Files
renderdoc/qrenderdoc/Windows/ShaderViewer.h
T
baldurk 3ac4bd0ebd Refactor custom shaders to abstract binding differences. Closes #2458
* Newly written shaders and any updated shaders can now use pre-defined macros
  to abstract away binding differences between APIs, so custom shaders will be
  more portable in particular shaders written in HLSL for D3D or GLSL on OpenGL
  won't break on vulkan because they refer to incorrect binds.
2022-01-31 19:14:08 +00:00

369 lines
12 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.
******************************************************************************/
#pragma once
#include <QFrame>
#include <QSemaphore>
#include "Code/Interface/QRDInterface.h"
namespace Ui
{
class ShaderViewer;
}
class RDTreeWidgetItem;
struct ShaderDebugTrace;
struct ShaderReflection;
class ScintillaEdit;
class FindReplace;
class QTableWidgetItem;
class QKeyEvent;
class QMouseEvent;
class QComboBox;
// from Scintilla
typedef intptr_t sptr_t;
enum class VariableCategory
{
Unknown,
Inputs,
Constants,
ReadOnlyResource,
ReadWriteResource,
Variables,
ByString,
};
enum class AccessedResourceView
{
SortByStep,
SortByResource,
};
struct AccessedResourceData
{
ShaderVariable resource;
rdcarray<size_t> steps;
};
class ShaderViewer : public QFrame, public IShaderViewer, public ICaptureViewer
{
Q_OBJECT
public:
typedef std::function<void(ShaderViewer *viewer, bool closed)> ModifyCallback;
static ShaderViewer *LoadEditor(ICaptureContext &ctx, QVariantMap data,
IShaderViewer::SaveCallback saveCallback,
IShaderViewer::RevertCallback revertCallback,
ModifyCallback modifyCallback, QWidget *parent);
QVariantMap SaveEditor();
static ShaderViewer *EditShader(ICaptureContext &ctx, ResourceId id, ShaderStage stage,
const QString &entryPoint, const rdcstrpairs &files,
ShaderEncoding shaderEncoding, ShaderCompileFlags flags,
IShaderViewer::SaveCallback saveCallback,
IShaderViewer::RevertCallback revertCallback,
ModifyCallback modifyCallback, QWidget *parent)
{
ShaderViewer *ret = new ShaderViewer(ctx, parent);
ret->m_SaveCallback = saveCallback;
ret->m_RevertCallback = revertCallback;
ret->m_ModifyCallback = modifyCallback;
ret->editShader(id, stage, entryPoint, files, shaderEncoding, flags);
return ret;
}
static IShaderViewer *DebugShader(ICaptureContext &ctx, const ShaderBindpointMapping *bind,
const ShaderReflection *shader, ResourceId pipeline,
ShaderDebugTrace *trace, const QString &debugContext,
QWidget *parent)
{
ShaderViewer *ret = new ShaderViewer(ctx, parent);
ret->debugShader(bind, shader, pipeline, trace, debugContext);
return ret;
}
static IShaderViewer *ViewShader(ICaptureContext &ctx, const ShaderReflection *shader,
ResourceId pipeline, QWidget *parent)
{
return DebugShader(ctx, NULL, shader, pipeline, NULL, QString(), parent);
}
~ShaderViewer();
// IShaderViewer
virtual QWidget *Widget() override { return this; }
virtual uint32_t CurrentStep() override;
virtual void SetCurrentStep(uint32_t step) override;
virtual void ToggleBreakpointOnInstruction(int32_t instruction = -1) override;
virtual void ToggleBreakpointOnDisassemblyLine(int32_t disassemblyLine) override;
virtual void RunForward() override;
virtual void ShowErrors(const rdcstr &errors) override;
virtual void AddWatch(const rdcstr &variable) override;
virtual rdcstrpairs GetCurrentFileContents() override;
// ICaptureViewer
void OnCaptureLoaded() override;
void OnCaptureClosed() override;
void OnSelectedEventChanged(uint32_t eventId) override {}
