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renderdoc/renderdoc/driver/d3d11/d3d11_context.cpp
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baldurk 637d4089e2 Rename colour to color in public API code
* Following the principle of least surprise, color tends to be more
  commonly used in APIs and graphics code even outside the USA.
2017-04-18 14:57:37 +01:00

2007 lines
60 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2017 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "driver/d3d11/d3d11_context.h"
#include "driver/d3d11/d3d11_device.h"
#include "driver/d3d11/d3d11_manager.h"
#include "driver/d3d11/d3d11_renderstate.h"
#include "driver/d3d11/d3d11_resources.h"
#include "replay/type_helpers.h"
#include "serialise/string_utils.h"
WRAPPED_POOL_INST(WrappedID3D11DeviceContext);
WRAPPED_POOL_INST(WrappedID3D11CommandList);
INT STDMETHODCALLTYPE WrappedID3DUserDefinedAnnotation::BeginEvent(LPCWSTR Name)
{
if(m_Context)
return m_Context->PushEvent(0, Name);
return -1;
}
INT STDMETHODCALLTYPE WrappedID3DUserDefinedAnnotation::EndEvent()
{
if(m_Context)
return m_Context->PopEvent();
return -1;
}
void STDMETHODCALLTYPE WrappedID3DUserDefinedAnnotation::SetMarker(LPCWSTR Name)
{
if(m_Context)
return m_Context->SetMarker(0, Name);
}
HRESULT STDMETHODCALLTYPE WrappedID3DUserDefinedAnnotation::QueryInterface(REFIID riid,
void **ppvObject)
{
if(riid == __uuidof(ID3DUserDefinedAnnotation))
{
*ppvObject = (void *)(ID3DUserDefinedAnnotation *)this;
AddRef();
return S_OK;
}
return E_NOINTERFACE;
}
extern uint32_t NullCBOffsets[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
extern uint32_t NullCBCounts[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
WrappedID3D11DeviceContext::WrappedID3D11DeviceContext(WrappedID3D11Device *realDevice,
ID3D11DeviceContext *context, Serialiser *ser)
: RefCounter(context), m_pDevice(realDevice), m_pRealContext(context)
{
if(RenderDoc::Inst().GetCrashHandler())
RenderDoc::Inst().GetCrashHandler()->RegisterMemoryRegion(this,
sizeof(WrappedID3D11DeviceContext));
for(int i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
NullCBOffsets[i] = 0;
NullCBCounts[i] = 4096;
}
D3D11_FEATURE_DATA_D3D11_OPTIONS features;
RDCEraseEl(features);
HRESULT hr =
m_pDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &features, sizeof(features));
m_SetCBuffer1 = false;
if(SUCCEEDED(hr))
m_SetCBuffer1 = features.ConstantBufferOffsetting == TRUE;
m_pRealContext1 = NULL;
m_pRealContext->QueryInterface(__uuidof(ID3D11DeviceContext1), (void **)&m_pRealContext1);
m_pRealContext2 = NULL;
m_pRealContext->QueryInterface(__uuidof(ID3D11DeviceContext2), (void **)&m_pRealContext2);
m_pRealContext3 = NULL;
m_pRealContext->QueryInterface(__uuidof(ID3D11DeviceContext3), (void **)&m_pRealContext3);
#if ENABLED(RDOC_RELEASE)
const bool debugSerialiser = false;
#else
const bool debugSerialiser = true;
#endif
m_NeedUpdateSubWorkaround = false;
{
D3D11_FEATURE_DATA_THREADING caps = {FALSE, FALSE};
hr = m_pDevice->CheckFeatureSupport(D3D11_FEATURE_THREADING, &caps, sizeof(caps));
if(SUCCEEDED(hr) && !caps.DriverCommandLists)
m_NeedUpdateSubWorkaround = true;
}
if(RenderDoc::Inst().IsReplayApp())
{
m_State = READING;
m_pSerialiser = ser;
}
else
{
m_pSerialiser = new Serialiser(NULL, Serialiser::WRITING, debugSerialiser);
m_State = WRITING_IDLE;
m_pSerialiser->SetDebugText(true);
}
m_OwnSerialiser = false;
// create a temporary and grab its resource ID
m_ResourceID = ResourceIDGen::GetNewUniqueID();
m_ContextRecord = NULL;
if(!RenderDoc::Inst().IsReplayApp())
{
m_ContextRecord = m_pDevice->GetResourceManager()->AddResourceRecord(m_ResourceID);
m_ContextRecord->DataInSerialiser = false;
m_ContextRecord->SpecialResource = true;
m_ContextRecord->Length = 0;
m_ContextRecord->NumSubResources = 0;
m_ContextRecord->SubResources = NULL;
m_ContextRecord->ignoreSerialise = true;
}
m_SuccessfulCapture = true;
m_FailureReason = CaptureSucceeded;
m_EmptyCommandList = true;
m_PresentChunk = false;
m_DrawcallStack.push_back(&m_ParentDrawcall);
m_CurEventID = 1;
m_CurDrawcallID = 1;
m_MarkerIndentLevel = 0;
m_UserAnnotation.SetContext(this);
m_CurrentPipelineState = new D3D11RenderState((Serialiser *)NULL);
m_DeferredSavedState = NULL;
m_DoStateVerify = m_State >= WRITING;
if(context->GetType() == D3D11_DEVICE_CONTEXT_IMMEDIATE)
{
m_CurrentPipelineState->SetImmediatePipeline(m_pDevice);
}
else
{
m_CurrentPipelineState->SetDevice(m_pDevice);
m_pDevice->SoftRef();
if(m_State >= WRITING && RenderDoc::Inst().GetCaptureOptions().CaptureAllCmdLists)
m_State = WRITING_CAPFRAME;
}
ReplayFakeContext(ResourceId());
}
WrappedID3D11DeviceContext::~WrappedID3D11DeviceContext()
{
if(m_ContextRecord)
m_ContextRecord->Delete(m_pDevice->GetResourceManager());
if(m_pRealContext->GetType() != D3D11_DEVICE_CONTEXT_IMMEDIATE)
m_pDevice->RemoveDeferredContext(this);
for(auto it = m_StreamOutCounters.begin(); it != m_StreamOutCounters.end(); ++it)
{
SAFE_RELEASE(it->second.query);
}
if(m_State >= WRITING || m_OwnSerialiser)
{
SAFE_DELETE(m_pSerialiser);
}
SAFE_RELEASE(m_pRealContext1);
SAFE_RELEASE(m_pRealContext2);
SAFE_RELEASE(m_pRealContext3);
SAFE_DELETE(m_CurrentPipelineState);
SAFE_RELEASE(m_pRealContext);
if(RenderDoc::Inst().GetCrashHandler())
RenderDoc::Inst().GetCrashHandler()->UnregisterMemoryRegion(this);
}
void WrappedID3D11DeviceContext::GetDevice(ID3D11Device **ppDevice)
{
*ppDevice = (ID3D11Device *)m_pDevice;
(*ppDevice)->AddRef();
}
const char *WrappedID3D11DeviceContext::GetChunkName(D3D11ChunkType idx)
{
return m_pDevice->GetChunkName(idx);
}
bool WrappedID3D11DeviceContext::Serialise_BeginCaptureFrame(bool applyInitialState)
{
D3D11RenderState state(m_pSerialiser);
if(m_State >= WRITING)
{
state = *m_CurrentPipelineState;
state.SetSerialiser(m_pSerialiser);
state.MarkReferenced(this, true);
}
state.Serialise(m_State, m_pDevice);
if(m_State <= EXECUTING && applyInitialState)
{
m_DoStateVerify = false;
{
*m_CurrentPipelineState = state;
m_CurrentPipelineState->SetDevice(m_pDevice);
state.ApplyState(this);
}
m_DoStateVerify = true;
VerifyState();
}
// stream-out hidden counters need to be saved, in case their results are used
// for a DrawAuto() somewhere. Each buffer used as a stream-out target has a hidden
// counter saved with it that stores the number of primitives written, which is then
// used for a DrawAuto(). If the stream-out happens in frame we don't need to worry,
// but if it references a buffer from before we need to have that counter available
// on replay to 'fake' the DrawAuto() just as a Draw() with known values
if(m_State >= WRITING)
{
// this may break API guarantees, but we need to fetch the hidden counters
// so we need to restart any queries for currently set SO targets.
