects, they are only allowed with 2D resources
size_t size = (size_t)desc.Width;
ID3D12Resource *patternBuf = NULL;
// if we have discard buffers, try the last one, it's the biggest we have
if(!m_DiscardBuffers.empty())
{
patternBuf = m_DiscardBuffers.back();
// if it's not big enough, don't use it
if(patternBuf->GetDesc().Width < size)
patternBuf = NULL;
}
// if we don't have a buffer, make one that's big enough and use that
if(patternBuf == NULL)
{
bytebuf pattern;
// make at least 1K at a time to prevent too much incremental updates if we encounter buffers
// of different sizes
pattern.resize(AlignUp<size_t>(size, 1024U));
uint32_t value = 0xD15CAD3D;
for(size_t i = 0; i < pattern.size(); i += 4)
memcpy(&pattern[i], &value, sizeof(uint32_t));
patternBuf = MakeCBuffer(pattern.size());
m_DiscardBuffers.push_back(patternBuf);
FillBuffer(patternBuf, 0, pattern.data(), size);
}
// fill the destination with a copy from the pattern buffer
cmd->CopyBufferRegion(res, 0, patternBuf, 0, size);
return;
}
UINT firstSub = region ? region->FirstSubresource : 0;
UINT numSubs = region ? region->NumSubresources : GetNumSubresources(m_pDevice, &desc);
if(desc.SampleDesc.Count > 1)
{
// we can't do discard patterns for MSAA on compute comand lists
if(cmd->GetType() == D3D12_COMMAND_LIST_TYPE_COMPUTE)
return;
bool depth = false;
if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
depth = true;
DXGI_FORMAT fmt = desc.Format;
if(depth)
fmt = GetDepthTypedFormat(fmt);
else
fmt = GetTypedFormat(fmt, CompType::Float);
rdcpair<DXGI_FORMAT, UINT> key = {fmt, desc.SampleDesc.Count};
rdcpair<DXGI_FORMAT, UINT> stencilKey = {DXGI_FORMAT_UNKNOWN, desc.SampleDesc.Count};
ID3D12PipelineState *pipe = m_DiscardPipes[key];
ID3D12PipelineState *stencilpipe = pipe;
if(fmt == DXGI_FORMAT_D32_FLOAT_S8X24_UINT)
{
stencilKey.first = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
stencilpipe = m_DiscardPipes[stencilKey];
}
else if(fmt == DXGI_FORMAT_D24_UNORM_S8_UINT)
{
stencilKey.first = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
stencilpipe = m_DiscardPipes[stencilKey];
}
bool intFormat = !depth && (IsIntFormat(fmt) || IsUIntFormat(fmt));
if(pipe == NULL)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc = {};
pipeDesc.pRootSignature = m_DiscardRootSig;
pipeDesc.VS.BytecodeLength = m_FullscreenVS->GetBufferSize();
pipeDesc.VS.pShaderBytecode = m_FullscreenVS->GetBufferPointer();
pipeDesc.PS.BytecodeLength =
intFormat ? m_DiscardIntPS->GetBufferSize() : m_DiscardFloatPS->GetBufferSize();
pipeDesc.PS.pShaderBytecode =
intFormat ? m_DiscardIntPS->GetBufferPointer() : m_DiscardFloatPS->GetBufferPointer();
pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeDesc.SampleMask = 0xFFFFFFFF;
pipeDesc.SampleDesc.Count = desc.SampleDesc.Count;
pipeDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
pipeDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
pipeDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
pipeDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
pipeDesc.DepthStencilState.StencilReadMask = 0xFF;
pipeDesc.DepthStencilState.StencilWriteMask = 0xFF;
pipeDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
pipeDesc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_REPLACE;
pipeDesc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP_REPLACE;
pipeDesc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_REPLACE;
pipeDesc.DepthStencilState.BackFace = pipeDesc.DepthStencilState.FrontFace;
pipeDesc.DepthStencilState.DepthEnable = FALSE;
pipeDesc.DepthStencilState.StencilEnable = FALSE;
if(depth)
{
pipeDesc.DSVFormat = fmt;
pipeDesc.DepthStencilState.DepthEnable = TRUE;
}
else
{
pipeDesc.NumRenderTargets = 1;
pipeDesc.RTVFormats[0] = fmt;
}
HRESULT hr = m_pDevice->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&pipe);
if(FAILED(hr))
RDCERR("Couldn't create MSAA discard pattern pipe! HRESULT: %s", ToStr(hr).c_str());
m_DiscardPipes[key] = pipe;
if(stencilKey.first != DXGI_FORMAT_UNKNOWN)
{
pipeDesc.DepthStencilState.DepthEnable = FALSE;
pipeDesc.DepthStencilState.StencilEnable = TRUE;
hr = m_pDevice->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&stencilpipe);
if(FAILED(hr))
RDCERR("Couldn't create MSAA discard pattern pipe! HRESULT: %s", ToStr(hr).c_str());
m_DiscardPipes[stencilKey] = stencilpipe;
}
}
if(!pipe)
return;
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cmd->SetPipelineState(pipe);
cmd->SetGraphicsRootSignature(m_DiscardRootSig);
cmd->SetGraphicsRootConstantBufferView(0, m_DiscardConstants->GetGPUVirtualAddress());
D3D12_VIEWPORT viewport = {0, 0, (float)desc.Width, (float)desc.Height, 0.0f, 1.0f};
cmd->RSSetViewports(1, &viewport);
if(m_pDevice->GetOpts3().ViewInstancingTier != D3D12_VIEW_INSTANCING_TIER_NOT_SUPPORTED)
cmd->SetViewInstanceMask(0);
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
rtvDesc.Format = fmt;
rtvDesc.Texture2DMSArray.ArraySize = 1;
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
dsvDesc.Format = fmt;
dsvDesc.Texture2DMSArray.ArraySize = 1;
D3D12_CPU_DESCRIPTOR_HANDLE rtv = GetCPUHandle(MSAA_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE dsv = GetCPUHandle(MSAA_DSV);
for(UINT sub = 0; sub < numSubs; sub++)
{
UINT subresource = firstSub + sub;
if(depth)
{
dsvDesc.Texture2DMSArray.FirstArraySlice = GetSliceForSubresource(res, subresource);
m_pDevice->CreateDepthStencilView(res, &dsvDesc, dsv);
cmd->OMSetRenderTargets(0, NULL, FALSE, &dsv);
}
else
{
rtvDesc.Texture2DMSArray.FirstArraySlice = GetSliceForSubresource(res, subresource);
