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renderdoc/renderdoc/driver/d3d12/d3d12_shaderdebug.cpp
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/******************************************************************************
* 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 "driver/dx/official/d3dcompiler.h"
#include "driver/dxgi/dxgi_common.h"
#include "driver/shaders/dxbc/dxbc_debug.h"
#include "maths/formatpacking.h"
#include "strings/string_utils.h"
#include "d3d12_command_queue.h"
#include "d3d12_debug.h"
#include "d3d12_replay.h"
#include "d3d12_resources.h"
#include "d3d12_shader_cache.h"
struct DebugHit
{
uint32_t numHits;
float posx;
float posy;
float depth;
uint32_t primitive;
uint32_t isFrontFace;
uint32_t sample;
uint32_t coverage;
uint32_t rawdata; // arbitrary, depending on shader
};
static bool IsShaderParameterVisible(DXBC::ShaderType shaderType,
D3D12_SHADER_VISIBILITY shaderVisibility)
{
if(shaderVisibility == D3D12_SHADER_VISIBILITY_ALL)
return true;
if(shaderType == DXBC::ShaderType::Vertex && shaderVisibility == D3D12_SHADER_VISIBILITY_VERTEX)
return true;
if(shaderType == DXBC::ShaderType::Pixel && shaderVisibility == D3D12_SHADER_VISIBILITY_PIXEL)
return true;
return false;
}
class D3D12DebugAPIWrapper : public DXBCDebug::DebugAPIWrapper
{
public:
D3D12DebugAPIWrapper(WrappedID3D12Device *device, const DXBC::DXBCContainer *dxbc,
DXBCDebug::GlobalState &globalState, uint32_t eid);
~D3D12DebugAPIWrapper();
void SetCurrentInstruction(uint32_t instruction) { m_instruction = instruction; }
void AddDebugMessage(MessageCategory c, MessageSeverity sv, MessageSource src, rdcstr d);
void FetchSRV(const DXBCDebug::BindingSlot &slot);
void FetchUAV(const DXBCDebug::BindingSlot &slot);
bool CalculateMathIntrinsic(DXBCBytecode::OpcodeType opcode, const ShaderVariable &input,
ShaderVariable &output1, ShaderVariable &output2);
ShaderVariable GetSampleInfo(DXBCBytecode::OperandType type, bool isAbsoluteResource,
const DXBCDebug::BindingSlot &slot, const char *opString);
ShaderVariable GetBufferInfo(DXBCBytecode::OperandType type, const DXBCDebug::BindingSlot &slot,
const char *opString);
ShaderVariable GetResourceInfo(DXBCBytecode::OperandType type, const DXBCDebug::BindingSlot &slot,
uint32_t mipLevel, int &dim);
bool CalculateSampleGather(DXBCBytecode::OpcodeType opcode,
DXBCDebug::SampleGatherResourceData resourceData,
DXBCDebug::SampleGatherSamplerData samplerData, ShaderVariable uv,
ShaderVariable ddxCalc, ShaderVariable ddyCalc,
const int8_t texelOffsets[3], int multisampleIndex,
float lodOrCompareValue, const uint8_t swizzle[4],
DXBCDebug::GatherChannel gatherChannel, const char *opString,
ShaderVariable &output);
private:
DXBC::ShaderType GetShaderType() { return m_dxbc ? m_dxbc->m_Type : DXBC::ShaderType::Pixel; }
WrappedID3D12Device *m_pDevice;
const DXBC::DXBCContainer *m_dxbc;
DXBCDebug::GlobalState &m_globalState;
uint32_t m_instruction;
uint32_t m_EventID;
bool m_DidReplay = false;
};
D3D12DebugAPIWrapper::D3D12DebugAPIWrapper(WrappedID3D12Device *device,
const DXBC::DXBCContainer *dxbc,
DXBCDebug::GlobalState &globalState, uint32_t eid)
: m_pDevice(device), m_dxbc(dxbc), m_globalState(globalState), m_instruction(0), m_EventID(eid)
{
}
D3D12DebugAPIWrapper::~D3D12DebugAPIWrapper()
{
// if we replayed to before the action for fetching some UAVs, replay back to after the action to
// keep
// the state consistent.
if(m_DidReplay)
{
D3D12MarkerRegion region(m_pDevice->GetQueue()->GetReal(), "ResetReplay");
// replay the action to get back to 'normal' state for this event, and mark that we need to
// replay back to pristine state next time we need to fetch data.
m_pDevice->ReplayLog(0, m_EventID, eReplay_OnlyDraw);
}
}
void D3D12DebugAPIWrapper::AddDebugMessage(MessageCategory c, MessageSeverity sv, MessageSource src,
rdcstr d)
{
m_pDevice->AddDebugMessage(c, sv, src, d);
}
void D3D12DebugAPIWrapper::FetchSRV(const DXBCDebug::BindingSlot &slot)
{
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
// Get the root signature
const D3D12RenderState::RootSignature *pRootSignature = NULL;
if(GetShaderType() == DXBC::ShaderType::Compute)
{
if(rs.compute.rootsig != ResourceId())
{
pRootSignature = &rs.compute;
}
}
else if(rs.graphics.rootsig != ResourceId())
{
pRootSignature = &rs.graphics;
}
DXBCDebug::GlobalState::SRVData &srvData = m_globalState.srvs[slot];
if(pRootSignature)
{
WrappedID3D12RootSignature *pD3D12RootSig =
rm->GetCurrentAs<WrappedID3D12RootSignature>(pRootSignature->rootsig);
size_t numParams = RDCMIN(pD3D12RootSig->sig.Parameters.size(), pRootSignature->sigelems.size());
for(size_t i = 0; i < numParams; ++i)
{
const D3D12RootSignatureParameter &param = pD3D12RootSig->sig.Parameters[i];
const D3D12RenderState::SignatureElement &element = pRootSignature->sigelems[i];
if(IsShaderParameterVisible(GetShaderType(), param.ShaderVisibility))
{
if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_SRV && element.type == eRootSRV)
{
if(param.Descriptor.ShaderRegister == slot.shaderRegister &&
param.Descriptor.RegisterSpace == slot.registerSpace)
{
// Found the requested SRV
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(element.id);
if(pResource)
{
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
// TODO: Root buffers can be 32-bit UINT/SINT/FLOAT. Using UINT for now, but the
// resource desc format or the DXBC reflection info might be more correct.
DXBCDebug::FillViewFmt(DXGI_FORMAT_R32_UINT, srvData.format);
srvData.firstElement = (uint32_t)(element.offset / sizeof(uint32_t));
srvData.numElements = (uint32_t)((resDesc.Width - element.offset) / sizeof(uint32_t));
if(resDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
m_pDevice->GetDebugManager()->GetBufferData(pResource, 0, 0, srvData.data);
}
return;
}
}
else if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE &&
element.type == eRootTable)
{
UINT prevTableOffset = 0;
WrappedID3D12DescriptorHeap *heap =
rm->GetCurrentAs<WrappedID3D12DescriptorHeap>(element.id);
size_t numRanges = param.ranges.size();
for(size_t r = 0; r < numRanges; ++r)
{
const D3D12_DESCRIPTOR_RANGE1 &range = param.ranges[r];
// For every range, check the number of descriptors so that we are accessing the
// correct data for append descriptor tables, even if the range type doesn't match
// what we need to fetch
UINT offset = range.OffsetInDescriptorsFromTableStart;
if(range.OffsetInDescriptorsFromTableStart == D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
offset = prevTableOffset;
D3D12Descriptor *desc = (D3D12Descriptor *)heap->GetCPUDescriptorHandleForHeapStart().ptr;
desc += element.offset;
desc += offset;
UINT numDescriptors = range.NumDescriptors;
if(numDescriptors == UINT_MAX)
{
// Find out how many descriptors are left after
numDescriptors = heap->GetNumDescriptors() - offset - (UINT)element.offset;
// TODO: Should we look up the bind point in the D3D12 state to try to get
// a better guess at the number of descriptors?
}
prevTableOffset = offset + numDescriptors;
// Check if the range is for SRVs and the slot we want is contained
if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SRV &&
slot.shaderRegister >= range.BaseShaderRegister &&
slot.shaderRegister < range.BaseShaderRegister + numDescriptors &&
range.RegisterSpace == slot.registerSpace)
{
desc += slot.shaderRegister - range.BaseShaderRegister;
if(desc)
{
ResourceId srvId = desc->GetResResourceId();
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(srvId);
if(pResource)
{
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = desc->GetSRV();
if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_UNKNOWN)
srvDesc = MakeSRVDesc(pResource->GetDesc());
if(srvDesc.Format != DXGI_FORMAT_UNKNOWN)
{
DXBCDebug::FillViewFmt(srvDesc.Format, srvData.format);
}
else
{
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
if(resDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
srvData.format.stride = srvDesc.Buffer.StructureByteStride;
// If we didn't get a type from the SRV description, try to pull it from the
// shader reflection info
DXBCDebug::LookupSRVFormatFromShaderReflection(*m_dxbc->GetReflection(), slot,
srvData.format);
}
}
if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_BUFFER)
{
srvData.firstElement = (uint32_t)srvDesc.Buffer.FirstElement;
srvData.numElements = srvDesc.Buffer.NumElements;
m_pDevice->GetDebugManager()->GetBufferData(pResource, 0, 0, srvData.data);
}
// Textures are sampled via a pixel shader, so there's no need to copy their data
}
return;
}
}
}
}
}
}
RDCERR("Couldn't find root signature parameter corresponding to SRV %u in space %u",
slot.shaderRegister, slot.registerSpace);
return;
}
RDCERR("No root signature bound, couldn't identify SRV %u in space %u", slot.shaderRegister,
slot.registerSpace);
}
void D3D12DebugAPIWrapper::FetchUAV(const DXBCDebug::BindingSlot &slot)
{
// if the UAV might be dirty from side-effects from the action, replay back to right
// before it.
if(!m_DidReplay)
{
D3D12MarkerRegion region(m_pDevice->GetQueue()->GetReal(), "un-dirtying resources");
m_pDevice->ReplayLog(0, m_EventID, eReplay_WithoutDraw);
m_DidReplay = true;
}
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
// Get the root signature
const D3D12RenderState::RootSignature *pRootSignature = NULL;
if(GetShaderType() == DXBC::ShaderType::Compute)
{
if(rs.compute.rootsig != ResourceId())
{
pRootSignature = &rs.compute;
}
}
else if(rs.graphics.rootsig != ResourceId())
{
pRootSignature = &rs.graphics;
}
DXBCDebug::GlobalState::UAVData &uavData = m_globalState.uavs[slot];
if(pRootSignature)
{
WrappedID3D12RootSignature *pD3D12RootSig =
rm->GetCurrentAs<WrappedID3D12RootSignature>(pRootSignature->rootsig);
size_t numParams = RDCMIN(pD3D12RootSig->sig.Parameters.size(), pRootSignature->sigelems.size());
for(size_t i = 0; i < numParams; ++i)
{
const D3D12RootSignatureParameter &param = pD3D12RootSig->sig.Parameters[i];
const D3D12RenderState::SignatureElement &element = pRootSignature->sigelems[i];
if(IsShaderParameterVisible(GetShaderType(), param.ShaderVisibility))
{
if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_UAV && element.type == eRootUAV)
{
if(param.Descriptor.ShaderRegister == slot.shaderRegister &&
param.Descriptor.RegisterSpace == slot.registerSpace)
{
// Found the requested UAV
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(element.id);
if(pResource)
{
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
// TODO: Root buffers can be 32-bit UINT/SINT/FLOAT. Using UINT for now, but the
// resource desc format or the DXBC reflection info might be more correct.
DXBCDebug::FillViewFmt(DXGI_FORMAT_R32_UINT, uavData.format);
uavData.firstElement = (uint32_t)(element.offset / sizeof(uint32_t));
uavData.numElements = (uint32_t)((resDesc.Width - element.offset) / sizeof(uint32_t));
if(resDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
m_pDevice->GetDebugManager()->GetBufferData(pResource, 0, 0, uavData.data);
}
return;
}
}
else if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE &&
element.type == eRootTable)
{
UINT prevTableOffset = 0;
WrappedID3D12DescriptorHeap *heap =
rm->GetCurrentAs<WrappedID3D12DescriptorHeap>(element.id);
size_t numRanges = param.ranges.size();
for(size_t r = 0; r < numRanges; ++r)
{
const D3D12_DESCRIPTOR_RANGE1 &range = param.ranges[r];
// For every range, check the number of descriptors so that we are accessing the
// correct data for append descriptor tables, even if the range type doesn't match
// what we need to fetch
UINT offset = range.OffsetInDescriptorsFromTableStart;
if(range.OffsetInDescriptorsFromTableStart == D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
offset = prevTableOffset;
D3D12Descriptor *desc = (D3D12Descriptor *)heap->GetCPUDescriptorHandleForHeapStart().ptr;
desc += element.offset;
desc += offset;
UINT numDescriptors = range.NumDescriptors;
if(numDescriptors == UINT_MAX)
{
// Find out how many descriptors are left after
numDescriptors = heap->GetNumDescriptors() - offset - (UINT)element.offset;
// TODO: Should we look up the bind point in the D3D12 state to try to get
// a better guess at the number of descriptors?
}
prevTableOffset = offset + numDescriptors;
// Check if the range is for UAVs and the slot we want is contained
if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_UAV &&
slot.shaderRegister >= range.BaseShaderRegister &&
slot.shaderRegister < range.BaseShaderRegister + numDescriptors &&
range.RegisterSpace == slot.registerSpace)
{
desc += slot.shaderRegister - range.BaseShaderRegister;
if(desc)
{
ResourceId uavId = desc->GetResResourceId();
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(uavId);
if(pResource)
{
// TODO: Need to fetch counter resource if applicable
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = desc->GetUAV();
if(uavDesc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN)
uavDesc = MakeUAVDesc(pResource->GetDesc());
if(uavDesc.Format != DXGI_FORMAT_UNKNOWN)
{
DXBCDebug::FillViewFmt(uavDesc.Format, uavData.format);
}
else
{
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
if(resDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
uavData.format.stride = uavDesc.Buffer.StructureByteStride;
// TODO: Try looking up UAV from shader reflection info?