// Potentially to be more correct we could defer fetching the results of queries
// that are still running until they get detached (as they must be detached
// before being used for any DrawAuto calls - if we're in CAPFRAME we could
// serialise the data then. If they're never detached, we don't need the results)
bool restart[4] = {false};
for(UINT b = 0; b < 4; b++)
{
ID3D11Buffer *buf = m_CurrentPipelineState->SO.Buffers[b];
if(buf)
{
ResourceId id = GetIDForResource(buf);
m_pRealContext->End(m_StreamOutCounters[id].query);
m_StreamOutCounters[id].running = false;
restart[b] = true;
}
}
D3D11_QUERY_DATA_SO_STATISTICS numPrims;
// readback all known counters
SERIALISE_ELEMENT(uint32_t, numStreamOutCounters, (uint32_t)m_StreamOutCounters.size());
for(auto it = m_StreamOutCounters.begin(); it != m_StreamOutCounters.end(); ++it)
{
SERIALISE_ELEMENT(ResourceId, id, it->first);
RDCEraseEl(numPrims);
HRESULT hr = S_FALSE;
do
{
hr = m_pRealContext->GetData(it->second.query, &numPrims,
sizeof(D3D11_QUERY_DATA_SO_STATISTICS), 0);
} while(hr == S_FALSE);
if(hr != S_OK)
{
numPrims.NumPrimitivesWritten = 0;
RDCERR("Couldn't retrieve hidden buffer counter for streamout on buffer %llu", id);
}
SERIALISE_ELEMENT(uint64_t, hiddenCounter, (uint64_t)numPrims.NumPrimitivesWritten);
}
// restart any counters we were forced to stop
for(UINT b = 0; b < 4; b++)
{
ID3D11Buffer *buf = m_CurrentPipelineState->SO.Buffers[b];
if(buf && restart[b])
{
ResourceId id = GetIDForResource(buf);
// release any previous query as the hidden counter is overwritten
SAFE_RELEASE(m_StreamOutCounters[id].query);
D3D11_QUERY queryTypes[] = {
D3D11_QUERY_SO_STATISTICS_STREAM0, D3D11_QUERY_SO_STATISTICS_STREAM1,
D3D11_QUERY_SO_STATISTICS_STREAM2, D3D11_QUERY_SO_STATISTICS_STREAM3,
};
D3D11_QUERY_DESC qdesc;
qdesc.MiscFlags = 0;
qdesc.Query = queryTypes[b];
m_pDevice->GetReal()->CreateQuery(&qdesc, &m_StreamOutCounters[id].query);
m_pRealContext->Begin(m_StreamOutCounters[id].query);
m_StreamOutCounters[id].running = true;
}
}
}
// version 5 added this set of data, we can assume for older logs there's just no counters
else if(m_pDevice->GetLogVersion() >= 0x000005)
{
// read in the known stream-out counters at the start of the frame.
// any stream-out that happens in the captured frame will be replayed
// and those counters will override this value when it comes to a
// DrawAuto()
SERIALISE_ELEMENT(uint32_t, numStreamOutCounters, 0);
for(uint32_t i = 0; i < numStreamOutCounters; i++)
{
SERIALISE_ELEMENT(ResourceId, id, ResourceId());
SERIALISE_ELEMENT(uint64_t, hiddenCounter, 0);
if(m_pDevice->GetResourceManager()->HasLiveResource(id))
m_StreamOutCounters[m_pDevice->GetResourceManager()->GetLiveID(id)].numPrims = hiddenCounter;
}
}
return true;
}
void WrappedID3D11DeviceContext::MarkResourceReferenced(ResourceId id, FrameRefType refType)
{
if(m_pRealContext->GetType() == D3D11_DEVICE_CONTEXT_IMMEDIATE)
{
m_pDevice->GetResourceManager()->MarkResourceFrameReferenced(id, refType);
}
else
{
bool newRef = m_ContextRecord->MarkResourceFrameReferenced(id, refType);
// we need to keep this resource alive so that we can insert its record on capture
// if this command list gets executed.
if(newRef)
{
D3D11ResourceRecord *record = m_pDevice->GetResourceManager()->GetResourceRecord(id);
if(record)
{
record->AddRef();
m_DeferredReferences.insert(id);
}
}
}
}
void WrappedID3D11DeviceContext::MarkDirtyResource(ResourceId id)
{
if(m_pRealContext->GetType() == D3D11_DEVICE_CONTEXT_IMMEDIATE)
{
m_pDevice->GetResourceManager()->MarkDirtyResource(id);
}
else
{
m_DeferredDirty.insert(id);
}
}
void WrappedID3D11DeviceContext::VerifyState()
{
#if 0
if(m_DoStateVerify)
{
D3D11RenderState state(this);
}
#endif
}
void WrappedID3D11DeviceContext::BeginCaptureFrame()
{
SCOPED_SERIALISE_CONTEXT(CONTEXT_CAPTURE_HEADER);
m_pSerialiser->Serialise("context", m_ResourceID);
Serialise_BeginCaptureFrame(false);
{
SCOPED_LOCK(m_AnnotLock);
m_AnnotationQueue.clear();
}
m_ContextRecord->AddChunk(scope.Get(), 1);
}
void WrappedID3D11DeviceContext::AttemptCapture()
{
m_State = WRITING_CAPFRAME;
m_FailureReason = CaptureSucceeded;
// deferred contexts are initially NOT successful unless empty. That's because we don't have the
// serialised
// contents of whatever is in them up until now (could be anything).
// Only after they have been through a Finish() and then in CAPFRAME mode are they considered
// successful.
