Files
renderdoc/qrenderdoc/Windows/PipelineState/D3D11PipelineStateViewer.cpp
T
baldurk 0ad5709df3 Remove poorly chosen 'Fetch' prefix from a few data structures.
* This goes all the way back to the first iterations where these were
  the only structures and 'Fetch' referred to them returning data from
  the core code to the UI.
2017-04-18 14:57:36 +01:00

2274 lines
71 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2016-2017 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 "D3D11PipelineStateViewer.h"
#include <float.h>
#include <QScrollBar>
#include "3rdparty/toolwindowmanager/ToolWindowManager.h"
#include "Code/Resources.h"
#include "Windows/BufferViewer.h"
#include "Windows/ConstantBufferPreviewer.h"
#include "Windows/MainWindow.h"
#include "Windows/ShaderViewer.h"
#include "Windows/TextureViewer.h"
#include "PipelineStateViewer.h"
#include "ui_D3D11PipelineStateViewer.h"
Q_DECLARE_METATYPE(ResourceId);
struct VBIBTag
{
VBIBTag() { offset = 0; }
VBIBTag(ResourceId i, uint64_t offs)
{
id = i;
offset = offs;
}
ResourceId id;
uint64_t offset;
};
Q_DECLARE_METATYPE(VBIBTag);
struct ViewTag
{
enum ResType
{
SRV,
UAV,
OMTarget,
OMDepth,
};
ViewTag() {}
ViewTag(ResType t, int i, const D3D11Pipe::View &r) : type(t), index(i), res(r) {}
ResType type;
int index;
D3D11Pipe::View res;
};
Q_DECLARE_METATYPE(ViewTag);
D3D11PipelineStateViewer::D3D11PipelineStateViewer(CaptureContext &ctx, PipelineStateViewer &common,
QWidget *parent)
: QFrame(parent), ui(new Ui::D3D11PipelineStateViewer), m_Ctx(ctx), m_Common(common)
{
ui->setupUi(this);
RDLabel *shaderLabels[] = {
ui->vsShader, ui->hsShader, ui->dsShader, ui->gsShader,
ui->psShader, ui->csShader, ui->iaBytecode,
};
QToolButton *viewButtons[] = {
ui->vsShaderViewButton, ui->hsShaderViewButton, ui->dsShaderViewButton,
ui->gsShaderViewButton, ui->psShaderViewButton, ui->csShaderViewButton,
ui->iaBytecodeViewButton,
};
QToolButton *editButtons[] = {
ui->vsShaderEditButton, ui->hsShaderEditButton, ui->dsShaderEditButton,
ui->gsShaderEditButton, ui->psShaderEditButton, ui->csShaderEditButton,
};
QToolButton *saveButtons[] = {
ui->vsShaderSaveButton, ui->hsShaderSaveButton, ui->dsShaderSaveButton,
ui->gsShaderSaveButton, ui->psShaderSaveButton, ui->csShaderSaveButton,
};
RDTreeWidget *resources[] = {
ui->vsResources, ui->hsResources, ui->dsResources,
ui->gsResources, ui->psResources, ui->csResources,
};
RDTreeWidget *samplers[] = {
ui->vsSamplers, ui->hsSamplers, ui->dsSamplers,
ui->gsSamplers, ui->psSamplers, ui->csSamplers,
};
RDTreeWidget *cbuffers[] = {
ui->vsCBuffers, ui->hsCBuffers, ui->dsCBuffers,
ui->gsCBuffers, ui->psCBuffers, ui->csCBuffers,
};
RDTreeWidget *classes[] = {
ui->vsClasses, ui->hsClasses, ui->dsClasses, ui->gsClasses, ui->psClasses, ui->csClasses,
};
for(QToolButton *b : viewButtons)
QObject::connect(b, &QToolButton::clicked, this, &D3D11PipelineStateViewer::shaderView_clicked);
for(RDLabel *b : shaderLabels)
QObject::connect(b, &RDLabel::clicked, this, &D3D11PipelineStateViewer::shaderView_clicked);
for(QToolButton *b : editButtons)
QObject::connect(b, &QToolButton::clicked, this, &D3D11PipelineStateViewer::shaderEdit_clicked);
for(QToolButton *b : saveButtons)
QObject::connect(b, &QToolButton::clicked, this, &D3D11PipelineStateViewer::shaderSave_clicked);
QObject::connect(ui->iaLayouts, &RDTreeWidget::leave, this,
&D3D11PipelineStateViewer::vertex_leave);
QObject::connect(ui->iaBuffers, &RDTreeWidget::leave, this,
&D3D11PipelineStateViewer::vertex_leave);
QObject::connect(ui->targetOutputs, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::resource_itemActivated);
QObject::connect(ui->csUAVs, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::resource_itemActivated);
for(RDTreeWidget *res : resources)
QObject::connect(res, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::resource_itemActivated);
for(RDTreeWidget *cbuffer : cbuffers)
QObject::connect(cbuffer, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::cbuffer_itemActivated);
addGridLines(ui->rasterizerGridLayout);
addGridLines(ui->blendStateGridLayout);
addGridLines(ui->depthStateGridLayout);
// no way to set this up in the UI :(
{
// Slot | Semantic | Index | Format | Input Slot | Offset | Class | Step Rate | Go
ui->iaLayouts->header()->resizeSection(0, 75);
ui->iaLayouts->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->iaLayouts->header()->setSectionResizeMode(1, QHeaderView::Stretch);
ui->iaLayouts->header()->setSectionResizeMode(2, QHeaderView::Stretch);
ui->iaLayouts->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->iaLayouts->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->iaLayouts->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->iaLayouts->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
ui->iaLayouts->header()->setSectionResizeMode(7, QHeaderView::ResizeToContents);
ui->iaLayouts->header()->setSectionResizeMode(8, QHeaderView::ResizeToContents);
ui->iaLayouts->setHoverIconColumn(8);
}
{
// Slot | Buffer | Stride | Offset | Byte Length | Go
ui->iaBuffers->header()->resizeSection(0, 75);
ui->iaBuffers->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->iaBuffers->header()->setSectionResizeMode(1, QHeaderView::Stretch);
ui->iaBuffers->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->iaBuffers->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->iaBuffers->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->iaBuffers->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->iaBuffers->setHoverIconColumn(5);
}
for(RDTreeWidget *tex : resources)
{
// Slot | Resource | Type | Width | Height | Depth | Array Size | Format | Go
tex->header()->resizeSection(0, 120);
tex->header()->setSectionResizeMode(0, QHeaderView::Interactive);
tex->header()->setSectionResizeMode(1, QHeaderView::Stretch);
tex->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(7, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(8, QHeaderView::ResizeToContents);
tex->setHoverIconColumn(8);
tex->setDefaultHoverColor(ui->targetOutputs->palette().color(QPalette::Window));
}
for(RDTreeWidget *samp : samplers)
{
// Slot | Addressing | Filter | LOD Clamp | LOD Bias
samp->header()->resizeSection(0, 120);
samp->header()->setSectionResizeMode(0, QHeaderView::Interactive);
samp->header()->setSectionResizeMode(1, QHeaderView::Stretch);
samp->header()->setSectionResizeMode(2, QHeaderView::Stretch);
samp->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
samp->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
}
for(RDTreeWidget *cbuffer : cbuffers)
{
// Slot | Buffer | Byte Range | Size | Go
cbuffer->header()->resizeSection(0, 120);
cbuffer->header()->setSectionResizeMode(0, QHeaderView::Interactive);
cbuffer->header()->setSectionResizeMode(1, QHeaderView::Stretch);
cbuffer->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
cbuffer->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
cbuffer->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
cbuffer->setHoverIconColumn(4);
cbuffer->setDefaultHoverColor(ui->targetOutputs->palette().color(QPalette::Window));
}
for(RDTreeWidget *cl : classes)
{
// Slot | Interface | Instance
cl->header()->resizeSection(0, 120);
cl->header()->setSectionResizeMode(0, QHeaderView::Interactive);
cl->header()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
cl->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
}
{
// Slot | X | Y | Width | Height | MinDepth | MaxDepth
ui->viewports->header()->resizeSection(0, 75);
ui->viewports->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->viewports->header()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
ui->viewports->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->viewports->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->viewports->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->viewports->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->viewports->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
}
{
// Slot | X | Y | Width | Height
ui->scissors->header()->resizeSection(0, 100);
ui->scissors->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->scissors->header()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
ui->scissors->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->scissors->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->scissors->header()->setSectionResizeMode(4, QHeaderView::Stretch);
}
{
// Slot | Resource | Type | Width | Height | Depth | Array Size | Format | Go
ui->targetOutputs->header()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(1, QHeaderView::Stretch);
ui->targetOutputs->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(7, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(8, QHeaderView::ResizeToContents);
ui->targetOutputs->setHoverIconColumn(8);
ui->targetOutputs->setDefaultHoverColor(ui->targetOutputs->palette().color(QPalette::Window));
}
{
// Slot | Enabled | Col Src | Col Dst | Col Op | Alpha Src | Alpha Dst | Alpha Op | Write Mask
ui->blends->header()->resizeSection(0, 75);
ui->blends->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->blends->header()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(7, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(8, QHeaderView::ResizeToContents);
}
{
// Face | Func | Fail Op | Depth Fail Op | Pass Op
ui->stencils->header()->resizeSection(0, 50);
ui->stencils->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->stencils->header()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
ui->stencils->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->stencils->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->stencils->header()->setSectionResizeMode(4, QHeaderView::Stretch);
}
{
// Slot | Resource | Type | Width | Height | Depth | Array Size | Format | Go
ui->csUAVs->header()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(1, QHeaderView::Stretch);
ui->csUAVs->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(7, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(8, QHeaderView::ResizeToContents);
ui->csUAVs->setHoverIconColumn(8);
ui->csUAVs->setDefaultHoverColor(ui->targetOutputs->palette().color(QPalette::Window));
}
// this is often changed just because we're changing some tab in the designer.