}
}
if(uavDesc.ViewDimension == D3D12_UAV_DIMENSION_BUFFER)
{
uavData.firstElement = (uint32_t)uavDesc.Buffer.FirstElement;
uavData.numElements = uavDesc.Buffer.NumElements;
m_pDevice->GetDebugManager()->GetBufferData(pResource, 0, 0, uavData.data);
}
else
{
uavData.tex = true;
m_pDevice->GetReplay()->GetTextureData(uavId, Subresource(),
GetTextureDataParams(), uavData.data);
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
uavData.rowPitch = GetByteSize((int)resDesc.Width, 1, 1, uavDesc.Format, 0);
}
}
return;
}
}
}
}
}
}
RDCERR("Couldn't find root signature parameter corresponding to UAV %u in space %u",
slot.shaderRegister, slot.registerSpace);
return;
}
RDCERR("No root signature bound, couldn't identify UAV %u in space %u", slot.shaderRegister,
slot.registerSpace);
}
bool D3D12DebugAPIWrapper::CalculateMathIntrinsic(DXBCBytecode::OpcodeType opcode,
const ShaderVariable &input,
ShaderVariable &output1, ShaderVariable &output2)
{
D3D12MarkerRegion region(m_pDevice->GetQueue()->GetReal(), "CalculateMathIntrinsic");
if(opcode != DXBCBytecode::OPCODE_RCP && opcode != DXBCBytecode::OPCODE_RSQ &&
opcode != DXBCBytecode::OPCODE_EXP && opcode != DXBCBytecode::OPCODE_LOG &&
opcode != DXBCBytecode::OPCODE_SINCOS)
{
// To support a new instruction, the shader created in
// D3D12DebugManager::CreateMathIntrinsicsResources will need updated
RDCERR("Unsupported instruction for CalculateMathIntrinsic: %u", opcode);
return false;
}
// Create UAV to store the computed results
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc;
ZeroMemory(&uavDesc, sizeof(D3D12_UNORDERED_ACCESS_VIEW_DESC));
uavDesc.Format = DXGI_FORMAT_UNKNOWN;
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uavDesc.Buffer.NumElements = 2;
uavDesc.Buffer.StructureByteStride = sizeof(Vec4f);
ID3D12Resource *pResultBuffer = m_pDevice->GetDebugManager()->GetMathIntrinsicsResultBuffer();
D3D12_CPU_DESCRIPTOR_HANDLE uav = m_pDevice->GetDebugManager()->GetCPUHandle(SHADER_DEBUG_UAV);
m_pDevice->CreateUnorderedAccessView(pResultBuffer, NULL, &uavDesc, uav);
// Set root signature & sig params on command list, then execute the shader
ID3D12GraphicsCommandListX *cmdList = m_pDevice->GetDebugManager()->ResetDebugList();
m_pDevice->GetDebugManager()->SetDescriptorHeaps(cmdList, true, false);
cmdList->SetPipelineState(m_pDevice->GetDebugManager()->GetMathIntrinsicsPso());
cmdList->SetComputeRootSignature(m_pDevice->GetDebugManager()->GetMathIntrinsicsRootSig());
cmdList->SetComputeRoot32BitConstants(0, 4, &input.value.u32v[0], 0);
cmdList->SetComputeRoot32BitConstants(1, 1, &opcode, 0);
cmdList->SetComputeRootUnorderedAccessView(2, pResultBuffer->GetGPUVirtualAddress());
cmdList->Dispatch(1, 1, 1);
HRESULT hr = cmdList->Close();
if(FAILED(hr))
{
RDCERR("Failed to close command list HRESULT: %s", ToStr(hr).c_str());
return false;
}
{
ID3D12CommandList *l = cmdList;
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
m_pDevice->GPUSync();
}
bytebuf results;
m_pDevice->GetDebugManager()->GetBufferData(pResultBuffer, 0, 0, results);
RDCASSERT(results.size() >= sizeof(Vec4f) * 2);
memcpy(output1.value.u32v.data(), results.data(), sizeof(Vec4f));
memcpy(output2.value.u32v.data(), results.data() + sizeof(Vec4f), sizeof(Vec4f));
return true;
}
ShaderVariable D3D12DebugAPIWrapper::GetSampleInfo(DXBCBytecode::OperandType type,
bool isAbsoluteResource,
const DXBCDebug::BindingSlot &slot,
const char *opString)
{
ShaderVariable result("", 0U, 0U, 0U, 0U);
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
if(type == DXBCBytecode::TYPE_RASTERIZER)
{
if(GetShaderType() != DXBC::ShaderType::Compute)
{
// try depth first - both should match sample count though to be valid
ResourceId res = rs.GetDSVID();
if(res == ResourceId() && !rs.rts.empty())
res = rs.rts[0].GetResResourceId();
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(res);
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
result.value.u32v[0] = resDesc.SampleDesc.Count;
result.value.u32v[1] = 0;
result.value.u32v[2] = 0;
result.value.u32v[3] = 0;
}
return result;
}
// Get the root signature
const D3D12RenderState::RootSignature *pRootSignature = NULL;
if(GetShaderType() == DXBC::ShaderType::Compute)
{
if(rs.compute.rootsig != ResourceId())
{
pRootSignature = &rs.compute;
}
}
else if(rs.graphics.rootsig != ResourceId())
{
pRootSignature = &rs.graphics;
}
if(pRootSignature)
{
WrappedID3D12RootSignature *pD3D12RootSig =
rm->GetCurrentAs<WrappedID3D12RootSignature>(pRootSignature->rootsig);
size_t numParams = RDCMIN(pD3D12RootSig->sig.Parameters.size(), pRootSignature->sigelems.size());
for(size_t i = 0; i < numParams; ++i)
{
const D3D12RootSignatureParameter &param = pD3D12RootSig->sig.Parameters[i];
const D3D12RenderState::SignatureElement &element = pRootSignature->sigelems[i];
if(IsShaderParameterVisible(GetShaderType(), param.ShaderVisibility))
{
// Root SRV/UAV can only be buffers, so we don't need to check them for GetSampleInfo
if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE &&
element.type == eRootTable)
{
UINT prevTableOffset = 0;
WrappedID3D12DescriptorHeap *heap =
rm->GetCurrentAs<WrappedID3D12DescriptorHeap>(element.id);
size_t numRanges = param.ranges.size();
for(size_t r = 0; r < numRanges; ++r)
{
const D3D12_DESCRIPTOR_RANGE1 &range = param.ranges[r];
// For every range, check the number of descriptors so that we are accessing the
// correct data for append descriptor tables, even if the range type doesn't match
// what we need to fetch
UINT offset = range.OffsetInDescriptorsFromTableStart;
if(range.OffsetInDescriptorsFromTableStart == D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
offset = prevTableOffset;
D3D12Descriptor *desc = (D3D12Descriptor *)heap->GetCPUDescriptorHandleForHeapStart().ptr;
desc += element.offset;
desc += offset;
UINT numDescriptors = range.NumDescriptors;
if(numDescriptors == UINT_MAX)
{
// Find out how many descriptors are left after
numDescriptors = heap->GetNumDescriptors() - offset - (UINT)element.offset;
// TODO: Should we look up the bind point in the D3D12 state to try to get
// a better guess at the number of descriptors?
}
prevTableOffset = offset + numDescriptors;
// Check if the slot we want is contained
if(slot.shaderRegister >= range.BaseShaderRegister &&
slot.shaderRegister < range.BaseShaderRegister + numDescriptors &&
range.RegisterSpace == slot.registerSpace)
{
desc += slot.shaderRegister - range.BaseShaderRegister;
if(desc)
{
if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SRV &&
type != DXBCBytecode::TYPE_UNORDERED_ACCESS_VIEW)
{
ResourceId srvId = desc->GetResResourceId();
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(srvId);
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = desc->GetSRV();
if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_UNKNOWN)
srvDesc = MakeSRVDesc(resDesc);
if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS ||
srvDesc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY)
{
result.value.u32v[0] = resDesc.SampleDesc.Count;
result.value.u32v[1] = 0;
result.value.u32v[2] = 0;
result.value.u32v[3] = 0;
}
else
{
RDCERR("Invalid resource dimension for GetSampleInfo");
}
return result;
}
}
}
}
}
}
}
}
return result;
}
ShaderVariable D3D12DebugAPIWrapper::GetBufferInfo(DXBCBytecode::OperandType type,
const DXBCDebug::BindingSlot &slot,
const char *opString)
{
ShaderVariable result("", 0U, 0U, 0U, 0U);
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
// Get the root signature
const D3D12RenderState::RootSignature *pRootSignature = NULL;
if(GetShaderType() == DXBC::ShaderType::Compute)
{
if(rs.compute.rootsig != ResourceId())
{
pRootSignature = &rs.compute;
}
}
else if(rs.graphics.rootsig != ResourceId())
{
pRootSignature = &rs.graphics;
}
if(pRootSignature)
{
WrappedID3D12RootSignature *pD3D12RootSig =
rm->GetCurrentAs<WrappedID3D12RootSignature>(pRootSignature->rootsig);
size_t numParams = RDCMIN(pD3D12RootSig->sig.Parameters.size(), pRootSignature->sigelems.size());
for(size_t i = 0; i < numParams; ++i)
{
const D3D12RootSignatureParameter &param = pD3D12RootSig->sig.Parameters[i];
const D3D12RenderState::SignatureElement &element = pRootSignature->sigelems[i];
if(IsShaderParameterVisible(GetShaderType(), param.ShaderVisibility))
{
if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_SRV && element.type == eRootSRV &&
type != DXBCBytecode::TYPE_UNORDERED_ACCESS_VIEW)
{
if(param.Descriptor.ShaderRegister == slot.shaderRegister &&
param.Descriptor.RegisterSpace == slot.registerSpace)
{
// Found the requested SRV
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(element.id);
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
// Root descriptors are always buffers with each element 32-bit
uint32_t numElements = (uint32_t)((resDesc.Width - element.offset) / sizeof(uint32_t));
result.value.u32v[0] = result.value.u32v[1] = result.value.u32v[2] =
result.value.u32v[3] = numElements;
return result;
}
}
else if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_UAV && element.type == eRootUAV &&
type == DXBCBytecode::TYPE_UNORDERED_ACCESS_VIEW)
{
if(param.Descriptor.ShaderRegister == slot.shaderRegister &&
param.Descriptor.RegisterSpace == slot.registerSpace)
{
// Found the requested UAV
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(element.id);
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
// Root descriptors are always buffers with each element 32-bit
uint32_t numElements = (uint32_t)((resDesc.Width - element.offset) / sizeof(uint32_t));
result.value.u32v[0] = result.value.u32v[1] = result.value.u32v[2] =
result.value.u32v[3] = numElements;
return result;
}
}
else if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE &&
element.type == eRootTable)
{
UINT prevTableOffset = 0;
WrappedID3D12DescriptorHeap *heap =
rm->GetCurrentAs<WrappedID3D12DescriptorHeap>(element.id);
size_t numRanges = param.ranges.size();
for(size_t r = 0; r < numRanges; ++r)
{
const D3D12_DESCRIPTOR_RANGE1 &range = param.ranges[r];
// For every range, check the number of descriptors so that we are accessing the
// correct data for append descriptor tables, even if the range type doesn't match
// what we need to fetch
UINT offset = range.OffsetInDescriptorsFromTableStart;
if(range.OffsetInDescriptorsFromTableStart == D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
offset = prevTableOffset;
D3D12Descriptor *desc = (D3D12Descriptor *)heap->GetCPUDescriptorHandleForHeapStart().ptr;
desc += element.offset;
desc += offset;
UINT numDescriptors = range.NumDescriptors;
if(numDescriptors == UINT_MAX)
{
// Find out how many descriptors are left after
numDescriptors = heap->GetNumDescriptors() - offset - (UINT)element.offset;
// TODO: Should we look up the bind point in the D3D12 state to try to get
// a better guess at the number of descriptors?
}
prevTableOffset = offset + numDescriptors;
// Check if the slot we want is contained
if(slot.shaderRegister >= range.BaseShaderRegister &&
slot.shaderRegister < range.BaseShaderRegister + numDescriptors &&
range.RegisterSpace == slot.registerSpace)
{
desc += slot.shaderRegister - range.BaseShaderRegister;
if(desc)
{
if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_UAV &&
type == DXBCBytecode::TYPE_UNORDERED_ACCESS_VIEW)
{
ResourceId uavId = desc->GetResResourceId();
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(uavId);
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = desc->GetUAV();
if(uavDesc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN)
uavDesc = MakeUAVDesc(resDesc);
if(uavDesc.ViewDimension == D3D12_UAV_DIMENSION_BUFFER)
{
result.value.u32v[0] = result.value.u32v[1] = result.value.u32v[2] =
result.value.u32v[3] = (uint32_t)uavDesc.Buffer.NumElements;
}
return result;
}
else if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SRV &&
type != DXBCBytecode::TYPE_UNORDERED_ACCESS_VIEW)
{
ResourceId srvId = desc->GetResResourceId();
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(srvId);
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = desc->GetSRV();
if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_UNKNOWN)
srvDesc = MakeSRVDesc(resDesc);
if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_BUFFER)
{
result.value.u32v[0] = result.value.u32v[1] = result.value.u32v[2] =
result.value.u32v[3] = (uint32_t)srvDesc.Buffer.NumElements;
}
return result;
}
}
}
}
}
}
}
}
return result;
}
ShaderVariable D3D12DebugAPIWrapper::GetResourceInfo(DXBCBytecode::OperandType type,
const DXBCDebug::BindingSlot &slot,
uint32_t mipLevel, int &dim)
{
ShaderVariable result("", 0U, 0U, 0U, 0U);
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
// Get the root signature
const D3D12RenderState::RootSignature *pRootSignature = NULL;
if(GetShaderType() == DXBC::ShaderType::Compute)
{
if(rs.compute.rootsig != ResourceId())
{
pRootSignature = &rs.compute;
}
}
else if(rs.graphics.rootsig != ResourceId())
{
pRootSignature = &rs.graphics;
}
if(pRootSignature)
{
WrappedID3D12RootSignature *pD3D12RootSig =
rm->GetCurrentAs<WrappedID3D12RootSignature>(pRootSignature->rootsig);
size_t numParams = RDCMIN(pD3D12RootSig->sig.Parameters.size(), pRootSignature->sigelems.size());
for(size_t i = 0; i < numParams; ++i)
{
const D3D12RootSignatureParameter &param = pD3D12RootSig->sig.Parameters[i];
const D3D12RenderState::SignatureElement &element = pRootSignature->sigelems[i];
if(IsShaderParameterVisible(GetShaderType(), param.ShaderVisibility))
{
// Root SRV/UAV can only be buffers, so we don't need to check them for GetResourceInfo
if(param.ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE &&
element.type == eRootTable)
{
UINT prevTableOffset = 0;
WrappedID3D12DescriptorHeap *heap =
rm->GetCurrentAs<WrappedID3D12DescriptorHeap>(element.id);
size_t numRanges = param.ranges.size();
for(size_t r = 0; r < numRanges; ++r)
{
const D3D12_DESCRIPTOR_RANGE1 &range = param.ranges[r];
// For every range, check the number of descriptors so that we are accessing the
// correct data for append descriptor tables, even if the range type doesn't match
// what we need to fetch
UINT offset = range.OffsetInDescriptorsFromTableStart;
if(range.OffsetInDescriptorsFromTableStart == D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
offset = prevTableOffset;
D3D12Descriptor *desc = (D3D12Descriptor *)heap->GetCPUDescriptorHandleForHeapStart().ptr;
desc += element.offset;
desc += offset;
UINT numDescriptors = range.NumDescriptors;
if(numDescriptors == UINT_MAX)
{
// Find out how many descriptors are left after
numDescriptors = heap->GetNumDescriptors() - offset - (UINT)element.offset;
// TODO: Should we look up the bind point in the D3D12 state to try to get
// a better guess at the number of descriptors?