if(GetType() == D3D11_DEVICE_CONTEXT_DEFERRED)
{
RDCDEBUG("Deferred Context %llu Attempting capture - initially %s, %s", GetResourceID(),
m_SuccessfulCapture ? "successful" : "unsuccessful",
m_EmptyCommandList ? "empty" : "non-empty");
m_SuccessfulCapture |= m_EmptyCommandList;
if(m_SuccessfulCapture)
m_FailureReason = CaptureSucceeded;
else
m_FailureReason = CaptureFailed_UncappedCmdlist;
RDCDEBUG("Deferred Context %llu Attempting capture - now %s", GetResourceID(),
m_SuccessfulCapture ? "successful" : "unsuccessful");
}
else
{
RDCDEBUG("Immediate Context %llu Attempting capture", GetResourceID());
m_SuccessfulCapture = true;
m_FailureReason = CaptureSucceeded;
m_ContextRecord->LockChunks();
while(m_ContextRecord->HasChunks())
{
Chunk *chunk = m_ContextRecord->GetLastChunk();
SAFE_DELETE(chunk);
m_ContextRecord->PopChunk();
}
m_ContextRecord->UnlockChunks();
m_ContextRecord->FreeParents(m_pDevice->GetResourceManager());
}
}
void WrappedID3D11DeviceContext::FinishCapture()
{
if(GetType() != D3D11_DEVICE_CONTEXT_DEFERRED ||
!RenderDoc::Inst().GetCaptureOptions().CaptureAllCmdLists)
{
m_State = WRITING_IDLE;
m_SuccessfulCapture = false;
m_FailureReason = CaptureSucceeded;
}
}
void WrappedID3D11DeviceContext::EndCaptureFrame()
{
SCOPED_SERIALISE_CONTEXT(CONTEXT_CAPTURE_FOOTER);
m_pSerialiser->Serialise("context", m_ResourceID);
bool HasCallstack = RenderDoc::Inst().GetCaptureOptions().CaptureCallstacks != 0;
m_pSerialiser->Serialise("HasCallstack", HasCallstack);
if(HasCallstack)
{
Callstack::Stackwalk *call = Callstack::Collect();
RDCASSERT(call->NumLevels() < 0xff);
size_t numLevels = call->NumLevels();
uint64_t *stack = (uint64_t *)call->GetAddrs();
m_pSerialiser->SerialisePODArray("callstack", stack, numLevels);
delete call;
}
m_ContextRecord->AddChunk(scope.Get());
}
void WrappedID3D11DeviceContext::Present(UINT SyncInterval, UINT Flags)
{
SCOPED_SERIALISE_CONTEXT(SWAP_PRESENT);
m_pSerialiser->Serialise("context", m_ResourceID);
m_pSerialiser->Serialise("SyncInterval", SyncInterval);
m_pSerialiser->Serialise("Flags", Flags);
m_ContextRecord->AddChunk(scope.Get());
}
void WrappedID3D11DeviceContext::FreeCaptureData()
{
SCOPED_LOCK(m_pDevice->D3DLock());
for(auto it = WrappedID3D11Buffer::m_BufferList.begin();
it != WrappedID3D11Buffer::m_BufferList.end(); ++it)
{
D3D11ResourceRecord *record = m_pDevice->GetResourceManager()->GetResourceRecord(it->first);
if(record == NULL)
continue;
bool inuse = false;
for(auto mapit = m_OpenMaps.begin(); mapit != m_OpenMaps.end(); ++mapit)
{
if(mapit->first.resource == it->first)
{
inuse = true;
break;
}
}
if(inuse)
continue;
record->FreeShadowStorage();
}
}
void WrappedID3D11DeviceContext::CleanupCapture()
{
if(GetType() == D3D11_DEVICE_CONTEXT_DEFERRED)
{
m_SuccessfulCapture |= m_EmptyCommandList;
if(m_SuccessfulCapture)
m_FailureReason = CaptureSucceeded;
else
m_FailureReason = CaptureFailed_UncappedCmdlist;
for(auto it = m_MapResourceRecordAllocs.begin(); it != m_MapResourceRecordAllocs.end(); ++it)
{
D3D11ResourceRecord *record = m_pDevice->GetResourceManager()->GetResourceRecord(it->first);
if(record)
record->FreeContextID(it->second);
}
if(RenderDoc::Inst().GetCaptureOptions().CaptureAllCmdLists)
return;
}
else
{
m_SuccessfulCapture = true;
m_FailureReason = CaptureSucceeded;
}
m_ContextRecord->LockChunks();
while(m_ContextRecord->HasChunks())
{
Chunk *chunk = m_ContextRecord->GetLastChunk();
SAFE_DELETE(chunk);
m_ContextRecord->PopChunk();
}
m_ContextRecord->UnlockChunks();
m_ContextRecord->FreeParents(m_pDevice->GetResourceManager());
for(auto it = m_MissingTracks.begin(); it != m_MissingTracks.end(); ++it)
{
if(m_pDevice->GetResourceManager()->HasResourceRecord(*it))
MarkDirtyResource(*it);
}
m_MissingTracks.clear();
}
void WrappedID3D11DeviceContext::BeginFrame()
{
{
SCOPED_LOCK(m_AnnotLock);
m_AnnotationQueue.clear();
}
}
void WrappedID3D11DeviceContext::EndFrame()
{
DrainAnnotationQueue();
if(m_State == WRITING_IDLE)
m_pDevice->GetResourceManager()->FlushPendingDirty();
}
bool WrappedID3D11DeviceContext::IsFL11_1()
{
return m_pDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_11_1;
}
void WrappedID3D11DeviceContext::ProcessChunk(uint64_t offset, D3D11ChunkType chunk, bool forceExecute)
{
m_CurChunkOffset = offset;
ResourceId ctxId;
m_pSerialiser->Serialise("context", ctxId);
// ctxId is now ignored
WrappedID3D11DeviceContext *context = this;
LogState state = context->m_State;
if(forceExecute)
context->m_State = EXECUTING;
else
context->m_State = m_State;
m_AddedDrawcall = false;
switch(chunk)
{
case SET_INPUT_LAYOUT: context->Serialise_IASetInputLayout(0x0); break;
case SET_VBUFFER: context->Serialise_IASetVertexBuffers(0, 0, 0x0, 0x0, 0x0); break;
case SET_IBUFFER: context->Serialise_IASetIndexBuffer(0, DXGI_FORMAT_UNKNOWN, 0); break;
case SET_TOPOLOGY:
context->Serialise_IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED);
break;
case SET_VS_CBUFFERS: context->Serialise_VSSetConstantBuffers(0, 0, 0x0); break;
case SET_VS_RESOURCES: context->Serialise_VSSetShaderResources(0, 0, 0x0); break;
case SET_VS_SAMPLERS: context->Serialise_VSSetSamplers(0, 0, 0x0); break;
case SET_VS: context->Serialise_VSSetShader(0x0, 0x0, 0); break;
case SET_HS_CBUFFERS: context->Serialise_HSSetConstantBuffers(0, 0, 0x0); break;
case SET_HS_RESOURCES: context->Serialise_HSSetShaderResources(0, 0, 0x0); break;
case SET_HS_SAMPLERS: context->Serialise_HSSetSamplers(0, 0, 0x0); break;
case SET_HS: context->Serialise_HSSetShader(0x0, 0x0, 0); break;
case SET_DS_CBUFFERS: context->Serialise_DSSetConstantBuffers(0, 0, 0x0); break;
case SET_DS_RESOURCES: context->Serialise_DSSetShaderResources(0, 0, 0x0); break;
case SET_DS_SAMPLERS: context->Serialise_DSSetSamplers(0, 0, 0x0); break;
case SET_DS: context->Serialise_DSSetShader(0x0, 0x0, 0); break;
case SET_GS_CBUFFERS: context->Serialise_GSSetConstantBuffers(0, 0, 0x0); break;
case SET_GS_RESOURCES: context->Serialise_GSSetShaderResources(0, 0, 0x0); break;
case SET_GS_SAMPLERS: context->Serialise_GSSetSamplers(0, 0, 0x0); break;
case SET_GS: context->Serialise_GSSetShader(0x0, 0x0, 0); break;
case SET_SO_TARGETS: context->Serialise_SOSetTargets(0, 0x0, 0x0); break;
case SET_PS_CBUFFERS: context->Serialise_PSSetConstantBuffers(0, 0, 0x0); break;
case SET_PS_RESOURCES: context->Serialise_PSSetShaderResources(0, 0, 0x0); break;