ui->stagesTabs->setCurrentIndex(0);
ui->stagesTabs->tabBar()->setVisible(false);
ui->pipeFlow->setStages(
{
"IA", "VS", "HS", "DS", "GS", "RS", "PS", "OM", "CS",
},
{
"Input Assembler", "Vertex Shader", "Hull Shader", "Domain Shader", "Geometry Shader",
"Rasterizer", "Pixel Shader", "Output Merger", "Compute Shader",
});
ui->pipeFlow->setIsolatedStage(8); // compute shader isolated
ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true});
// reset everything back to defaults
clearState();
}
D3D11PipelineStateViewer::~D3D11PipelineStateViewer()
{
delete ui;
}
void D3D11PipelineStateViewer::OnLogfileLoaded()
{
OnEventChanged(m_Ctx.CurEvent());
}
void D3D11PipelineStateViewer::OnLogfileClosed()
{
ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true});
clearState();
}
void D3D11PipelineStateViewer::OnEventChanged(uint32_t eventID)
{
setState();
}
void D3D11PipelineStateViewer::on_showDisabled_toggled(bool checked)
{
setState();
}
void D3D11PipelineStateViewer::on_showEmpty_toggled(bool checked)
{
setState();
}
void D3D11PipelineStateViewer::setInactiveRow(QTreeWidgetItem *node)
{
for(int i = 0; i < node->columnCount(); i++)
{
QFont f = node->font(i);
f.setItalic(true);
node->setFont(i, f);
}
}
void D3D11PipelineStateViewer::setEmptyRow(QTreeWidgetItem *node)
{
for(int i = 0; i < node->columnCount(); i++)
node->setBackgroundColor(i, QColor(255, 70, 70));
}
bool D3D11PipelineStateViewer::HasImportantViewParams(const D3D11Pipe::View &view,
TextureDescription *tex)
{
// we don't count 'upgrade typeless to typed' as important, we just display the typed format
// in the row since there's no real hidden important information there. The formats can't be
// different for any other reason (if the SRV format differs from the texture format, the
// texture must have been typeless.
if(view.HighestMip > 0 || view.FirstArraySlice > 0 ||
(view.NumMipLevels < tex->mips && tex->mips > 1) ||
(view.ArraySize < tex->arraysize && tex->arraysize > 1))
return true;
// in the case of the swapchain case, types can be different and it won't have shown
// up as taking the view's format because the swapchain already has one. Make sure to mark it
// as important
if(view.Format.compType != CompType::Typeless && view.Format != tex->format)
return true;
return false;
}
bool D3D11PipelineStateViewer::HasImportantViewParams(const D3D11Pipe::View &view,
BufferDescription *buf)
{
if(view.FirstElement > 0 || view.NumElements * view.ElementSize < buf->length)
return true;
return false;
}
void D3D11PipelineStateViewer::setViewDetails(QTreeWidgetItem *node, const ViewTag &view,
TextureDescription *tex)
{
if(tex == NULL)
return;
QString text;
const D3D11Pipe::View &res = view.res;
bool viewdetails = false;
if(res.Format != tex->format)
{
text += tr("The texture is format %1, the view treats it as %2.\n")
.arg(ToQStr(tex->format.strname))
.arg(ToQStr(res.Format.strname));
viewdetails = true;
}
if(view.type == ViewTag::OMDepth)
{
if(m_Ctx.CurD3D11PipelineState.m_OM.DepthReadOnly)
text += tr("Depth component is read-only\n");
if(m_Ctx.CurD3D11PipelineState.m_OM.StencilReadOnly)
text += tr("Stencil component is read-only\n");
}
if(tex->mips > 1 && (tex->mips != res.NumMipLevels || res.HighestMip > 0))
{
if(res.NumMipLevels == 1)
text +=
tr("The texture has %1 mips, the view covers mip %2.\n").arg(tex->mips).arg(res.HighestMip);
else
text += tr("The texture has %1 mips, the view covers mips %2-%3.\n")
.arg(tex->mips)
.arg(res.HighestMip)
.arg(res.HighestMip + res.NumMipLevels - 1);
viewdetails = true;
}
if(tex->arraysize > 1 && (tex->arraysize != res.ArraySize || res.FirstArraySlice > 0))
{
if(res.ArraySize == 1)
text += tr("The texture has %1 array slices, the view covers slice %2.\n")
.arg(tex->arraysize)
.arg(res.FirstArraySlice);
else
text += tr("The texture has %1 array slices, the view covers slices %2-%3.\n")
.arg(tex->arraysize)
.arg(res.FirstArraySlice)
.arg(res.FirstArraySlice + res.ArraySize);
viewdetails = true;
}
text = text.trimmed();
for(int i = 0; i < node->columnCount(); i++)
{
node->setToolTip(i, text);
if(viewdetails)
{
node->setBackgroundColor(i, QColor(127, 255, 212));
node->setForeground(i, QBrush(QColor(0, 0, 0)));
}
}
}
void D3D11PipelineStateViewer::setViewDetails(QTreeWidgetItem *node, const ViewTag &view,
BufferDescription *buf)
{
if(buf == NULL)
return;
QString text;
const D3D11Pipe::View &res = view.res;
if((res.FirstElement * res.ElementSize) > 0 || (res.NumElements * res.ElementSize) < buf->length)
{
text += tr("The view covers bytes %1-%2 (%3 elements).\nThe buffer is %4 bytes in length (%5 "
"elements).")
.arg(res.FirstElement * res.ElementSize)
.arg((res.FirstElement + res.NumElements) * res.ElementSize)
.arg(res.NumElements)
.arg(buf->length)
.arg(buf->length / res.ElementSize);
}
else
{
return;
}
for(int i = 0; i < node->columnCount(); i++)
{
node->setToolTip(i, text);
node->setBackgroundColor(i, QColor(127, 255, 212));
node->setForeground(i, QBrush(QColor(0, 0, 0)));
}
}
void D3D11PipelineStateViewer::addResourceRow(const ViewTag &view, const ShaderResource *shaderInput,
RDTreeWidget *resources)
{
const QIcon &action = Icons::action();
const QIcon &action_hover = Icons::action_hover();
const D3D11Pipe::View &r = view.res;
bool viewDetails = false;
if(view.type == ViewTag::OMDepth)
viewDetails = m_Ctx.CurD3D11PipelineState.m_OM.DepthReadOnly ||
m_Ctx.CurD3D11PipelineState.m_OM.StencilReadOnly;
bool filledSlot = (r.Resource != ResourceId());
bool usedSlot = (shaderInput);
// if a target is set to RTVs or DSV, it is implicitly used
if(filledSlot)
usedSlot = usedSlot || view.type == ViewTag::OMTarget || view.type == ViewTag::OMDepth;
if(showNode(usedSlot, filledSlot))
{
QString slotname = view.type == ViewTag::OMDepth ? "Depth" : QString::number(view.index);
if(shaderInput && !shaderInput->name.empty())
slotname += ": " + ToQStr(shaderInput->name);
uint32_t w = 1, h = 1, d = 1;
uint32_t a = 1;
QString format = "Unknown";
QString name = "Shader Resource " + ToQStr(r.Resource);
QString typeName = "Unknown";
if(!filledSlot)
{
name = "Empty";
format = "-";
typeName = "-";
w = h = d = a = 0;
}
TextureDescription *tex = m_Ctx.GetTexture(r.Resource);
if(tex)
{
w = tex->width;
h = tex->height;
d = tex->depth;
a = tex->arraysize;
format = ToQStr(tex->format.strname);
name = tex->name;
typeName = ToQStr(tex->resType);
if(tex->resType == TextureDim::Texture2DMS || tex->resType == TextureDim::Texture2DMSArray)
{
typeName += QString(" %1x").arg(tex->msSamp);
}
if(tex->format != r.Format)
format = tr("Viewed as %1").arg(ToQStr(r.Format.strname));
if(HasImportantViewParams(r, tex))
viewDetails = true;
}
BufferDescription *buf = m_Ctx.GetBuffer(r.Resource);
if(buf)
{
w = buf->length;
h = 0;
d = 0;
a = 0;
format = "";
name = buf->name;
typeName = "Buffer";
if(r.Flags & D3DBufferViewFlags::Raw)
{
typeName = QString("%1ByteAddressBuffer").arg(view.type == ViewTag::UAV ? "RW" : "");
}
else if(r.ElementSize > 0)
{
// for structured buffers, display how many 'elements' there are in the buffer