m_pDevice->CreateRenderTargetView(res, &rtvDesc, rtv);
cmd->OMSetRenderTargets(1, &rtv, FALSE, NULL);
}
UINT mip = GetMipForSubresource(res, subresource);
UINT plane = GetPlaneForSubresource(res, subresource);
for(D3D12_RECT r : rects)
{
r.right = RDCMIN(LONG(RDCMAX(1U, (UINT)desc.Width >> mip)), r.right);
r.bottom = RDCMIN(LONG(RDCMAX(1U, (UINT)desc.Height >> mip)), r.bottom);
cmd->RSSetScissorRects(1, &r);
if(depth)
{
if(plane == 0)
{
cmd->SetPipelineState(pipe);
cmd->SetGraphicsRoot32BitConstant(1, 0, 0);
cmd->DrawInstanced(3, 1, 0, 0);
}
else
{
cmd->SetPipelineState(stencilpipe);
cmd->SetGraphicsRoot32BitConstant(1, 1, 0);
cmd->OMSetStencilRef(0x00);
cmd->DrawInstanced(3, 1, 0, 0);
cmd->SetGraphicsRoot32BitConstant(1, 2, 0);
cmd->OMSetStencilRef(0xff);
cmd->DrawInstanced(3, 1, 0, 0);
}
}
else
{
cmd->SetGraphicsRoot32BitConstant(1, 0, 0);
cmd->DrawInstanced(3, 1, 0, 0);
}
}
}
state.ApplyState(m_pDevice, cmd);
return;
}
// see if we already have a buffer with texels in the desired format, if not then create it
ID3D12Resource *buf = m_DiscardPatterns[desc.Format];
if(buf == NULL)
{
bytebuf pattern = GetDiscardPattern(type, MakeResourceFormat(desc.Format), 256);
buf = MakeCBuffer(pattern.size());
FillBuffer(buf, 0, pattern.data(), pattern.size());
m_DiscardPatterns[desc.Format] = buf;
}
for(UINT sub = firstSub; sub < firstSub + numSubs; sub++)
{
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = res;
b.Transition.Subresource = sub;
// TODO can we do better than an educated guess as to what the previous state was?
if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
b.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
else if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
b.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
else
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
cmd->ResourceBarrier(1, &b);
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = res;
dst.SubresourceIndex = sub;
UINT mip = GetMipForSubresource(res, sub);
DXGI_FORMAT fmt = desc.Format;
UINT bufOffset = 0;
// if this is a depth/stencil format it comes in multiple planes - figure out which format we're
// copying and the appropriate buffer offset
if(IsDepthAndStencilFormat(fmt))
{
UINT planeSlice = GetPlaneForSubresource(res, sub);
if(planeSlice == 0)
{
fmt = DXGI_FORMAT_R32_TYPELESS;
}
else
{
fmt = DXGI_FORMAT_R8_TYPELESS;
bufOffset +=
GetByteSize(DiscardPatternWidth, DiscardPatternHeight, 1, DXGI_FORMAT_R32_FLOAT, 0);
}
}
// the user isn't allowed to specify rects for 3D textures, so in that case we'll have our own
// default 0,0->64k,64k one. Similarly we also discard all z slices
uint32_t depth =
desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? desc.DepthOrArraySize : 1U;
for(uint32_t z = 0; z < RDCMAX(1U, depth >> mip); z++)
{
for(D3D12_RECT r : rects)
{
int32_t rectWidth = RDCMIN(LONG(RDCMAX(1U, (UINT)desc.Width >> mip)), r.right);
int32_t rectHeight = RDCMIN(LONG(RDCMAX(1U, (UINT)desc.Height >> mip)), r.bottom);
for(int32_t y = r.top; y < rectHeight; y += DiscardPatternHeight)
{
for(int32_t x = r.left; x < rectWidth; x += DiscardPatternWidth)
{
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = buf;
src.PlacedFootprint.Offset = bufOffset;
src.PlacedFootprint.Footprint.Format = fmt;
src.PlacedFootprint.Footprint.RowPitch =
AlignUp(GetRowPitch(DiscardPatternWidth, fmt, 0), 256U);
src.PlacedFootprint.Footprint.Width =
RDCMIN(DiscardPatternWidth, uint32_t(rectWidth - x));
src.PlacedFootprint.Footprint.Height =
RDCMIN(DiscardPatternHeight, uint32_t(rectHeight - y));
src.PlacedFootprint.Footprint.Depth = 1;
cmd->CopyTextureRegion(&dst, x, y, z, &src, NULL);
}
}
}
}
std::swap(b.Transition.StateBefore, b.Transition.StateAfter);
cmd->ResourceBarrier(1, &b);
}
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetCPUHandle(CBVUAVSRVSlot slot)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret = cbvsrvuavHeap->GetCPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetCPUHandle(RTVSlot slot)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret = rtvHeap->GetCPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetCPUHandle(DSVSlot slot)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret = dsvHeap->GetCPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetGPUHandle(CBVUAVSRVSlot slot)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret = cbvsrvuavHeap->GetGPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetGPUHandle(RTVSlot slot)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret = rtvHeap->GetGPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetGPUHandle(DSVSlot slot)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret = dsvHeap->GetGPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetGPUHandle(SamplerSlot slot)
{
D3D12_GPU_DESCRIPTOR_HANDLE ret = samplerHeap->GetGPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetTempDescriptor(const D3D12Descriptor &desc,
size_t idx)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret = {};
ID3D12Resource *res =
m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(desc.GetResResourceId());
if(desc.GetType() == D3D12DescriptorType::RTV)
{
ret = GetCPUHandle(FIRST_TMP_RTV);
ret.ptr += idx * sizeof(D3D12Descriptor);
const D3D12_RENDER_TARGET_VIEW_DESC *rtvdesc = &desc.GetRTV();
if(rtvdesc->ViewDimension == D3D12_RTV_DIMENSION_UNKNOWN)
rtvdesc = NULL;
if(rtvdesc == NULL || rtvdesc->Format == DXGI_FORMAT_UNKNOWN)
{
const std::map<ResourceId, DXGI_FORMAT> &bbs = m_pDevice->GetBackbufferFormats();
auto it = bbs.find(GetResID(res));
