Files
renderdoc/qrenderdoc/Windows/PipelineState/VulkanPipelineStateViewer.h
T
baldurk 5ad3e67a2d Implement baseline mesh shader on vulkan
* This supports capture and replay of mesh draws, shader editing with printf
  support, overlays, and pixel shader debugging.
* Not supported yet include the mesh viewer and shader debugging.
2023-11-16 18:20:24 +00:00

180 lines
7.1 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2023 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
#include <QDir>
#include <QFrame>
#include "Code/Interface/QRDInterface.h"
namespace Ui
{
class VulkanPipelineStateViewer;
}
class QXmlStreamWriter;
class ComputeDebugSelector;
class RDLabel;
class RDTreeWidget;
class RDTreeWidgetItem;
class PipelineStateViewer;
struct CombinedSamplerData
{
CombinedSamplerData() : node(NULL) {}
QList<RDTreeWidgetItem *> images;
RDTreeWidgetItem *node;
};
class VulkanPipelineStateViewer : public QFrame, public ICaptureViewer
{
Q_OBJECT
public:
explicit VulkanPipelineStateViewer(ICaptureContext &ctx, PipelineStateViewer &common,
QWidget *parent = 0);
~VulkanPipelineStateViewer();
void OnCaptureLoaded();
void OnCaptureClosed();
void OnSelectedEventChanged(uint32_t eventId) {}
void OnEventChanged(uint32_t eventId);
void SelectPipelineStage(PipelineStage stage);
ResourceId GetResource(RDTreeWidgetItem *item);
private slots:
// automatic slots
void on_showUnused_toggled(bool checked);
void on_showEmpty_toggled(bool checked);
void on_meshView_clicked();
void on_msMeshButton_clicked();
void on_viAttrs_itemActivated(RDTreeWidgetItem *item, int column);
void on_viBuffers_itemActivated(RDTreeWidgetItem *item, int column);
void on_viAttrs_mouseMove(QMouseEvent *event);
void on_viBuffers_mouseMove(QMouseEvent *event);
void on_pipeFlow_stageSelected(int index);
// manual slots
void shaderView_clicked();
void shaderSave_clicked();
void shaderMessages_clicked();
void predicateBufferView_clicked();
void resource_itemActivated(RDTreeWidgetItem *item, int column);
void resource_hoverItemChanged(RDTreeWidgetItem *hover);
void ubo_itemActivated(RDTreeWidgetItem *item, int column);
void vertex_leave(QEvent *e);
void on_computeDebugSelector_clicked();
void computeDebugSelector_beginDebug(const rdcfixedarray<uint32_t, 3> &group,
const rdcfixedarray<uint32_t, 3> &thread);
void exportHTML_clicked();
void exportFOZ_clicked();
private:
Ui::VulkanPipelineStateViewer *ui;
ICaptureContext &m_Ctx;
PipelineStateViewer &m_Common;
ComputeDebugSelector *m_ComputeDebugSelector;
void setOldMeshPipeFlow();
void setNewMeshPipeFlow();
QVariantList makeSampler(const QString &bindset, const QString &slotname,
const VKPipe::BindingElement &descriptor);
void addResourceRow(ShaderReflection *shaderDetails, const VKPipe::Shader &stage, int bindset,
int bind, const VKPipe::Pipeline &pipe, RDTreeWidget *resources,
QMap<ResourceId, RDTreeWidgetItem *> &samplers);
void addConstantBlockRow(ShaderReflection *shaderDetails, const VKPipe::Shader &stage,
int bindset, int bind, const VKPipe::Pipeline &pipe, RDTreeWidget *ubos);
void setShaderState(const VKPipe::Shader &stage, const VKPipe::Pipeline &pipe, RDLabel *shader,
RDTreeWidget *res, RDTreeWidget *ubo);
void clearShaderState(RDLabel *shader, RDTreeWidget *res, RDTreeWidget *ubo);
void setState();
void clearState();
void setInactiveRow(RDTreeWidgetItem *node);
void setEmptyRow(RDTreeWidgetItem *node);
void highlightIABind(int slot);
QString formatByteRange(const BufferDescription *buf, const VKPipe::BindingElement *descriptorBind);
QString formatMembers(int indent, const QString &nameprefix, const rdcarray<ShaderConstant> &vars);
const VKPipe::Shader *stageForSender(QWidget *widget);
template <typename viewType>
bool setViewDetails(RDTreeWidgetItem *node, const viewType &view, TextureDescription *tex,
bool stageBitsIncluded, const QString &hiddenCombinedSampler,
bool includeSampleLocations = false, bool includeOffsets = false);
template <typename viewType>
bool setViewDetails(RDTreeWidgetItem *node, const viewType &view, BufferDescription *buf,
bool stageBitsIncluded);
bool showNode(bool usedSlot, bool filledSlot);
bool m_ShowUnused = false;
bool m_ShowEmpty = false;
void exportHTML(QXmlStreamWriter &xml, const VKPipe::VertexInput &vi);
void exportHTML(QXmlStreamWriter &xml, const VKPipe::InputAssembly &ia);
void exportHTML(QXmlStreamWriter &xml, const VKPipe::Shader &sh);
void exportHTML(QXmlStreamWriter &xml, const VKPipe::TransformFeedback &rs);
void exportHTML(QXmlStreamWriter &xml, const VKPipe::Rasterizer &rs);
void exportHTML(QXmlStreamWriter &xml, const VKPipe::ColorBlendState &cb);
void exportHTML(QXmlStreamWriter &xml, const VKPipe::DepthStencil &ds);
void exportHTML(QXmlStreamWriter &xml, const VKPipe::CurrentPass &pass);
void exportHTML(QXmlStreamWriter &xml, const VKPipe::ConditionalRendering &cr);
QString GetFossilizeHash(ResourceId id);
QString GetFossilizeFilename(QDir d, uint32_t tag, ResourceId id);
QVariant ConvertSDObjectToFossilizeJSON(const SDObject *obj, QMap<QByteArray, QByteArray> renames);
void AddFossilizeNexts(QVariantMap &info, const SDObject *baseStruct);
QByteArray ReconstructSpecializationData(const VKPipe::Shader &sh, const SDObject *mapEntries);
QString GetBufferForFossilize(const SDObject *obj);
void EncodeFossilizeVarint(const bytebuf &spirv, bytebuf &varint);
void WriteFossilizeJSON(QIODevice &f, QVariantMap &contents);
void exportFOZ(QString dir, ResourceId pso);
QMenu *m_ExportMenu = NULL;
QAction *m_ExportHTML = NULL;
QAction *m_ExportFOZ = NULL;
// keep track of the VB nodes (we want to be able to highlight them easily on hover)
QList<RDTreeWidgetItem *> m_VBNodes;
QList<RDTreeWidgetItem *> m_BindNodes;
// list of empty VB nodes that shouldn't be highlighted on hover
QList<RDTreeWidgetItem *> m_EmptyNodes;
// from an combined image to its sampler (since we de-duplicate)
QMap<RDTreeWidgetItem *, RDTreeWidgetItem *> m_CombinedImageSamplers;
bool m_MeshPipe = false;
};