typeName = QString("%1StructuredBuffer[%2]")
.arg(view.type == ViewTag::UAV ? "RW" : "")
.arg(buf->length / r.ElementSize);
}
if(r.Flags & (D3DBufferViewFlags::Append | D3DBufferViewFlags::Counter))
{
typeName += QString(" (Count: %1)").arg(r.BufferStructCount);
}
// get the buffer type, whether it's just a basic type or a complex struct
if(shaderInput && !shaderInput->IsTexture)
{
if(r.Format.compType == CompType::Typeless)
{
if(!shaderInput->variableType.members.empty())
format = "struct " + ToQStr(shaderInput->variableType.descriptor.name);
else
format = ToQStr(shaderInput->variableType.descriptor.name);
}
else
{
format = r.Format.strname;
}
}
if(HasImportantViewParams(r, buf))
viewDetails = true;
}
QTreeWidgetItem *node = makeTreeNode({slotname, name, typeName, w, h, d, a, format, ""});
node->setData(0, Qt::UserRole, QVariant::fromValue(view));
resources->setHoverIcons(node, action, action_hover);
if(viewDetails)
{
if(tex)
setViewDetails(node, view, tex);
else if(buf)
setViewDetails(node, view, buf);
}
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
resources->addTopLevelItem(node);
}
}
bool D3D11PipelineStateViewer::showNode(bool usedSlot, bool filledSlot)
{
const bool showDisabled = ui->showDisabled->isChecked();
const bool showEmpty = ui->showEmpty->isChecked();
// show if it's referenced by the shader - regardless of empty or not
if(usedSlot)
return true;
// it's bound, but not referenced, and we have "show disabled"
if(showDisabled && !usedSlot && filledSlot)
return true;
// it's empty, and we have "show empty"
if(showEmpty && !filledSlot)
return true;
return false;
}
const D3D11Pipe::Shader *D3D11PipelineStateViewer::stageForSender(QWidget *widget)
{
if(!m_Ctx.LogLoaded())
return NULL;
while(widget)
{
if(widget == ui->stagesTabs->widget(0))
return &m_Ctx.CurD3D11PipelineState.m_VS;
if(widget == ui->stagesTabs->widget(1))
return &m_Ctx.CurD3D11PipelineState.m_VS;
if(widget == ui->stagesTabs->widget(2))
return &m_Ctx.CurD3D11PipelineState.m_HS;
if(widget == ui->stagesTabs->widget(3))
return &m_Ctx.CurD3D11PipelineState.m_DS;
if(widget == ui->stagesTabs->widget(4))
return &m_Ctx.CurD3D11PipelineState.m_GS;
if(widget == ui->stagesTabs->widget(5))
return &m_Ctx.CurD3D11PipelineState.m_PS;
if(widget == ui->stagesTabs->widget(6))
return &m_Ctx.CurD3D11PipelineState.m_PS;
if(widget == ui->stagesTabs->widget(7))
return &m_Ctx.CurD3D11PipelineState.m_PS;
if(widget == ui->stagesTabs->widget(8))
return &m_Ctx.CurD3D11PipelineState.m_CS;
widget = widget->parentWidget();
}
qCritical() << "Unrecognised control calling event handler";
return NULL;
}
void D3D11PipelineStateViewer::clearShaderState(QLabel *shader, RDTreeWidget *tex, RDTreeWidget *samp,
RDTreeWidget *cbuffer, RDTreeWidget *sub)
{
shader->setText(tr("Unbound Shader"));
tex->clear();
samp->clear();
sub->clear();
cbuffer->clear();
}
void D3D11PipelineStateViewer::clearState()
{
m_VBNodes.clear();
ui->iaLayouts->clear();
ui->iaBuffers->clear();
ui->iaBytecodeMismatch->setVisible(false);
ui->topology->setText("");
ui->topologyDiagram->setPixmap(QPixmap());
clearShaderState(ui->vsShader, ui->vsResources, ui->vsSamplers, ui->vsCBuffers, ui->vsClasses);
clearShaderState(ui->gsShader, ui->gsResources, ui->gsSamplers, ui->gsCBuffers, ui->gsClasses);
clearShaderState(ui->hsShader, ui->hsResources, ui->hsSamplers, ui->hsCBuffers, ui->hsClasses);
clearShaderState(ui->dsShader, ui->dsResources, ui->dsSamplers, ui->dsCBuffers, ui->dsClasses);
clearShaderState(ui->psShader, ui->psResources, ui->psSamplers, ui->psCBuffers, ui->psClasses);
clearShaderState(ui->csShader, ui->csResources, ui->csSamplers, ui->csCBuffers, ui->csClasses);
ui->csUAVs->clear();
const QPixmap &tick = Pixmaps::tick();
const QPixmap &cross = Pixmaps::cross();
ui->fillMode->setText(tr("Solid", "Fill Mode"));
ui->cullMode->setText(tr("Front", "Cull Mode"));
ui->frontCCW->setPixmap(tick);
ui->conservativeRaster->setPixmap(cross);
ui->depthBias->setText("0.0");
ui->depthBiasClamp->setText("0.0");
ui->slopeScaledBias->setText("0.0");
ui->forcedSampleCount->setText("0");
ui->depthClip->setPixmap(tick);
ui->scissorEnabled->setPixmap(tick);
ui->multisample->setPixmap(tick);
ui->lineAA->setPixmap(tick);
ui->independentBlend->setPixmap(cross);
ui->alphaToCoverage->setPixmap(tick);
ui->blendFactor->setText("0.00, 0.00, 0.00, 0.00");
ui->sampleMask->setText("FFFFFFFF");
ui->viewports->clear();
ui->scissors->clear();
ui->targetOutputs->clear();
ui->blends->clear();
ui->depthEnabled->setPixmap(tick);
ui->depthFunc->setText("GREATER_EQUAL");
ui->depthWrite->setPixmap(tick);
ui->stencilEnabled->setPixmap(cross);
ui->stencilReadMask->setText("FF");
ui->stencilWriteMask->setText("FF");
ui->stencilRef->setText("FF");
ui->stencils->clear();
}
void D3D11PipelineStateViewer::setShaderState(const D3D11Pipe::Shader &stage, QLabel *shader,
RDTreeWidget *resources, RDTreeWidget *samplers,
RDTreeWidget *cbuffers, RDTreeWidget *classes)
{
ShaderReflection *shaderDetails = stage.ShaderDetails;
if(stage.Object == ResourceId())
shader->setText(tr("Unbound Shader"));
else
shader->setText(ToQStr(stage.ShaderName));
if(shaderDetails && !shaderDetails->DebugInfo.entryFunc.empty() &&
!shaderDetails->DebugInfo.files.empty())
{
QString shaderfn;
int entryFile = shaderDetails->DebugInfo.entryFile;
if(entryFile < 0 || entryFile >= shaderDetails->DebugInfo.files.count)
entryFile = 0;
shaderfn = QFileInfo(ToQStr(shaderDetails->DebugInfo.files[entryFile].first)).fileName();
shader->setText(ToQStr(shaderDetails->DebugInfo.entryFunc) + "()" + " - " + shaderfn);
}
int vs = 0;
vs = resources->verticalScrollBar()->value();
resources->setUpdatesEnabled(false);
resources->clear();
for(int i = 0; i < stage.SRVs.count; i++)
{
const ShaderResource *shaderInput = NULL;
if(shaderDetails)
{
for(const ShaderResource &bind : shaderDetails->ReadOnlyResources)
{
if(bind.IsReadOnly && bind.bindPoint == i)
{
shaderInput = &bind;
break;
}
}
}
addResourceRow(ViewTag(ViewTag::SRV, i, stage.SRVs[i]), shaderInput, resources);
}
resources->clearSelection();
resources->setUpdatesEnabled(true);
resources->verticalScrollBar()->setValue(vs);
vs = samplers->verticalScrollBar()->value();
samplers->setUpdatesEnabled(false);
samplers->clear();
for(int i = 0; i < stage.Samplers.count; i++)
{
const D3D11Pipe::Sampler &s = stage.Samplers[i];
const ShaderResource *shaderInput = NULL;
if(shaderDetails)
{
for(const ShaderResource &bind : shaderDetails->ReadOnlyResources)
{
if(bind.IsSampler && bind.bindPoint == i)
{
shaderInput = &bind;
break;
}
}
}
bool filledSlot = (!s.AddressU.empty());
bool usedSlot = (shaderInput);
if(showNode(usedSlot, filledSlot))
{
QString slotname = QString::number(i);
if(shaderInput && !shaderInput->name.empty())
slotname += ": " + ToQStr(shaderInput->name);
if(s.customSamplerName)
slotname += "(" + ToQStr(s.SamplerName) + ")";
QString borderColor =
QString::number(s.BorderColor[0]) + ", " + QString::number(s.BorderColor[1]) + ", " +
