Files
renderdoc/renderdocui/Code/CommonPipelineState.cs
T
baldurk cca206a356 Fix array indexing crashes, ditch a lot of messing with UAV start slot
* The UAV array is provided as we expect it - with UAVs from 0 onwards
  even if their 'slots' are 4, 5, 6 etc or whatever. UAVStartSlot is
  the slot of the 0th UAV.
2015-02-27 14:07:58 +00:00

683 lines
25 KiB
C#

/******************************************************************************
* The MIT License (MIT)
*
* 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.
******************************************************************************/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using renderdoc;
namespace renderdocui.Code
{
public class CommonPipelineState
{
private D3D11PipelineState m_D3D11 = null;
private GLPipelineState m_GL = null;
private APIProperties m_APIProps = null;
public CommonPipelineState()
{
}
public void SetStates(APIProperties props, D3D11PipelineState d3d11, GLPipelineState gl)
{
m_APIProps = props;
m_D3D11 = d3d11;
m_GL = gl;
}
private bool LogLoaded
{
get
{
return m_D3D11 != null || m_GL != null;
}
}
private bool IsLogD3D11
{
get
{
return LogLoaded && m_APIProps.pipelineType == APIPipelineStateType.D3D11 && m_D3D11 != null;
}
}
private bool IsLogGL
{
get
{
return LogLoaded && m_APIProps.pipelineType == APIPipelineStateType.OpenGL && m_GL != null;
}
}
// add a bunch of generic properties that people can check to save having to see which pipeline state
// is valid and look at the appropriate part of it
public bool IsTessellationEnabled
{
get
{
if (LogLoaded)
{
if (IsLogD3D11)
return m_D3D11 != null && m_D3D11.m_HS.Shader != ResourceId.Null;
if (IsLogGL)
return m_GL != null && m_GL.m_TES.Shader != ResourceId.Null;
}
return false;
}
}
// there's a lot of redundancy in these functions
public ShaderBindpointMapping GetBindpointMapping(ShaderStageType stage)
{
if (LogLoaded)
{
if (IsLogD3D11)
{
switch (stage)
{
case ShaderStageType.Vertex: return m_D3D11.m_VS.BindpointMapping;
case ShaderStageType.Domain: return m_D3D11.m_DS.BindpointMapping;
case ShaderStageType.Hull: return m_D3D11.m_HS.BindpointMapping;
case ShaderStageType.Geometry: return m_D3D11.m_GS.BindpointMapping;
case ShaderStageType.Pixel: return m_D3D11.m_PS.BindpointMapping;
case ShaderStageType.Compute: return m_D3D11.m_CS.BindpointMapping;
}
}
else if (IsLogGL)
{
switch (stage)
{
case ShaderStageType.Vertex: return m_GL.m_VS.BindpointMapping;
case ShaderStageType.Tess_Control: return m_GL.m_TCS.BindpointMapping;
case ShaderStageType.Tess_Eval: return m_GL.m_TES.BindpointMapping;
case ShaderStageType.Geometry: return m_GL.m_GS.BindpointMapping;
case ShaderStageType.Fragment: return m_GL.m_FS.BindpointMapping;
case ShaderStageType.Compute: return m_GL.m_CS.BindpointMapping;
}
}
}
return null;
}
public ShaderReflection GetShaderReflection(ShaderStageType stage)
{
if (LogLoaded)
{
if (IsLogD3D11)
{
switch (stage)
{
case ShaderStageType.Vertex: return m_D3D11.m_VS.ShaderDetails;