case SET_PS_SAMPLERS: context->Serialise_PSSetSamplers(0, 0, 0x0); break;
case SET_PS: context->Serialise_PSSetShader(0x0, 0x0, 0); break;
case SET_CS_CBUFFERS: context->Serialise_CSSetConstantBuffers(0, 0, 0x0); break;
case SET_CS_RESOURCES: context->Serialise_CSSetShaderResources(0, 0, 0x0); break;
case SET_CS_UAVS: context->Serialise_CSSetUnorderedAccessViews(0, 0, 0x0, 0x0); break;
case SET_CS_SAMPLERS: context->Serialise_CSSetSamplers(0, 0, 0x0); break;
case SET_CS: context->Serialise_CSSetShader(0x0, 0x0, 0); break;
case SET_VIEWPORTS: context->Serialise_RSSetViewports(0, 0x0); break;
case SET_SCISSORS: context->Serialise_RSSetScissorRects(0, 0x0); break;
case SET_RASTER: context->Serialise_RSSetState(0x0); break;
case SET_RTARGET: context->Serialise_OMSetRenderTargets(0, 0x0, 0x0); break;
case SET_RTARGET_AND_UAVS:
context->Serialise_OMSetRenderTargetsAndUnorderedAccessViews(0, 0x0, 0x0, 0, 0, 0x0, 0x0);
break;
case SET_BLEND: context->Serialise_OMSetBlendState(0x0, (FLOAT *)0x0, 0); break;
case SET_DEPTHSTENCIL: context->Serialise_OMSetDepthStencilState(0x0, 0); break;
case DRAW_INDEXED_INST: context->Serialise_DrawIndexedInstanced(0, 0, 0, 0, 0); break;
case DRAW_INST: context->Serialise_DrawInstanced(0, 0, 0, 0); break;
case DRAW_INDEXED: context->Serialise_DrawIndexed(0, 0, 0); break;
case DRAW: context->Serialise_Draw(0, 0); break;
case DRAW_AUTO: context->Serialise_DrawAuto(); break;
case DRAW_INDEXED_INST_INDIRECT: context->Serialise_DrawIndexedInstancedIndirect(0x0, 0); break;
case DRAW_INST_INDIRECT: context->Serialise_DrawInstancedIndirect(0x0, 0); break;
case MAP: context->Serialise_Map(0, 0, (D3D11_MAP)0, 0, 0); break;
case UNMAP: context->Serialise_Unmap(0, 0); break;
case COPY_SUBRESOURCE_REGION:
context->Serialise_CopySubresourceRegion(0x0, 0, 0, 0, 0, 0x0, 0, 0x0);
break;
case COPY_RESOURCE: context->Serialise_CopyResource(0x0, 0x0); break;
case UPDATE_SUBRESOURCE: context->Serialise_UpdateSubresource(0x0, 0, 0x0, 0x0, 0, 0); break;
case COPY_STRUCTURE_COUNT: context->Serialise_CopyStructureCount(0x0, 0, 0x0); break;
case RESOLVE_SUBRESOURCE:
context->Serialise_ResolveSubresource(0x0, 0, 0x0, 0, DXGI_FORMAT_UNKNOWN);
break;
case GENERATE_MIPS: context->Serialise_GenerateMips(0x0); break;
case CLEAR_DSV: context->Serialise_ClearDepthStencilView(0x0, 0, 0.0f, 0); break;
case CLEAR_RTV: context->Serialise_ClearRenderTargetView(0x0, (FLOAT *)0x0); break;
case CLEAR_UAV_INT: context->Serialise_ClearUnorderedAccessViewUint(0x0, (UINT *)0x0); break;
case CLEAR_UAV_FLOAT:
context->Serialise_ClearUnorderedAccessViewFloat(0x0, (FLOAT *)0x0);
break;
case CLEAR_STATE: context->Serialise_ClearState(); break;
case EXECUTE_CMD_LIST: context->Serialise_ExecuteCommandList(0x0, 0); break;
case DISPATCH: context->Serialise_Dispatch(0, 0, 0); break;
case DISPATCH_INDIRECT: context->Serialise_DispatchIndirect(0x0, 0); break;
case FINISH_CMD_LIST: context->Serialise_FinishCommandList(0, 0x0); break;
case FLUSH: context->Serialise_Flush(); break;
case SET_PREDICATION: context->Serialise_SetPredication(0x0, 0x0); break;
case SET_RESOURCE_MINLOD: context->Serialise_SetResourceMinLOD(0x0, 0); break;
case BEGIN: context->Serialise_Begin(0x0); break;
case END: context->Serialise_End(0x0); break;
case COPY_SUBRESOURCE_REGION1:
context->Serialise_CopySubresourceRegion1(0x0, 0, 0, 0, 0, 0x0, 0, 0x0, 0);
break;
case UPDATE_SUBRESOURCE1:
context->Serialise_UpdateSubresource1(0x0, 0, 0x0, 0x0, 0, 0, 0);
break;
case CLEAR_VIEW: context->Serialise_ClearView(0x0, 0x0, 0x0, 0); break;
case SET_VS_CBUFFERS1: context->Serialise_VSSetConstantBuffers1(0, 0, 0x0, 0x0, 0x0); break;
case SET_HS_CBUFFERS1: context->Serialise_HSSetConstantBuffers1(0, 0, 0x0, 0x0, 0x0); break;
case SET_DS_CBUFFERS1: context->Serialise_DSSetConstantBuffers1(0, 0, 0x0, 0x0, 0x0); break;
case SET_GS_CBUFFERS1: context->Serialise_GSSetConstantBuffers1(0, 0, 0x0, 0x0, 0x0); break;
case SET_PS_CBUFFERS1: context->Serialise_PSSetConstantBuffers1(0, 0, 0x0, 0x0, 0x0); break;
case SET_CS_CBUFFERS1: context->Serialise_CSSetConstantBuffers1(0, 0, 0x0, 0x0, 0x0); break;
case PUSH_EVENT: context->Serialise_PushEvent(0, L""); break;
case SET_MARKER: context->Serialise_SetMarker(0, L""); break;
case POP_EVENT: context->Serialise_PopEvent(); break;
case DISCARD_RESOURCE: context->Serialise_DiscardResource(NULL); break;
case DISCARD_VIEW: context->Serialise_DiscardView(NULL); break;
case DISCARD_VIEW1: context->Serialise_DiscardView1(NULL, NULL, 0); break;
case RESTORE_STATE_AFTER_EXEC:
{
// apply saved state.
if(m_DeferredSavedState)
{
m_DeferredSavedState->ApplyState(this);
SAFE_DELETE(m_DeferredSavedState);
}
break;
}
case RESTORE_STATE_AFTER_FINISH:
{
D3D11RenderState rs(m_pSerialiser);
rs.Serialise(m_State, m_pDevice);
rs.ApplyState(this);
break;
}
case SWAP_DEVICE_STATE: Serialise_SwapDeviceContextState(NULL, NULL); break;
case SWAP_PRESENT:
{
// we don't do anything with these parameters, they're just here to store
// them for user benefits
UINT SyncInterval = 0, Flags = 0;
m_pSerialiser->Serialise("SyncInterval", SyncInterval);
m_pSerialiser->Serialise("Flags", Flags);
m_PresentChunk = true;
break;
}
case CONTEXT_CAPTURE_FOOTER:
{
bool HasCallstack = false;
m_pSerialiser->Serialise("HasCallstack", HasCallstack);
if(HasCallstack)
{
size_t numLevels = 0;
uint64_t *stack = NULL;
m_pSerialiser->SerialisePODArray("callstack", stack, numLevels);
m_pSerialiser->SetCallstack(stack, numLevels);
SAFE_DELETE_ARRAY(stack);
}
if(m_State == READING)
{
if(!m_PresentChunk)
AddEvent("IDXGISwapChain::Present()");
DrawcallDescription draw;
draw.name = "Present()";
draw.flags |= DrawFlags::Present;
draw.copyDestination = m_pDevice->GetBackbufferResourceID();
AddDrawcall(draw, true);
}
}
break;
default: RDCERR("Unrecognised Chunk type %d", chunk); break;
}
m_pSerialiser->PopContext(chunk);
if(context->m_State == READING && chunk == SET_MARKER)
{
// no push/pop necessary
}
else if(context->m_State == READING && chunk == PUSH_EVENT)
{
// push down the drawcallstack to the latest drawcall
context->m_DrawcallStack.push_back(&context->m_DrawcallStack.back()->children.back());
}
else if(context->m_State == READING && chunk == POP_EVENT)
{
// refuse to pop off further than the root drawcall (mismatched begin/end events e.g.)