QString::number(s.BorderColor[2]) + ", " + QString::number(s.BorderColor[3]);
QString addressing = "";
QString addPrefix = "";
QString addVal = "";
QString addr[] = {ToQStr(s.AddressU), ToQStr(s.AddressV), ToQStr(s.AddressW)};
// arrange like either UVW: WRAP or UV: WRAP, W: CLAMP
for(int a = 0; a < 3; a++)
{
const QString str[] = {"U", "V", "W"};
QString prefix = str[a];
if(a == 0 || addr[a] == addr[a - 1])
{
addPrefix += prefix;
}
else
{
addressing += addPrefix + ": " + addVal + ", ";
addPrefix = prefix;
}
addVal = addr[a];
}
addressing += addPrefix + ": " + addVal;
if(s.UseBorder)
addressing += QString("<%1>").arg(borderColor);
QString filter = ToQStr(s.Filter);
if(s.MaxAniso > 1)
filter += QString(" %1x").arg(s.MaxAniso);
if(s.UseComparison)
filter = QString(" (%1)").arg(ToQStr(s.Comparison));
QTreeWidgetItem *node =
makeTreeNode({slotname, addressing, filter,
(s.MinLOD == -FLT_MAX ? "0" : QString::number(s.MinLOD)) + " - " +
(s.MaxLOD == FLT_MAX ? "FLT_MAX" : QString::number(s.MaxLOD)),
s.MipLODBias});
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
samplers->addTopLevelItem(node);
}
}
samplers->clearSelection();
samplers->setUpdatesEnabled(true);
samplers->verticalScrollBar()->setValue(vs);
vs = cbuffers->verticalScrollBar()->value();
cbuffers->setUpdatesEnabled(false);
cbuffers->clear();
for(int i = 0; i < stage.ConstantBuffers.count; i++)
{
const D3D11Pipe::CBuffer &b = stage.ConstantBuffers[i];
const ConstantBlock *shaderCBuf = NULL;
if(shaderDetails)
{
for(const ConstantBlock &bind : shaderDetails->ConstantBlocks)
{
if(bind.bindPoint == i)
{
shaderCBuf = &bind;
break;
}
}
}
bool filledSlot = b.Buffer != ResourceId();
bool usedSlot = shaderCBuf;
if(showNode(usedSlot, filledSlot))
{
QString name = QString("Constant Buffer %1").arg(ToQStr(b.Buffer));
ulong length = 1;
int numvars = shaderCBuf ? shaderCBuf->variables.count : 0;
uint32_t bytesize = shaderCBuf ? shaderCBuf->byteSize : 0;
if(!filledSlot)
{
name = "Empty";
length = 0;
}
BufferDescription *buf = m_Ctx.GetBuffer(b.Buffer);
if(buf)
{
name = buf->name;
length = buf->length;
}
QString slotname = QString::number(i);
if(shaderCBuf && !shaderCBuf->name.empty())
slotname += ": " + ToQStr(shaderCBuf->name);
QString sizestr;
if(bytesize == (uint32_t)length)
sizestr = tr("%1 Variables, %2 bytes").arg(numvars).arg(length);
else
sizestr =
tr("%1 Variables, %2 bytes needed, %3 provided").arg(numvars).arg(bytesize).arg(length);
if(length < bytesize)
filledSlot = false;
QString vecrange = QString("%1 - %2").arg(b.VecOffset).arg(b.VecOffset + b.VecCount);
QTreeWidgetItem *node = makeTreeNode({slotname, name, vecrange, sizestr, ""});
node->setData(0, Qt::UserRole, QVariant::fromValue(i));
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
cbuffers->addTopLevelItem(node);
}
}
cbuffers->clearSelection();
cbuffers->setUpdatesEnabled(true);
cbuffers->verticalScrollBar()->setValue(vs);
vs = classes->verticalScrollBar()->value();
classes->setUpdatesEnabled(false);
classes->clear();
for(int i = 0; i < stage.ClassInstances.count; i++)
{
QString interfaceName = QString("Interface %1").arg(i);
if(shaderDetails && i < shaderDetails->Interfaces.count)
interfaceName = ToQStr(shaderDetails->Interfaces[i]);
classes->addTopLevelItem(makeTreeNode({i, interfaceName, ToQStr(stage.ClassInstances[i])}));
}
classes->clearSelection();
classes->setUpdatesEnabled(true);
classes->verticalScrollBar()->setValue(vs);
classes->parentWidget()->setVisible(!stage.ClassInstances.empty());
}
void D3D11PipelineStateViewer::setState()
{
if(!m_Ctx.LogLoaded())
{
clearState();
return;
}
const D3D11Pipe::State &state = m_Ctx.CurD3D11PipelineState;
const DrawcallDescription *draw = m_Ctx.CurDrawcall();
const QPixmap &tick = Pixmaps::tick();
const QPixmap &cross = Pixmaps::cross();
const QIcon &action = Icons::action();
const QIcon &action_hover = Icons::action_hover();
////////////////////////////////////////////////
// Vertex Input
if(state.m_IA.Bytecode)
{
QString layout = ToQStr(state.m_IA.LayoutName);
if(state.m_IA.Bytecode && !state.m_IA.Bytecode->DebugInfo.entryFunc.empty())
layout += " (" + ToQStr(state.m_IA.Bytecode->DebugInfo.entryFunc) + ")";
ui->iaBytecode->setText(layout);
}
else
{
ui->iaBytecode->setText(tr("None"));
}
ui->iaBytecodeMismatch->setVisible(false);
// check for IA-VS mismatches here.
// This should be moved to a "Render Doctor" window reporting problems
if(state.m_IA.Bytecode && state.m_VS.ShaderDetails)
{
QString mismatchDetails = "";
// VS wants more elements
if(state.m_IA.Bytecode->InputSig.count < state.m_VS.ShaderDetails->InputSig.count)
{
int excess = state.m_VS.ShaderDetails->InputSig.count - state.m_IA.Bytecode->InputSig.count;
bool allSystem = true;
// The VS signature can consume more elements as long as they are all system value types
// (ie. SV_VertexID or SV_InstanceID)
for(int e = 0; e < excess; e++)
{
if(state.m_VS.ShaderDetails->InputSig[state.m_VS.ShaderDetails->InputSig.count - 1 - e]
.systemValue == ShaderBuiltin::Undefined)
{
allSystem = false;
break;
}
}
if(!allSystem)
mismatchDetails += "IA bytecode provides fewer elements than VS wants.\n";
}
{
const rdctype::array<SigParameter> &IA = state.m_IA.Bytecode->InputSig;
const rdctype::array<SigParameter> &VS = state.m_VS.ShaderDetails->InputSig;
int count = qMin(IA.count, VS.count);
for(int i = 0; i < count; i++)
{
QString IAname = ToQStr(IA[i].semanticIdxName);
QString VSname = ToQStr(VS[i].semanticIdxName);
// misorder or misnamed semantics
if(IAname.toUpper() != VSname.toUpper())
mismatchDetails += tr("IA bytecode semantic %1: %2 != VS bytecode semantic %1: %3\n")
.arg(i)
.arg(IAname)
.arg(VSname);
// VS wants more components
if(IA[i].compCount < VS[i].compCount)
mismatchDetails += tr("IA bytecode semantic %1 (%2) is %4-wide).arg(VS bytecode semantic "
"%1 (%2) %3 is %5-wide\n")
.arg(i)
.arg(IAname)
.arg(VSname)
.arg(IA[i].compCount)
.arg(VS[i].compCount);
// VS wants different types
if(IA[i].compType != VS[i].compType)
mismatchDetails +=
tr("IA bytecode semantic %1 (%2) is %4).arg(VS bytecode semantic %1 (%3) is %5\n")
.arg(i)
.arg(IAname)
.arg(VSname)
.arg(ToQStr(IA[i].compType))
.arg(ToQStr(VS[i].compType));
}
}
if(!mismatchDetails.isEmpty())
{
ui->iaBytecodeMismatch->setText(
tr("Warning: Mismatch detected between bytecode used to create IA and currently bound VS "
"inputs"));
ui->iaBytecodeMismatch->setToolTip(mismatchDetails.trimmed());
ui->iaBytecodeMismatch->setVisible(true);
}
}
int vs = 0;
bool usedVBuffers[128] = {};
uint32_t layoutOffs[128] = {};
vs = ui->iaLayouts->verticalScrollBar()->value();
ui->iaLayouts->setUpdatesEnabled(false);
ui->iaLayouts->clear();
{
int i = 0;
for(const D3D11Pipe::Layout &l : state.m_IA.layouts)
{
QString byteOffs = QString::number(l.ByteOffset);
// D3D11 specific value
if(l.ByteOffset == ~0U)
{
byteOffs = QString("APPEND_ALIGNED (%1)").arg(layoutOffs[l.InputSlot]);
}
else
{
layoutOffs[l.InputSlot] = l.ByteOffset;
}
layoutOffs[l.InputSlot] += l.Format.compByteWidth * l.Format.compCount;