// fixup for backbuffers
if(it != bbs.end())
{
D3D12_RENDER_TARGET_VIEW_DESC bbDesc = {};
bbDesc.Format = it->second;
bbDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
m_pDevice->CreateRenderTargetView(res, &bbDesc, ret);
return ret;
}
}
m_pDevice->CreateRenderTargetView(res, rtvdesc, ret);
}
else if(desc.GetType() == D3D12DescriptorType::DSV)
{
ret = GetCPUHandle(TMP_DSV);
const D3D12_DEPTH_STENCIL_VIEW_DESC *dsvdesc = &desc.GetDSV();
if(dsvdesc->ViewDimension == D3D12_DSV_DIMENSION_UNKNOWN)
dsvdesc = NULL;
m_pDevice->CreateDepthStencilView(res, dsvdesc, ret);
}
else if(desc.GetType() == D3D12DescriptorType::UAV)
{
// need a non-shader visible heap for this one
ret = GetUAVClearHandle(TMP_UAV);
ID3D12Resource *counterRes =
m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(desc.GetCounterResourceId());
D3D12_UNORDERED_ACCESS_VIEW_DESC unpacked = desc.GetUAV();
const D3D12_UNORDERED_ACCESS_VIEW_DESC *uavdesc = &unpacked;
if(uavdesc->ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN)
uavdesc = NULL;
if(uavdesc == NULL || uavdesc->Format == DXGI_FORMAT_UNKNOWN)
{
const std::map<ResourceId, DXGI_FORMAT> &bbs = m_pDevice->GetBackbufferFormats();
auto it = bbs.find(GetResID(res));
// fixup for backbuffers
if(it != bbs.end())
{
D3D12_UNORDERED_ACCESS_VIEW_DESC bbDesc = {};
bbDesc.Format = it->second;
bbDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
m_pDevice->CreateUnorderedAccessView(res, NULL, &bbDesc, ret);
return ret;
}
}
m_pDevice->CreateUnorderedAccessView(res, counterRes, uavdesc, ret);
}
else
{
RDCERR("Unexpected descriptor type %s for temp descriptor!", ToStr(desc.GetType()).c_str());
}
return ret;
}
void D3D12DebugManager::SetDescriptorHeaps(ID3D12GraphicsCommandList *list, bool cbvsrvuav,
bool samplers)
{
ID3D12DescriptorHeap *heaps[] = {cbvsrvuavHeap, samplerHeap};
if(cbvsrvuav && samplers)
{
list->SetDescriptorHeaps(2, heaps);
}
else if(cbvsrvuav)
{
list->SetDescriptorHeaps(1, &heaps[0]);
}
else if(samplers)
{
list->SetDescriptorHeaps(1, &heaps[1]);
}
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DebugManager::GetUAVClearHandle(CBVUAVSRVSlot slot)
{
D3D12_CPU_DESCRIPTOR_HANDLE ret = uavClearHeap->GetCPUDescriptorHandleForHeapStart();
ret.ptr += slot * sizeof(D3D12Descriptor);
return ret;
}
void D3D12DebugManager::GetBufferData(ID3D12Resource *buffer, uint64_t offset, uint64_t length,
bytebuf &ret)
{
if(buffer == NULL)
return;
D3D12_RESOURCE_DESC desc = buffer->GetDesc();
D3D12_HEAP_PROPERTIES heapProps = {};
// can't call GetHeapProperties on sparse resources
if(!m_pDevice->IsSparseResource(GetResID(buffer)))
buffer->GetHeapProperties(&heapProps, NULL);
if(offset >= desc.Width)
{
// can't read past the end of the buffer, return empty
return;
}
if(length == 0 || length > desc.Width)
{
length = desc.Width - offset;
}
if(offset + length > desc.Width)
{
RDCWARN("Attempting to read off the end of the buffer (%llu %llu). Will be clamped (%llu)",
offset, length, desc.Width);
length = RDCMIN(length, desc.Width - offset);
}
#if DISABLED(RDOC_X64)
if(offset + length > 0xfffffff)
{
RDCERR("Trying to read back too much data on 32-bit build. Try running on 64-bit.");
return;
}
#endif
uint64_t outOffs = 0;
ret.resize((size_t)length);
// directly CPU mappable (and possibly invalid to transition and copy from), so just memcpy
if(heapProps.Type == D3D12_HEAP_TYPE_UPLOAD || heapProps.Type == D3D12_HEAP_TYPE_READBACK)
{
D3D12_RANGE range = {(size_t)offset, size_t(offset + length)};
byte *data = NULL;
HRESULT hr = buffer->Map(0, &range, (void **)&data);
if(FAILED(hr))
{
RDCERR("Failed to map buffer directly for readback HRESULT: %s", ToStr(hr).c_str());
return;
}
memcpy(&ret[0], data + offset, (size_t)length);
range.Begin = range.End = 0;
buffer->Unmap(0, &range);
return;
}
m_DebugList->Reset(m_DebugAlloc, NULL);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Transition.pResource = buffer;
barrier.Transition.StateBefore = m_pDevice->GetSubresourceStates(GetResID(buffer))[0];
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
if(barrier.Transition.StateBefore != D3D12_RESOURCE_STATE_COPY_SOURCE)
m_DebugList->ResourceBarrier(1, &barrier);
while(length > 0)
{
uint64_t chunkSize = RDCMIN(length, m_ReadbackSize);
m_DebugList->CopyBufferRegion(m_ReadbackBuffer, 0, buffer, offset + outOffs, chunkSize);
m_DebugList->Close();
ID3D12CommandList *l = m_DebugList;
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
m_pDevice->GPUSync();
m_DebugAlloc->Reset();
D3D12_RANGE range = {0, (size_t)chunkSize};
void *data = NULL;
HRESULT hr = m_ReadbackBuffer->Map(0, &range, &data);
if(FAILED(hr))
{
RDCERR("Failed to map bufferdata buffer HRESULT: %s", ToStr(hr).c_str());
return;
}
else
{
memcpy(&ret[(size_t)outOffs], data, (size_t)chunkSize);
range.End = 0;
m_ReadbackBuffer->Unmap(0, &range);
}
outOffs += chunkSize;
length -= chunkSize;
m_DebugList->Reset(m_DebugAlloc, NULL);
}
if(barrier.Transition.StateBefore != D3D12_RESOURCE_STATE_COPY_SOURCE)
{
std::swap(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
m_DebugList->ResourceBarrier(1, &barrier);
}
m_DebugList->Close();
ID3D12CommandList *l = m_DebugList;
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
m_pDevice->GPUSync();
m_DebugAlloc->Reset();
}
void D3D12Replay::GeneralMisc::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
D3D12ShaderCache *shaderCache = device->GetShaderCache();
shaderCache->SetCaching(true);
{
D3D12_RESOURCE_DESC readbackDesc;
readbackDesc.Alignment = 0;
readbackDesc.DepthOrArraySize = 1;
readbackDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
readbackDesc.Format = DXGI_FORMAT_UNKNOWN;
readbackDesc.Height = 1;
readbackDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
readbackDesc.MipLevels = 1;
readbackDesc.SampleDesc.Count = 1;
readbackDesc.SampleDesc.Quality = 0;
readbackDesc.Width = 4096;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
hr = device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &readbackDesc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
__uuidof(ID3D12Resource), (void **)&ResultReadbackBuffer);
ResultReadbackBuffer->SetName(L"m_ResultReadbackBuffer");
if(FAILED(hr))
{
RDCERR("Failed to create readback buffer, HRESULT: %s", ToStr(hr).c_str());
return;
}
}
{
ID3DBlob *root = shaderCache->MakeRootSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
});
RDCASSERT(root);
hr = device->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&CheckerboardRootSig);
SAFE_RELEASE(root);
}
{
rdcstr hlsl = GetEmbeddedResource(misc_hlsl);
ID3DBlob *FullscreenVS = NULL;
ID3DBlob *CheckerboardPS = NULL;
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_FullscreenVS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "vs_5_0", &FullscreenVS);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_CheckerboardPS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &CheckerboardPS);
RDCASSERT(CheckerboardPS);
RDCASSERT(FullscreenVS);
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc = {};
pipeDesc.pRootSignature = CheckerboardRootSig;
pipeDesc.VS.BytecodeLength = FullscreenVS->GetBufferSize();
pipeDesc.VS.pShaderBytecode = FullscreenVS->GetBufferPointer();
pipeDesc.PS.BytecodeLength = CheckerboardPS->GetBufferSize();
pipeDesc.PS.pShaderBytecode = CheckerboardPS->GetBufferPointer();
pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeDesc.SampleMask = 0xFFFFFFFF;
pipeDesc.SampleDesc.Count = 1;
pipeDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeDesc.NumRenderTargets = 1;
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
pipeDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
pipeDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
pipeDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&CheckerboardPipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_CheckerboardPipe! HRESULT: %s", ToStr(hr).c_str());
}
pipeDesc.SampleDesc.Count = D3D12_MSAA_SAMPLECOUNT;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&CheckerboardMSAAPipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_CheckerboardMSAAPipe! HRESULT: %s", ToStr(hr).c_str());
}
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
pipeDesc.BlendState.RenderTarget[0].BlendEnable = TRUE;
for(size_t i = 0; i < ARRAY_COUNT(CheckerboardF16Pipe); i++)
{
pipeDesc.SampleDesc.Count = UINT(1 << i);
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS check = {};
check.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
check.SampleCount = pipeDesc.SampleDesc.Count;
device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &check, sizeof(check));
if(check.NumQualityLevels == 0)
continue;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&CheckerboardF16Pipe[i]);
if(FAILED(hr))
{
RDCERR("Couldn't create CheckerboardF16Pipe[%zu]! HRESULT: %s", i, ToStr(hr).c_str());
}
}
SAFE_RELEASE(CheckerboardPS);
SAFE_RELEASE(FullscreenVS);
}
shaderCache->SetCaching(false);
}
void D3D12Replay::GeneralMisc::Release()
{
SAFE_RELEASE(ResultReadbackBuffer);
SAFE_RELEASE(CheckerboardRootSig);
SAFE_RELEASE(CheckerboardPipe);
SAFE_RELEASE(CheckerboardMSAAPipe);
for(size_t i = 0; i < ARRAY_COUNT(CheckerboardF16Pipe); i++)
SAFE_RELEASE(CheckerboardF16Pipe[i]);
}
void D3D12Replay::TextureRendering::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
D3D12ShaderCache *shaderCache = device->GetShaderCache();
shaderCache->SetCaching(true);
{
ID3DBlob *root = shaderCache->MakeRootSig({
// VS cbuffer
cbvParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0),
// normal FS cbuffer
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
// heatmap cbuffer
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 1),
// display SRVs
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 32),
// samplers
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 0, 2),
});
RDCASSERT(root);
hr = device->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&RootSig);
if(FAILED(hr))
{
RDCERR("Couldn't create tex display RootSig! HRESULT: %s", ToStr(hr).c_str());
}
SAFE_RELEASE(root);
}
{
rdcstr hlsl = GetEmbeddedResource(texdisplay_hlsl);
ID3DBlob *TexDisplayPS = NULL;
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_TexDisplayVS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "vs_5_0", &VS);
RDCASSERT(VS);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_TexDisplayPS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &TexDisplayPS);
RDCASSERT(TexDisplayPS);
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc = {};
pipeDesc.pRootSignature = RootSig;
pipeDesc.VS.BytecodeLength = VS->GetBufferSize();
pipeDesc.VS.pShaderBytecode = VS->GetBufferPointer();
pipeDesc.PS.BytecodeLength = TexDisplayPS->GetBufferSize();
pipeDesc.PS.pShaderBytecode = TexDisplayPS->GetBufferPointer();
pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeDesc.SampleMask = 0xFFFFFFFF;
pipeDesc.SampleDesc.Count = 1;
pipeDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeDesc.NumRenderTargets = 1;
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
pipeDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
pipeDesc.BlendState.RenderTarget[0].BlendEnable = TRUE;
pipeDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&BlendPipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TexDisplayBlendPipe! HRESULT: %s", ToStr(hr).c_str());
}
pipeDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&SRGBPipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TexDisplayPipe! HRESULT: %s", ToStr(hr).c_str());
}
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&LinearPipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TexDisplayPipe! HRESULT: %s", ToStr(hr).c_str());
}
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R32G32B32A32_FLOAT;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&F32Pipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TexDisplayF32Pipe! HRESULT: %s", ToStr(hr).c_str());
}
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&F16Pipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TexDisplayF16Pipe! HRESULT: %s", ToStr(hr).c_str());
}
SAFE_RELEASE(TexDisplayPS);
hlsl = GetEmbeddedResource(texremap_hlsl);
ID3DBlob *TexRemap[3] = {};
DXGI_FORMAT formats[3] = {
DXGI_FORMAT_R8G8B8A8_TYPELESS, DXGI_FORMAT_R16G16B16A16_TYPELESS,
DXGI_FORMAT_R32G32B32A32_TYPELESS,
};
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_TexRemapFloat",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &TexRemap[0]);
RDCASSERT(TexRemap[0]);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_TexRemapUInt",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &TexRemap[1]);
RDCASSERT(TexRemap[1]);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_TexRemapSInt",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &TexRemap[2]);
RDCASSERT(TexRemap[2]);
for(int f = 0; f < 3; f++)
{
for(int i = 0; i < 3; i++)
{
pipeDesc.PS.BytecodeLength = TexRemap[i]->GetBufferSize();
pipeDesc.PS.pShaderBytecode = TexRemap[i]->GetBufferPointer();
if(i == 0)
pipeDesc.RTVFormats[0] = GetFloatTypedFormat(formats[f]);
else if(i == 1)
pipeDesc.RTVFormats[0] = GetUIntTypedFormat(formats[f]);
else
pipeDesc.RTVFormats[0] = GetSIntTypedFormat(formats[f]);
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&m_TexRemapPipe[f][i]);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TexRemapPipe for %s! HRESULT: %s",
ToStr(pipeDesc.RTVFormats[0]).c_str(), ToStr(hr).c_str());
}
}
}
for(int i = 0; i < 3; i++)
SAFE_RELEASE(TexRemap[i]);
}
shaderCache->SetCaching(false);
}
void D3D12Replay::TextureRendering::Release()
{
SAFE_RELEASE(BlendPipe);
SAFE_RELEASE(SRGBPipe);
SAFE_RELEASE(LinearPipe);
SAFE_RELEASE(F16Pipe);
SAFE_RELEASE(F32Pipe);
SAFE_RELEASE(RootSig);
SAFE_RELEASE(VS);
for(int f = 0; f < 3; f++)
{
for(int i = 0; i < 3; i++)
{
SAFE_RELEASE(m_TexRemapPipe[f][i]);
}
}
}
void D3D12Replay::OverlayRendering::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
D3D12ShaderCache *shaderCache = device->GetShaderCache();
shaderCache->SetCaching(true);
{
rdcstr meshhlsl = GetEmbeddedResource(mesh_hlsl);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_TriangleSizeGS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "gs_5_0", &TriangleSizeGS);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_TriangleSizePS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &TriangleSizePS);
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_MeshVS", D3DCOMPILE_WARNINGS_ARE_ERRORS,
{}, "vs_5_0", &MeshVS);
rdcstr hlsl = GetEmbeddedResource(quadoverdraw_hlsl);
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_QuadOverdrawPS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &QuadOverdrawWritePS);
// only create DXIL shaders if DXIL was used by the application, since dxc/dxcompiler is really
// flakey.
if(device->UsedDXIL())
{
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_QuadOverdrawPS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_6_0",
&QuadOverdrawWriteDXILPS);
if(QuadOverdrawWriteDXILPS == NULL)
{
RDCWARN(
"Couldn't compile DXIL overlay shader at runtime, falling back to baked DXIL shader");
QuadOverdrawWriteDXILPS = shaderCache->GetQuadShaderDXILBlob();
if(!QuadOverdrawWriteDXILPS)
{
RDCWARN("No fallback DXIL shader available!");
}
}
}
}
{
ID3DBlob *root = shaderCache->MakeRootSig({
// quad overdraw results SRV
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1),
});
RDCASSERT(root);
hr = device->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&QuadResolveRootSig);
SAFE_RELEASE(root);
}
{
rdcstr hlsl = GetEmbeddedResource(misc_hlsl);
ID3DBlob *FullscreenVS = NULL;
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_FullscreenVS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "vs_5_0", &FullscreenVS);
RDCASSERT(FullscreenVS);
hlsl = GetEmbeddedResource(quadoverdraw_hlsl);
ID3DBlob *QOResolvePS = NULL;
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_QOResolvePS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_0", &QOResolvePS);
RDCASSERT(QOResolvePS);
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc = {};
pipeDesc.pRootSignature = QuadResolveRootSig;
pipeDesc.VS.BytecodeLength = FullscreenVS->GetBufferSize();
pipeDesc.VS.pShaderBytecode = FullscreenVS->GetBufferPointer();
pipeDesc.PS.BytecodeLength = QOResolvePS->GetBufferSize();
pipeDesc.PS.pShaderBytecode = QOResolvePS->GetBufferPointer();
pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeDesc.SampleMask = 0xFFFFFFFF;
pipeDesc.SampleDesc.Count = 1;
pipeDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeDesc.NumRenderTargets = 1;
pipeDesc.RTVFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
pipeDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
pipeDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
pipeDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
for(size_t i = 0; i < ARRAY_COUNT(QuadResolvePipe); i++)
{
pipeDesc.SampleDesc.Count = UINT(1 << i);
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS check = {};
check.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
check.SampleCount = pipeDesc.SampleDesc.Count;
device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &check, sizeof(check));
if(check.NumQualityLevels == 0)
continue;
hr = device->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&QuadResolvePipe[i]);
if(FAILED(hr))
RDCERR("Couldn't create QuadResolvePipe[%zu]! HRESULT: %s", i, ToStr(hr).c_str());
}
SAFE_RELEASE(FullscreenVS);
SAFE_RELEASE(QOResolvePS);
}
shaderCache->SetCaching(false);
}
void D3D12Replay::OverlayRendering::Release()
{
SAFE_RELEASE(MeshVS);
SAFE_RELEASE(TriangleSizeGS);
SAFE_RELEASE(TriangleSizePS);
SAFE_RELEASE(QuadOverdrawWritePS);
SAFE_RELEASE(QuadOverdrawWriteDXILPS);
SAFE_RELEASE(QuadResolveRootSig);
for(size_t i = 0; i < ARRAY_COUNT(QuadResolvePipe); i++)
SAFE_RELEASE(QuadResolvePipe[i]);
SAFE_RELEASE(Texture);
}
void D3D12Replay::VertexPicking::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
D3D12ShaderCache *shaderCache = device->GetShaderCache();
shaderCache->SetCaching(true);
VB = NULL;
VBSize = 0;
{
ID3DBlob *root = shaderCache->MakeRootSig({
cbvParam(D3D12_SHADER_VISIBILITY_ALL, 0, 0),
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 2),
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 1),
});
RDCASSERT(root);
hr = device->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&RootSig);
SAFE_RELEASE(root);
}
{
rdcstr meshhlsl = GetEmbeddedResource(mesh_hlsl);
ID3DBlob *meshPickCS;
shaderCache->GetShaderBlob(meshhlsl.c_str(), "RENDERDOC_MeshPickCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "cs_5_0", &meshPickCS);
RDCASSERT(meshPickCS);
D3D12_COMPUTE_PIPELINE_STATE_DESC compPipeDesc = {};
compPipeDesc.pRootSignature = RootSig;
compPipeDesc.CS.BytecodeLength = meshPickCS->GetBufferSize();
compPipeDesc.CS.pShaderBytecode = meshPickCS->GetBufferPointer();
hr = device->CreateComputePipelineState(&compPipeDesc, __uuidof(ID3D12PipelineState),
(void **)&Pipe);
if(FAILED(hr))
{
RDCERR("Couldn't create m_MeshPickPipe! HRESULT: %s", ToStr(hr).c_str());
}
SAFE_RELEASE(meshPickCS);
}
{
D3D12_RESOURCE_DESC pickResultDesc = {};
pickResultDesc.Alignment = 0;
pickResultDesc.DepthOrArraySize = 1;
pickResultDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
pickResultDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
pickResultDesc.Format = DXGI_FORMAT_UNKNOWN;
pickResultDesc.Height = 1;
pickResultDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
pickResultDesc.MipLevels = 1;
pickResultDesc.SampleDesc.Count = 1;
pickResultDesc.SampleDesc.Quality = 0;
// add an extra 64 bytes for the counter at the start
pickResultDesc.Width = MaxMeshPicks * sizeof(Vec4f) + 64;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
hr = device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &pickResultDesc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
__uuidof(ID3D12Resource), (void **)&ResultBuf);
ResultBuf->SetName(L"m_PickResultBuf");
if(FAILED(hr))
{
RDCERR("Failed to create tile buffer for min/max, HRESULT: %s", ToStr(hr).c_str());
}
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uavDesc.Format = DXGI_FORMAT_UNKNOWN;
uavDesc.Buffer.CounterOffsetInBytes = 0;
// start with elements after the counter
uavDesc.Buffer.FirstElement = 64 / sizeof(Vec4f);
uavDesc.Buffer.NumElements = MaxMeshPicks;
uavDesc.Buffer.StructureByteStride = sizeof(Vec4f);
device->CreateUnorderedAccessView(ResultBuf, ResultBuf, &uavDesc,
debug->GetCPUHandle(PICK_RESULT_UAV));
device->CreateUnorderedAccessView(ResultBuf, ResultBuf, &uavDesc,
debug->GetUAVClearHandle(PICK_RESULT_UAV));
// this UAV is used for clearing everything back to 0
uavDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
uavDesc.Buffer.FirstElement = 0;
uavDesc.Buffer.NumElements = MaxMeshPicks + 64 / sizeof(Vec4f);
uavDesc.Buffer.StructureByteStride = 0;
device->CreateUnorderedAccessView(ResultBuf, NULL, &uavDesc,
debug->GetCPUHandle(PICK_RESULT_CLEAR_UAV));
device->CreateUnorderedAccessView(ResultBuf, NULL, &uavDesc,
debug->GetUAVClearHandle(PICK_RESULT_CLEAR_UAV));
}
shaderCache->SetCaching(false);
}
void D3D12Replay::VertexPicking::Release()
{
SAFE_RELEASE(IB);
SAFE_RELEASE(VB);
SAFE_RELEASE(ResultBuf);
SAFE_RELEASE(RootSig);
SAFE_RELEASE(Pipe);
}
void D3D12Replay::PixelPicking::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
{
D3D12_RESOURCE_DESC pickPixelDesc = {};
pickPixelDesc.Alignment = 0;
pickPixelDesc.DepthOrArraySize = 1;
pickPixelDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
pickPixelDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
pickPixelDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
pickPixelDesc.Height = 1;
pickPixelDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
pickPixelDesc.MipLevels = 1;
pickPixelDesc.SampleDesc.Count = 1;
pickPixelDesc.SampleDesc.Quality = 0;
pickPixelDesc.Width = 1;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
hr = device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &pickPixelDesc,
D3D12_RESOURCE_STATE_RENDER_TARGET, NULL,
__uuidof(ID3D12Resource), (void **)&Texture);
Texture->SetName(L"m_PickPixelTex");
if(FAILED(hr))
{
RDCERR("Failed to create rendering texture for pixel picking, HRESULT: %s", ToStr(hr).c_str());
return;
}
D3D12_CPU_DESCRIPTOR_HANDLE rtv = debug->GetCPUHandle(PICK_PIXEL_RTV);
