Files
renderdoc/renderdoc/core/replay_proxy.h
T
baldurk 346419f7a6 Change compile flags from uint32_t to string key/value pairs
* For D3D this is overkill as we just stuff the uint32_t flags into a
  string. However for SPIR-V this will let us store the parameters from
  an OpModuleProcessed.
2017-08-30 11:56:42 +01:00

568 lines
18 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2017 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* 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.
******************************************************************************/
#pragma once
#include "os/os_specific.h"
#include "replay/replay_driver.h"
#include "serialise/serialiser.h"
#include "socket_helpers.h"
enum ReplayProxyPacket
{
// we offset these packet numbers so that it can co-exist
// peacefully with remote server packet numbers
eReplayProxy_First = 0x1000,
eReplayProxy_ReplayLog = eReplayProxy_First,
eReplayProxy_GetPassEvents,
eReplayProxy_GetTextures,
eReplayProxy_GetTexture,
eReplayProxy_GetBuffers,
eReplayProxy_GetBuffer,
eReplayProxy_GetShader,
eReplayProxy_GetDebugMessages,
eReplayProxy_GetBufferData,
eReplayProxy_GetTextureData,
eReplayProxy_SavePipelineState,
eReplayProxy_GetUsage,
eReplayProxy_GetLiveID,
eReplayProxy_GetFrameRecord,
eReplayProxy_IsRenderOutput,
eReplayProxy_NeedRemapForFetch,
eReplayProxy_FreeResource,
eReplayProxy_HasResolver,
eReplayProxy_FetchCounters,
eReplayProxy_EnumerateCounters,
eReplayProxy_DescribeCounter,
eReplayProxy_FillCBufferVariables,
eReplayProxy_InitPostVS,
eReplayProxy_InitPostVSVec,
eReplayProxy_GetPostVS,
eReplayProxy_InitStackResolver,
eReplayProxy_HasStackResolver,
eReplayProxy_GetAddressDetails,
eReplayProxy_BuildTargetShader,
eReplayProxy_ReplaceResource,
eReplayProxy_RemoveReplacement,
eReplayProxy_DebugVertex,
eReplayProxy_DebugPixel,
eReplayProxy_DebugThread,
eReplayProxy_RenderOverlay,
eReplayProxy_GetAPIProperties,
eReplayProxy_PixelHistory,
eReplayProxy_DisassembleShader,
eReplayProxy_GetISATargets,
};
// This class implements IReplayDriver and StackResolver. On the local machine where the UI
// is, this can then act like a full local replay by farming out over the network to a remote
// replay where necessary to implement some functions, and using a local proxy where necessary.
//
// This class is also used on the remote replay just so we can re-use the serialisation logic
// across the network before and after implementing the IRemoteDriver parts.