bool filledSlot = true;
bool usedSlot = false;
for(int ia = 0; state.m_IA.Bytecode && ia < state.m_IA.Bytecode->InputSig.count; ia++)
{
if(ToQStr(state.m_IA.Bytecode->InputSig[ia].semanticName).toUpper() ==
ToQStr(l.SemanticName).toUpper() &&
state.m_IA.Bytecode->InputSig[ia].semanticIndex == l.SemanticIndex)
{
usedSlot = true;
break;
}
}
if(showNode(usedSlot, filledSlot))
{
QTreeWidgetItem *node = makeTreeNode(
{i, ToQStr(l.SemanticName), l.SemanticIndex, ToQStr(l.Format.strname), l.InputSlot,
byteOffs, l.PerInstance ? "PER_INSTANCE" : "PER_VERTEX", l.InstanceDataStepRate, ""});
if(usedSlot)
usedVBuffers[l.InputSlot] = true;
ui->iaLayouts->setHoverIcons(node, action, action_hover);
if(!usedSlot)
setInactiveRow(node);
ui->iaLayouts->addTopLevelItem(node);
}
i++;
}
}
ui->iaLayouts->clearSelection();
ui->iaLayouts->setUpdatesEnabled(true);
ui->iaLayouts->verticalScrollBar()->setValue(vs);
Topology topo = draw ? draw->topology : Topology::Unknown;
int numCPs = PatchList_Count(topo);
if(numCPs > 0)
{
ui->topology->setText(QString("PatchList (%1 Control Points)").arg(numCPs));
}
else
{
ui->topology->setText(ToQStr(topo));
}
switch(topo)
{
case Topology::PointList: ui->topologyDiagram->setPixmap(Pixmaps::topo_pointlist()); break;
case Topology::LineList: ui->topologyDiagram->setPixmap(Pixmaps::topo_linelist()); break;
case Topology::LineStrip: ui->topologyDiagram->setPixmap(Pixmaps::topo_linestrip()); break;
case Topology::TriangleList: ui->topologyDiagram->setPixmap(Pixmaps::topo_trilist()); break;
case Topology::TriangleStrip: ui->topologyDiagram->setPixmap(Pixmaps::topo_tristrip()); break;
case Topology::LineList_Adj:
ui->topologyDiagram->setPixmap(Pixmaps::topo_linelist_adj());
break;
case Topology::LineStrip_Adj:
ui->topologyDiagram->setPixmap(Pixmaps::topo_linestrip_adj());
break;
case Topology::TriangleList_Adj:
ui->topologyDiagram->setPixmap(Pixmaps::topo_trilist_adj());
break;
case Topology::TriangleStrip_Adj:
ui->topologyDiagram->setPixmap(Pixmaps::topo_tristrip_adj());
break;
default: ui->topologyDiagram->setPixmap(Pixmaps::topo_patch()); break;
}
bool ibufferUsed = draw && (draw->flags & DrawFlags::UseIBuffer);
vs = ui->iaBuffers->verticalScrollBar()->value();
ui->iaBuffers->setUpdatesEnabled(false);
ui->iaBuffers->clear();
if(state.m_IA.ibuffer.Buffer != ResourceId())
{
if(ibufferUsed || ui->showDisabled->isChecked())
{
QString name = "Buffer " + ToQStr(state.m_IA.ibuffer.Buffer);
uint64_t length = 1;
if(!ibufferUsed)
length = 0;
BufferDescription *buf = m_Ctx.GetBuffer(state.m_IA.ibuffer.Buffer);
if(buf)
{
name = buf->name;
length = buf->length;
}
QTreeWidgetItem *node = makeTreeNode({"Index", name, draw ? draw->indexByteWidth : 0,
state.m_IA.ibuffer.Offset, (qulonglong)length, ""});
ui->iaBuffers->setHoverIcons(node, action, action_hover);
node->setData(0, Qt::UserRole, QVariant::fromValue(VBIBTag(state.m_IA.ibuffer.Buffer,
draw ? draw->indexOffset : 0)));
if(!ibufferUsed)
setInactiveRow(node);
if(state.m_IA.ibuffer.Buffer == ResourceId())
setEmptyRow(node);
ui->iaBuffers->addTopLevelItem(node);
}
}
else
{
if(ibufferUsed || ui->showEmpty->isChecked())
{
QTreeWidgetItem *node = makeTreeNode({"Index", tr("No Buffer Set"), "-", "-", "-", ""});
ui->iaBuffers->setHoverIcons(node, action, action_hover);
node->setData(0, Qt::UserRole, QVariant::fromValue(VBIBTag(state.m_IA.ibuffer.Buffer,
draw ? draw->indexOffset : 0)));
setEmptyRow(node);
if(!ibufferUsed)
setInactiveRow(node);
ui->iaBuffers->addTopLevelItem(node);
}
}
m_VBNodes.clear();
for(int i = 0; i < state.m_IA.vbuffers.count; i++)
{
const D3D11Pipe::VB &v = state.m_IA.vbuffers[i];
bool filledSlot = (v.Buffer != ResourceId());
bool usedSlot = (usedVBuffers[i]);
if(showNode(usedSlot, filledSlot))
{
QString name = "Buffer " + ToQStr(v.Buffer);
qulonglong length = 1;
if(!filledSlot)
{
name = "Empty";
length = 0;
}
BufferDescription *buf = m_Ctx.GetBuffer(v.Buffer);
if(buf)
{
name = buf->name;
length = buf->length;
}
QTreeWidgetItem *node = NULL;
if(filledSlot)
node = makeTreeNode({i, name, v.Stride, v.Offset, length, ""});
else
node = makeTreeNode({i, "No Buffer Set", "-", "-", "-", ""});
ui->iaBuffers->setHoverIcons(node, action, action_hover);
node->setData(0, Qt::UserRole, QVariant::fromValue(VBIBTag(v.Buffer, v.Offset)));
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
m_VBNodes.push_back(node);
ui->iaBuffers->addTopLevelItem(node);
}
}
ui->iaBuffers->clearSelection();
ui->iaBuffers->setUpdatesEnabled(true);
ui->iaBuffers->verticalScrollBar()->setValue(vs);
setShaderState(state.m_VS, ui->vsShader, ui->vsResources, ui->vsSamplers, ui->vsCBuffers,
ui->vsClasses);
setShaderState(state.m_GS, ui->gsShader, ui->gsResources, ui->gsSamplers, ui->gsCBuffers,
ui->gsClasses);
setShaderState(state.m_HS, ui->hsShader, ui->hsResources, ui->hsSamplers, ui->hsCBuffers,
ui->hsClasses);
setShaderState(state.m_DS, ui->dsShader, ui->dsResources, ui->dsSamplers, ui->dsCBuffers,
ui->dsClasses);
setShaderState(state.m_PS, ui->psShader, ui->psResources, ui->psSamplers, ui->psCBuffers,
ui->psClasses);
setShaderState(state.m_CS, ui->csShader, ui->csResources, ui->csSamplers, ui->csCBuffers,
ui->csClasses);
vs = ui->csUAVs->verticalScrollBar()->value();
ui->csUAVs->setUpdatesEnabled(false);
ui->csUAVs->clear();
for(int i = 0; i < state.m_CS.UAVs.count; i++)
{
const ShaderResource *shaderInput = NULL;
if(state.m_CS.ShaderDetails)
{
for(const ShaderResource &bind : state.m_CS.ShaderDetails->ReadWriteResources)
{
if(bind.bindPoint == i)
{
shaderInput = &bind;
break;
}
}
}
addResourceRow(ViewTag(ViewTag::UAV, i, state.m_CS.UAVs[i]), shaderInput, ui->csUAVs);
}
ui->csUAVs->clearSelection();
ui->csUAVs->setUpdatesEnabled(true);
ui->csUAVs->verticalScrollBar()->setValue(vs);
bool streamoutSet = false;
vs = ui->gsStreamOut->verticalScrollBar()->value();
ui->gsStreamOut->setUpdatesEnabled(false);
ui->gsStreamOut->clear();
for(int i = 0; i < state.m_SO.Outputs.count; i++)
{
const D3D11Pipe::SOBind &s = state.m_SO.Outputs[i];
bool filledSlot = (s.Buffer != ResourceId());
bool usedSlot = (filledSlot);
if(showNode(usedSlot, filledSlot))
{
QString name = "Buffer " + ToQStr(s.Buffer);
qulonglong length = 0;
if(!filledSlot)
{
name = "Empty";
}
BufferDescription *buf = m_Ctx.GetBuffer(s.Buffer);
if(buf)
{
name = buf->name;
if(length == 0)
length = buf->length;
}
QTreeWidgetItem *node = makeTreeNode({i, name, length, s.Offset, ""});
ui->gsStreamOut->setHoverIcons(node, action, action_hover);
node->setData(0, Qt::UserRole, QVariant::fromValue(s.Buffer));
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
ui->gsStreamOut->addTopLevelItem(node);
}
}
ui->gsStreamOut->verticalScrollBar()->setValue(vs);
ui->gsStreamOut->clearSelection();
ui->gsStreamOut->setUpdatesEnabled(true);
ui->gsStreamOut->setVisible(streamoutSet);
ui->soGroup->setVisible(streamoutSet);
////////////////////////////////////////////////
// Rasterizer
vs = ui->viewports->verticalScrollBar()->value();