}
prevTableOffset = offset + numDescriptors;
// Check if the slot we want is contained
if(slot.shaderRegister >= range.BaseShaderRegister &&
slot.shaderRegister < range.BaseShaderRegister + numDescriptors &&
range.RegisterSpace == slot.registerSpace)
{
desc += slot.shaderRegister - range.BaseShaderRegister;
if(desc)
{
if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_UAV &&
type == DXBCBytecode::TYPE_UNORDERED_ACCESS_VIEW)
{
ResourceId uavId = desc->GetResResourceId();
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(uavId);
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = desc->GetUAV();
if(uavDesc.ViewDimension == D3D12_UAV_DIMENSION_UNKNOWN)
uavDesc = MakeUAVDesc(resDesc);
switch(uavDesc.ViewDimension)
{
case D3D12_UAV_DIMENSION_UNKNOWN:
case D3D12_UAV_DIMENSION_BUFFER:
{
RDCWARN("Invalid view dimension for GetResourceInfo");
break;
}
case D3D12_UAV_DIMENSION_TEXTURE1D:
case D3D12_UAV_DIMENSION_TEXTURE1DARRAY:
{
dim = 1;
bool isarray = uavDesc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE1DARRAY;
result.value.u32v[0] = RDCMAX(1U, (uint32_t)(resDesc.Width >> mipLevel));
result.value.u32v[1] = isarray ? uavDesc.Texture1DArray.ArraySize : 0;
result.value.u32v[2] = 0;
// spec says "For UAVs (u#), the number of mip levels is always 1."
result.value.u32v[3] = 1;
if(mipLevel >= result.value.u32v[3])
result.value.u32v[0] = result.value.u32v[1] = 0;
break;
}
case D3D12_UAV_DIMENSION_TEXTURE2D:
case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
{
dim = 2;
result.value.u32v[0] = RDCMAX(1U, (uint32_t)(resDesc.Width >> mipLevel));
result.value.u32v[1] = RDCMAX(1U, (uint32_t)(resDesc.Height >> mipLevel));
if(uavDesc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D)
result.value.u32v[2] = 0;
else if(uavDesc.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY)
result.value.u32v[2] = uavDesc.Texture2DArray.ArraySize;
// spec says "For UAVs (u#), the number of mip levels is always 1."
result.value.u32v[3] = 1;
if(mipLevel >= result.value.u32v[3])
result.value.u32v[0] = result.value.u32v[1] = result.value.u32v[2] = 0;
break;
}
case D3D12_UAV_DIMENSION_TEXTURE3D:
{
dim = 3;
result.value.u32v[0] = RDCMAX(1U, (uint32_t)(resDesc.Width >> mipLevel));
result.value.u32v[1] = RDCMAX(1U, (uint32_t)(resDesc.Height >> mipLevel));
result.value.u32v[2] =
RDCMAX(1U, (uint32_t)(resDesc.DepthOrArraySize >> mipLevel));
// spec says "For UAVs (u#), the number of mip levels is always 1."
result.value.u32v[3] = 1;
if(mipLevel >= result.value.u32v[3])
result.value.u32v[0] = result.value.u32v[1] = result.value.u32v[2] = 0;
break;
}
}
return result;
}
else if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SRV &&
type != DXBCBytecode::TYPE_UNORDERED_ACCESS_VIEW)
{
ResourceId srvId = desc->GetResResourceId();
ID3D12Resource *pResource = rm->GetCurrentAs<ID3D12Resource>(srvId);
D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = desc->GetSRV();
if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_UNKNOWN)
srvDesc = MakeSRVDesc(resDesc);
switch(srvDesc.ViewDimension)
{
case D3D12_SRV_DIMENSION_UNKNOWN:
case D3D12_SRV_DIMENSION_BUFFER:
{
RDCWARN("Invalid view dimension for GetResourceInfo");
break;
}
case D3D12_SRV_DIMENSION_TEXTURE1D:
case D3D12_SRV_DIMENSION_TEXTURE1DARRAY:
{
dim = 1;
bool isarray = srvDesc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE1DARRAY;
result.value.u32v[0] = RDCMAX(1U, (uint32_t)(resDesc.Width >> mipLevel));
result.value.u32v[1] = isarray ? srvDesc.Texture1DArray.ArraySize : 0;
result.value.u32v[2] = 0;
result.value.u32v[3] =
isarray ? srvDesc.Texture1DArray.MipLevels : srvDesc.Texture1D.MipLevels;
if(mipLevel >= result.value.u32v[3])
result.value.u32v[0] = result.value.u32v[1] = 0;
break;
}
case D3D12_SRV_DIMENSION_TEXTURE2D:
case D3D12_SRV_DIMENSION_TEXTURE2DARRAY:
case D3D12_SRV_DIMENSION_TEXTURE2DMS:
case D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY:
{
dim = 2;
result.value.u32v[0] = RDCMAX(1U, (uint32_t)(resDesc.Width >> mipLevel));
result.value.u32v[1] = RDCMAX(1U, (uint32_t)(resDesc.Height >> mipLevel));
if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D)
{
result.value.u32v[2] = 0;
result.value.u32v[3] = srvDesc.Texture2D.MipLevels;
}
else if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY)
{
result.value.u32v[2] = srvDesc.Texture2DArray.ArraySize;
result.value.u32v[3] = srvDesc.Texture2DArray.MipLevels;
}
else if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS)
{
result.value.u32v[2] = 0;
result.value.u32v[3] = 1;
}
else if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY)
{
result.value.u32v[2] = srvDesc.Texture2DMSArray.ArraySize;
result.value.u32v[3] = 1;
}
if(mipLevel >= result.value.u32v[3])
result.value.u32v[0] = result.value.u32v[1] = result.value.u32v[2] = 0;
break;
}
case D3D12_SRV_DIMENSION_TEXTURE3D:
{
dim = 3;
result.value.u32v[0] = RDCMAX(1U, (uint32_t)(resDesc.Width >> mipLevel));
result.value.u32v[1] = RDCMAX(1U, (uint32_t)(resDesc.Height >> mipLevel));
result.value.u32v[2] =
RDCMAX(1U, (uint32_t)(resDesc.DepthOrArraySize >> mipLevel));
result.value.u32v[3] = srvDesc.Texture3D.MipLevels;
if(mipLevel >= result.value.u32v[3])
result.value.u32v[0] = result.value.u32v[1] = result.value.u32v[2] = 0;
break;
}
case D3D12_SRV_DIMENSION_TEXTURECUBE:
case D3D12_SRV_DIMENSION_TEXTURECUBEARRAY:
{
// Even though it's a texture cube, an individual face's dimensions are
// returned
dim = 2;
bool isarray = srvDesc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
result.value.u32v[0] = RDCMAX(1U, (uint32_t)(resDesc.Width >> mipLevel));
result.value.u32v[1] = RDCMAX(1U, (uint32_t)(resDesc.Height >> mipLevel));
// the spec says "If srcResource is a TextureCubeArray, [...]. dest.z is set
// to an undefined value."
// but that's stupid, and implementations seem to return the number of cubes
result.value.u32v[2] = isarray ? srvDesc.TextureCubeArray.NumCubes : 0;
result.value.u32v[3] = isarray ? srvDesc.TextureCubeArray.MipLevels
: srvDesc.TextureCube.MipLevels;
if(mipLevel >= result.value.u32v[3])
result.value.u32v[0] = result.value.u32v[1] = result.value.u32v[2] = 0;
break;
}
case D3D12_SRV_DIMENSION_RAYTRACING_ACCELERATION_STRUCTURE:
{
RDCERR("Raytracing is unsupported");
break;
}
}
return result;
}
}
}
}
}
}
}
}
return result;
}
bool D3D12DebugAPIWrapper::CalculateSampleGather(
DXBCBytecode::OpcodeType opcode, DXBCDebug::SampleGatherResourceData resourceData,
DXBCDebug::SampleGatherSamplerData samplerData, ShaderVariable uv, ShaderVariable ddxCalc,
ShaderVariable ddyCalc, const int8_t texelOffsets[3], int multisampleIndex,
float lodOrCompareValue, const uint8_t swizzle[4], DXBCDebug::GatherChannel gatherChannel,
const char *opString, ShaderVariable &output)
{
using namespace DXBCBytecode;
D3D12MarkerRegion region(m_pDevice->GetQueue()->GetReal(), "CalculateSampleGather");
rdcstr funcRet = "";
DXGI_FORMAT retFmt = DXGI_FORMAT_UNKNOWN;
if(opcode == OPCODE_SAMPLE_C || opcode == OPCODE_SAMPLE_C_LZ || opcode == OPCODE_GATHER4_C ||
opcode == OPCODE_GATHER4_PO_C || opcode == OPCODE_LOD)
{
retFmt = DXGI_FORMAT_R32G32B32A32_FLOAT;
funcRet = "float4";
}
rdcstr samplerDecl = "";
if(samplerData.mode == SAMPLER_MODE_DEFAULT)
samplerDecl = "SamplerState s";
else if(samplerData.mode == SAMPLER_MODE_COMPARISON)
samplerDecl = "SamplerComparisonState s";
rdcstr textureDecl = "";
int texdim = 2;
int offsetDim = 2;
bool useOffsets = true;
if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE1D)
{
textureDecl = "Texture1D";
texdim = 1;
offsetDim = 1;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE2D)
{
textureDecl = "Texture2D";
texdim = 2;
offsetDim = 2;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE2DMS)
{
textureDecl = "Texture2DMS";
texdim = 2;
offsetDim = 2;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE3D)
{
textureDecl = "Texture3D";
texdim = 3;
offsetDim = 3;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURECUBE)
{
textureDecl = "TextureCube";
texdim = 3;
offsetDim = 3;
useOffsets = false;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE1DARRAY)
{
textureDecl = "Texture1DArray";
texdim = 2;
offsetDim = 1;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE2DARRAY)
{
textureDecl = "Texture2DArray";
texdim = 3;
offsetDim = 2;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE2DMSARRAY)
{
textureDecl = "Texture2DMSArray";
texdim = 3;
offsetDim = 2;
}
else if(resourceData.dim == RESOURCE_DIMENSION_TEXTURECUBEARRAY)
{
textureDecl = "TextureCubeArray";
texdim = 4;
offsetDim = 3;
useOffsets = false;
}
else
{
RDCERR("Unsupported resource type %d in sample operation", resourceData.dim);
}
{
char *typeStr[DXBC::NUM_RETURN_TYPES] = {
"", // enum starts at ==1
"unorm float",
"snorm float",
"int",
"uint",
"float",
"__", // RETURN_TYPE_MIXED
"double",
"__", // RETURN_TYPE_CONTINUED
"__", // RETURN_TYPE_UNUSED
};
// obviously these may be overly optimistic in some cases
// but since we don't know at debug time what the source texture format is
// we just use the fattest one necessary. There's no harm in retrieving at
// higher precision
DXGI_FORMAT fmts[DXBC::NUM_RETURN_TYPES] = {
DXGI_FORMAT_UNKNOWN, // enum starts at ==1
DXGI_FORMAT_R32G32B32A32_FLOAT, // unorm float
DXGI_FORMAT_R32G32B32A32_FLOAT, // snorm float
DXGI_FORMAT_R32G32B32A32_SINT, // int
DXGI_FORMAT_R32G32B32A32_UINT, // uint
DXGI_FORMAT_R32G32B32A32_FLOAT, // float
DXGI_FORMAT_UNKNOWN, // RETURN_TYPE_MIXED
// should maybe be double, but there is no double texture format anyway!
// spec is unclear but I presume reads are done at most at float
// precision anyway since that's the source, and converted to doubles.