case ShaderStageType.Domain: return m_D3D11.m_DS.ShaderDetails;
case ShaderStageType.Hull: return m_D3D11.m_HS.ShaderDetails;
case ShaderStageType.Geometry: return m_D3D11.m_GS.ShaderDetails;
case ShaderStageType.Pixel: return m_D3D11.m_PS.ShaderDetails;
case ShaderStageType.Compute: return m_D3D11.m_CS.ShaderDetails;
}
}
else if (IsLogGL)
{
switch (stage)
{
case ShaderStageType.Vertex: return m_GL.m_VS.ShaderDetails;
case ShaderStageType.Tess_Control: return m_GL.m_TCS.ShaderDetails;
case ShaderStageType.Tess_Eval: return m_GL.m_TES.ShaderDetails;
case ShaderStageType.Geometry: return m_GL.m_GS.ShaderDetails;
case ShaderStageType.Fragment: return m_GL.m_FS.ShaderDetails;
case ShaderStageType.Compute: return m_GL.m_CS.ShaderDetails;
}
}
}
return null;
}
public ResourceId GetShader(ShaderStageType stage)
{
if (LogLoaded)
{
if (IsLogD3D11)
{
switch (stage)
{
case ShaderStageType.Vertex: return m_D3D11.m_VS.Shader;
case ShaderStageType.Domain: return m_D3D11.m_DS.Shader;
case ShaderStageType.Hull: return m_D3D11.m_HS.Shader;
case ShaderStageType.Geometry: return m_D3D11.m_GS.Shader;
case ShaderStageType.Pixel: return m_D3D11.m_PS.Shader;
case ShaderStageType.Compute: return m_D3D11.m_CS.Shader;
}
}
else if (IsLogGL)
{
switch (stage)
{
case ShaderStageType.Vertex: return m_GL.m_VS.Shader;
case ShaderStageType.Tess_Control: return m_GL.m_TCS.Shader;
case ShaderStageType.Tess_Eval: return m_GL.m_TES.Shader;
case ShaderStageType.Geometry: return m_GL.m_GS.Shader;
case ShaderStageType.Fragment: return m_GL.m_FS.Shader;
case ShaderStageType.Compute: return m_GL.m_CS.Shader;
}
}
}
return ResourceId.Null;
}
public string GetShaderName(ShaderStageType stage)
{
if (LogLoaded)
{
if (IsLogD3D11)
{
switch (stage)
{
case ShaderStageType.Vertex: return m_D3D11.m_VS.ShaderName;
case ShaderStageType.Domain: return m_D3D11.m_DS.ShaderName;
case ShaderStageType.Hull: return m_D3D11.m_HS.ShaderName;
case ShaderStageType.Geometry: return m_D3D11.m_GS.ShaderName;
case ShaderStageType.Pixel: return m_D3D11.m_PS.ShaderName;
case ShaderStageType.Compute: return m_D3D11.m_CS.ShaderName;
}
}
else if (IsLogGL)
{
switch (stage)
{
case ShaderStageType.Vertex: return String.Format("Shader {0}", m_GL.m_VS.Shader);
case ShaderStageType.Tess_Control: return String.Format("Shader {0}", m_GL.m_TCS.Shader);
case ShaderStageType.Tess_Eval: return String.Format("Shader {0}", m_GL.m_TES.Shader);
case ShaderStageType.Geometry: return String.Format("Shader {0}", m_GL.m_GS.Shader);
case ShaderStageType.Fragment: return String.Format("Shader {0}", m_GL.m_FS.Shader);
case ShaderStageType.Compute: return String.Format("Shader {0}", m_GL.m_CS.Shader);
}
}
}
return "";
}
public void GetIBuffer(out ResourceId buf, out uint ByteOffset)
{
if (LogLoaded)
{
if (IsLogD3D11)
{
buf = m_D3D11.m_IA.ibuffer.Buffer;
ByteOffset = m_D3D11.m_IA.ibuffer.Offset;
return;
}
else if (IsLogGL)
{
buf = m_GL.m_VtxIn.ibuffer;
ByteOffset = 0; // GL only has per-draw index offset
return;
}
}
buf = ResourceId.Null;
ByteOffset = 0;
}
public bool IsStripRestartEnabled()