if(context->m_DrawcallStack.size() > 1)
context->m_DrawcallStack.pop_back();
}
else if(context->m_State == READING)
{
if(!m_AddedDrawcall)
context->AddEvent(m_pSerialiser->GetDebugStr());
}
m_AddedDrawcall = false;
if(forceExecute)
context->m_State = state;
}
void WrappedID3D11DeviceContext::AddUsage(const DrawcallDescription &d)
{
const D3D11RenderState *pipe = m_CurrentPipelineState;
uint32_t e = d.eventID;
DrawFlags DrawMask = DrawFlags::Drawcall | DrawFlags::Dispatch | DrawFlags::CmdList;
if(!(d.flags & DrawMask))
return;
//////////////////////////////
// IA
if(d.flags & DrawFlags::UseIBuffer && pipe->IA.IndexBuffer != NULL)
m_ResourceUses[GetIDForResource(pipe->IA.IndexBuffer)].push_back(
EventUsage(e, ResourceUsage::IndexBuffer));
for(int i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; i++)
if(pipe->IA.Used_VB(m_pDevice, i))
m_ResourceUses[GetIDForResource(pipe->IA.VBs[i])].push_back(
EventUsage(e, ResourceUsage::VertexBuffer));
//////////////////////////////
// Shaders
const D3D11RenderState::shader *shArr[6] = {
&pipe->VS, &pipe->HS, &pipe->DS, &pipe->GS, &pipe->PS, &pipe->CS,
};
for(int s = 0; s < 6; s++)
{
const D3D11RenderState::shader &sh = *shArr[s];
for(int i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
if(sh.Used_CB(i))
m_ResourceUses[GetIDForResource(sh.ConstantBuffers[i])].push_back(EventUsage(e, CBUsage(s)));
for(int i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if(sh.Used_SRV(i))
{
WrappedID3D11ShaderResourceView1 *view = (WrappedID3D11ShaderResourceView1 *)sh.SRVs[i];
m_ResourceUses[view->GetResourceResID()].push_back(
EventUsage(e, ResUsage(s), view->GetResourceID()));
}
}
if(s == 5)
{
for(int i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(pipe->CS.Used_UAV(i) && pipe->CSUAVs[i])
{
WrappedID3D11UnorderedAccessView1 *view =
(WrappedID3D11UnorderedAccessView1 *)pipe->CSUAVs[i];
m_ResourceUses[view->GetResourceResID()].push_back(
EventUsage(e, ResourceUsage::CS_RWResource, view->GetResourceID()));
}
}
}
}
//////////////////////////////
// SO
for(int i = 0; i < D3D11_SO_BUFFER_SLOT_COUNT; i++)
if(pipe->SO.Buffers[i]) // assuming for now that any SO target bound is used.
m_ResourceUses[GetIDForResource(pipe->SO.Buffers[i])].push_back(
EventUsage(e, ResourceUsage::StreamOut));
//////////////////////////////
// OM
for(int i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if(pipe->PS.Used_UAV(i) && pipe->OM.UAVs[i])
{
WrappedID3D11UnorderedAccessView1 *view = (WrappedID3D11UnorderedAccessView1 *)pipe->OM.UAVs[i];
m_ResourceUses[view->GetResourceResID()].push_back(
EventUsage(e, ResourceUsage::PS_RWResource, view->GetResourceID()));
}
}
if(pipe->OM.DepthView) // assuming for now that any DSV bound is used.
{
WrappedID3D11DepthStencilView *view = (WrappedID3D11DepthStencilView *)pipe->OM.DepthView;
m_ResourceUses[view->GetResourceResID()].push_back(
EventUsage(e, ResourceUsage::DepthStencilTarget, view->GetResourceID()));
}
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if(pipe->OM.RenderTargets[i]) // assuming for now that any RTV bound is used.
{
WrappedID3D11RenderTargetView1 *view =
(WrappedID3D11RenderTargetView1 *)pipe->OM.RenderTargets[i];
m_ResourceUses[view->GetResourceResID()].push_back(
EventUsage(e, ResourceUsage::ColorTarget, view->GetResourceID()));
}
}
}
void WrappedID3D11DeviceContext::AddDrawcall(const DrawcallDescription &d, bool hasEvents)
{
DrawcallDescription draw = d;
m_AddedDrawcall = true;
draw.eventID = m_CurEventID;
draw.drawcallID = m_CurDrawcallID;
draw.indexByteWidth = 0;
if(m_CurrentPipelineState->IA.IndexFormat == DXGI_FORMAT_R16_UINT)
draw.indexByteWidth = 2;
if(m_CurrentPipelineState->IA.IndexFormat == DXGI_FORMAT_R32_UINT)
draw.indexByteWidth = 4;
draw.topology = MakePrimitiveTopology(m_CurrentPipelineState->IA.Topo);
for(int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
draw.outputs[i] = ResourceId();
if(m_CurrentPipelineState->OM.RenderTargets[i])
draw.outputs[i] =
((WrappedID3D11RenderTargetView1 *)m_CurrentPipelineState->OM.RenderTargets[i])
->GetResourceResID();
}
{
draw.depthOut = ResourceId();
if(m_CurrentPipelineState->OM.DepthView)
draw.depthOut =
((WrappedID3D11DepthStencilView *)m_CurrentPipelineState->OM.DepthView)->GetResourceResID();
}
// markers don't increment drawcall ID
DrawFlags MarkerMask = DrawFlags::SetMarker | DrawFlags::PushMarker;
if(!(draw.flags & MarkerMask))
m_CurDrawcallID++;
if(hasEvents)
{
draw.events = m_CurEvents;
m_CurEvents.clear();
}
AddUsage(draw);
// should have at least the root drawcall here, push this drawcall
// onto the back's children list.
if(!m_DrawcallStack.empty())
{
DrawcallTreeNode node(draw);
node.children.insert(node.children.begin(), draw.children.elems,
draw.children.elems + draw.children.count);
m_DrawcallStack.back()->children.push_back(node);
}
else
RDCERR("Somehow lost drawcall stack!");
}
void WrappedID3D11DeviceContext::AddEvent(string description)
{
APIEvent apievent;
apievent.fileOffset = m_CurChunkOffset;
apievent.eventID = m_CurEventID;
apievent.eventDesc = description;
Callstack::Stackwalk *stack = m_pSerialiser->GetLastCallstack();
if(stack)
{
create_array(apievent.callstack, stack->NumLevels());
memcpy(apievent.callstack.elems, stack->GetAddrs(), sizeof(uint64_t) * stack->NumLevels());
}
m_CurEvents.push_back(apievent);
if(m_State == READING)
m_Events.push_back(apievent);
}
APIEvent WrappedID3D11DeviceContext::GetEvent(uint32_t eventID)
{
for(size_t i = m_Events.size() - 1; i > 0; i--)
{
if(m_Events[i].eventID <= eventID)
return m_Events[i];
}
return m_Events[0];
}
void WrappedID3D11DeviceContext::ReplayFakeContext(ResourceId id)
{
m_FakeContext = id;
}
static void PadToAligned(Serialiser *dst, uint64_t alignment)
{
uint64_t offs = dst->GetOffset();
uint64_t alignedoffs = AlignUp(offs, alignment);
// nothing to do
if(offs == alignedoffs)
return;
uint16_t chunkIdx = 0;
dst->Serialise("", chunkIdx);
offs += sizeof(chunkIdx);
uint8_t controlByte = 0; // control byte 0 indicates padding
dst->Serialise("", controlByte);
offs += sizeof(controlByte);
offs++; // we will have to write out a byte indicating how much padding exists, so add 1
alignedoffs = AlignUp(offs, alignment);
uint8_t padLength = (alignedoffs - offs) & 0xff;
dst->Serialise("", padLength);
// we might have padded with the control bytes, so only write some bytes if we need to
if(padLength > 0)
{
const byte zeroes[256] = {};
dst->RawWriteBytes(zeroes, (size_t)padLength);
}
}
static void CopyChunk(Serialiser *src, Serialiser *dst, uint64_t offsBegin)
{
uint64_t offsEnd = src->GetOffset();
// this whole function is quite an abuse of the serialiser interface :(.