DXGI_FORMAT_R32G32B32A32_FLOAT, // double
DXGI_FORMAT_UNKNOWN, // RETURN_TYPE_CONTINUED
DXGI_FORMAT_UNKNOWN, // RETURN_TYPE_UNUSED
};
rdcstr type = StringFormat::Fmt("%s4", typeStr[resourceData.retType]);
if(retFmt == DXGI_FORMAT_UNKNOWN)
{
funcRet = type;
retFmt = fmts[resourceData.retType];
}
if(resourceData.dim == RESOURCE_DIMENSION_TEXTURE2DMS ||
resourceData.dim == RESOURCE_DIMENSION_TEXTURE2DMSARRAY)
{
if(resourceData.sampleCount > 0)
type += StringFormat::Fmt(", %d", resourceData.sampleCount);
}
textureDecl += "<" + type + "> t";
}
char *formats[4][2] = {
{"float(%.10f)", "int(%d)"},
{"float2(%.10f, %.10f)", "int2(%d, %d)"},
{"float3(%.10f, %.10f, %.10f)", "int3(%d, %d, %d)"},
{"float4(%.10f, %.10f, %.10f, %.10f)", "int4(%d, %d, %d, %d)"},
};
int texcoordType = 0;
int texdimOffs = 0;
if(opcode == OPCODE_SAMPLE || opcode == OPCODE_SAMPLE_L || opcode == OPCODE_SAMPLE_B ||
opcode == OPCODE_SAMPLE_D || opcode == OPCODE_SAMPLE_C || opcode == OPCODE_SAMPLE_C_LZ ||
opcode == OPCODE_GATHER4 || opcode == OPCODE_GATHER4_C || opcode == OPCODE_GATHER4_PO ||
opcode == OPCODE_GATHER4_PO_C || opcode == OPCODE_LOD)
{
// all floats
texcoordType = 0;
}
else if(opcode == OPCODE_LD)
{
// int address, one larger than texdim (to account for mip/slice parameter)
texdimOffs = 1;
texcoordType = 1;
if(texdim == 4)
{
RDCERR("Unexpectedly large texture in load operation");
}
}
else if(opcode == OPCODE_LD_MS)
{
texcoordType = 1;
if(texdim == 4)
{
RDCERR("Unexpectedly large texture in load operation");
}
}
for(uint32_t i = 0; i < ddxCalc.columns; i++)
{
if(!RDCISFINITE(ddxCalc.value.f32v[i]))
{
RDCWARN("NaN or Inf in texlookup");
ddxCalc.value.f32v[i] = 0.0f;
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
MessageSource::RuntimeWarning,
StringFormat::Fmt("Shader debugging %d: %s\nNaN or Inf found in "
"texture lookup ddx - using 0.0 instead",
m_instruction, opString));
}
if(!RDCISFINITE(ddyCalc.value.f32v[i]))
{
RDCWARN("NaN or Inf in texlookup");
ddyCalc.value.f32v[i] = 0.0f;
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
MessageSource::RuntimeWarning,
StringFormat::Fmt("Shader debugging %d: %s\nNaN or Inf found in "
"texture lookup ddy - using 0.0 instead",
m_instruction, opString));
}
}
for(uint32_t i = 0; i < uv.columns; i++)
{
if(texcoordType == 0 && (!RDCISFINITE(uv.value.f32v[i])))
{
RDCWARN("NaN or Inf in texlookup");
uv.value.f32v[i] = 0.0f;
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
MessageSource::RuntimeWarning,
StringFormat::Fmt("Shader debugging %d: %s\nNaN or Inf found in "
"texture lookup uv - using 0.0 instead",
m_instruction, opString));
}
}
rdcstr texcoords;
// because of unions in .value we can pass the float versions and printf will interpret it as
// the right type according to formats
if(texcoordType == 0)
texcoords = StringFormat::Fmt(formats[texdim + texdimOffs - 1][texcoordType], uv.value.f32v[0],
uv.value.f32v[1], uv.value.f32v[2], uv.value.f32v[3]);
else
texcoords = StringFormat::Fmt(formats[texdim + texdimOffs - 1][texcoordType], uv.value.s32v[0],
uv.value.s32v[1], uv.value.s32v[2], uv.value.s32v[3]);
rdcstr offsets = "";
if(useOffsets)
{
if(offsetDim == 1)
offsets = StringFormat::Fmt(", int(%d)", texelOffsets[0]);
else if(offsetDim == 2)
offsets = StringFormat::Fmt(", int2(%d, %d)", texelOffsets[0], texelOffsets[1]);
else if(offsetDim == 3)
offsets =
StringFormat::Fmt(", int3(%d, %d, %d)", texelOffsets[0], texelOffsets[1], texelOffsets[2]);
// texdim == 4 is cube arrays, no offset supported
}
char elems[] = "xyzw";
rdcstr strSwizzle = ".";
for(int i = 0; i < 4; ++i)
strSwizzle += elems[swizzle[i]];
rdcstr strGatherChannel;
switch(gatherChannel)
{
case DXBCDebug::GatherChannel::Red: strGatherChannel = "Red"; break;
case DXBCDebug::GatherChannel::Green: strGatherChannel = "Green"; break;
case DXBCDebug::GatherChannel::Blue: strGatherChannel = "Blue"; break;
case DXBCDebug::GatherChannel::Alpha: strGatherChannel = "Alpha"; break;
}
rdcstr uvSnippet = "float4 doUV(uint id) { return 0.0f.xxxx; }\n";
rdcstr colSnippet = funcRet + " doCol() { return 0.0f.xxxx; }\n";
rdcstr sampleSnippet;
rdcstr strResourceBinding = StringFormat::Fmt("t%u, space%u", resourceData.binding.shaderRegister,
resourceData.binding.registerSpace);
rdcstr strSamplerBinding = StringFormat::Fmt("s%u, space%u", samplerData.binding.shaderRegister,
samplerData.binding.registerSpace);
if(opcode == OPCODE_SAMPLE || opcode == OPCODE_SAMPLE_B || opcode == OPCODE_SAMPLE_D)
{
rdcstr ddx =
StringFormat::Fmt(formats[offsetDim + texdimOffs - 1][0], ddxCalc.value.f32v[0],
ddxCalc.value.f32v[1], ddxCalc.value.f32v[2], ddxCalc.value.f32v[3]);
rdcstr ddy =
StringFormat::Fmt(formats[offsetDim + texdimOffs - 1][0], ddyCalc.value.f32v[0],
ddyCalc.value.f32v[1], ddyCalc.value.f32v[2], ddyCalc.value.f32v[3]);
sampleSnippet = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleSnippet += funcRet + " doSample(float4 uv)\n{\nreturn ";
sampleSnippet += StringFormat::Fmt("t.SampleGrad(s, %s, %s, %s %s)%s;\n", texcoords.c_str(),
ddx.c_str(), ddy.c_str(), offsets.c_str(), strSwizzle.c_str());
sampleSnippet += "}\n";
}
else if(opcode == OPCODE_SAMPLE_L)
{
// lod selection
sampleSnippet = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleSnippet += funcRet + " doSample(float4 uv)\n{\nreturn ";
sampleSnippet += StringFormat::Fmt("t.SampleLevel(s, %s, %.10f %s)%s;\n", texcoords.c_str(),
lodOrCompareValue, offsets.c_str(), strSwizzle.c_str());
sampleSnippet += "}\n";
}
else if(opcode == OPCODE_SAMPLE_C || opcode == OPCODE_LOD)
{
// these operations need derivatives but have no hlsl function to call to provide them, so
// we fake it in the vertex shader
rdcstr uvswizzle = "xyzw";
uvswizzle.resize(texdim);
rdcstr uvPlusDDX = StringFormat::Fmt(formats[texdim + texdimOffs - 1][texcoordType],
uv.value.f32v[0] + ddyCalc.value.f32v[0] * 2.0f,
uv.value.f32v[1] + ddyCalc.value.f32v[1] * 2.0f,
uv.value.f32v[2] + ddyCalc.value.f32v[2] * 2.0f,
uv.value.f32v[3] + ddyCalc.value.f32v[3] * 2.0f);
rdcstr uvPlusDDY = StringFormat::Fmt(formats[texdim + texdimOffs - 1][texcoordType],
uv.value.f32v[0] + ddxCalc.value.f32v[0] * 2.0f,
uv.value.f32v[1] + ddxCalc.value.f32v[1] * 2.0f,
uv.value.f32v[2] + ddxCalc.value.f32v[2] * 2.0f,
uv.value.f32v[3] + ddxCalc.value.f32v[3] * 2.0f);
uvSnippet = "float4 uv(uint id) {\n";
uvSnippet += "if(id == 0) return " + uvPlusDDX + ";\n";
uvSnippet += "if(id == 1) return " + texcoords + ";\n";
uvSnippet += " return " + uvPlusDDY + ";\n";
uvSnippet += "}\n";
if(opcode == OPCODE_SAMPLE_C)
{
// comparison value
sampleSnippet = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleSnippet += funcRet + " doSample(float4 uv)\n{\n";
sampleSnippet += StringFormat::Fmt("t.SampleCmpLevelZero(s, uv.%s, %.10f %s).xxxx;\n",
uvswizzle.c_str(), lodOrCompareValue, offsets.c_str());
sampleSnippet += "}\n";
}
else if(opcode == OPCODE_LOD)
{
sampleSnippet = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleSnippet += funcRet + " doSample(float4 uv)\n{\n";
sampleSnippet += StringFormat::Fmt(
"return float4(t.CalculateLevelOfDetail(s, uv.%s),\n"
" t.CalculateLevelOfDetailUnclamped(s, uv.%s),\n"
" 0.0f, 0.0f);\n",
uvswizzle.c_str(), uvswizzle.c_str());
sampleSnippet += "}\n";
}
}
else if(opcode == OPCODE_SAMPLE_C_LZ)
{
// comparison value
sampleSnippet = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleSnippet += funcRet + " doSample(float4 uv)\n{\n";
sampleSnippet +=
StringFormat::Fmt("return t.SampleCmpLevelZero(s, %s, %.10f %s)%s;\n", texcoords.c_str(),
lodOrCompareValue, offsets.c_str(), strSwizzle.c_str());
sampleSnippet += "}\n";
}
else if(opcode == OPCODE_LD)
{
sampleSnippet =
StringFormat::Fmt("%s : register(%s);\n\n", textureDecl.c_str(), strResourceBinding.c_str());
sampleSnippet += funcRet + " doSample(float4 uv)\n{\n";
sampleSnippet += "return t.Load(" + texcoords + offsets + ")" + strSwizzle + ";";
sampleSnippet += "\n}\n";
}
else if(opcode == OPCODE_LD_MS)
{
sampleSnippet =
StringFormat::Fmt("%s : register(%s);\n\n", textureDecl.c_str(), strResourceBinding.c_str());
sampleSnippet += funcRet + " doSample(float4 uv)\n{\n";
sampleSnippet += StringFormat::Fmt("return t.Load(%s, int(%d) %s)%s;\n", texcoords.c_str(),
multisampleIndex, offsets.c_str(), strSwizzle.c_str());
sampleSnippet += "\n}\n";
}
else if(opcode == OPCODE_GATHER4 || opcode == OPCODE_GATHER4_PO)
{
sampleSnippet = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleSnippet += funcRet + " doSample(float4 uv)\n{\n";
sampleSnippet += StringFormat::Fmt("return t.Gather%s(s, %s %s)%s;\n", strGatherChannel.c_str(),
texcoords.c_str(), offsets.c_str(), strSwizzle.c_str());
sampleSnippet += "}\n";
}
else if(opcode == OPCODE_GATHER4_C || opcode == OPCODE_GATHER4_PO_C)
{
// comparison value
sampleSnippet = StringFormat::Fmt("%s : register(%s);\n%s : register(%s);\n\n",
textureDecl.c_str(), strResourceBinding.c_str(),
samplerDecl.c_str(), strSamplerBinding.c_str());
sampleSnippet += funcRet + " doSample(float4 uv)\n{\n";
sampleSnippet += StringFormat::Fmt("return t.GatherCmp%s(s, %s, %.10f %s)%s;\n",
strGatherChannel.c_str(), texcoords.c_str(),
lodOrCompareValue, offsets.c_str(), strSwizzle.c_str());
sampleSnippet += "}\n";
}
rdcstr evalSnippet;
// if the sample happens in the vertex shader we need to do that too, otherwise root signature
// visibility may not match
if(GetShaderType() == DXBC::ShaderType::Vertex)
{
// include the sampleSnippet in the vertex shader and return it into the col
colSnippet = sampleSnippet;
// we can pass 0.0f to doSample() because the only doSample()s needing UVs are in the pixel
// shader
colSnippet += funcRet + " doCol() { return doSample(0.0f.xxxx); }\n";
// return the passed through col
evalSnippet = funcRet + " evalResult(" + funcRet + " col, float4 uv) { return col; }\n";
}
else
{
if(GetShaderType() != DXBC::ShaderType::Pixel && GetShaderType() != DXBC::ShaderType::Compute)
{
// other stages can't re-use the pixel shader visibility in the root signature, and it's not
// feasible to do the sampling in a fake geometry/tessellation shader. Instead if we intend to
// support other stages we need to stop re-using the root signature and instead patch it to be
// set up how we want for pixel shader sampling.
RDCERR("shader stages other than pixel/compute need special handling.");
}
// include the sample snippet and forward to doSample
evalSnippet = sampleSnippet;
evalSnippet +=
funcRet + " evalResult(" + funcRet + " col, float4 uv) { return doSample(uv); }\n";
}
rdcstr vsProgram;
vsProgram += uvSnippet;
vsProgram += colSnippet;
vsProgram += "void main(uint id : SV_VertexID, out float4 pos : SV_Position, out " + funcRet +
" col : COL, out float4 uv : UV) {\n";
vsProgram += " pos = float4((id == 2) ? 3.0f : -1.0f, (id == 0) ? -3.0f : 1.0f, 0.5, 1.0);\n";
vsProgram += " uv = doUV(id);\n";
vsProgram += " col = doCol();\n";
vsProgram += "}";
rdcstr psProgram;
psProgram += evalSnippet;
psProgram += funcRet + " main(float4 pos : SV_Position, " + funcRet +
" col : COL, float4 uv : UV) : SV_Target0 {\n";
psProgram += " return evalResult(col, uv);\n";
psProgram += "}";
// Create VS/PS to fetch the sample. Because the program being debugged might be using SM 5.1, we
// need to do that too, to support reusing the existing root signature that may use a non-zero
// register space for the resource or sampler.