{
if (LogLoaded)
{
if (IsLogD3D11)
{
// D3D11 this is always enabled
return true;
}
else if (IsLogGL)
{
return m_GL.m_VtxIn.primitiveRestart;
}
}
return false;
}
public uint GetStripRestartIndex(uint indexByteWidth)
{
if (LogLoaded)
{
if (IsLogD3D11)
{
// D3D11 this is always '-1' in whichever size of index we're using
return indexByteWidth == 2 ? ushort.MaxValue : uint.MaxValue;
}
else if (IsLogGL)
{
uint maxval = uint.MaxValue;
if (indexByteWidth == 2)
maxval = ushort.MaxValue;
else if (indexByteWidth == 1)
maxval = 0xff;
return Math.Min(maxval, m_GL.m_VtxIn.restartIndex);
}
}
return uint.MaxValue;
}
public struct VBuffer
{
public ResourceId Buffer;
public uint ByteOffset;
public uint ByteStride;
};
public VBuffer[] GetVBuffers()
{
if (LogLoaded)
{
if (IsLogD3D11)
{
VBuffer[] ret = new VBuffer[m_D3D11.m_IA.vbuffers.Length];
for (int i = 0; i < m_D3D11.m_IA.vbuffers.Length; i++)
{
ret[i].Buffer = m_D3D11.m_IA.vbuffers[i].Buffer;
ret[i].ByteOffset = m_D3D11.m_IA.vbuffers[i].Offset;
ret[i].ByteStride = m_D3D11.m_IA.vbuffers[i].Stride;
}
return ret;
}
else if (IsLogGL)
{
VBuffer[] ret = new VBuffer[m_GL.m_VtxIn.vbuffers.Length];
for (int i = 0; i < m_GL.m_VtxIn.vbuffers.Length; i++)
{
ret[i].Buffer = m_GL.m_VtxIn.vbuffers[i].Buffer;
ret[i].ByteOffset = m_GL.m_VtxIn.vbuffers[i].Offset;
ret[i].ByteStride = m_GL.m_VtxIn.vbuffers[i].Stride;
}
return ret;
}
}
return null;
}
public struct VertexInputAttribute
{
public string Name;
public int VertexBuffer;
public uint RelativeByteOffset;
public bool PerInstance;
public int InstanceRate;
public ResourceFormat Format;
public object[] GenericValue;
};
public VertexInputAttribute[] GetVertexInputs()
{
if (LogLoaded)
{
if (IsLogD3D11)
{
uint[] byteOffs = new uint[128];
for (int i = 0; i < 128; i++)
byteOffs[i] = 0;
var layouts = m_D3D11.m_IA.layouts;
VertexInputAttribute[] ret = new VertexInputAttribute[layouts.Length];
for (int i = 0; i < layouts.Length; i++)
{
bool needsSemanticIdx = false;
for (int j = 0; j < layouts.Length; j++)
{
if (i != j && layouts[i].SemanticName == layouts[j].SemanticName)
{
needsSemanticIdx = true;
break;
}
}
uint offs = layouts[i].ByteOffset;
if (offs == uint.MaxValue) // APPEND_ALIGNED
offs = byteOffs[layouts[i].InputSlot];
else
byteOffs[layouts[i].InputSlot] = offs = layouts[i].ByteOffset;
byteOffs[layouts[i].InputSlot] += layouts[i].Format.compByteWidth * layouts[i].Format.compCount;
ret[i].Name = layouts[i].SemanticName + (needsSemanticIdx ? layouts[i].SemanticIndex.ToString() : "");
ret[i].VertexBuffer = (int)layouts[i].InputSlot;
ret[i].RelativeByteOffset = offs;
ret[i].PerInstance = layouts[i].PerInstance;
ret[i].InstanceRate = (int)layouts[i].InstanceDataStepRate;
ret[i].Format = layouts[i].Format;
ret[i].GenericValue = null;
}
return ret;
}
else if (IsLogGL)
{
var attrs = m_GL.m_VtxIn.attributes;
int num = 0;
for (int i = 0; i < attrs.Length; i++)
{
int attrib = -1;
if (m_GL.m_VS.BindpointMapping != null && m_GL.m_VS.ShaderDetails != null)