class ReplayProxy : public IReplayDriver, Callstack::StackResolver
{
public:
ReplayProxy(Network::Socket *sock, IReplayDriver *proxy)
: m_Socket(sock), m_Proxy(proxy), m_Remote(NULL), m_RemoteServer(false)
{
m_FromReplaySerialiser = NULL;
m_ToReplaySerialiser = new Serialiser(NULL, Serialiser::WRITING, false);
m_RemoteHasResolver = false;
GetAPIProperties();
}
ReplayProxy(Network::Socket *sock, IRemoteDriver *remote)
: m_Socket(sock), m_Proxy(NULL), m_Remote(remote), m_RemoteServer(true)
{
m_ToReplaySerialiser = NULL;
m_FromReplaySerialiser = new Serialiser(NULL, Serialiser::WRITING, false);
m_RemoteHasResolver = false;
RDCEraseEl(m_APIProps);
}
virtual ~ReplayProxy();
bool IsRemoteProxy() { return !m_RemoteServer; }
void Shutdown() { delete this; }
void ReadLogInitialisation() {}
vector<WindowingSystem> GetSupportedWindowSystems()
{
if(m_Proxy)
return m_Proxy->GetSupportedWindowSystems();
return vector<WindowingSystem>();
}
uint64_t MakeOutputWindow(WindowingSystem system, void *data, bool depth)
{
if(m_Proxy)
return m_Proxy->MakeOutputWindow(system, data, depth);
return 0;
}
void DestroyOutputWindow(uint64_t id)
{
if(m_Proxy)
return m_Proxy->DestroyOutputWindow(id);
}
bool CheckResizeOutputWindow(uint64_t id)
{
if(m_Proxy)
return m_Proxy->CheckResizeOutputWindow(id);
return false;
}
void GetOutputWindowDimensions(uint64_t id, int32_t &w, int32_t &h)
{
if(m_Proxy)
return m_Proxy->GetOutputWindowDimensions(id, w, h);
}
void ClearOutputWindowColor(uint64_t id, FloatVector col)
{
if(m_Proxy)
return m_Proxy->ClearOutputWindowColor(id, col);
}
void ClearOutputWindowDepth(uint64_t id, float depth, uint8_t stencil)
{
if(m_Proxy)
return m_Proxy->ClearOutputWindowDepth(id, depth, stencil);
}
void BindOutputWindow(uint64_t id, bool depth)
{
if(m_Proxy)
return m_Proxy->BindOutputWindow(id, depth);
}
bool IsOutputWindowVisible(uint64_t id)
{
if(m_Proxy)
return m_Proxy->IsOutputWindowVisible(id);
return false;
}
void FlipOutputWindow(uint64_t id)
{
if(m_Proxy)
return m_Proxy->FlipOutputWindow(id);
}
void RenderCheckerboard()
{
if(m_Proxy)
return m_Proxy->RenderCheckerboard();
}
void RenderHighlightBox(float w, float h, float scale)
{
if(m_Proxy)
return m_Proxy->RenderHighlightBox(w, h, scale);
}
bool GetMinMax(ResourceId texid, uint32_t sliceFace, uint32_t mip, uint32_t sample,
CompType typeHint, float *minval, float *maxval)
{
if(m_Proxy)
{
EnsureTexCached(texid, sliceFace, mip);
if(texid == ResourceId() || m_ProxyTextures[texid] == ResourceId())
return false;
return m_Proxy->GetMinMax(m_ProxyTextures[texid], sliceFace, mip, sample, typeHint, minval,
maxval);
}
return false;
}
bool GetHistogram(ResourceId texid, uint32_t sliceFace, uint32_t mip, uint32_t sample,
CompType typeHint, float minval, float maxval, bool channels[4],
vector<uint32_t> &histogram)
{
if(m_Proxy)
{
EnsureTexCached(texid, sliceFace, mip);
if(texid == ResourceId() || m_ProxyTextures[texid] == ResourceId())
return false;
return m_Proxy->GetHistogram(m_ProxyTextures[texid], sliceFace, mip, sample, typeHint, minval,
maxval, channels, histogram);
}
return false;
}
bool RenderTexture(TextureDisplay cfg)
{
if(m_Proxy)
{
EnsureTexCached(cfg.texid, cfg.sliceFace, cfg.mip);
if(cfg.texid == ResourceId() || m_ProxyTextures[cfg.texid] == ResourceId())
return false;
cfg.texid = m_ProxyTextures[cfg.texid];
// due to OpenGL having origin bottom-left compared to the rest of the world,
// we need to flip going in or out of GL.
if((m_APIProps.pipelineType == GraphicsAPI::OpenGL) !=
(m_APIProps.localRenderer == GraphicsAPI::OpenGL))
{
cfg.FlipY = !cfg.FlipY;
}
return m_Proxy->RenderTexture(cfg);
}
return false;
}
void PickPixel(ResourceId texture, uint32_t x, uint32_t y, uint32_t sliceFace, uint32_t mip,
uint32_t sample, CompType typeHint, float pixel[4])
{
if(m_Proxy)
{
EnsureTexCached(texture, sliceFace, mip);
if(texture == ResourceId() || m_ProxyTextures[texture] == ResourceId())
return;
texture = m_ProxyTextures[texture];
// due to OpenGL having origin bottom-left compared to the rest of the world,
// we need to flip going in or out of GL.