ID3DBlob *vsBlob = NULL;
ID3DBlob *psBlob = NULL;
UINT flags = D3DCOMPILE_DEBUG | D3DCOMPILE_WARNINGS_ARE_ERRORS;
if(m_pDevice->GetShaderCache()->GetShaderBlob(vsProgram.c_str(), "main", flags, {}, "vs_5_1",
&vsBlob) != "")
{
RDCERR("Failed to create shader to extract inputs");
return false;
}
if(m_pDevice->GetShaderCache()->GetShaderBlob(psProgram.c_str(), "main", flags, {}, "ps_5_1",
&psBlob) != "")
{
RDCERR("Failed to create shader to extract inputs");
SAFE_RELEASE(vsBlob);
return false;
}
// Create a PSO with our VS/PS and all other state from the original event
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12RenderState prevState = rs;
// If we're debugging a compute shader, we should be able to reuse the rootsig for a
// pixel shader, since the entries will have to use shader visibility all
bool isCompute = m_dxbc->m_Type == DXBC::ShaderType::Compute;
ResourceId sigId = isCompute ? rs.compute.rootsig : rs.graphics.rootsig;
WrappedID3D12RootSignature *pRootSig =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(sigId);
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc;
ZeroMemory(&pipeDesc, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
pipeDesc.pRootSignature = pRootSig;
pipeDesc.VS.BytecodeLength = vsBlob->GetBufferSize();
pipeDesc.VS.pShaderBytecode = vsBlob->GetBufferPointer();
pipeDesc.PS.BytecodeLength = psBlob->GetBufferSize();
pipeDesc.PS.pShaderBytecode = psBlob->GetBufferPointer();
pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeDesc.RasterizerState.FrontCounterClockwise = TRUE;
pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
pipeDesc.SampleMask = UINT_MAX;
pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeDesc.NumRenderTargets = 1;
pipeDesc.RTVFormats[0] = retFmt;
pipeDesc.SampleDesc.Count = 1;
ID3D12PipelineState *samplePso = NULL;
HRESULT hr = m_pDevice->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
(void **)&samplePso);
SAFE_RELEASE(vsBlob);
SAFE_RELEASE(psBlob);
if(FAILED(hr))
{
RDCERR("Failed to create PSO for shader debugging HRESULT: %s", ToStr(hr).c_str());
return false;
}
ID3D12GraphicsCommandListX *cmdList = m_pDevice->GetDebugManager()->ResetDebugList();
rs.pipe = GetResID(samplePso);
rs.rts.clear();
// Set viewport/scissor unconditionally - we need to set this all the time for sampling for a
// compute shader, but also a graphics action might exclude pixel (0, 0) from its view or scissor
rs.views.clear();
rs.views.push_back({0, 0, 1, 1, 0, 1});
rs.scissors.clear();
rs.scissors.push_back({0, 0, 1, 1});
if(isCompute)
{
// When debugging compute, we need to move the root sig and elems to the graphics portion
rs.graphics.rootsig = sigId;
rs.graphics.sigelems = rs.compute.sigelems;
rs.compute.rootsig = ResourceId();
rs.compute.sigelems.clear();
}
rs.topo = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
rs.ApplyState(m_pDevice, cmdList);
// Create a 1x1 texture to store the sample result
D3D12_RESOURCE_DESC rdesc;
ZeroMemory(&rdesc, sizeof(D3D12_RESOURCE_DESC));
rdesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
rdesc.Width = 1;
rdesc.Height = 1;
rdesc.DepthOrArraySize = 1;
rdesc.MipLevels = 0;
rdesc.Format = retFmt;
rdesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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;
ID3D12Resource *pSampleResult = NULL;
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_RENDER_TARGET;
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &rdesc, resourceState,
NULL, __uuidof(ID3D12Resource), (void **)&pSampleResult);
if(FAILED(hr))
{
RDCERR("Failed to create texture for shader debugging HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(samplePso);
return false;
}
D3D12_CPU_DESCRIPTOR_HANDLE rtv = m_pDevice->GetDebugManager()->GetCPUHandle(SHADER_DEBUG_RTV);
m_pDevice->CreateRenderTargetView(pSampleResult, NULL, rtv);
cmdList->OMSetRenderTargets(1, &rtv, FALSE, NULL);
cmdList->DrawInstanced(3, 1, 0, 0);
hr = cmdList->Close();
if(FAILED(hr))
{
RDCERR("Failed to close command list HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(samplePso);
SAFE_RELEASE(pSampleResult);
return false;
}
{
ID3D12CommandList *l = cmdList;
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
m_pDevice->GPUSync();
}
rs = prevState;
bytebuf sampleResult;
m_pDevice->GetReplay()->GetTextureData(GetResID(pSampleResult), Subresource(),
GetTextureDataParams(), sampleResult);
ShaderVariable lookupResult("tex", 0.0f, 0.0f, 0.0f, 0.0f);
memcpy(lookupResult.value.u32v.data(), sampleResult.data(),
RDCMIN(sampleResult.size(), sizeof(uint32_t) * 4));
output = lookupResult;
SAFE_RELEASE(samplePso);
SAFE_RELEASE(pSampleResult);
return true;
}
void GatherConstantBuffers(WrappedID3D12Device *pDevice, const DXBCBytecode::Program &program,
const D3D12RenderState::RootSignature &rootsig,
const ShaderReflection &refl, const ShaderBindpointMapping &mapping,
DXBCDebug::GlobalState &global,
rdcarray<SourceVariableMapping> &sourceVars)
{
WrappedID3D12RootSignature *pD3D12RootSig =
pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(rootsig.rootsig);
size_t numParams = RDCMIN(pD3D12RootSig->sig.Parameters.size(), rootsig.sigelems.size());
for(size_t i = 0; i < numParams; i++)
{
const D3D12RootSignatureParameter &rootSigParam = pD3D12RootSig->sig.Parameters[i];
const D3D12RenderState::SignatureElement &element = rootsig.sigelems[i];
if(IsShaderParameterVisible(program.GetShaderType(), rootSigParam.ShaderVisibility))
{
if(rootSigParam.ParameterType == D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS &&
element.type == eRootConst)
{
DXBCDebug::BindingSlot slot(rootSigParam.Constants.ShaderRegister,
rootSigParam.Constants.RegisterSpace);
UINT sizeBytes = sizeof(uint32_t) * RDCMIN(rootSigParam.Constants.Num32BitValues,
(UINT)element.constants.size());
bytebuf cbufData((const byte *)element.constants.data(), sizeBytes);
AddCBufferToGlobalState(program, global, sourceVars, refl, mapping, slot, cbufData);
}
else if(rootSigParam.ParameterType == D3D12_ROOT_PARAMETER_TYPE_CBV && element.type == eRootCBV)
{
DXBCDebug::BindingSlot slot(rootSigParam.Descriptor.ShaderRegister,
rootSigParam.Descriptor.RegisterSpace);
ID3D12Resource *cbv = pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(element.id);
bytebuf cbufData;
pDevice->GetDebugManager()->GetBufferData(cbv, element.offset, 0, cbufData);
AddCBufferToGlobalState(program, global, sourceVars, refl, mapping, slot, cbufData);
}
else if(rootSigParam.ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE &&
element.type == eRootTable)
{
UINT prevTableOffset = 0;
WrappedID3D12DescriptorHeap *heap =
pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12DescriptorHeap>(element.id);
size_t numRanges = rootSigParam.ranges.size();
for(size_t r = 0; r < numRanges; r++)
{
// For this traversal we only care about CBV descriptor ranges, but we still need to
// calculate the table offsets in case a descriptor table has a combination of
// different range types
const D3D12_DESCRIPTOR_RANGE1 &range = rootSigParam.ranges[r];
UINT offset = range.OffsetInDescriptorsFromTableStart;
if(range.OffsetInDescriptorsFromTableStart == D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
offset = prevTableOffset;
D3D12Descriptor *desc = (D3D12Descriptor *)heap->GetCPUDescriptorHandleForHeapStart().ptr;
desc += element.offset;
desc += offset;
UINT numDescriptors = range.NumDescriptors;
if(numDescriptors == UINT_MAX)
{
// Find out how many descriptors are left after
numDescriptors = heap->GetNumDescriptors() - offset - (UINT)element.offset;
// TODO: Look up the bind point in the D3D12 state to try to get
// a better guess at the number of descriptors
}
prevTableOffset = offset + numDescriptors;
if(range.RangeType != D3D12_DESCRIPTOR_RANGE_TYPE_CBV)
continue;
DXBCDebug::BindingSlot slot(range.BaseShaderRegister, range.RegisterSpace);
bytebuf cbufData;
for(UINT n = 0; n < numDescriptors; ++n, ++slot.shaderRegister)
{
const D3D12_CONSTANT_BUFFER_VIEW_DESC &cbv = desc->GetCBV();
ResourceId resId;
uint64_t byteOffset = 0;
WrappedID3D12Resource::GetResIDFromAddr(cbv.BufferLocation, resId, byteOffset);
ID3D12Resource *pCbvResource =
pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(resId);
cbufData.clear();
if(cbv.SizeInBytes > 0)
pDevice->GetDebugManager()->GetBufferData(pCbvResource, byteOffset, cbv.SizeInBytes,
cbufData);
AddCBufferToGlobalState(program, global, sourceVars, refl, mapping, slot, cbufData);
desc++;
}
}
}
}
}
}
ShaderDebugTrace *D3D12Replay::DebugVertex(uint32_t eventId, uint32_t vertid, uint32_t instid,
uint32_t idx, uint32_t view)
{
using namespace DXBCBytecode;
using namespace DXBCDebug;
D3D12MarkerRegion region(
m_pDevice->GetQueue()->GetReal(),
StringFormat::Fmt("DebugVertex @ %u of (%u,%u,%u)", eventId, vertid, instid, idx));
const D3D12Pipe::State *pipelineState = GetD3D12PipelineState();
const D3D12Pipe::Shader &vertexShader = pipelineState->vertexShader;
WrappedID3D12Shader *vs =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(vertexShader.resourceId);
if(!vs)
{
RDCERR("Can't debug with no current vertex shader");
return new ShaderDebugTrace;
}
DXBC::DXBCContainer *dxbc = vs->GetDXBC();
const ShaderReflection &refl = vs->GetDetails();
if(!dxbc)
{
RDCERR("Vertex shader couldn't be reflected");
return new ShaderDebugTrace;
}
if(!refl.debugInfo.debuggable)
{
RDCERR("Vertex shader is not debuggable");
return new ShaderDebugTrace;
}
dxbc->GetDisassembly();
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
WrappedID3D12PipelineState *pso =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
const ActionDescription *action = m_pDevice->GetAction(eventId);
rdcarray<D3D12_INPUT_ELEMENT_DESC> inputlayout;
uint32_t numElements = pso->graphics->InputLayout.NumElements;
inputlayout.reserve(numElements);
for(uint32_t i = 0; i < numElements; ++i)
inputlayout.push_back(pso->graphics->InputLayout.pInputElementDescs[i]);
std::set<UINT> vertexbuffers;
uint32_t trackingOffs[32] = {0};
UINT MaxStepRate = 1U;
// need special handling for other step rates
for(size_t i = 0; i < inputlayout.size(); i++)
{
if(inputlayout[i].InputSlotClass == D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA &&
inputlayout[i].InstanceDataStepRate < action->numInstances)
MaxStepRate = RDCMAX(inputlayout[i].InstanceDataStepRate, MaxStepRate);
UINT slot =
RDCCLAMP(inputlayout[i].InputSlot, 0U, UINT(D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT - 1));
vertexbuffers.insert(slot);
if(inputlayout[i].AlignedByteOffset == ~0U)
{
inputlayout[i].AlignedByteOffset = trackingOffs[slot];
}
else
{
trackingOffs[slot] = inputlayout[i].AlignedByteOffset;
}
ResourceFormat fmt = MakeResourceFormat(inputlayout[i].Format);
trackingOffs[slot] += fmt.compByteWidth * fmt.compCount;
}
bytebuf vertData[D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
bytebuf *instData = new bytebuf[MaxStepRate * D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
bytebuf staticData[D3D12_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
for(auto it = vertexbuffers.begin(); it != vertexbuffers.end(); ++it)
{
UINT i = *it;
if(rs.vbuffers.size() > i)
{
const D3D12RenderState::VertBuffer &vb = rs.vbuffers[i];
ID3D12Resource *buffer = m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(vb.buf);
if(vb.stride * (action->vertexOffset + idx) < vb.size)
GetDebugManager()->GetBufferData(buffer, vb.offs + vb.stride * (action->vertexOffset + idx),
vb.stride, vertData[i]);
for(UINT isr = 1; isr <= MaxStepRate; isr++)
{
if((action->instanceOffset + (instid / isr)) < vb.size)
GetDebugManager()->GetBufferData(
buffer, vb.offs + vb.stride * (action->instanceOffset + (instid / isr)), vb.stride,
instData[i * MaxStepRate + isr - 1]);
}
if(vb.stride * action->instanceOffset < vb.size)
GetDebugManager()->GetBufferData(buffer, vb.offs + vb.stride * action->instanceOffset,
vb.stride, staticData[i]);
}
}
InterpretDebugger *interpreter = new InterpretDebugger;
interpreter->eventId = eventId;
ShaderDebugTrace *ret = interpreter->BeginDebug(dxbc, refl, vs->GetMapping(), 0);
GlobalState &global = interpreter->global;