device->CreateRenderTargetView(Texture, NULL, rtv);
}
}
void D3D12Replay::PixelPicking::Release()
{
SAFE_RELEASE(Texture);
}
void D3D12Replay::HistogramMinMax::Init(WrappedID3D12Device *device, D3D12DebugManager *debug)
{
HRESULT hr = S_OK;
D3D12ShaderCache *shaderCache = device->GetShaderCache();
shaderCache->SetCaching(true);
{
ID3DBlob *root = shaderCache->MakeRootSig({
cbvParam(D3D12_SHADER_VISIBILITY_ALL, 0, 0),
// texture SRVs
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 32),
// samplers
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 0, 2),
// UAVs
tableParam(D3D12_SHADER_VISIBILITY_ALL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 3),
});
RDCASSERT(root);
hr = device->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&HistogramRootSig);
SAFE_RELEASE(root);
}
{
rdcstr histogramhlsl = GetEmbeddedResource(histogram_hlsl);
D3D12_COMPUTE_PIPELINE_STATE_DESC compPipeDesc = {};
compPipeDesc.pRootSignature = HistogramRootSig;
for(int t = RESTYPE_TEX1D; t <= RESTYPE_TEX2D_MS; t++)
{
// skip unused cube slot
if(t == 8)
continue;
// float, uint, sint
for(int i = 0; i < 3; i++)
{
ID3DBlob *tile = NULL;
ID3DBlob *result = NULL;
ID3DBlob *histogram = NULL;
rdcstr hlsl = rdcstr("#define SHADER_RESTYPE ") + ToStr(t) + "\n";
hlsl += rdcstr("#define SHADER_BASETYPE ") + ToStr(i) + "\n";
hlsl += histogramhlsl;
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_TileMinMaxCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "cs_5_0", &tile);
compPipeDesc.CS.BytecodeLength = tile->GetBufferSize();
compPipeDesc.CS.pShaderBytecode = tile->GetBufferPointer();
hr = device->CreateComputePipelineState(&compPipeDesc, __uuidof(ID3D12PipelineState),
(void **)&TileMinMaxPipe[t][i]);
if(FAILED(hr))
{
RDCERR("Couldn't create m_TileMinMaxPipe! HRESULT: %s", ToStr(hr).c_str());
}
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_HistogramCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "cs_5_0", &histogram);
compPipeDesc.CS.BytecodeLength = histogram->GetBufferSize();
compPipeDesc.CS.pShaderBytecode = histogram->GetBufferPointer();
hr = device->CreateComputePipelineState(&compPipeDesc, __uuidof(ID3D12PipelineState),
(void **)&HistogramPipe[t][i]);
if(FAILED(hr))
{
RDCERR("Couldn't create m_HistogramPipe! HRESULT: %s", ToStr(hr).c_str());
}
if(t == 1)
{
shaderCache->GetShaderBlob(hlsl.c_str(), "RENDERDOC_ResultMinMaxCS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "cs_5_0", &result);
compPipeDesc.CS.BytecodeLength = result->GetBufferSize();
compPipeDesc.CS.pShaderBytecode = result->GetBufferPointer();
hr = device->CreateComputePipelineState(&compPipeDesc, __uuidof(ID3D12PipelineState),
(void **)&ResultMinMaxPipe[i]);
if(FAILED(hr))
{
RDCERR("Couldn't create m_HistogramPipe! HRESULT: %s", ToStr(hr).c_str());
}
}
SAFE_RELEASE(tile);
SAFE_RELEASE(histogram);
SAFE_RELEASE(result);
}
}
}
{
const uint64_t maxTexDim = 16384;
const uint64_t blockPixSize = HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK;
const uint64_t maxBlocksNeeded = (maxTexDim * maxTexDim) / (blockPixSize * blockPixSize);
D3D12_RESOURCE_DESC minmaxDesc = {};
minmaxDesc.Alignment = 0;
minmaxDesc.DepthOrArraySize = 1;
minmaxDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
minmaxDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
minmaxDesc.Format = DXGI_FORMAT_UNKNOWN;
minmaxDesc.Height = 1;
minmaxDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
minmaxDesc.MipLevels = 1;
minmaxDesc.SampleDesc.Count = 1;
minmaxDesc.SampleDesc.Quality = 0;
minmaxDesc.Width =
2 * sizeof(Vec4f) * HGRAM_TILES_PER_BLOCK * HGRAM_TILES_PER_BLOCK * maxBlocksNeeded;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
hr = device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &minmaxDesc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
__uuidof(ID3D12Resource), (void **)&MinMaxTileBuffer);
MinMaxTileBuffer->SetName(L"m_MinMaxTileBuffer");
if(FAILED(hr))
{
RDCERR("Failed to create tile buffer for min/max, HRESULT: %s", ToStr(hr).c_str());
return;
}
D3D12_CPU_DESCRIPTOR_HANDLE uav = debug->GetCPUHandle(MINMAX_TILE_UAVS);
D3D12_UNORDERED_ACCESS_VIEW_DESC tileDesc = {};
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
tileDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
tileDesc.Buffer.FirstElement = 0;
tileDesc.Buffer.NumElements = UINT(minmaxDesc.Width / sizeof(Vec4f));
device->CreateUnorderedAccessView(MinMaxTileBuffer, NULL, &tileDesc, uav);
uav.ptr += sizeof(D3D12Descriptor);
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
device->CreateUnorderedAccessView(MinMaxTileBuffer, NULL, &tileDesc, uav);
uav.ptr += sizeof(D3D12Descriptor);
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_SINT;
device->CreateUnorderedAccessView(MinMaxTileBuffer, NULL, &tileDesc, uav);
uav = debug->GetCPUHandle(HISTOGRAM_UAV);
// re-use the tile buffer for histogram
tileDesc.Format = DXGI_FORMAT_R32_UINT;
tileDesc.Buffer.NumElements = HGRAM_NUM_BUCKETS;
device->CreateUnorderedAccessView(MinMaxTileBuffer, NULL, &tileDesc, uav);
device->CreateUnorderedAccessView(MinMaxTileBuffer, NULL, &tileDesc,
debug->GetUAVClearHandle(HISTOGRAM_UAV));
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = UINT(minmaxDesc.Width / sizeof(Vec4f));
D3D12_CPU_DESCRIPTOR_HANDLE srv = debug->GetCPUHandle(MINMAX_TILE_SRVS);
device->CreateShaderResourceView(MinMaxTileBuffer, &srvDesc, srv);
srv.ptr += sizeof(D3D12Descriptor);
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
device->CreateShaderResourceView(MinMaxTileBuffer, &srvDesc, srv);