// This is a bit more annoying here as we don't have a bool to flip, we need to
// manually adjust y
if((m_APIProps.pipelineType == GraphicsAPI::OpenGL) !=
(m_APIProps.localRenderer == GraphicsAPI::OpenGL))
{
TextureDescription tex = m_Proxy->GetTexture(texture);
uint32_t mipHeight = RDCMAX(1U, tex.height >> mip);
y = (mipHeight - 1) - y;
}
m_Proxy->PickPixel(texture, x, y, sliceFace, mip, sample, typeHint, pixel);
}
}
void RenderMesh(uint32_t eventID, const vector<MeshFormat> &secondaryDraws, const MeshDisplay &cfg)
{
if(m_Proxy && cfg.position.buf != ResourceId())
{
MeshDisplay proxiedCfg = cfg;
EnsureBufCached(proxiedCfg.position.buf);
if(proxiedCfg.position.buf == ResourceId() ||
m_ProxyBufferIds[proxiedCfg.position.buf] == ResourceId())
return;
proxiedCfg.position.buf = m_ProxyBufferIds[proxiedCfg.position.buf];
if(proxiedCfg.second.buf != ResourceId())
{
EnsureBufCached(proxiedCfg.second.buf);
proxiedCfg.second.buf = m_ProxyBufferIds[proxiedCfg.second.buf];
}
if(proxiedCfg.position.idxbuf != ResourceId())
{
EnsureBufCached(proxiedCfg.position.idxbuf);
proxiedCfg.position.idxbuf = m_ProxyBufferIds[proxiedCfg.position.idxbuf];
}
vector<MeshFormat> secDraws = secondaryDraws;
for(size_t i = 0; i < secDraws.size(); i++)
{
if(secDraws[i].buf != ResourceId())
{
EnsureBufCached(secDraws[i].buf);
secDraws[i].buf = m_ProxyBufferIds[secDraws[i].buf];
}
if(secDraws[i].idxbuf != ResourceId())
{
EnsureBufCached(secDraws[i].idxbuf);
secDraws[i].idxbuf = m_ProxyBufferIds[secDraws[i].idxbuf];
}
}
m_Proxy->RenderMesh(eventID, secDraws, proxiedCfg);
}
}
uint32_t PickVertex(uint32_t eventID, const MeshDisplay &cfg, uint32_t x, uint32_t y)
{
if(m_Proxy && cfg.position.buf != ResourceId())
{
MeshDisplay proxiedCfg = cfg;
EnsureBufCached(proxiedCfg.position.buf);
if(proxiedCfg.position.buf == ResourceId() ||
m_ProxyBufferIds[proxiedCfg.position.buf] == ResourceId())
return ~0U;
proxiedCfg.position.buf = m_ProxyBufferIds[proxiedCfg.position.buf];
if(proxiedCfg.second.buf != ResourceId())
{
EnsureBufCached(proxiedCfg.second.buf);
proxiedCfg.second.buf = m_ProxyBufferIds[proxiedCfg.second.buf];
}
if(proxiedCfg.position.idxbuf != ResourceId())
{
EnsureBufCached(proxiedCfg.position.idxbuf);
proxiedCfg.position.idxbuf = m_ProxyBufferIds[proxiedCfg.position.idxbuf];
}
return m_Proxy->PickVertex(eventID, proxiedCfg, x, y);
}
return ~0U;
}
void BuildCustomShader(string source, string entry, const ShaderCompileFlags &compileFlags,
ShaderStage type, ResourceId *id, string *errors)
{
if(m_Proxy)
{
m_Proxy->BuildCustomShader(source, entry, compileFlags, type, id, errors);
}
else
{
if(id)
*id = ResourceId();
if(errors)
*errors = "Unsupported BuildShader call on proxy without local renderer";
}
}
void FreeCustomShader(ResourceId id)
{
if(m_Proxy)
m_Proxy->FreeTargetResource(id);
}
ResourceId ApplyCustomShader(ResourceId shader, ResourceId texid, uint32_t mip, uint32_t arrayIdx,
uint32_t sampleIdx, CompType typeHint)
{
if(m_Proxy)
{