ThreadState &state = interpreter->activeLane();
// Fetch constant buffer data from root signature
GatherConstantBuffers(m_pDevice, *dxbc->GetDXBCByteCode(), rs.graphics, refl,
pso->VS()->GetMapping(), global, ret->sourceVars);
for(size_t i = 0; i < state.inputs.size(); i++)
{
if(dxbc->GetReflection()->InputSig[i].systemValue == ShaderBuiltin::Undefined ||
dxbc->GetReflection()->InputSig[i].systemValue ==
ShaderBuiltin::Position) // SV_Position seems to get promoted
// automatically, but it's invalid for
// vertex input
{
const D3D12_INPUT_ELEMENT_DESC *el = NULL;
rdcstr signame = strlower(dxbc->GetReflection()->InputSig[i].semanticName);
for(size_t l = 0; l < inputlayout.size(); l++)
{
rdcstr layoutname = strlower(inputlayout[l].SemanticName);
if(signame == layoutname &&
dxbc->GetReflection()->InputSig[i].semanticIndex == inputlayout[l].SemanticIndex)
{
el = &inputlayout[l];
break;
}
if(signame == layoutname + ToStr(inputlayout[l].SemanticIndex))
{
el = &inputlayout[l];
break;
}
}
RDCASSERT(el);
if(!el)
continue;
byte *srcData = NULL;
size_t dataSize = 0;
if(el->InputSlotClass == D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA)
{
if(vertData[el->InputSlot].size() >= el->AlignedByteOffset)
{
srcData = &vertData[el->InputSlot][el->AlignedByteOffset];
dataSize = vertData[el->InputSlot].size() - el->AlignedByteOffset;
}
}
else
{
if(el->InstanceDataStepRate == 0 || el->InstanceDataStepRate >= action->numInstances)
{
if(staticData[el->InputSlot].size() >= el->AlignedByteOffset)
{
srcData = &staticData[el->InputSlot][el->AlignedByteOffset];
dataSize = staticData[el->InputSlot].size() - el->AlignedByteOffset;
}
}
else
{
UINT isrIdx = el->InputSlot * MaxStepRate + (el->InstanceDataStepRate - 1);
if(instData[isrIdx].size() >= el->AlignedByteOffset)
{
srcData = &instData[isrIdx][el->AlignedByteOffset];
dataSize = instData[isrIdx].size() - el->AlignedByteOffset;
}
}
}
ResourceFormat fmt = MakeResourceFormat(el->Format);
// more data needed than is provided
if(dxbc->GetReflection()->InputSig[i].compCount > fmt.compCount)
{
state.inputs[i].value.u32v[3] = 1;
if(fmt.compType == CompType::Float)
state.inputs[i].value.f32v[3] = 1.0f;
}
// interpret resource format types
if(fmt.Special())
{
Vec3f *v3 = (Vec3f *)state.inputs[i].value.f32v.data();
Vec4f *v4 = (Vec4f *)state.inputs[i].value.f32v.data();
// only pull in all or nothing from these,
// if there's only e.g. 3 bytes remaining don't read and unpack some of
// a 4-byte resource format type
size_t packedsize = 4;
if(fmt.type == ResourceFormatType::R5G5B5A1 || fmt.type == ResourceFormatType::R5G6B5 ||
fmt.type == ResourceFormatType::R4G4B4A4)
packedsize = 2;
if(srcData == NULL || packedsize > dataSize)
{
state.inputs[i].value.u32v[0] = state.inputs[i].value.u32v[1] =
state.inputs[i].value.u32v[2] = state.inputs[i].value.u32v[3] = 0;
}
else if(fmt.type == ResourceFormatType::R5G5B5A1)
{
RDCASSERT(fmt.BGRAOrder());
uint16_t packed = ((uint16_t *)srcData)[0];
*v4 = ConvertFromB5G5R5A1(packed);
}
else if(fmt.type == ResourceFormatType::R5G6B5)
{
RDCASSERT(fmt.BGRAOrder());
uint16_t packed = ((uint16_t *)srcData)[0];
*v3 = ConvertFromB5G6R5(packed);
}
else if(fmt.type == ResourceFormatType::R4G4B4A4)
{
RDCASSERT(fmt.BGRAOrder());
uint16_t packed = ((uint16_t *)srcData)[0];
*v4 = ConvertFromB4G4R4A4(packed);
}
else if(fmt.type == ResourceFormatType::R10G10B10A2)
{
uint32_t packed = ((uint32_t *)srcData)[0];
if(fmt.compType == CompType::UInt)
{
state.inputs[i].value.u32v[2] = (packed >> 0) & 0x3ff;
state.inputs[i].value.u32v[1] = (packed >> 10) & 0x3ff;
state.inputs[i].value.u32v[0] = (packed >> 20) & 0x3ff;
state.inputs[i].value.u32v[3] = (packed >> 30) & 0x003;
}
else
{
*v4 = ConvertFromR10G10B10A2(packed);
}
}
else if(fmt.type == ResourceFormatType::R11G11B10)
{
uint32_t packed = ((uint32_t *)srcData)[0];
*v3 = ConvertFromR11G11B10(packed);
}
}
else
{
for(uint32_t c = 0; c < fmt.compCount; c++)
{
if(srcData == NULL || fmt.compByteWidth > dataSize)
{
state.inputs[i].value.u32v[c] = 0;
continue;
}
dataSize -= fmt.compByteWidth;
if(fmt.compByteWidth == 1)
{
byte *src = srcData + c * fmt.compByteWidth;
if(fmt.compType == CompType::UInt)
state.inputs[i].value.u32v[c] = *src;
else if(fmt.compType == CompType::SInt)
state.inputs[i].value.s32v[c] = *((int8_t *)src);
else if(fmt.compType == CompType::UNorm || fmt.compType == CompType::UNormSRGB)
state.inputs[i].value.f32v[c] = float(*src) / 255.0f;
else if(fmt.compType == CompType::SNorm)
{
signed char *schar = (signed char *)src;
// -128 is mapped to -1, then -127 to -127 are mapped to -1 to 1
if(*schar == -128)
state.inputs[i].value.f32v[c] = -1.0f;
else
state.inputs[i].value.f32v[c] = float(*schar) / 127.0f;
}
else
RDCERR("Unexpected component type");
}
else if(fmt.compByteWidth == 2)
{
uint16_t *src = (uint16_t *)(srcData + c * fmt.compByteWidth);
if(fmt.compType == CompType::Float)
state.inputs[i].value.f32v[c] = ConvertFromHalf(*src);
else if(fmt.compType == CompType::UInt)
state.inputs[i].value.u32v[c] = *src;
else if(fmt.compType == CompType::SInt)
state.inputs[i].value.s32v[c] = *((int16_t *)src);
else if(fmt.compType == CompType::UNorm || fmt.compType == CompType::UNormSRGB)
state.inputs[i].value.f32v[c] = float(*src) / float(UINT16_MAX);
else if(fmt.compType == CompType::SNorm)
{
int16_t *sint = (int16_t *)src;
// -32768 is mapped to -1, then -32767 to -32767 are mapped to -1 to 1
if(*sint == -32768)
state.inputs[i].value.f32v[c] = -1.0f;
else
state.inputs[i].value.f32v[c] = float(*sint) / 32767.0f;
}
else
RDCERR("Unexpected component type");
}
else if(fmt.compByteWidth == 4)
{
uint32_t *src = (uint32_t *)(srcData + c * fmt.compByteWidth);
if(fmt.compType == CompType::Float || fmt.compType == CompType::UInt ||
fmt.compType == CompType::SInt)
memcpy(&state.inputs[i].value.u32v[c], src, 4);
else
RDCERR("Unexpected component type");
}
}
if(fmt.BGRAOrder())
{
RDCASSERT(fmt.compCount == 4);
std::swap(state.inputs[i].value.f32v[2], state.inputs[i].value.f32v[0]);
}
}
}
else if(dxbc->GetReflection()->InputSig[i].systemValue == ShaderBuiltin::VertexIndex)
{
uint32_t sv_vertid = vertid;
if(action->flags & ActionFlags::Indexed)
sv_vertid = idx - action->baseVertex;
if(dxbc->GetReflection()->InputSig[i].varType == VarType::Float)
state.inputs[i].value.f32v[0] = state.inputs[i].value.f32v[1] =
state.inputs[i].value.f32v[2] = state.inputs[i].value.f32v[3] = (float)sv_vertid;
else
state.inputs[i].value.u32v[0] = state.inputs[i].value.u32v[1] =
state.inputs[i].value.u32v[2] = state.inputs[i].value.u32v[3] = sv_vertid;
}
else if(dxbc->GetReflection()->InputSig[i].systemValue == ShaderBuiltin::InstanceIndex)
{
if(dxbc->GetReflection()->InputSig[i].varType == VarType::Float)
state.inputs[i].value.f32v[0] = state.inputs[i].value.f32v[1] =
state.inputs[i].value.f32v[2] = state.inputs[i].value.f32v[3] = (float)instid;
else
state.inputs[i].value.u32v[0] = state.inputs[i].value.u32v[1] =
state.inputs[i].value.u32v[2] = state.inputs[i].value.u32v[3] = instid;
}
else
{
RDCERR("Unhandled system value semantic on VS input");
}
}
ret->constantBlocks = global.constantBlocks;
ret->inputs = state.inputs;
delete[] instData;
dxbc->FillTraceLineInfo(*ret);
return ret;
}
ShaderDebugTrace *D3D12Replay::DebugPixel(uint32_t eventId, uint32_t x, uint32_t y, uint32_t sample,
uint32_t primitive)
{
using namespace DXBC;
using namespace DXBCBytecode;
using namespace DXBCDebug;
D3D12MarkerRegion debugpixRegion(
m_pDevice->GetQueue()->GetReal(),
StringFormat::Fmt("DebugPixel @ %u of (%u,%u) %u / %u", eventId, x, y, sample, primitive));
const D3D12Pipe::State *pipelineState = GetD3D12PipelineState();
// Fetch the disassembly info from the pixel shader
const D3D12Pipe::Shader &pixelShader = pipelineState->pixelShader;
WrappedID3D12Shader *ps =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(pixelShader.resourceId);
if(!ps)
{
RDCERR("Can't debug with no current pixel shader");
return new ShaderDebugTrace;
}
DXBCContainer *dxbc = ps->GetDXBC();
const ShaderReflection &refl = ps->GetDetails();
if(!dxbc)
{
RDCERR("Pixel shader couldn't be reflected");
return new ShaderDebugTrace;
}
if(!refl.debugInfo.debuggable)
{
RDCERR("Pixel shader is not debuggable");
return new ShaderDebugTrace;
}
dxbc->GetDisassembly();
// Fetch the previous stage's disassembly, to match outputs to PS inputs
DXBCContainer *prevDxbc = NULL;
// Check for geometry shader first
{
const D3D12Pipe::Shader &geometryShader = pipelineState->geometryShader;
WrappedID3D12Shader *gs =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(geometryShader.resourceId);
if(gs)
prevDxbc = gs->GetDXBC();
}
// Check for domain shader next
if(prevDxbc == NULL)
{
const D3D12Pipe::Shader &domainShader = pipelineState->domainShader;
WrappedID3D12Shader *ds =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(domainShader.resourceId);
if(ds)
prevDxbc = ds->GetDXBC();
}
// Check for vertex shader last
if(prevDxbc == NULL)
{
const D3D12Pipe::Shader &vertexShader = pipelineState->vertexShader;
WrappedID3D12Shader *vs =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(vertexShader.resourceId);
if(vs)
prevDxbc = vs->GetDXBC();
}
rdcarray<PSInputElement> initialValues;
rdcarray<rdcstr> floatInputs;
rdcarray<rdcstr> inputVarNames;
rdcstr extractHlsl;
int structureStride = 0;
DXBCDebug::GatherPSInputDataForInitialValues(dxbc, *prevDxbc->GetReflection(), initialValues,
floatInputs, inputVarNames, extractHlsl,
structureStride);
uint32_t overdrawLevels = 100; // maximum number of overdraw levels
// If the pipe contains a geometry shader, then SV_PrimitiveID cannot be used in the pixel
// shader without being emitted from the geometry shader. For now, check if this semantic
// will succeed in a new pixel shader with the rest of the pipe unchanged
bool usePrimitiveID = (prevDxbc->m_Type != ShaderType::Geometry);
for(const PSInputElement &e : initialValues)
{
if(e.sysattribute == ShaderBuiltin::PrimitiveIndex)
{
usePrimitiveID = true;
break;
}
}
// Store a copy of the event's render state to restore later
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
D3D12RenderState prevState = rs;
// Fetch the multisample count from the PSO
WrappedID3D12PipelineState *origPSO =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC pipeDesc;
origPSO->Fill(pipeDesc);
uint32_t outputSampleCount = RDCMAX(1U, pipeDesc.SampleDesc.Count);
std::set<GlobalState::SampleEvalCacheKey> evalSampleCacheData;
uint64_t sampleEvalRegisterMask = 0;
// if we're not rendering at MSAA, no need to fill the cache because evaluates will all return the
// plain input anyway.
if(outputSampleCount > 1)
{
// scan the instructions to see if it contains any evaluates.
size_t numInstructions = dxbc->GetDXBCByteCode()->GetNumInstructions();
for(size_t i = 0; i < numInstructions; ++i)
{
const Operation &op = dxbc->GetDXBCByteCode()->GetInstruction(i);
// skip any non-eval opcodes
if(op.operation != OPCODE_EVAL_CENTROID && op.operation != OPCODE_EVAL_SAMPLE_INDEX &&
op.operation != OPCODE_EVAL_SNAPPED)
continue;
// the generation of this key must match what we'll generate in the corresponding lookup
GlobalState::SampleEvalCacheKey key;
// all the eval opcodes have rDst, vIn as the first two operands
key.inputRegisterIndex = (int32_t)op.operands[1].indices[0].index;
for(int c = 0; c < 4; c++)
{
if(op.operands[0].comps[c] == 0xff)
break;
key.numComponents = c + 1;
}
key.firstComponent = op.operands[1].comps[op.operands[0].comps[0]];
sampleEvalRegisterMask |= 1ULL << key.inputRegisterIndex;
if(op.operation == OPCODE_EVAL_CENTROID)
{
// nothing to do - default key is centroid, sample is -1 and offset x/y is 0
evalSampleCacheData.insert(key);
}
else if(op.operation == OPCODE_EVAL_SAMPLE_INDEX)
{
if(op.operands[2].type == TYPE_IMMEDIATE32 || op.operands[2].type == TYPE_IMMEDIATE64)
{
// hooray, only sampling a single index, just add this key
key.sample = (int32_t)op.operands[2].values[0];
evalSampleCacheData.insert(key);
}
else
{
// parameter is a register and we don't know which sample will be needed, fetch them all.