attrib = m_GL.m_VS.BindpointMapping.InputAttributes[i];
else
attrib = i;
if (attrib >= 0)
num++;
}
int a = 0;
VertexInputAttribute[] ret = new VertexInputAttribute[num];
for (int i = 0; i < attrs.Length && a < num; i++)
{
ret[a].Name = String.Format("attr{0}", i);
ret[a].GenericValue = null;
ret[a].VertexBuffer = (int)attrs[i].BufferSlot;
ret[a].RelativeByteOffset = attrs[i].RelativeOffset;
ret[a].PerInstance = m_GL.m_VtxIn.vbuffers[attrs[i].BufferSlot].Divisor > 0;
ret[a].InstanceRate = (int)m_GL.m_VtxIn.vbuffers[attrs[i].BufferSlot].Divisor;
ret[a].Format = attrs[i].Format;
if (m_GL.m_VS.BindpointMapping != null && m_GL.m_VS.ShaderDetails != null)
{
int attrib = m_GL.m_VS.BindpointMapping.InputAttributes[i];
if (attrib >= 0 && attrib < m_GL.m_VS.ShaderDetails.InputSig.Length)
ret[a].Name = m_GL.m_VS.ShaderDetails.InputSig[attrib].varName;
if (attrib == -1) continue;
if (!attrs[i].Enabled)
{
uint compCount = m_GL.m_VS.ShaderDetails.InputSig[attrib].compCount;
FormatComponentType compType = m_GL.m_VS.ShaderDetails.InputSig[attrib].compType;
ret[a].GenericValue = new object[compCount];
for (uint c = 0; c < compCount; c++)
{
if (compType == FormatComponentType.Float)
ret[a].GenericValue[c] = attrs[i].GenericValue.f[c];
else if (compType == FormatComponentType.UInt)
ret[a].GenericValue[c] = attrs[i].GenericValue.u[c];
else if (compType == FormatComponentType.SInt)
ret[a].GenericValue[c] = attrs[i].GenericValue.i[c];
}
ret[a].PerInstance = false;
ret[a].InstanceRate = 0;
ret[a].Format.compByteWidth = 4;
ret[a].Format.compCount = compCount;
ret[a].Format.compType = compType;
ret[a].Format.special = false;
ret[a].Format.srgbCorrected = false;
}
}
a++;
}
return ret;
}
}
return null;
}
public void GetConstantBuffer(ShaderStageType stage, uint BufIdx, out ResourceId buf, out uint ByteOffset, out uint ByteSize)
{
if (LogLoaded)
{
if (IsLogD3D11)
{
D3D11PipelineState.ShaderStage s = null;
switch (stage)
{
case ShaderStageType.Vertex: s = m_D3D11.m_VS; break;
case ShaderStageType.Domain: s = m_D3D11.m_DS; break;
case ShaderStageType.Hull: s = m_D3D11.m_HS; break;
case ShaderStageType.Geometry: s = m_D3D11.m_GS; break;
case ShaderStageType.Pixel: s = m_D3D11.m_PS; break;
case ShaderStageType.Compute: s = m_D3D11.m_CS; break;
}
if(BufIdx < s.ConstantBuffers.Length)
{
buf = s.ConstantBuffers[BufIdx].Buffer;
ByteOffset = s.ConstantBuffers[BufIdx].VecOffset * 4 * sizeof(float);
ByteSize = s.ConstantBuffers[BufIdx].VecCount * 4 * sizeof(float);
return;
}
}
else if (IsLogGL)
{
GLPipelineState.ShaderStage s = null;
switch (stage)
{
case ShaderStageType.Vertex: s = m_GL.m_VS; break;
case ShaderStageType.Tess_Control: s = m_GL.m_TCS; break;
case ShaderStageType.Tess_Eval: s = m_GL.m_TES; break;
case ShaderStageType.Geometry: s = m_GL.m_GS; break;
case ShaderStageType.Fragment: s = m_GL.m_FS; break;
case ShaderStageType.Compute: s = m_GL.m_CS; break;
}
if(s.ShaderDetails != null && BufIdx < s.ShaderDetails.ConstantBlocks.Length)
{
if (s.ShaderDetails.ConstantBlocks[BufIdx].bindPoint >= 0)
{