void OnEventChanged(uint32_t eventId) override;
private slots:
// automatic slots
void on_findReplace_clicked();
void on_refresh_clicked();
void on_unrefresh_clicked();
void on_resetEdits_clicked();
void on_intView_clicked();
void on_floatView_clicked();
void on_debugToggle_clicked();
void on_resources_sortByStep_clicked();
void on_resources_sortByResource_clicked();
void on_watch_itemChanged(QTableWidgetItem *item);
// manual slots
void readonly_keyPressed(QKeyEvent *event);
void editable_keyPressed(QKeyEvent *event);
void debug_contextMenu(const QPoint &pos);
void variables_contextMenu(const QPoint &pos);
void accessedResources_contextMenu(const QPoint &pos);
void disassembly_buttonReleased(QMouseEvent *event);
void disassemble_typeChanged(int index);
void watch_keyPress(QKeyEvent *event);
void performFind();
void performFindAll();
void resultsDoubleClick(int position, int line);
void performReplace();
void performReplaceAll();
void snippet_constants();
void snippet_samplers();
void snippet_resources();
void disasm_tooltipShow(int x, int y);
void disasm_tooltipHide(int x, int y);
private:
explicit ShaderViewer(ICaptureContext &ctx, QWidget *parent = 0);
void editShader(ResourceId id, ShaderStage stage, const QString &entryPoint,
const rdcstrpairs &files, ShaderEncoding shaderEncoding, ShaderCompileFlags flags);
void debugShader(const ShaderBindpointMapping *bind, const ShaderReflection *shader,
ResourceId pipeline, ShaderDebugTrace *trace, const QString &debugContext);
bool eventFilter(QObject *watched, QEvent *event) override;
QAction *MakeExecuteAction(QString name, const QIcon &icon, QString tooltip, QKeySequence shortcut);
void MarkModification();
void PopulateCompileTools();
void PopulateCompileToolParameters();
bool ProcessIncludeDirectives(QString &source, const rdcstrpairs &files);
void updateWindowTitle();
void gotoSourceDebugging();
void gotoDisassemblyDebugging();
void insertSnippet(const QString &text);
void showVariableTooltip(QString name);
void updateVariableTooltip();
void hideVariableTooltip();
bool isSourceDebugging();
void cacheResources();
ShaderEncoding currentEncoding();
QString m_TooltipName;
int m_TooltipVarIndex = -1;
int m_TooltipMember = -1;
QPoint m_TooltipPos;
Ui::ShaderViewer *ui;
ICaptureContext &m_Ctx;
ShaderBindpointMapping m_Mapping;
const ShaderReflection *m_ShaderDetails = NULL;
bool m_CustomShader = false;
ResourceId m_EditingShader;
ShaderCompileFlags m_Flags;
QList<ShaderEncoding> m_Encodings;
ShaderStage m_Stage;
QString m_DebugContext;
ResourceId m_Pipeline;
rdcarray<rdcstr> m_PipelineTargets;
ScintillaEdit *m_DisassemblyView = NULL;
QFrame *m_DisassemblyToolbar = NULL;
QWidget *m_DisassemblyFrame = NULL;
QComboBox *m_DisassemblyType = NULL;
ScintillaEdit *m_Errors = NULL;
ScintillaEdit *m_FindResults = NULL;
QList<ScintillaEdit *> m_Scintillas;
// a map per file, from line number to instruction indices
QVector<QMap<int32_t, QVector<size_t>>> m_Line2Insts;
// a vector for the disassembly
QVector<int32_t> m_AsmLine2Inst;
ScintillaEdit *m_CurInstructionScintilla = NULL;
QList<ScintillaEdit *> m_FileScintillas;
FindReplace *m_FindReplace;
struct FindState
{
// hash identifies when the search has changed
QString hash;
// the range identified when the search first occurred (for incremental find/replace)
sptr_t start = 0;
sptr_t end = 0;
// the current offset where to search from next time, relative to above range
sptr_t offset = 0;
// the last result
QPair<int, int> prevResult;
} m_FindState;
SaveCallback m_SaveCallback;