// In most cases this will be a loop over them all, so they'll all be needed anyway
for(uint32_t c = 0; c < outputSampleCount; c++)
{
key.sample = (int32_t)c;
evalSampleCacheData.insert(key);
}
}
}
else if(op.operation == OPCODE_EVAL_SNAPPED)
{
if(op.operands[2].type == TYPE_IMMEDIATE32 || op.operands[2].type == TYPE_IMMEDIATE64)
{
// hooray, only sampling a single offset, just add this key
key.offsetx = (int32_t)op.operands[2].values[0];
key.offsety = (int32_t)op.operands[2].values[1];
evalSampleCacheData.insert(key);
}
else
{
m_pDevice->AddDebugMessage(
MessageCategory::Shaders, MessageSeverity::Medium, MessageSource::RuntimeWarning,
"EvaluateAttributeSnapped called with dynamic parameter, caching all possible "
"evaluations which could have performance impact.");
for(key.offsetx = -8; key.offsetx <= 7; key.offsetx++)
for(key.offsety = -8; key.offsety <= 7; key.offsety++)
evalSampleCacheData.insert(key);
}
}
}
}
extractHlsl += R"(
struct PSInitialData
{
// metadata we need ourselves
uint hit;
float3 pos;
uint prim;
uint fface;
uint sample;
uint covge;
float derivValid;
// input values
PSInput IN;
PSInput INddx;
PSInput INddy;
PSInput INddxfine;
PSInput INddyfine;
};
)";
// If this event uses MSAA, then at least one render target must be preserved to get
// multisampling info. leave u0 alone and start with register u1
extractHlsl += "RWStructuredBuffer<PSInitialData> PSInitialBuffer : register(u1);\n\n";
if(!evalSampleCacheData.empty())
{
// float4 is wasteful in some cases but it's easier than using byte buffers and manual packing
extractHlsl += "RWBuffer<float4> PSEvalBuffer : register(u2);\n\n";
}
if(usePrimitiveID)
{
extractHlsl += R"(
void ExtractInputsPS(PSInput IN, float4 debug_pixelPos : SV_Position, uint prim : SV_PrimitiveID,
uint sample : SV_SampleIndex, uint covge : SV_Coverage,
bool fface : SV_IsFrontFace)
{
)";
}
else
{
extractHlsl += R"(
void ExtractInputsPS(PSInput IN, float4 debug_pixelPos : SV_Position,
uint sample : SV_SampleIndex, uint covge : SV_Coverage,
bool fface : SV_IsFrontFace)
{
)";
}
extractHlsl += " uint idx = " + ToStr(overdrawLevels) + ";\n";
extractHlsl += StringFormat::Fmt(
" if(abs(debug_pixelPos.x - %u.5) < 0.5f && abs(debug_pixelPos.y - %u.5) < 0.5f)\n", x, y);
extractHlsl += " InterlockedAdd(PSInitialBuffer[0].hit, 1, idx);\n\n";
extractHlsl += " idx = min(idx, " + ToStr(overdrawLevels) + ");\n\n";
extractHlsl += " PSInitialBuffer[idx].pos = debug_pixelPos.xyz;\n";
if(usePrimitiveID)
extractHlsl += " PSInitialBuffer[idx].prim = prim;\n";
else
extractHlsl += " PSInitialBuffer[idx].prim = 0;\n";
extractHlsl += " PSInitialBuffer[idx].fface = fface;\n";
extractHlsl += " PSInitialBuffer[idx].covge = covge;\n";
extractHlsl += " PSInitialBuffer[idx].sample = sample;\n";
extractHlsl += " PSInitialBuffer[idx].IN = IN;\n";
extractHlsl += " PSInitialBuffer[idx].derivValid = ddx(debug_pixelPos.x);\n";
extractHlsl += " PSInitialBuffer[idx].INddx = (PSInput)0;\n";
extractHlsl += " PSInitialBuffer[idx].INddy = (PSInput)0;\n";
extractHlsl += " PSInitialBuffer[idx].INddxfine = (PSInput)0;\n";
extractHlsl += " PSInitialBuffer[idx].INddyfine = (PSInput)0;\n";
if(!evalSampleCacheData.empty())
{
extractHlsl += StringFormat::Fmt(" uint evalIndex = idx * %zu;\n", evalSampleCacheData.size());
uint32_t evalIdx = 0;
for(const GlobalState::SampleEvalCacheKey &key : evalSampleCacheData)
{
uint32_t keyMask = 0;
for(int32_t i = 0; i < key.numComponents; i++)
keyMask |= (1 << (key.firstComponent + i));
// find the name of the variable matching the operand, in the case of merged input variables.
rdcstr name, swizzle = "xyzw";
for(size_t i = 0; i < dxbc->GetReflection()->InputSig.size(); i++)
{
if(dxbc->GetReflection()->InputSig[i].regIndex == (uint32_t)key.inputRegisterIndex &&
dxbc->GetReflection()->InputSig[i].systemValue == ShaderBuiltin::Undefined &&
(dxbc->GetReflection()->InputSig[i].regChannelMask & keyMask) == keyMask)
{
name = inputVarNames[i];
if(!name.empty())
break;
}
}
swizzle.resize(key.numComponents);
if(name.empty())
{
RDCERR("Couldn't find matching input variable for v%d [%d:%d]", key.inputRegisterIndex,
key.firstComponent, key.numComponents);
extractHlsl += StringFormat::Fmt(" PSEvalBuffer[evalIndex+%u] = 0;\n", evalIdx);
evalIdx++;
continue;
}
name = StringFormat::Fmt("IN.%s.%s", name.c_str(), swizzle.c_str());
// we must write all components, so just swizzle the values - they'll be ignored later.
rdcstr expandSwizzle = swizzle;
while(expandSwizzle.size() < 4)
expandSwizzle.push_back('x');
if(key.sample >= 0)
{
extractHlsl += StringFormat::Fmt(
" PSEvalBuffer[evalIndex+%u] = EvaluateAttributeAtSample(%s, %d).%s;\n", evalIdx,
name.c_str(), key.sample, expandSwizzle.c_str());
}
else
{
// we don't need to special-case EvaluateAttributeAtCentroid, since it's just a case with
// 0,0
extractHlsl += StringFormat::Fmt(
" PSEvalBuffer[evalIndex+%u] = EvaluateAttributeSnapped(%s, int2(%d, %d)).%s;\n",
evalIdx, name.c_str(), key.offsetx, key.offsety, expandSwizzle.c_str());
}
evalIdx++;
}
}
for(size_t i = 0; i < floatInputs.size(); i++)
{
const rdcstr &name = floatInputs[i];
extractHlsl += " PSInitialBuffer[idx].INddx." + name + " = ddx(IN." + name + ");\n";
extractHlsl += " PSInitialBuffer[idx].INddy." + name + " = ddy(IN." + name + ");\n";
extractHlsl += " PSInitialBuffer[idx].INddxfine." + name + " = ddx_fine(IN." + name + ");\n";
extractHlsl += " PSInitialBuffer[idx].INddyfine." + name + " = ddy_fine(IN." + name + ");\n";
}
extractHlsl += "\n}";
// Create pixel shader to get initial values from previous stage output
ID3DBlob *psBlob = NULL;
UINT flags = D3DCOMPILE_DEBUG | D3DCOMPILE_WARNINGS_ARE_ERRORS;
if(m_pDevice->GetShaderCache()->GetShaderBlob(extractHlsl.c_str(), "ExtractInputsPS", flags, {},
"ps_5_0", &psBlob) != "")
{
RDCERR("Failed to create shader to extract inputs");
return new ShaderDebugTrace;
}
uint32_t structStride = sizeof(uint32_t) // uint hit;
+ sizeof(float) * 3 // float3 pos;
+ sizeof(uint32_t) // uint prim;
+ sizeof(uint32_t) // uint fface;
+ sizeof(uint32_t) // uint sample;
+ sizeof(uint32_t) // uint covge;
+ sizeof(float) // float derivValid;
+
structureStride * 5; // PSInput IN, INddx, INddy, INddxfine, INddyfine;
HRESULT hr = S_OK;
// Create buffer to store initial values captured in pixel shader
D3D12_RESOURCE_DESC rdesc;
ZeroMemory(&rdesc, sizeof(D3D12_RESOURCE_DESC));
rdesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
rdesc.Width = structStride * (overdrawLevels + 1);
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; // TODO: Support MSAA
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;
ID3D12Resource *pInitialValuesBuffer = NULL;
D3D12_RESOURCE_STATES resourceState = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &rdesc, resourceState,
NULL, __uuidof(ID3D12Resource),
(void **)&pInitialValuesBuffer);
if(FAILED(hr))
{
RDCERR("Failed to create buffer for pixel shader debugging HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(psBlob);
return new ShaderDebugTrace;
}
// Create buffer to store MSAA evaluations captured in pixel shader
ID3D12Resource *pMsaaEvalBuffer = NULL;
if(!evalSampleCacheData.empty())
{
rdesc.Width = UINT(evalSampleCacheData.size() * sizeof(Vec4f) * (overdrawLevels + 1));
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &rdesc, resourceState,
NULL, __uuidof(ID3D12Resource),
(void **)&pMsaaEvalBuffer);
if(FAILED(hr))
{
RDCERR("Failed to create MSAA buffer for pixel shader debugging HRESULT: %s",
ToStr(hr).c_str());
SAFE_RELEASE(pInitialValuesBuffer);
SAFE_RELEASE(psBlob);
return new ShaderDebugTrace;
}
}
// Create UAV of initial values buffer
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc;
ZeroMemory(&uavDesc, sizeof(D3D12_UNORDERED_ACCESS_VIEW_DESC));
uavDesc.Format = DXGI_FORMAT_UNKNOWN;
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uavDesc.Buffer.NumElements = overdrawLevels + 1;
uavDesc.Buffer.StructureByteStride = structStride;
D3D12_CPU_DESCRIPTOR_HANDLE uav = m_pDevice->GetDebugManager()->GetCPUHandle(SHADER_DEBUG_UAV);
m_pDevice->CreateUnorderedAccessView(pInitialValuesBuffer, NULL, &uavDesc, uav);
uavDesc.Format = DXGI_FORMAT_R32_UINT;
uavDesc.Buffer.FirstElement = 0;
uavDesc.Buffer.NumElements = structStride * (overdrawLevels + 1) / sizeof(uint32_t);
uavDesc.Buffer.StructureByteStride = 0;
D3D12_CPU_DESCRIPTOR_HANDLE clearUav =
m_pDevice->GetDebugManager()->GetUAVClearHandle(SHADER_DEBUG_UAV);
m_pDevice->CreateUnorderedAccessView(pInitialValuesBuffer, NULL, &uavDesc, clearUav);
// Create UAV of MSAA eval buffer
D3D12_CPU_DESCRIPTOR_HANDLE msaaClearUav =
m_pDevice->GetDebugManager()->GetUAVClearHandle(SHADER_DEBUG_MSAA_UAV);
if(pMsaaEvalBuffer)
{
D3D12_CPU_DESCRIPTOR_HANDLE msaaUav =
m_pDevice->GetDebugManager()->GetCPUHandle(SHADER_DEBUG_MSAA_UAV);
uavDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
uavDesc.Buffer.NumElements = (overdrawLevels + 1) * (uint32_t)evalSampleCacheData.size();
m_pDevice->CreateUnorderedAccessView(pMsaaEvalBuffer, NULL, &uavDesc, msaaUav);
uavDesc.Format = DXGI_FORMAT_R32_UINT;
uavDesc.Buffer.NumElements =
(UINT)evalSampleCacheData.size() * (overdrawLevels + 1) / sizeof(uint32_t);
m_pDevice->CreateUnorderedAccessView(pMsaaEvalBuffer, NULL, &uavDesc, msaaClearUav);
}
WrappedID3D12RootSignature *sig =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(rs.graphics.rootsig);
// Need to be able to add a descriptor table with our UAV without hitting the 64 DWORD limit
RDCASSERT(sig->sig.dwordLength < 64);
D3D12RootSignature modsig = sig->sig;
UINT regSpace = modsig.maxSpaceIndex + 1;
MoveRootSignatureElementsToRegisterSpace(modsig, regSpace, D3D12DescriptorType::UAV,
D3D12_SHADER_VISIBILITY_PIXEL);
// Create the descriptor table for our UAV
D3D12_DESCRIPTOR_RANGE1 descRange;
descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
descRange.NumDescriptors = pMsaaEvalBuffer ? 2 : 1;
descRange.BaseShaderRegister = 1;
descRange.RegisterSpace = 0;
descRange.Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
descRange.OffsetInDescriptorsFromTableStart = 0;
modsig.Parameters.push_back(D3D12RootSignatureParameter());
D3D12RootSignatureParameter &param = modsig.Parameters.back();
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
param.DescriptorTable.NumDescriptorRanges = 1;
param.DescriptorTable.pDescriptorRanges = &descRange;
uint32_t sigElem = uint32_t(modsig.Parameters.size() - 1);
modsig.Flags &= ~D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;
// Create the root signature for gathering initial pixel shader values
ID3DBlob *root = m_pDevice->GetShaderCache()->MakeRootSig(modsig);
ID3D12RootSignature *pRootSignature = NULL;
hr = m_pDevice->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
__uuidof(ID3D12RootSignature), (void **)&pRootSignature);
if(FAILED(hr))
{
RDCERR("Failed to create root signature for pixel shader debugging HRESULT: %s",
ToStr(hr).c_str());
SAFE_RELEASE(root);
SAFE_RELEASE(psBlob);
SAFE_RELEASE(pInitialValuesBuffer);
SAFE_RELEASE(pMsaaEvalBuffer);
return new ShaderDebugTrace;
}
SAFE_RELEASE(root);
// All PSO state is the same as the event's, except for the pixel shader and root signature
pipeDesc.PS.BytecodeLength = psBlob->GetBufferSize();
pipeDesc.PS.pShaderBytecode = psBlob->GetBufferPointer();
pipeDesc.pRootSignature = pRootSignature;
ID3D12PipelineState *initialPso = NULL;
hr = m_pDevice->CreatePipeState(pipeDesc, &initialPso);
if(FAILED(hr))
{
RDCERR("Failed to create PSO for pixel shader debugging HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(psBlob);
SAFE_RELEASE(pInitialValuesBuffer);
SAFE_RELEASE(pMsaaEvalBuffer);
SAFE_RELEASE(pRootSignature);
return new ShaderDebugTrace;
}
// Add the descriptor for our UAV, then clear it
std::set<ResourceId> copiedHeaps;
rdcarray<PortableHandle> debugHandles;
debugHandles.push_back(ToPortableHandle(GetDebugManager()->GetCPUHandle(SHADER_DEBUG_UAV)));
if(pMsaaEvalBuffer)
debugHandles.push_back(ToPortableHandle(GetDebugManager()->GetCPUHandle(SHADER_DEBUG_MSAA_UAV)));
AddDebugDescriptorsToRenderState(m_pDevice, rs, debugHandles,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, sigElem, copiedHeaps);
ID3D12GraphicsCommandListX *cmdList = m_pDevice->GetDebugManager()->ResetDebugList();
rs.ApplyDescriptorHeaps(cmdList);
D3D12_GPU_DESCRIPTOR_HANDLE gpuUav = m_pDevice->GetDebugManager()->GetGPUHandle(SHADER_DEBUG_UAV);
UINT zero[4] = {0, 0, 0, 0};
cmdList->ClearUnorderedAccessViewUint(gpuUav, clearUav, pInitialValuesBuffer, zero, 0, NULL);
if(pMsaaEvalBuffer)
{
D3D12_GPU_DESCRIPTOR_HANDLE gpuMsaaUav =
m_pDevice->GetDebugManager()->GetGPUHandle(SHADER_DEBUG_MSAA_UAV);
cmdList->ClearUnorderedAccessViewUint(gpuMsaaUav, msaaClearUav, pMsaaEvalBuffer, zero, 0, NULL);
}
// Execute the command to ensure that UAV clear and resource creation occur before replay
hr = cmdList->Close();
if(FAILED(hr))
{
RDCERR("Failed to close command list HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(psBlob);
SAFE_RELEASE(pInitialValuesBuffer);
SAFE_RELEASE(pMsaaEvalBuffer);
SAFE_RELEASE(pRootSignature);
SAFE_RELEASE(initialPso);
return new ShaderDebugTrace;
}
{
ID3D12CommandList *l = cmdList;
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
m_pDevice->GPUSync();
}
{
D3D12MarkerRegion initState(m_pDevice->GetQueue()->GetReal(),
"Replaying event for initial states");
// Set the PSO and root signature
rs.pipe = GetResID(initialPso);
rs.graphics.rootsig = GetResID(pRootSignature);
// Replay the event with our modified state
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
// Restore D3D12 state to what the event uses
rs = prevState;
}
bytebuf initialData;
m_pDevice->GetDebugManager()->GetBufferData(pInitialValuesBuffer, 0, 0, initialData);
bytebuf evalData;
if(pMsaaEvalBuffer)
m_pDevice->GetDebugManager()->GetBufferData(pMsaaEvalBuffer, 0, 0, evalData);
// Replaying the event has finished, and the data has been copied out.