// It will all go away when I can break backwards compatibility and remove
// this code and greatly tidy up the interface.
src->SetOffset(offsBegin);
dst->RawWriteBytes(src->RawReadBytes(size_t(offsEnd - offsBegin)), size_t(offsEnd - offsBegin));
}
static void CopyUnmap(uint32_t d3dLogVersion, Serialiser *src, Serialiser *dst, Serialiser *tmp)
{
ResourceId Resource;
uint32_t Subresource = 0;
D3D11_MAP MapType = D3D11_MAP_WRITE_DISCARD;
uint32_t MapFlags = 0;
uint32_t DiffStart = 0;
uint32_t DiffEnd = 0;
byte *buf = NULL;
size_t len = 0;
tmp->Rewind();
tmp->PushContext("", "", UNMAP, false);
// context id - ignored but needed to match expected format
tmp->Serialise("", Resource);
src->Serialise("", Resource);
tmp->Serialise("", Resource);
src->Serialise("", Subresource);
tmp->Serialise("", Subresource);
src->Serialise("", MapType);
tmp->Serialise("", MapType);
src->Serialise("", MapFlags);
tmp->Serialise("", MapFlags);
src->Serialise("", DiffStart);
tmp->Serialise("", DiffStart);
src->Serialise("", DiffEnd);
tmp->Serialise("", DiffEnd);
if(d3dLogVersion >= 0x000007)
src->AlignNextBuffer(32);
src->SerialiseBuffer("", buf, len);
tmp->SerialiseBuffer("", buf, len);
src->PopContext(UNMAP);
tmp->PopContext(UNMAP);
SAFE_DELETE_ARRAY(buf);
dst->RawWriteBytes(tmp->GetRawPtr(0), size_t(tmp->GetOffset()));
}
static void CopyUpdateSubresource(uint32_t d3dLogVersion, Serialiser *src, Serialiser *dst,
Serialiser *tmp)
{
ResourceId idx;
uint32_t flags = 0;
uint32_t DestSubresource = 0;
uint8_t isUpdate = true;
uint8_t HasDestBox = 0;
D3D11_BOX box = {};
uint32_t SourceRowPitch = 0;
uint32_t SourceDepthPitch = 0;
uint32_t ResourceBufLen = 0;
byte *buf = NULL;
size_t len = 0;
tmp->Rewind();
tmp->PushContext("", "", UPDATE_SUBRESOURCE1, false);
// context id - ignored but needed to match expected format
tmp->Serialise("", idx);
src->Serialise("", idx);
tmp->Serialise("", idx);
src->Serialise("", flags);
tmp->Serialise("", flags);
src->Serialise("", DestSubresource);
tmp->Serialise("", DestSubresource);
src->Serialise("", isUpdate);
tmp->Serialise("", isUpdate);
if(isUpdate)
{
src->Serialise("", HasDestBox);
tmp->Serialise("", HasDestBox);
if(HasDestBox)
{
src->Serialise("", box);
tmp->Serialise("", box);
}
src->Serialise("", SourceRowPitch);
tmp->Serialise("", SourceRowPitch);
src->Serialise("", SourceDepthPitch);
tmp->Serialise("", SourceDepthPitch);
src->Serialise("", ResourceBufLen);
tmp->Serialise("", ResourceBufLen);
src->SerialiseBuffer("", buf, len);
tmp->SerialiseBuffer("", buf, len);
}
else
{
// shouldn't get in here, any chunks we're looking at are context chunks
// so they should be recorded as updates
src->Serialise("", ResourceBufLen);
tmp->Serialise("", ResourceBufLen);
if(d3dLogVersion >= 0x000007)
src->AlignNextBuffer(32);
src->SerialiseBuffer("", buf, len);
tmp->SerialiseBuffer("", buf, len);
}
src->PopContext(UPDATE_SUBRESOURCE1);
tmp->PopContext(UPDATE_SUBRESOURCE1);
SAFE_DELETE_ARRAY(buf);
dst->RawWriteBytes(tmp->GetRawPtr(0), size_t(tmp->GetOffset()));
}
void WrappedID3D11DeviceContext::FlattenLog()
{
Serialiser *src = m_pSerialiser;
Serialiser *dst = new Serialiser(NULL, Serialiser::WRITING, false);
Serialiser *tmp = new Serialiser(NULL, Serialiser::WRITING, false);
map<ResourceId, Serialiser *> deferred;
uint64_t offsBegin = src->GetOffset();
D3D11ChunkType chunk = (D3D11ChunkType)src->PushContext(NULL, NULL, 1, false);
RDCASSERTEQUAL(chunk, CONTEXT_CAPTURE_HEADER);
src->SkipCurrentChunk();
src->PopContext(chunk);
CopyChunk(src, dst, offsBegin);
for(;;)
{
offsBegin = src->GetOffset();
chunk = (D3D11ChunkType)src->PushContext(NULL, NULL, 1, false);
ResourceId ctx;
src->Serialise("ctx", ctx);
WrappedID3D11DeviceContext *context =
(WrappedID3D11DeviceContext *)m_pDevice->GetResourceManager()->GetLiveResource(ctx);
// if it's a local chunk just copy it
if(context == this)
{
ResourceId cmdList;
uint8_t restore = 0;
if(chunk == EXECUTE_CMD_LIST)
{
m_pSerialiser->Serialise("RestoreContextState", restore);
m_pSerialiser->Serialise("cmdList", cmdList);
}
// these chunks need to be reserialised individually to ensure padding bytes in
// between all remain the same
if(chunk == UNMAP)
{
PadToAligned(dst, 64);
CopyUnmap(m_pDevice->GetLogVersion(), src, dst, tmp);
}
else if(chunk == UPDATE_SUBRESOURCE || chunk == UPDATE_SUBRESOURCE1)
{
PadToAligned(dst, 64);
CopyUpdateSubresource(m_pDevice->GetLogVersion(), src, dst, tmp);
}
else
{
src->SetOffset(offsBegin);
src->PushContext(NULL, NULL, 1, false);
src->SkipCurrentChunk();
src->PopContext(chunk);
CopyChunk(src, dst, offsBegin);
}
if(chunk == EXECUTE_CMD_LIST)
{
Serialiser *def = deferred[cmdList];
if(def == NULL)
{
RDCERR("ExecuteCommandList found for command list we didn't Finish!");
}
else
{
// when inserting, ensure the chunks stay aligned (this is harmless if they don't need
// alignment). Do this by inserting padding bytes, ugly but it works.
PadToAligned(dst, 64);
// now insert the chunks to replay
dst->RawWriteBytes(deferred[cmdList]->GetRawPtr(0), (size_t)deferred[cmdList]->GetSize());
// if we have to restore the state, the above Execute.. will have
// saved it, so we just add a little chunk to let it pop it again
if(restore)
{
tmp->Rewind();
tmp->PushContext("", "", RESTORE_STATE_AFTER_EXEC, false);
tmp->PopContext(RESTORE_STATE_AFTER_EXEC);
dst->RawWriteBytes(tmp->GetRawPtr(0), size_t(tmp->GetOffset()));
}
// again since we inserted chunks we need to align again
PadToAligned(dst, 64);
}
}
}
else
{
if(deferred[ctx] == NULL)
deferred[ctx] = new Serialiser(NULL, Serialiser::WRITING, false);
ResourceId cmdList;
uint8_t restore = 0;
if(chunk == FINISH_CMD_LIST)
{
m_pSerialiser->Serialise("RestoreDeferredContextState", restore);
m_pSerialiser->Serialise("cmdList", cmdList);
if(restore != 0)
{
RDCWARN(
"RestoreDeferredContextState == TRUE was set for command list %llu. "
"On old captures this wasn't properly replayed and can't be fixed as-is, "
"re-capture with latest RenderDoc to solve this issue.");
}
}
// these chunks need to be reserialised individually to ensure padding bytes in
// between all remain the same
if(chunk == UNMAP)
{
PadToAligned(deferred[ctx], 64);
CopyUnmap(m_pDevice->GetLogVersion(), src, deferred[ctx], tmp);
}
else if(chunk == UPDATE_SUBRESOURCE || chunk == UPDATE_SUBRESOURCE1)
{
PadToAligned(deferred[ctx], 64);
CopyUpdateSubresource(m_pDevice->GetLogVersion(), src, deferred[ctx], tmp);
}
else
{
src->SetOffset(offsBegin);
src->PushContext(NULL, NULL, 1, false);
src->SkipCurrentChunk();
src->PopContext(chunk);
CopyChunk(src, deferred[ctx], offsBegin);
}
if(chunk == FINISH_CMD_LIST)
{
// here is where RestoreDeferredContextState is broken, this doesn't
// take into account the inherited state from previous recordings.