ui->viewports->setUpdatesEnabled(false);
ui->viewports->clear();
for(int i = 0; i < state.m_RS.Viewports.count; i++)
{
const D3D11Pipe::Viewport &v = state.m_RS.Viewports[i];
if(v.Enabled || ui->showEmpty->isChecked())
{
QTreeWidgetItem *node =
makeTreeNode({i, v.TopLeft[0], v.TopLeft[1], v.Width, v.Height, v.MinDepth, v.MaxDepth});
if(v.Width == 0 || v.Height == 0 || v.MinDepth == v.MaxDepth)
setEmptyRow(node);
if(!v.Enabled)
setInactiveRow(node);
ui->viewports->addTopLevelItem(node);
}
}
ui->viewports->verticalScrollBar()->setValue(vs);
ui->viewports->clearSelection();
ui->viewports->setUpdatesEnabled(true);
vs = ui->scissors->verticalScrollBar()->value();
ui->scissors->setUpdatesEnabled(false);
ui->scissors->clear();
for(int i = 0; i < state.m_RS.Scissors.count; i++)
{
const D3D11Pipe::Scissor &s = state.m_RS.Scissors[i];
if(s.Enabled || ui->showEmpty->isChecked())
{
QTreeWidgetItem *node = makeTreeNode({i, s.left, s.top, s.right - s.left, s.bottom - s.top});
if(s.right == s.left || s.bottom == s.top)
setEmptyRow(node);
if(!s.Enabled)
setInactiveRow(node);
ui->scissors->addTopLevelItem(node);
}
}
ui->scissors->clearSelection();
ui->scissors->verticalScrollBar()->setValue(vs);
ui->scissors->setUpdatesEnabled(true);
ui->fillMode->setText(ToQStr(state.m_RS.m_State.fillMode));
ui->cullMode->setText(ToQStr(state.m_RS.m_State.cullMode));
ui->frontCCW->setPixmap(state.m_RS.m_State.FrontCCW ? tick : cross);
ui->scissorEnabled->setPixmap(state.m_RS.m_State.ScissorEnable ? tick : cross);
ui->lineAA->setPixmap(state.m_RS.m_State.AntialiasedLineEnable ? tick : cross);
ui->multisample->setPixmap(state.m_RS.m_State.MultisampleEnable ? tick : cross);
ui->depthClip->setPixmap(state.m_RS.m_State.DepthClip ? tick : cross);
ui->depthBias->setText(Formatter::Format(state.m_RS.m_State.DepthBias));
ui->depthBiasClamp->setText(Formatter::Format(state.m_RS.m_State.DepthBiasClamp));
ui->slopeScaledBias->setText(Formatter::Format(state.m_RS.m_State.SlopeScaledDepthBias));
ui->forcedSampleCount->setText(QString::number(state.m_RS.m_State.ForcedSampleCount));
ui->conservativeRaster->setPixmap(state.m_RS.m_State.ConservativeRasterization ? tick : cross);
////////////////////////////////////////////////
// Output Merger
bool targets[32] = {};
vs = ui->targetOutputs->verticalScrollBar()->value();
ui->targetOutputs->setUpdatesEnabled(false);
ui->targetOutputs->clear();
{
for(int i = 0; i < state.m_OM.RenderTargets.count; i++)
{
addResourceRow(ViewTag(ViewTag::OMTarget, i, state.m_OM.RenderTargets[i]), NULL,
ui->targetOutputs);
if(state.m_OM.RenderTargets[i].Resource != ResourceId())
targets[i] = true;
}
for(int i = 0; i < state.m_OM.UAVs.count; i++)
{
const ShaderResource *shaderInput = NULL;
// any non-CS shader can use these. When that's not supported (Before feature level 11.1)
// this search will just boil down to only PS.
// When multiple stages use the UAV, we allow the last stage to 'win' and define its type,
// although it would be very surprising if the types were actually different anyway.
const D3D11Pipe::Shader *nonCS[] = {&state.m_VS, &state.m_DS, &state.m_HS, &state.m_GS,
&state.m_PS};
for(const D3D11Pipe::Shader *stage : nonCS)
{
if(stage->ShaderDetails)
{
for(const ShaderResource &bind : stage->ShaderDetails->ReadWriteResources)
{
if(bind.bindPoint == i + (int)state.m_OM.UAVStartSlot)
{
shaderInput = &bind;
break;
}
}
}
}
addResourceRow(ViewTag(ViewTag::UAV, i, state.m_OM.UAVs[i]), shaderInput, ui->targetOutputs);
}
addResourceRow(ViewTag(ViewTag::OMDepth, 0, state.m_OM.DepthTarget), NULL, ui->targetOutputs);
}
ui->targetOutputs->clearSelection();
ui->targetOutputs->setUpdatesEnabled(true);
ui->targetOutputs->verticalScrollBar()->setValue(vs);
vs = ui->blends->verticalScrollBar()->value();
ui->blends->setUpdatesEnabled(false);
ui->blends->clear();
{
int i = 0;
for(const D3D11Pipe::Blend &blend : state.m_OM.m_BlendState.Blends)
{
bool filledSlot = (blend.Enabled || targets[i]);
bool usedSlot = (targets[i]);
if(showNode(usedSlot, filledSlot))
{
QTreeWidgetItem *node = NULL;
node =
makeTreeNode({i, blend.Enabled ? tr("True") : tr("False"),
blend.LogicEnabled ? tr("True") : tr("False"),
ToQStr(blend.m_Blend.Source), ToQStr(blend.m_Blend.Destination),
ToQStr(blend.m_Blend.Operation),
ToQStr(blend.m_AlphaBlend.Source), ToQStr(blend.m_AlphaBlend.Destination),
ToQStr(blend.m_AlphaBlend.Operation),
ToQStr(blend.LogicOp),
QString("%1%2%3%4")
.arg((blend.WriteMask & 0x1) == 0 ? "_" : "R")
.arg((blend.WriteMask & 0x2) == 0 ? "_" : "G")
.arg((blend.WriteMask & 0x4) == 0 ? "_" : "B")
.arg((blend.WriteMask & 0x8) == 0 ? "_" : "A")});
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
ui->blends->addTopLevelItem(node);
}
i++;
}
}
ui->blends->clearSelection();
ui->blends->setUpdatesEnabled(true);
ui->blends->verticalScrollBar()->setValue(vs);
ui->alphaToCoverage->setPixmap(state.m_OM.m_BlendState.AlphaToCoverage ? tick : cross);
ui->independentBlend->setPixmap(state.m_OM.m_BlendState.IndependentBlend ? tick : cross);
ui->sampleMask->setText(
QString("%1").arg(state.m_OM.m_BlendState.SampleMask, 8, 16, QChar('0')).toUpper());
ui->blendFactor->setText(QString("%1, %2, %3, %4")
.arg(state.m_OM.m_BlendState.BlendFactor[0], 2)
.arg(state.m_OM.m_BlendState.BlendFactor[1], 2)
.arg(state.m_OM.m_BlendState.BlendFactor[2], 2)
.arg(state.m_OM.m_BlendState.BlendFactor[3], 2));
ui->depthEnabled->setPixmap(state.m_OM.m_State.DepthEnable ? tick : cross);
ui->depthFunc->setText(ToQStr(state.m_OM.m_State.DepthFunc));
ui->depthWrite->setPixmap(state.m_OM.m_State.DepthWrites ? tick : cross);
ui->stencilEnabled->setPixmap(state.m_OM.m_State.StencilEnable ? tick : cross);
ui->stencilReadMask->setText(
QString("%1").arg(state.m_OM.m_State.StencilReadMask, 2, 16, QChar('0')).toUpper());
ui->stencilWriteMask->setText(
QString("%1").arg(state.m_OM.m_State.StencilWriteMask, 2, 16, QChar('0')).toUpper());
ui->stencilRef->setText(
QString("%1").arg(state.m_OM.m_State.StencilRef, 2, 16, QChar('0')).toUpper());
ui->stencils->setUpdatesEnabled(false);
ui->stencils->clear();
ui->stencils->addTopLevelItems({makeTreeNode({"Front", ToQStr(state.m_OM.m_State.m_FrontFace.Func),
ToQStr(state.m_OM.m_State.m_FrontFace.FailOp),
ToQStr(state.m_OM.m_State.m_FrontFace.DepthFailOp),
ToQStr(state.m_OM.m_State.m_FrontFace.PassOp)}),
makeTreeNode({"Back", ToQStr(state.m_OM.m_State.m_BackFace.Func),
ToQStr(state.m_OM.m_State.m_BackFace.FailOp),
ToQStr(state.m_OM.m_State.m_BackFace.DepthFailOp),
ToQStr(state.m_OM.m_State.m_BackFace.PassOp)})});
ui->stencils->clearSelection();
ui->stencils->setUpdatesEnabled(true);
// highlight the appropriate stages in the flowchart
if(draw == NULL)
{
ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true});
}
else if(draw->flags & DrawFlags::Dispatch)
{
ui->pipeFlow->setStagesEnabled({false, false, false, false, false, false, false, false, true});
}
else
{
ui->pipeFlow->setStagesEnabled(
{true, true, state.m_HS.Object != ResourceId(), state.m_DS.Object != ResourceId(),