// Free all the resources that were created.
SAFE_RELEASE(psBlob);
SAFE_RELEASE(pRootSignature);
SAFE_RELEASE(pInitialValuesBuffer);
SAFE_RELEASE(pMsaaEvalBuffer);
SAFE_RELEASE(initialPso);
DebugHit *buf = (DebugHit *)initialData.data();
D3D12MarkerRegion::Set(m_pDevice->GetQueue()->GetReal(),
StringFormat::Fmt("Got %u hits", buf[0].numHits));
if(buf[0].numHits == 0)
{
RDCLOG("No hit for this event");
return new ShaderDebugTrace;
}
// if we encounter multiple hits at our destination pixel co-ord (or any other) we
// check to see if a specific primitive was requested (via primitive parameter not
// being set to ~0U). If it was, debug that pixel, otherwise do a best-estimate
// of which fragment was the last to successfully depth test and debug that, just by
// checking if the depth test is ordered and picking the final fragment in the series
// figure out the TL pixel's coords. Assume even top left (towards 0,0)
// this isn't spec'd but is a reasonable assumption.
int xTL = x & (~1);
int yTL = y & (~1);
// get the index of our desired pixel
int destIdx = (x - xTL) + 2 * (y - yTL);
// Get depth func and determine "winner" pixel
D3D12_COMPARISON_FUNC depthFunc = pipeDesc.DepthStencilState.DepthFunc;
DebugHit *pWinnerHit = NULL;
float *evalSampleCache = (float *)evalData.data();
if(sample == ~0U)
sample = 0;
if(primitive != ~0U)
{
for(size_t i = 0; i < buf[0].numHits && i < overdrawLevels; i++)
{
DebugHit *pHit = (DebugHit *)(initialData.data() + i * structStride);
if(pHit->primitive == primitive && pHit->sample == sample)
{
pWinnerHit = pHit;
evalSampleCache = ((float *)evalData.data() + evalSampleCacheData.size() * 4 * i);
}
}
}
if(pWinnerHit == NULL)
{
for(size_t i = 0; i < buf[0].numHits && i < overdrawLevels; i++)
{
DebugHit *pHit = (DebugHit *)(initialData.data() + i * structStride);
if(pWinnerHit == NULL)
{
// If we haven't picked a winner at all yet, use the first one
pWinnerHit = pHit;
evalSampleCache = ((float *)evalData.data()) + evalSampleCacheData.size() * 4 * i;
}
else if(pHit->sample == sample)
{
// If this hit is for the sample we want, check whether it's a better pick
if(pWinnerHit->sample != sample)
{
// The previously selected winner was for the wrong sample, use this one
pWinnerHit = pHit;
evalSampleCache = ((float *)evalData.data()) + evalSampleCacheData.size() * 4 * i;
}
else if((depthFunc == D3D12_COMPARISON_FUNC_ALWAYS ||
depthFunc == D3D12_COMPARISON_FUNC_NEVER ||
depthFunc == D3D12_COMPARISON_FUNC_NOT_EQUAL ||
depthFunc == D3D12_COMPARISON_FUNC_EQUAL))
{
// For depth functions without an inequality comparison, use the last sample encountered
pWinnerHit = pHit;
evalSampleCache = ((float *)evalData.data()) + evalSampleCacheData.size() * 4 * i;
}
else if((depthFunc == D3D12_COMPARISON_FUNC_LESS && pHit->depth < pWinnerHit->depth) ||
(depthFunc == D3D12_COMPARISON_FUNC_LESS_EQUAL && pHit->depth <= pWinnerHit->depth) ||
(depthFunc == D3D12_COMPARISON_FUNC_GREATER && pHit->depth > pWinnerHit->depth) ||
(depthFunc == D3D12_COMPARISON_FUNC_GREATER_EQUAL && pHit->depth >= pWinnerHit->depth))
{
// For depth functions with an inequality, find the hit that "wins" the most
pWinnerHit = pHit;
evalSampleCache = ((float *)evalData.data()) + evalSampleCacheData.size() * 4 * i;
}
}
}
}
if(pWinnerHit == NULL)
{
RDCLOG("Couldn't find any pixels that passed depth test at target coordinates");
return new ShaderDebugTrace;
}
InterpretDebugger *interpreter = new InterpretDebugger;
interpreter->eventId = eventId;
ShaderDebugTrace *ret = interpreter->BeginDebug(dxbc, refl, origPSO->PS()->GetMapping(), destIdx);
GlobalState &global = interpreter->global;
ThreadState &state = interpreter->activeLane();
// Fetch constant buffer data from root signature
GatherConstantBuffers(m_pDevice, *dxbc->GetDXBCByteCode(), rs.graphics, refl,
origPSO->PS()->GetMapping(), global, ret->sourceVars);
global.sampleEvalRegisterMask = sampleEvalRegisterMask;
{
DebugHit *pHit = pWinnerHit;
rdcarray<ShaderVariable> &ins = state.inputs;
if(!ins.empty() && ins.back().name == "vCoverage")
ins.back().value.u32v[0] = pHit->coverage;
state.semantics.coverage = pHit->coverage;
state.semantics.primID = pHit->primitive;
state.semantics.isFrontFace = pHit->isFrontFace;
uint32_t *data = &pHit->rawdata;
float *pos_ddx = (float *)data;
// ddx(SV_Position.x) MUST be 1.0
if(*pos_ddx != 1.0f)
{
RDCERR("Derivatives invalid");
delete interpreter;
delete ret;
return new ShaderDebugTrace;
}
data++;
for(size_t i = 0; i < initialValues.size(); i++)
{
int32_t *rawout = NULL;
if(initialValues[i].reg >= 0)
{
ShaderVariable &invar = ins[initialValues[i].reg];
if(initialValues[i].sysattribute == ShaderBuiltin::PrimitiveIndex)
{
invar.value.u32v[0] = pHit->primitive;
}
else if(initialValues[i].sysattribute == ShaderBuiltin::MSAASampleIndex)
{
invar.value.u32v[0] = pHit->sample;
}
else if(initialValues[i].sysattribute == ShaderBuiltin::MSAACoverage)
{
invar.value.u32v[0] = pHit->coverage;
}
else if(initialValues[i].sysattribute == ShaderBuiltin::IsFrontFace)
{
invar.value.u32v[0] = pHit->isFrontFace ? ~0U : 0;
}
else
{
rawout = &invar.value.s32v[initialValues[i].elem];
memcpy(rawout, data, initialValues[i].numwords * 4);
}
}
if(initialValues[i].included)
data += initialValues[i].numwords;
}
for(int i = 0; i < 4; i++)
{
if(i != destIdx)
{
interpreter->workgroup[i].inputs = state.inputs;
interpreter->workgroup[i].semantics = state.semantics;
interpreter->workgroup[i].variables = state.variables;
interpreter->workgroup[i].SetHelper();
}
}
// Fetch any inputs that were evaluated at sample granularity
for(const GlobalState::SampleEvalCacheKey &key : evalSampleCacheData)
{
// start with the basic input value
ShaderVariable var = state.inputs[key.inputRegisterIndex];
// copy over the value into the variable
memcpy(var.value.f32v.data(), evalSampleCache, var.columns * sizeof(float));
// store in the global cache for each quad. We'll apply derivatives below to adjust for each
GlobalState::SampleEvalCacheKey k = key;
for(int i = 0; i < 4; i++)
{
k.quadIndex = i;
global.sampleEvalCache[k] = var;
}
// advance past this data - always by float4 as that's the buffer stride
evalSampleCache += 4;
}
ApplyAllDerivatives(global, interpreter->workgroup, destIdx, initialValues, (float *)data);
}
ret->constantBlocks = global.constantBlocks;
ret->inputs = state.inputs;
dxbc->FillTraceLineInfo(*ret);
return ret;
}
ShaderDebugTrace *D3D12Replay::DebugThread(uint32_t eventId,
const rdcfixedarray<uint32_t, 3> &groupid,
const rdcfixedarray<uint32_t, 3> &threadid)
{
using namespace DXBCBytecode;
using namespace DXBCDebug;
D3D12MarkerRegion simloop(
m_pDevice->GetQueue()->GetReal(),
StringFormat::Fmt("DebugThread @ %u: [%u, %u, %u] (%u, %u, %u)", eventId, groupid[0],
groupid[1], groupid[2], threadid[0], threadid[1], threadid[2]));
const D3D12Pipe::State *pipelineState = GetD3D12PipelineState();
const D3D12Pipe::Shader &computeShader = pipelineState->computeShader;
WrappedID3D12Shader *cs =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(computeShader.resourceId);
if(!cs)
{
RDCERR("Can't debug with no current compute shader");
return new ShaderDebugTrace;
}
DXBC::DXBCContainer *dxbc = cs->GetDXBC();
const ShaderReflection &refl = cs->GetDetails();
if(!dxbc)
{
RDCERR("Pixel shader couldn't be reflected");
return new ShaderDebugTrace;
}
if(!refl.debugInfo.debuggable)
{
RDCERR("Pixel shader is not debuggable");
return new ShaderDebugTrace;
}
dxbc->GetDisassembly();
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
WrappedID3D12PipelineState *pso =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
InterpretDebugger *interpreter = new InterpretDebugger;
interpreter->eventId = eventId;
ShaderDebugTrace *ret = interpreter->BeginDebug(dxbc, refl, pso->CS()->GetMapping(), 0);
GlobalState &global = interpreter->global;
ThreadState &state = interpreter->activeLane();
GatherConstantBuffers(m_pDevice, *dxbc->GetDXBCByteCode(), rs.compute, refl,
pso->CS()->GetMapping(), global, ret->sourceVars);
for(int i = 0; i < 3; i++)
{
state.semantics.GroupID[i] = groupid[i];
state.semantics.ThreadID[i] = threadid[i];
}
ret->constantBlocks = global.constantBlocks;
dxbc->FillTraceLineInfo(*ret);
// add fake inputs for semantics
for(size_t i = 0; i < dxbc->GetDXBCByteCode()->GetNumDeclarations(); i++)
{
const DXBCBytecode::Declaration &decl = dxbc->GetDXBCByteCode()->GetDeclaration(i);
if(decl.declaration == OPCODE_DCL_INPUT &&
(decl.operand.type == TYPE_INPUT_THREAD_ID || decl.operand.type == TYPE_INPUT_THREAD_GROUP_ID ||
decl.operand.type == TYPE_INPUT_THREAD_ID_IN_GROUP ||
decl.operand.type == TYPE_INPUT_THREAD_ID_IN_GROUP_FLATTENED))
{
ShaderVariable v;
v.name = decl.operand.toString(dxbc->GetReflection(), ToString::IsDecl);
v.rows = 1;
v.type = VarType::UInt;
switch(decl.operand.type)
{
case TYPE_INPUT_THREAD_GROUP_ID:
memcpy(v.value.u32v.data(), state.semantics.GroupID, sizeof(uint32_t) * 3);
v.columns = 3;
break;
case TYPE_INPUT_THREAD_ID_IN_GROUP:
memcpy(v.value.u32v.data(), state.semantics.ThreadID, sizeof(uint32_t) * 3);
v.columns = 3;
break;
case TYPE_INPUT_THREAD_ID:
v.value.u32v[0] =
state.semantics.GroupID[0] * dxbc->GetReflection()->DispatchThreadsDimension[0] +
state.semantics.ThreadID[0];
v.value.u32v[1] =
state.semantics.GroupID[1] * dxbc->GetReflection()->DispatchThreadsDimension[1] +
state.semantics.ThreadID[1];
v.value.u32v[2] =
state.semantics.GroupID[2] * dxbc->GetReflection()->DispatchThreadsDimension[2] +
state.semantics.ThreadID[2];
v.columns = 3;
break;
case TYPE_INPUT_THREAD_ID_IN_GROUP_FLATTENED:
v.value.u32v[0] =
state.semantics.ThreadID[2] * dxbc->GetReflection()->DispatchThreadsDimension[0] *
dxbc->GetReflection()->DispatchThreadsDimension[1] +
state.semantics.ThreadID[1] * dxbc->GetReflection()->DispatchThreadsDimension[0] +
state.semantics.ThreadID[0];
v.columns = 1;
break;
default: v.columns = 4; break;
}
ret->inputs.push_back(v);
}
}
return ret;
}
rdcarray<ShaderDebugState> D3D12Replay::ContinueDebug(ShaderDebugger *debugger)
{
DXBCDebug::InterpretDebugger *interpreter = (DXBCDebug::InterpretDebugger *)debugger;
if(!interpreter)
return NULL;
D3D12DebugAPIWrapper apiWrapper(m_pDevice, interpreter->dxbc, interpreter->global,
interpreter->eventId);
D3D12MarkerRegion region(m_pDevice->GetQueue()->GetReal(), "ContinueDebug Simulation Loop");
return interpreter->ContinueDebug(&apiWrapper);
}
void D3D12Replay::FreeDebugger(ShaderDebugger *debugger)
{
delete debugger;
}