srv.ptr += sizeof(D3D12Descriptor);
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_SINT;
device->CreateShaderResourceView(MinMaxTileBuffer, &srvDesc, srv);
minmaxDesc.Width = 2 * sizeof(Vec4f);
hr = device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &minmaxDesc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
__uuidof(ID3D12Resource), (void **)&MinMaxResultBuffer);
MinMaxResultBuffer->SetName(L"m_MinMaxResultBuffer");
if(FAILED(hr))
{
RDCERR("Failed to create result buffer for min/max, HRESULT: %s", ToStr(hr).c_str());
return;
}
uav = debug->GetCPUHandle(MINMAX_RESULT_UAVS);
tileDesc.Buffer.NumElements = 2;
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
device->CreateUnorderedAccessView(MinMaxResultBuffer, NULL, &tileDesc, uav);
uav.ptr += sizeof(D3D12Descriptor);
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
device->CreateUnorderedAccessView(MinMaxResultBuffer, NULL, &tileDesc, uav);
uav.ptr += sizeof(D3D12Descriptor);
tileDesc.Format = DXGI_FORMAT_R32G32B32A32_SINT;
device->CreateUnorderedAccessView(MinMaxResultBuffer, NULL, &tileDesc, uav);
}
shaderCache->SetCaching(false);
}
void D3D12Replay::HistogramMinMax::Release()
{
SAFE_RELEASE(HistogramRootSig);
for(int t = RESTYPE_TEX1D; t <= RESTYPE_TEX2D_MS; t++)
{
for(int i = 0; i < 3; i++)
{
SAFE_RELEASE(TileMinMaxPipe[t][i]);
SAFE_RELEASE(HistogramPipe[t][i]);
if(t == RESTYPE_TEX1D)
SAFE_RELEASE(ResultMinMaxPipe[i]);
}
}
SAFE_RELEASE(MinMaxResultBuffer);
SAFE_RELEASE(MinMaxTileBuffer);
}
void MoveRootSignatureElementsToRegisterSpace(D3D12RootSignature &sig, uint32_t registerSpace,
D3D12DescriptorType type,
D3D12_SHADER_VISIBILITY visibility)
{
// This function is used when root signature elements need to be added to a specific register
// space, such as for debug overlays. We can't remove elements from the root signature entirely
// because then then the root signature indices wouldn't match up as expected. Instead move them
// into the specified register space so that another register space (commonly space0) can be used
// for other purposes.
size_t numParams = sig.Parameters.size();
for(size_t i = 0; i < numParams; i++)
{
if(sig.Parameters[i].ShaderVisibility == visibility ||
sig.Parameters[i].ShaderVisibility == D3D12_SHADER_VISIBILITY_ALL)
{
D3D12_ROOT_PARAMETER_TYPE rootType = sig.Parameters[i].ParameterType;
if(rootType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE)
{
size_t numRanges = sig.Parameters[i].ranges.size();
for(size_t r = 0; r < numRanges; r++)
{
D3D12_DESCRIPTOR_RANGE_TYPE rangeType = sig.Parameters[i].ranges[r].RangeType;
if(rangeType == D3D12_DESCRIPTOR_RANGE_TYPE_CBV && type == D3D12DescriptorType::CBV)
{
sig.Parameters[i].ranges[r].RegisterSpace += registerSpace;
}
else if(rangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SRV && type == D3D12DescriptorType::SRV)
{
sig.Parameters[i].ranges[r].RegisterSpace += registerSpace;
}
else if(rangeType == D3D12_DESCRIPTOR_RANGE_TYPE_UAV && type == D3D12DescriptorType::UAV)
{
sig.Parameters[i].ranges[r].RegisterSpace += registerSpace;
}
}
}
else if(rootType == D3D12_ROOT_PARAMETER_TYPE_CBV && type == D3D12DescriptorType::CBV)
{
sig.Parameters[i].Descriptor.RegisterSpace += registerSpace;
}
else if(rootType == D3D12_ROOT_PARAMETER_TYPE_SRV && type == D3D12DescriptorType::SRV)
{
sig.Parameters[i].Descriptor.RegisterSpace += registerSpace;
}
else if(rootType == D3D12_ROOT_PARAMETER_TYPE_UAV && type == D3D12DescriptorType::UAV)
{
sig.Parameters[i].Descriptor.RegisterSpace += registerSpace;
}
}
}
}
void AddDebugDescriptorsToRenderState(WrappedID3D12Device *pDevice, D3D12RenderState &rs,
const rdcarray<PortableHandle> &handles,
D3D12_DESCRIPTOR_HEAP_TYPE heapType, uint32_t sigElem,
std::set<ResourceId> &copiedHeaps)
{
if(rs.graphics.sigelems.size() <= sigElem)
rs.graphics.sigelems.resize(sigElem + 1);
PortableHandle newHandle = handles[0];
// If a CBV_SRV_UAV heap is already set and hasn't had a debug descriptor copied in,
// copy the desired descriptor in and add the heap to the set of heaps that have had
// a debug descriptor set. If there's no available heapOtherwise we can set our own heap.
// It is the responsibility of the caller to keep track of the set of copied heaps to
// avoid overwriting another debug descriptor that may be needed.
for(size_t i = 0; i < rs.heaps.size(); i++)
{
WrappedID3D12DescriptorHeap *h =
pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12DescriptorHeap>(rs.heaps[i]);
if(h->GetDesc().Type == heapType)
{
// use the last descriptors
D3D12_CPU_DESCRIPTOR_HANDLE dst = h->GetCPUDescriptorHandleForHeapStart();
dst.ptr += (h->GetDesc().NumDescriptors - handles.size()) * sizeof(D3D12Descriptor);
newHandle = ToPortableHandle(dst);
if(copiedHeaps.find(rs.heaps[i]) == copiedHeaps.end())
{
for(size_t j = 0; j < handles.size(); ++j)
{
WrappedID3D12DescriptorHeap *h2 =
pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12DescriptorHeap>(
handles[j].heap);
D3D12_CPU_DESCRIPTOR_HANDLE src = h2->GetCPUDescriptorHandleForHeapStart();
src.ptr += handles[j].index * sizeof(D3D12Descriptor);
// can't do a copy because the src heap is CPU write-only (shader visible). So instead,
// create directly
D3D12Descriptor *srcDesc = (D3D12Descriptor *)src.ptr;
srcDesc->Create(heapType, pDevice, dst);
dst.ptr += sizeof(D3D12Descriptor);
}
copiedHeaps.insert(rs.heaps[i]);
}
break;
}
}
if(newHandle.heap == handles[0].heap)
rs.heaps.push_back(handles[0].heap);
rs.graphics.sigelems[sigElem] =
D3D12RenderState::SignatureElement(eRootTable, newHandle.heap, newHandle.index);
}