deferred[cmdList] = deferred[ctx];
deferred[ctx] = new Serialiser(NULL, Serialiser::WRITING, false);
}
}
if(chunk == CONTEXT_CAPTURE_FOOTER)
{
break;
}
}
m_pSerialiser = new Serialiser((size_t)dst->GetSize(), dst->GetRawPtr(0), false);
m_OwnSerialiser = true;
m_pSerialiser->SetDebugText(true);
m_pSerialiser->SetChunkNameLookup(&WrappedID3D11Device::GetChunkName);
// tidy up the temporary serialisers
SAFE_DELETE(dst);
SAFE_DELETE(tmp);
for(auto it = deferred.begin(); it != deferred.end(); ++it)
SAFE_DELETE(it->second);
}
void WrappedID3D11DeviceContext::ReplayLog(LogState readType, uint32_t startEventID,
uint32_t endEventID, bool partial)
{
m_State = readType;
if(readType == READING && m_pDevice->GetNumDeferredContexts() &&
m_pDevice->GetLogVersion() < 0x00000A)
{
RDCLOG("Flattening log file");
// flatten the log
FlattenLog();
RDCLOG("Flattened");
}
m_DoStateVerify = true;
if(readType == EXECUTING && m_pDevice->GetNumDeferredContexts() &&
m_pDevice->GetLogVersion() < 0x00000A)
{
m_pSerialiser->SetOffset(0);
}
D3D11ChunkType header = (D3D11ChunkType)m_pSerialiser->PushContext(NULL, NULL, 1, false);
RDCASSERTEQUAL(header, CONTEXT_CAPTURE_HEADER);
ResourceId id;
m_pSerialiser->Serialise("context", id);
// id is now ignored
Serialise_BeginCaptureFrame(!partial);
m_pSerialiser->PopContext(header);
m_CurEvents.clear();
if(m_State == EXECUTING)
{
APIEvent ev = GetEvent(startEventID);
m_CurEventID = ev.eventID;
m_pSerialiser->SetOffset(ev.fileOffset);
}
else if(m_State == READING)
{
m_CurEventID = 1;
}
if(m_State == EXECUTING)
{
ClearMaps();
for(size_t i = 0; i < m_pDevice->GetNumDeferredContexts(); i++)
{
WrappedID3D11DeviceContext *defcontext = m_pDevice->GetDeferredContext(i);
defcontext->ClearMaps();
}
}
m_pDevice->GetResourceManager()->MarkInFrame(true);
uint64_t startOffset = m_pSerialiser->GetOffset();
for(;;)
{
if(m_State == EXECUTING && m_CurEventID > endEventID)
{
// set event ID correctly as we haven't actually replayed the next one.
m_CurEventID = endEventID;
// we can just break out if we've done all the events desired.
break;
}
uint64_t offset = m_pSerialiser->GetOffset();
D3D11ChunkType chunktype = (D3D11ChunkType)m_pSerialiser->PushContext(NULL, NULL, 1, false);
ProcessChunk(offset, chunktype, false);
RenderDoc::Inst().SetProgress(FrameEventsRead,
float(offset - startOffset) / float(m_pSerialiser->GetSize()));
// for now just abort after capture scope. Really we'd need to support multiple frames
// but for now this will do.
if(chunktype == CONTEXT_CAPTURE_FOOTER)
break;
m_CurEventID++;
}
if(m_State == READING)
{
m_pDevice->GetFrameRecord().drawcallList = m_ParentDrawcall.Bake();
m_pDevice->GetFrameRecord().frameInfo.debugMessages = m_pDevice->GetDebugMessages();
for(auto it = WrappedID3D11Buffer::m_BufferList.begin();
it != WrappedID3D11Buffer::m_BufferList.end(); ++it)
m_ResourceUses[it->first];
for(auto it = WrappedID3D11Texture1D::m_TextureList.begin();
it != WrappedID3D11Texture1D::m_TextureList.end(); ++it)
m_ResourceUses[it->first];
for(auto it = WrappedID3D11Texture2D1::m_TextureList.begin();
it != WrappedID3D11Texture2D1::m_TextureList.end(); ++it)
m_ResourceUses[it->first];
for(auto it = WrappedID3D11Texture3D1::m_TextureList.begin();
it != WrappedID3D11Texture3D1::m_TextureList.end(); ++it)
m_ResourceUses[it->first];
#define CHECK_UNUSED_INITIAL_STATES 0
#if CHECK_UNUSED_INITIAL_STATES
int initialSkips = 0;
#endif
// it's easier to remove duplicate usages here than check it as we go.
// this means if textures are bound in multiple places in the same draw
// we don't have duplicate uses
for(auto it = m_ResourceUses.begin(); it != m_ResourceUses.end(); ++it)
{
vector<EventUsage> &v = it->second;
std::sort(v.begin(), v.end());
v.erase(std::unique(v.begin(), v.end()), v.end());
#if CHECK_UNUSED_INITIAL_STATES
ResourceId resid = m_pDevice->GetResourceManager()->GetOriginalID(it->first);
if(m_pDevice->GetResourceManager()->GetInitialContents(resid).resource == NULL)
continue;
// code disabled for now as skipping these initial states
// doesn't seem to produce any measurable improvement in any case
// I've checked
RDCDEBUG("Resource %llu", resid);
if(v.empty())
{
RDCDEBUG("Never used!");
initialSkips++;
}
else
{
bool written = false;
for(auto usit = v.begin(); usit != v.end(); ++usit)
{
ResourceUsage u = usit->usage;
if(u == ResourceUsage::StreamOut ||
(u >= ResourceUsage::VS_RWResource && u <= ResourceUsage::CS_RWResource) ||
u == ResourceUsage::DepthStencilTarget || u == ResourceUsage::ColorTarget)
{
written = true;
break;
}
}
if(written)
{
RDCDEBUG("Written in frame - needs initial state");
}
else
{
RDCDEBUG("Never written to in the frame");
initialSkips++;
}
}
#endif
}
// RDCDEBUG("Can skip %d initial states.", initialSkips);
}
m_pDevice->GetResourceManager()->MarkInFrame(false);
m_State = READING;
m_DoStateVerify = false;
}
void WrappedID3D11DeviceContext::ClearMaps()
{
auto it = m_OpenMaps.begin();
for(; it != m_OpenMaps.end(); ++it)
{
RDCASSERT(m_pDevice->GetResourceManager()->HasLiveResource(it->first.resource));
ID3D11Resource *res =
(ID3D11Resource *)m_pDevice->GetResourceManager()->GetLiveResource(it->first.resource);
m_pRealContext->Unmap(m_pDevice->GetResourceManager()->UnwrapResource(res),
it->first.subresource);
}
m_OpenMaps.clear();
}
HRESULT STDMETHODCALLTYPE WrappedID3D11DeviceContext::QueryInterface(REFIID riid, void **ppvObject)
{
if(riid == __uuidof(IUnknown))
{
*ppvObject = (IUnknown *)(ID3D11DeviceContext *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D11DeviceContext))
{
*ppvObject = (ID3D11DeviceContext *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D11DeviceChild))
{
*ppvObject = (ID3D11DeviceChild *)this;
AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D11DeviceContext1))
{
if(m_pRealContext1)
{
*ppvObject = (ID3D11DeviceContext1 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D11DeviceContext2))
{
if(m_pRealContext2)
{
*ppvObject = (ID3D11DeviceContext2 *)this;
AddRef();
RDCWARN(
"Trying to get ID3D11DeviceContext2. DX11.2 tiled resources are not supported at this "
"time.");
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D11DeviceContext3))
{
if(m_pRealContext3)
{
*ppvObject = (ID3D11DeviceContext3 *)this;
AddRef();
return S_OK;
}
else
{
return E_NOINTERFACE;
}
}
else if(riid == __uuidof(ID3D11Multithread))
{
RDCWARN("ID3D11Multithread is not supported");
return E_NOINTERFACE;
}
else if(riid == __uuidof(ID3DUserDefinedAnnotation))
{
*ppvObject = (ID3DUserDefinedAnnotation *)&m_UserAnnotation;
m_UserAnnotation.AddRef();
return S_OK;
}
else if(riid == __uuidof(ID3D11InfoQueue))
{
// forward to device
return m_pDevice->QueryInterface(riid, ppvObject);
}
else
{
string guid = ToStr::Get(riid);
RDCWARN("Querying ID3D11DeviceContext for interface: %s", guid.c_str());
}
return RefCounter::QueryInterface(riid, ppvObject);
}
#pragma region Record Statistics