state.m_GS.Object != ResourceId(), true, state.m_PS.Object != ResourceId(), true, false});
}
}
QString D3D11PipelineStateViewer::formatMembers(int indent, const QString &nameprefix,
const rdctype::array<ShaderConstant> &vars)
{
QString indentstr(indent * 4, QChar(' '));
QString ret = "";
int i = 0;
for(const ShaderConstant &v : vars)
{
if(!v.type.members.empty())
{
if(i > 0)
ret += "\n";
ret += indentstr + QString("// struct %1\n").arg(ToQStr(v.type.descriptor.name));
ret += indentstr + "{\n" + formatMembers(indent + 1, ToQStr(v.name) + "_", v.type.members) +
indentstr + "}\n";
if(i < vars.count - 1)
ret += "\n";
}
else
{
QString arr = "";
if(v.type.descriptor.elements > 1)
arr = QString("[%1]").arg(v.type.descriptor.elements);
ret += indentstr + ToQStr(v.type.descriptor.name) + " " + nameprefix + v.name + arr + ";\n";
}
i++;
}
return ret;
}
void D3D11PipelineStateViewer::resource_itemActivated(QTreeWidgetItem *item, int column)
{
const D3D11Pipe::Shader *stage = stageForSender(item->treeWidget());
if(stage == NULL)
return;
QVariant tag = item->data(0, Qt::UserRole);
TextureDescription *tex = NULL;
BufferDescription *buf = NULL;
if(tag.canConvert<ResourceId>())
{
ResourceId id = tag.value<ResourceId>();
tex = m_Ctx.GetTexture(id);
buf = m_Ctx.GetBuffer(id);
}
else if(tag.canConvert<ViewTag>())
{
ViewTag view = tag.value<ViewTag>();
tex = m_Ctx.GetTexture(view.res.Resource);
buf = m_Ctx.GetBuffer(view.res.Resource);
}
if(tex)
{
if(tex->resType == TextureDim::Buffer)
{
BufferViewer *viewer = new BufferViewer(m_Ctx, false, m_Ctx.mainWindow());
viewer->ViewTexture(0, 0, tex->ID);
m_Ctx.setupDockWindow(viewer);
ToolWindowManager *manager = ToolWindowManager::managerOf(this);
ToolWindowManager::AreaReference ref(ToolWindowManager::AddTo, manager->areaOf(this));
manager->addToolWindow(viewer, ref);
}
else
{
if(!m_Ctx.hasTextureViewer())
m_Ctx.showTextureViewer();
TextureViewer *viewer = m_Ctx.textureViewer();
viewer->ViewTexture(tex->ID, true);
}
return;
}
else if(buf)
{
ViewTag view;
if(tag.canConvert<ViewTag>())
view = tag.value<ViewTag>();
uint64_t offs = 0;
uint64_t size = buf->length;
if(view.res.Resource != ResourceId())
{
offs = view.res.FirstElement * view.res.ElementSize;
size = view.res.NumElements * view.res.ElementSize;
}
else
{
// last thing, see if it's a streamout buffer
if(stage->stage == ShaderStage::Geometry)
{
for(int i = 0; i < m_Ctx.CurD3D11PipelineState.m_SO.Outputs.count; i++)
{
if(buf->ID == m_Ctx.CurD3D11PipelineState.m_SO.Outputs[i].Buffer)
{
size -= m_Ctx.CurD3D11PipelineState.m_SO.Outputs[i].Offset;
offs += m_Ctx.CurD3D11PipelineState.m_SO.Outputs[i].Offset;
break;
}
}
}
}
QString format = "";
const ShaderResource *shaderRes = NULL;
int bind = view.index;
// for OM UAVs these can be bound to any non-CS stage, so make sure
// we have the right shader details for it.
// This search allows later stage bindings to override earlier stage bindings,
// which is a reasonable behaviour when the same resource can be referenced
// in multiple places. Most likely the bindings are equivalent anyway.
// The main point is that it allows us to pick up the binding if it's not
// bound in the PS but only in an earlier stage.
if(view.type == ViewTag::UAV && stage->stage != ShaderStage::Compute)
{
const D3D11Pipe::State &state = m_Ctx.CurD3D11PipelineState();
const D3D11Pipe::Shader *nonCS[] = {&state.m_VS, &state.m_DS, &state.m_HS, &state.m_GS,
&state.m_PS};
bind += state.m_OM.UAVStartSlot;
for(const D3D11Pipe::Shader *searchstage : nonCS)
{
if(searchstage->ShaderDetails)
{
for(const ShaderResource &res : searchstage->ShaderDetails->ReadWriteResources)
{
if(!res.IsTexture && !res.IsSampler && res.bindPoint == bind)
{
stage = searchstage;
break;
}
}
}
}
}
if(stage->ShaderDetails)
{
const rdctype::array<ShaderResource> &resArray =
view.type == ViewTag::SRV ? stage->ShaderDetails->ReadOnlyResources
: stage->ShaderDetails->ReadWriteResources;
for(const ShaderResource &res : resArray)
{
if(!res.IsTexture && !res.IsSampler && res.bindPoint == bind)
{
shaderRes = &res;
break;
}
}
}
if(shaderRes)
{
const ShaderResource &res = *shaderRes;
if(!res.variableType.members.empty())
{
format = QString("// struct %1\n{\n%2}")
.arg(ToQStr(res.variableType.descriptor.name))
.arg(formatMembers(1, "", res.variableType.members));
}
else
{
const auto &desc = res.variableType.descriptor;
if(view.res.Format.strname.empty())
{
format = "";
if(desc.rowMajorStorage)
format += "row_major ";
format += ToQStr(desc.type);
if(desc.rows > 1 && desc.cols > 1)
format += QString("%1x%2").arg(desc.rows).arg(desc.cols);
else if(desc.cols > 1)
format += QString::number(desc.cols);
if(!desc.name.empty())
format += " " + ToQStr(desc.name);
if(desc.elements > 1)
format += QString("[%1]").arg(desc.elements);
}
else
{
const ResourceFormat &fmt = view.res.Format;
if(fmt.special)
{
if(fmt.specialFormat == SpecialFormat::R10G10B10A2)
{
if(fmt.compType == CompType::UInt)
format = "uintten";
if(fmt.compType == CompType::UNorm)
format = "unormten";
}
else if(fmt.specialFormat == SpecialFormat::R11G11B10)
{
format = "floateleven";
}
}
else
{
switch(fmt.compByteWidth)
{
case 1:
{
if(fmt.compType == CompType::UNorm)
format = "unormb";
if(fmt.compType == CompType::SNorm)
format = "snormb";
if(fmt.compType == CompType::UInt)
format = "ubyte";
if(fmt.compType == CompType::SInt)
format = "byte";
break;
}
case 2:
{
if(fmt.compType == CompType::UNorm)
format = "unormh";
if(fmt.compType == CompType::SNorm)
format = "snormh";
if(fmt.compType == CompType::UInt)
format = "ushort";
if(fmt.compType == CompType::SInt)
format = "short";
if(fmt.compType == CompType::Float)
format = "half";
break;
}
case 4:
{
if(fmt.compType == CompType::UNorm)
format = "unormf";
if(fmt.compType == CompType::SNorm)
format = "snormf";
if(fmt.compType == CompType::UInt)
format = "uint";
if(fmt.compType == CompType::SInt)
format = "int";
if(fmt.compType == CompType::Float)
format = "float";
break;
}
}
if(view.res.Flags & D3DBufferViewFlags::Raw)
format = "xint";
format += QString::number(fmt.compCount);
}
}
}
}
{
BufferViewer *viewer = new BufferViewer(m_Ctx, false, m_Ctx.mainWindow());
viewer->ViewBuffer(offs, size, view.res.Resource, format);
m_Ctx.setupDockWindow(viewer);
ToolWindowManager *manager = ToolWindowManager::managerOf(this);
ToolWindowManager::AreaReference ref(ToolWindowManager::AddTo, manager->areaOf(this));
manager->addToolWindow(viewer, ref);
}
}
}
void D3D11PipelineStateViewer::cbuffer_itemActivated(QTreeWidgetItem *item, int column)
{
const D3D11Pipe::Shader *stage = stageForSender(item->treeWidget());
if(stage == NULL)
return;
QVariant tag = item->data(0, Qt::UserRole);
if(!tag.canConvert<int>())
return;
int cb = tag.value<int>();
ConstantBufferPreviewer *existing = ConstantBufferPreviewer::has(stage->stage, cb, 0);
if(existing)
{
ToolWindowManager::raiseToolWindow(existing);
return;
}
ConstantBufferPreviewer *prev =
new ConstantBufferPreviewer(m_Ctx, stage->stage, cb, 0, m_Ctx.mainWindow());