EnsureTexCached(texid, 0, mip);
if(texid == ResourceId() || m_ProxyTextures[texid] == ResourceId())
return ResourceId();
texid = m_ProxyTextures[texid];
ResourceId customResourceId =
m_Proxy->ApplyCustomShader(shader, texid, mip, arrayIdx, sampleIdx, typeHint);
m_LocalTextures.insert(customResourceId);
m_ProxyTextures[customResourceId] = customResourceId;
return customResourceId;
}
return ResourceId();
}
bool Tick(int type, Serialiser *incomingPacket);
vector<ResourceId> GetBuffers();
BufferDescription GetBuffer(ResourceId id);
vector<ResourceId> GetTextures();
TextureDescription GetTexture(ResourceId id);
APIProperties GetAPIProperties();
vector<DebugMessage> GetDebugMessages();
void SavePipelineState();
const D3D11Pipe::State &GetD3D11PipelineState() { return m_D3D11PipelineState; }
const D3D12Pipe::State &GetD3D12PipelineState() { return m_D3D12PipelineState; }
const GLPipe::State &GetGLPipelineState() { return m_GLPipelineState; }
const VKPipe::State &GetVulkanPipelineState() { return m_VulkanPipelineState; }
void ReplayLog(uint32_t endEventID, ReplayLogType replayType);
vector<uint32_t> GetPassEvents(uint32_t eventID);
vector<EventUsage> GetUsage(ResourceId id);
FrameRecord GetFrameRecord();
bool IsRenderOutput(ResourceId id);
ResourceId GetLiveID(ResourceId id);
vector<GPUCounter> EnumerateCounters();
void DescribeCounter(GPUCounter counterID, CounterDescription &desc);
vector<CounterResult> FetchCounters(const vector<GPUCounter> &counterID);
void FillCBufferVariables(ResourceId shader, string entryPoint, uint32_t cbufSlot,
vector<ShaderVariable> &outvars, const vector<byte> &data);
void GetBufferData(ResourceId buff, uint64_t offset, uint64_t len, vector<byte> &retData);
byte *GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip,
const GetTextureDataParams &params, size_t &dataSize);
void InitPostVSBuffers(uint32_t eventID);
void InitPostVSBuffers(const vector<uint32_t> &passEvents);
MeshFormat GetPostVSBuffers(uint32_t eventID, uint32_t instID, MeshDataStage stage);
ResourceId RenderOverlay(ResourceId texid, CompType typeHint, DebugOverlay overlay,
uint32_t eventID, const vector<uint32_t> &passEvents);
ShaderReflection *GetShader(ResourceId shader, string entryPoint);
vector<string> GetDisassemblyTargets();
string DisassembleShader(const ShaderReflection *refl, const string &target);
bool HasCallstacks();
void InitCallstackResolver();
Callstack::StackResolver *GetCallstackResolver();
// implementing Callstack::StackResolver
Callstack::AddressDetails GetAddr(uint64_t addr);
void FreeTargetResource(ResourceId id);
vector<PixelModification> PixelHistory(vector<EventUsage> events, ResourceId target, uint32_t x,
uint32_t y, uint32_t slice, uint32_t mip,
uint32_t sampleIdx, CompType typeHint);
ShaderDebugTrace DebugVertex(uint32_t eventID, uint32_t vertid, uint32_t instid, uint32_t idx,
uint32_t instOffset, uint32_t vertOffset);
ShaderDebugTrace DebugPixel(uint32_t eventID, uint32_t x, uint32_t y, uint32_t sample,