int uboIdx = s.BindpointMapping.ConstantBlocks[s.ShaderDetails.ConstantBlocks[BufIdx].bindPoint].bind;
if (uboIdx >= 0 && uboIdx < m_GL.UniformBuffers.Length)
{
var b = m_GL.UniformBuffers[uboIdx];
buf = b.Resource;
ByteOffset = (uint)b.Offset;
ByteSize = (uint)b.Size;
return;
}
}
}
}
}
buf = ResourceId.Null;
ByteOffset = 0;
ByteSize = 0;
}
public ResourceId[] GetResources(ShaderStageType stage)
{
if (LogLoaded)
{
if (IsLogD3D11)
{
D3D11PipelineState.ShaderStage s = null;
switch (stage)
{
case ShaderStageType.Vertex: s = m_D3D11.m_VS; break;
case ShaderStageType.Domain: s = m_D3D11.m_DS; break;
case ShaderStageType.Hull: s = m_D3D11.m_HS; break;
case ShaderStageType.Geometry: s = m_D3D11.m_GS; break;
case ShaderStageType.Pixel: s = m_D3D11.m_PS; break;
case ShaderStageType.Compute: s = m_D3D11.m_CS; break;
}
ResourceId[] ret = new ResourceId[s.SRVs.Length];
for (int i = 0; i < s.SRVs.Length; i++)
ret[i] = s.SRVs[i].Resource;
return ret;
}
else if (IsLogGL)
{
ResourceId[] ret = new ResourceId[m_GL.Textures.Length];
for (int i = 0; i < m_GL.Textures.Length; i++)
ret[i] = m_GL.Textures[i].Resource;
return ret;
}
}
return null;
}
public ResourceId GetDepthTarget()
{
if (LogLoaded)
{
if (IsLogD3D11)
return m_D3D11.m_OM.DepthTarget.Resource;
else if (IsLogGL)
return m_GL.m_FB.m_DrawFBO.Depth;
}
return ResourceId.Null;
}
public ResourceId GetStencilTarget()
{
if (LogLoaded)
{
if (IsLogD3D11)
return m_D3D11.m_OM.DepthTarget.Resource;
else if (IsLogGL)
return m_GL.m_FB.m_DrawFBO.Stencil;
}
return ResourceId.Null;
}
public ResourceId[] GetReadWriteResources()
{
if (LogLoaded)
{
if (IsLogD3D11)
{
ResourceId[] ret = new ResourceId[m_D3D11.m_OM.UAVs.Length];
for (int i = 0; i < m_D3D11.m_OM.UAVs.Length; i++)
ret[i] = m_D3D11.m_OM.UAVs[i].Resource;
return ret;
}
else if (IsLogGL)
{
ResourceId[] ret = new ResourceId[m_GL.Images.Length];
for (int i = 0; i < m_GL.Images.Length; i++)
ret[i] = m_GL.Images[i].Resource;
return ret;
}
}
return null;
}
public ResourceId[] GetOutputTargets()
{
if (LogLoaded)
{
if (IsLogD3D11)
{
ResourceId[] ret = new ResourceId[m_D3D11.m_OM.RenderTargets.Length];
for (int i = 0; i < m_D3D11.m_OM.RenderTargets.Length; i++)
ret[i] = m_D3D11.m_OM.RenderTargets[i].Resource;
return ret;
}
else if (IsLogGL)
{
ResourceId[] ret = new ResourceId[m_GL.m_FB.m_DrawFBO.DrawBuffers.Length];
for(int i=0; i < m_GL.m_FB.m_DrawFBO.DrawBuffers.Length; i++)
{
int db = m_GL.m_FB.m_DrawFBO.DrawBuffers[i];
if(db >= 0)
ret[i] = m_GL.m_FB.m_DrawFBO.Color[db];
}
return ret;
}
}
return null;
}
public ResourceId OutputDepth
{
get
{
if (LogLoaded)
{
if (IsLogD3D11)
return m_D3D11.m_OM.DepthTarget.Resource;
if (IsLogGL)
return m_GL.m_FB.m_DrawFBO.Depth;
}
return ResourceId.Null;
}
}
public ResourceId OutputStencil
{
get
{
if (LogLoaded)
{
if (IsLogD3D11)
return m_D3D11.m_OM.DepthTarget.Resource;
if (IsLogGL)
return m_GL.m_FB.m_DrawFBO.Stencil;
}
return ResourceId.Null;
}
}
// Still to add:
// [ShaderViewer] * {FetchTexture,FetchBuffer} GetFetchBufferOrFetchTexture(ShaderResource)
}
}