RevertCallback m_RevertCallback;
ModifyCallback m_ModifyCallback;
bool m_Modified = true;
bool m_Saved = false;
ShaderDebugTrace *m_Trace = NULL;
rdcarray<ShaderDebugState> m_States;
size_t m_CurrentStateIdx = 0;
rdcarray<ShaderVariable> m_Variables;
// true when debugging while we're populating the initial trace. Lets us queue up commands and
// process them once we've initialised properly
bool m_DeferredInit = false;
rdcarray<std::function<void(ShaderViewer *)>> m_DeferredCommands;
QSemaphore m_BackgroundRunning;
rdcarray<AccessedResourceData> m_AccessedResources;
AccessedResourceView m_AccessedResourceView = AccessedResourceView::SortByResource;
rdcarray<BoundResourceArray> m_ReadOnlyResources;
rdcarray<BoundResourceArray> m_ReadWriteResources;
QList<int> m_Breakpoints;
QList<QPair<ScintillaEdit *, int>> m_FindAllResults;
static const int CURRENT_MARKER = 0;
static const int BREAKPOINT_MARKER = 2;
static const int FINISHED_MARKER = 4;
static const int CURRENT_INDICATOR = 20;
static const int FINISHED_INDICATOR = 21;
static const int INDICATOR_FINDRESULT = 0;
static const int INDICATOR_REGHIGHLIGHT = 1;
static const int INDICATOR_FINDALLHIGHLIGHT = 2;
QString targetName(const ShaderProcessingTool &disasm);
void addFileList();
ScintillaEdit *MakeEditor(const QString &name, const QString &text, int lang);
void SetTextAndUpdateMargin0(ScintillaEdit *ret, const QString &text);
ScintillaEdit *AddFileScintilla(const QString &name, const QString &text, ShaderEncoding encoding);
ScintillaEdit *currentScintilla();
ScintillaEdit *nextScintilla(ScintillaEdit *cur);
int snippetPos();
QString vulkanUBO();
int instructionForDisassemblyLine(sptr_t line);
bool IsFirstState() const;
bool IsLastState() const;
const ShaderDebugState &GetPreviousState() const;
const ShaderDebugState &GetCurrentState() const;
const ShaderDebugState &GetNextState() const;
void updateDebugState();
void updateWatchVariables();
void updateAccessedResources();
RDTreeWidgetItem *makeSourceVariableNode(const ShaderVariable &var, const rdcstr &sourcePath,
const rdcstr &debugVarPath, bool modified);
RDTreeWidgetItem *makeSourceVariableNode(const SourceVariableMapping &l, int globalVarIdx,
int localVarIdx, bool modified);
RDTreeWidgetItem *makeDebugVariableNode(const ShaderVariable &v, rdcstr prefix, bool modified);
RDTreeWidgetItem *makeAccessedResourceNode(const ShaderVariable &v, bool modified);
const ShaderVariable *GetDebugVariable(const DebugVariableReference &r);
void ensureLineScrolled(ScintillaEdit *s, int i);
void find(bool down);
void updateEditState();
enum StepMode
{
StepInto,
StepOver,
StepOut,
};
bool step(bool forward, StepMode mode);
void runToCursor(bool forward);
void runTo(QVector<size_t> runToInstructions, bool forward,
ShaderEvents condition = ShaderEvents::NoEvent);
void runToResourceAccess(bool forward, VarType type, const BindpointIndex &resource);
void applyBackwardsChange();
void applyForwardsChange();
QString stringRep(const ShaderVariable &var, uint32_t row = 0);
QString samplerRep(Bindpoint bind, uint32_t arrayIndex, ResourceId id);
void combineStructures(RDTreeWidgetItem *root, int skipPrefixLength = 0);
RDTreeWidgetItem *findVarInTree(RDTreeWidgetItem *root, QString name, bool fullmatch, int maxDepth);
void highlightMatchingVars(RDTreeWidgetItem *root, const QString varName,
const QColor highlightColor);
bool findVar(QString name, ShaderVariable *var = NULL);
bool getVar(RDTreeWidgetItem *item, ShaderVariable *var, QString *regNames);
};