uint32_t primitive);
ShaderDebugTrace DebugThread(uint32_t eventID, const uint32_t groupid[3],
const uint32_t threadid[3]);
void BuildTargetShader(string source, string entry, const ShaderCompileFlags &compileFlags,
ShaderStage type, ResourceId *id, string *errors);
void ReplaceResource(ResourceId from, ResourceId to);
void RemoveReplacement(ResourceId id);
void FileChanged() {}
// will never be used
ResourceId CreateProxyTexture(const TextureDescription &templateTex)
{
RDCERR("Calling proxy-render functions on a proxy serialiser");
return ResourceId();
}
void SetProxyTextureData(ResourceId texid, uint32_t arrayIdx, uint32_t mip, byte *data,
size_t dataSize)
{
RDCERR("Calling proxy-render functions on a proxy serialiser");
}
bool IsTextureSupported(const ResourceFormat &format) { return true; }
ResourceId CreateProxyBuffer(const BufferDescription &templateBuf)
{
RDCERR("Calling proxy-render functions on a proxy serialiser");
return ResourceId();
}
void SetProxyBufferData(ResourceId bufid, byte *data, size_t dataSize)
{
RDCERR("Calling proxy-render functions on a proxy serialiser");
}
private:
bool SendReplayCommand(ReplayProxyPacket type);
void EnsureTexCached(ResourceId texid, uint32_t arrayIdx, uint32_t mip);
void RemapProxyTextureIfNeeded(TextureDescription &tex, GetTextureDataParams &params);
void EnsureBufCached(ResourceId bufid);
bool NeedRemapForFetch(const ResourceFormat &format);
struct TextureCacheEntry
{
ResourceId replayid;
uint32_t arrayIdx;
uint32_t mip;
bool operator<(const TextureCacheEntry &o) const
{
if(replayid != o.replayid)
return replayid < o.replayid;
if(arrayIdx != o.arrayIdx)
return arrayIdx < o.arrayIdx;
return mip < o.mip;
}
};
set<TextureCacheEntry> m_TextureProxyCache;
set<ResourceId> m_LocalTextures;
struct ProxyTextureProperties
{
ResourceId id;
GetTextureDataParams params;
ProxyTextureProperties() {}
// Create a proxy Id with the default get-data parameters.
ProxyTextureProperties(ResourceId proxyid) : id(proxyid) {}
operator ResourceId() const { return id; }
bool operator==(const ResourceId &other) const { return id == other; }
};
map<ResourceId, ProxyTextureProperties> m_ProxyTextures;
set<ResourceId> m_BufferProxyCache;
map<ResourceId, ResourceId> m_ProxyBufferIds;
map<ResourceId, ResourceId> m_LiveIDs;
struct ShaderReflKey
{
ShaderReflKey() {}
ShaderReflKey(ResourceId i, string e) : id(i), entryPoint(e) {}
ResourceId id;
string entryPoint;
bool operator<(const ShaderReflKey &o) const
{
if(id != o.id)
return id < o.id;
return entryPoint < o.entryPoint;
}
};
map<ShaderReflKey, ShaderReflection *> m_ShaderReflectionCache;
Network::Socket *m_Socket;
Serialiser *m_FromReplaySerialiser;
Serialiser *m_ToReplaySerialiser;
IReplayDriver *m_Proxy;
IRemoteDriver *m_Remote;
bool m_RemoteServer;
bool m_RemoteHasResolver;
APIProperties m_APIProps;
D3D11Pipe::State m_D3D11PipelineState;
D3D12Pipe::State m_D3D12PipelineState;
GLPipe::State m_GLPipelineState;
VKPipe::State m_VulkanPipelineState;
};