m_Ctx.setupDockWindow(prev);
ToolWindowManager *manager = ToolWindowManager::managerOf(this);
ToolWindowManager::AreaReference ref(ToolWindowManager::RightOf, manager->areaOf(this), 0.3f);
manager->addToolWindow(prev, ref);
}
void D3D11PipelineStateViewer::on_iaLayouts_itemActivated(QTreeWidgetItem *item, int column)
{
on_meshView_clicked();
}
void D3D11PipelineStateViewer::on_iaBuffers_itemActivated(QTreeWidgetItem *item, int column)
{
QVariant tag = item->data(0, Qt::UserRole);
if(tag.canConvert<VBIBTag>())
{
VBIBTag buf = tag.value<VBIBTag>();
if(buf.id != ResourceId())
{
BufferViewer *viewer = new BufferViewer(m_Ctx, false, m_Ctx.mainWindow());
viewer->ViewBuffer(buf.offset, UINT64_MAX, buf.id);
m_Ctx.setupDockWindow(viewer);
ToolWindowManager *manager = ToolWindowManager::managerOf(this);
ToolWindowManager::AreaReference ref(ToolWindowManager::AddTo, manager->areaOf(this));
manager->addToolWindow(viewer, ref);
}
}
}
void D3D11PipelineStateViewer::highlightIABind(int slot)
{
int idx = ((slot + 1) * 21) % 32; // space neighbouring colours reasonably distinctly
const D3D11Pipe::IA &IA = m_Ctx.CurD3D11PipelineState.m_IA;
QColor col = QColor::fromHslF(float(idx) / 32.0f, 1.0f, 0.95f);
ui->iaLayouts->model()->blockSignals(true);
ui->iaBuffers->model()->blockSignals(true);
if(slot < m_VBNodes.count())
{
QTreeWidgetItem *item = m_VBNodes[(int)slot];
for(int c = 0; c < item->columnCount(); c++)
{
item->setBackground(c, QBrush(col));
item->setForeground(c, QBrush(QColor(0, 0, 0)));
}
}
for(int i = 0; i < ui->iaLayouts->topLevelItemCount(); i++)
{
QTreeWidgetItem *item = ui->iaLayouts->topLevelItem(i);
QBrush itemBrush = QBrush(col);
if((int)IA.layouts[i].InputSlot != slot)
itemBrush = QBrush();
for(int c = 0; c < item->columnCount(); c++)
{
item->setBackground(c, itemBrush);
item->setForeground(c, QBrush(QColor(0, 0, 0)));
}
}
ui->iaLayouts->model()->blockSignals(false);
ui->iaBuffers->model()->blockSignals(false);
if(ui->iaLayouts->topLevelItemCount() > 0)
{
ui->iaLayouts->topLevelItem(0)->setDisabled(true);
ui->iaLayouts->topLevelItem(0)->setDisabled(false);
}
if(ui->iaBuffers->topLevelItemCount() > 0)
{
ui->iaBuffers->topLevelItem(0)->setDisabled(true);
ui->iaBuffers->topLevelItem(0)->setDisabled(false);
}
}
void D3D11PipelineStateViewer::on_iaLayouts_mouseMove(QMouseEvent *e)
{
if(!m_Ctx.LogLoaded())
return;
QModelIndex idx = ui->iaLayouts->indexAt(e->pos());
vertex_leave(NULL);
const D3D11Pipe::IA &IA = m_Ctx.CurD3D11PipelineState.m_IA;
if(idx.isValid())
{
if(idx.row() >= 0 && idx.row() < IA.layouts.count)
{
uint32_t buffer = IA.layouts[idx.row()].InputSlot;
highlightIABind((int)buffer);
}
}
}
void D3D11PipelineStateViewer::on_iaBuffers_mouseMove(QMouseEvent *e)
{
if(!m_Ctx.LogLoaded())
return;
QTreeWidgetItem *item = ui->iaBuffers->itemAt(e->pos());
vertex_leave(NULL);
ui->iaLayouts->model()->blockSignals(true);
ui->iaBuffers->model()->blockSignals(true);
if(item)
{
int idx = m_VBNodes.indexOf(item);
if(idx >= 0)
{
highlightIABind(idx);
}
else
{
for(int c = 0; c < item->columnCount(); c++)
{
item->setBackground(c, QBrush(ui->iaBuffers->palette().color(QPalette::Window)));
item->setForeground(c, QBrush());
}
}
}
ui->iaLayouts->model()->blockSignals(false);
ui->iaBuffers->model()->blockSignals(false);
if(ui->iaLayouts->topLevelItemCount() > 0)
{
ui->iaLayouts->topLevelItem(0)->setDisabled(true);
ui->iaLayouts->topLevelItem(0)->setDisabled(false);
}
if(ui->iaBuffers->topLevelItemCount() > 0)
{
ui->iaBuffers->topLevelItem(0)->setDisabled(true);
ui->iaBuffers->topLevelItem(0)->setDisabled(false);
}
}
void D3D11PipelineStateViewer::on_pipeFlow_stageSelected(int index)
{
ui->stagesTabs->setCurrentIndex(index);
}
void D3D11PipelineStateViewer::vertex_leave(QEvent *e)
{
ui->iaLayouts->model()->blockSignals(true);
ui->iaBuffers->model()->blockSignals(true);
for(int i = 0; i < ui->iaLayouts->topLevelItemCount(); i++)
{
QTreeWidgetItem *item = ui->iaLayouts->topLevelItem(i);
for(int c = 0; c < item->columnCount(); c++)
{
item->setBackground(c, QBrush());
item->setForeground(c, QBrush());
}
}
for(int i = 0; i < ui->iaBuffers->topLevelItemCount(); i++)
{
QTreeWidgetItem *item = ui->iaBuffers->topLevelItem(i);
for(int c = 0; c < item->columnCount(); c++)
{
item->setBackground(c, QBrush());
item->setForeground(c, QBrush());
}
}
ui->iaLayouts->model()->blockSignals(false);
ui->iaBuffers->model()->blockSignals(false);
if(ui->iaLayouts->topLevelItemCount() > 0)
{
ui->iaLayouts->topLevelItem(0)->setDisabled(true);
ui->iaLayouts->topLevelItem(0)->setDisabled(false);
}
if(ui->iaBuffers->topLevelItemCount() > 0)
{
ui->iaBuffers->topLevelItem(0)->setDisabled(true);
ui->iaBuffers->topLevelItem(0)->setDisabled(false);
}
}
void D3D11PipelineStateViewer::shaderView_clicked()
{
ShaderStage shaderStage = ShaderStage::Vertex;
ShaderReflection *shaderDetails = NULL;
const ShaderBindpointMapping *bindMap = NULL;
QWidget *sender = qobject_cast<QWidget *>(QObject::sender());
if(sender == ui->iaBytecode || sender == ui->iaBytecodeViewButton)
{
shaderDetails = m_Ctx.CurD3D11PipelineState.m_IA.Bytecode;
bindMap = NULL;
}
else
{
const D3D11Pipe::Shader *stage = stageForSender(sender);
if(stage == NULL || stage->Object == ResourceId())
return;
bindMap = &stage->BindpointMapping;
shaderDetails = stage->ShaderDetails;
shaderStage = stage->stage;
}
ShaderViewer *shad =
ShaderViewer::viewShader(m_Ctx, bindMap, shaderDetails, shaderStage, m_Ctx.mainWindow());
m_Ctx.setupDockWindow(shad);
ToolWindowManager *manager = ToolWindowManager::managerOf(this);
ToolWindowManager::AreaReference ref(ToolWindowManager::AddTo, manager->areaOf(this));
manager->addToolWindow(shad, ref);
}
void D3D11PipelineStateViewer::shaderEdit_clicked()
{
QWidget *sender = qobject_cast<QWidget *>(QObject::sender());
const D3D11Pipe::Shader *stage = stageForSender(sender);
if(!stage || stage->Object == ResourceId())
return;
const ShaderReflection *shaderDetails = stage->ShaderDetails;
if(!shaderDetails)
return;
QString entryFunc = QString("EditedShader%1S").arg(ToQStr(stage->stage, GraphicsAPI::D3D11)[0]);
QString mainfile = "";
QStringMap files;
bool hasOrigSource = m_Common.PrepareShaderEditing(shaderDetails, entryFunc, files, mainfile);
if(!hasOrigSource)
{
QString hlsl = "// TODO - generate stub HLSL";
mainfile = "generated.hlsl";
files[mainfile] = hlsl;
}
if(files.empty())
return;
m_Common.EditShader(stage->stage, stage->Object, shaderDetails, entryFunc, files, mainfile);
}
void D3D11PipelineStateViewer::shaderSave_clicked()
{
const D3D11Pipe::Shader *stage = stageForSender(qobject_cast<QWidget *>(QObject::sender()));
if(stage == NULL)
return;
ShaderReflection *shaderDetails = stage->ShaderDetails;
if(stage->Object == ResourceId())
return;
m_Common.SaveShaderFile(shaderDetails);
}
void D3D11PipelineStateViewer::on_exportHTML_clicked()
{
}
void D3D11PipelineStateViewer::on_meshView_clicked()
{
if(!m_Ctx.hasMeshPreview())
m_Ctx.showMeshPreview();
ToolWindowManager::raiseToolWindow(m_Ctx.meshPreview());
}