void WrappedID3D11DeviceContext::RecordIndexBindStats(ID3D11Buffer *Buffer)
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
IndexBindStats &indices = stats.indices;
indices.calls += 1;
indices.sets += (Buffer != NULL);
indices.nulls += (Buffer == NULL);
}
void WrappedID3D11DeviceContext::RecordVertexBindStats(UINT NumBuffers, ID3D11Buffer *Buffers[])
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
VertexBindStats &vertices = stats.vertices;
vertices.calls += 1;
RDCASSERT(NumBuffers < vertices.bindslots.size());
vertices.bindslots[NumBuffers] += 1;
for(UINT i = 0; i < NumBuffers; i++)
{
if(Buffers[i])
vertices.sets += 1;
else
vertices.nulls += 1;
}
}
void WrappedID3D11DeviceContext::RecordLayoutBindStats(ID3D11InputLayout *Layout)
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
LayoutBindStats &layouts = stats.layouts;
layouts.calls += 1;
layouts.sets += (Layout != NULL);
layouts.nulls += (Layout == NULL);
}
void WrappedID3D11DeviceContext::RecordConstantStats(ShaderStage stage, UINT NumBuffers,
ID3D11Buffer *Buffers[])
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
RDCASSERT(size_t(stage) < ARRAY_COUNT(stats.constants));
ConstantBindStats &constants = stats.constants[uint32_t(stage)];
constants.calls += 1;
RDCASSERT(NumBuffers < constants.bindslots.size());
constants.bindslots[NumBuffers] += 1;
for(UINT i = 0; i < NumBuffers; i++)
{
if(Buffers[i])
{
constants.sets += 1;
D3D11_BUFFER_DESC desc;
Buffers[i]->GetDesc(&desc);
uint32_t bufferSize = desc.ByteWidth;
size_t bucket = BucketForRecord<ConstantBindStats>::Get(bufferSize);
RDCASSERT(bucket < constants.sizes.size());
constants.sizes[bucket] += 1;
}
else
{
constants.nulls += 1;
}
}
}
void WrappedID3D11DeviceContext::RecordResourceStats(ShaderStage stage, UINT NumResources,
ID3D11ShaderResourceView *Resources[])
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
RDCASSERT(size_t(stage) < ARRAY_COUNT(stats.resources));
ResourceBindStats &resources = stats.resources[(uint32_t)stage];
resources.calls += 1;
RDCASSERT(NumResources < resources.bindslots.size());
resources.bindslots[NumResources] += 1;
const TextureDim mapping[] = {
TextureDim::Unknown, TextureDim::Buffer, TextureDim::Texture1D,
TextureDim::Texture1DArray, TextureDim::Texture2D, TextureDim::Texture2DArray,
TextureDim::Texture2DMS, TextureDim::Texture2DMSArray, TextureDim::Texture3D,
TextureDim::TextureCube, TextureDim::TextureCubeArray, TextureDim::Buffer,
};
RDCCOMPILE_ASSERT(ARRAY_COUNT(mapping) == D3D_SRV_DIMENSION_BUFFEREX + 1,
"Update mapping table.");
for(UINT i = 0; i < NumResources; i++)
{
if(Resources[i])
{
resources.sets += 1;
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
Resources[i]->GetDesc(&desc);
RDCASSERT(desc.ViewDimension < ARRAY_COUNT(mapping));
TextureDim type = mapping[desc.ViewDimension];
// #mivance surprisingly this is not asserted in operator[] for
// rdctype::array so I'm being paranoid
RDCASSERT((int)type < (int)resources.types.size());
resources.types[(int)type] += 1;
}
else
{
resources.nulls += 1;
}
}
}
void WrappedID3D11DeviceContext::RecordSamplerStats(ShaderStage stage, UINT NumSamplers,
ID3D11SamplerState *Samplers[])
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
RDCASSERT(size_t(stage) < ARRAY_COUNT(stats.samplers));
SamplerBindStats &samplers = stats.samplers[uint32_t(stage)];
samplers.calls += 1;
RDCASSERT(NumSamplers < samplers.bindslots.size());
samplers.bindslots[NumSamplers] += 1;
for(UINT i = 0; i < NumSamplers; i++)
{
if(Samplers[i])
samplers.sets += 1;
else
samplers.nulls += 1;
}
}
void WrappedID3D11DeviceContext::RecordUpdateStats(ID3D11Resource *res, uint32_t Size, bool Server)
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
ResourceUpdateStats &updates = stats.updates;
if(res == NULL)
return;
updates.calls += 1;
updates.clients += (Server == false);
updates.servers += (Server == true);
const TextureDim mapping[] = {
TextureDim::Unknown, // D3D11_RESOURCE_DIMENSION_UNKNOWN = 0,
TextureDim::Buffer, // D3D11_RESOURCE_DIMENSION_BUFFER = 1,
TextureDim::Texture1D, // D3D11_RESOURCE_DIMENSION_TEXTURE1D = 2,
TextureDim::Texture2D, // D3D11_RESOURCE_DIMENSION_TEXTURE2D = 3,
TextureDim::Texture3D, // D3D11_RESOURCE_DIMENSION_TEXTURE3D = 4
};
D3D11_RESOURCE_DIMENSION dim;
res->GetType(&dim);
RDCASSERT(dim < ARRAY_COUNT(mapping));
TextureDim type = mapping[dim];
RDCASSERT((int)type < (int)updates.types.size());
updates.types[(int)type] += 1;
// #mivance it might be nice to query the buffer to differentiate
// between bindings for constant buffers
size_t bucket = BucketForRecord<ResourceUpdateStats>::Get(Size);
updates.sizes[bucket] += 1;
}
void WrappedID3D11DeviceContext::RecordDrawStats(bool instanced, bool indirect, UINT InstanceCount)
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
DrawcallStats &draws = stats.draws;
draws.calls += 1;
draws.instanced += (uint32_t)instanced;
draws.indirect += (uint32_t)indirect;
if(instanced)
{
size_t bucket = BucketForRecord<DrawcallStats>::Get(InstanceCount);
RDCASSERT(bucket < draws.counts.size());
draws.counts[bucket] += 1;
}
}
void WrappedID3D11DeviceContext::RecordDispatchStats(bool indirect)
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
DispatchStats &dispatches = stats.dispatches;
dispatches.calls += 1;
dispatches.indirect += (uint32_t)indirect;
}
void WrappedID3D11DeviceContext::RecordShaderStats(ShaderStage stage, ID3D11DeviceChild *Current,
ID3D11DeviceChild *Shader)
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
RDCASSERT(size_t(stage) <= ARRAY_COUNT(stats.shaders));
ShaderChangeStats &shaders = stats.shaders[uint32_t(stage)];
shaders.calls += 1;
shaders.sets += (Shader != NULL);
shaders.nulls += (Shader == NULL);
shaders.redundants += (Current == Shader);
}
void WrappedID3D11DeviceContext::RecordBlendStats(ID3D11BlendState *Blend, FLOAT BlendFactor[4],
UINT SampleMask)
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
BlendStats &blends = stats.blends;
blends.calls += 1;
blends.sets += (Blend != NULL);
blends.nulls += (Blend == NULL);
const D3D11RenderState::outmerger *Current = &m_CurrentPipelineState->OM;
bool same = (Current->BlendState == Blend) &&
(memcmp(Current->BlendFactor, BlendFactor, sizeof(Current->BlendFactor)) == 0) &&
(Current->SampleMask == SampleMask);
blends.redundants += (uint32_t)same;
}
void WrappedID3D11DeviceContext::RecordDepthStencilStats(ID3D11DepthStencilState *DepthStencil,
UINT StencilRef)
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
DepthStencilStats &depths = stats.depths;
depths.calls += 1;
depths.sets += (DepthStencil != NULL);
depths.nulls += (DepthStencil == NULL);
const D3D11RenderState::outmerger *Current = &m_CurrentPipelineState->OM;
bool same = (Current->DepthStencilState == DepthStencil) && (Current->StencRef == StencilRef);
depths.redundants += (uint32_t)same;
}
void WrappedID3D11DeviceContext::RecordRasterizationStats(ID3D11RasterizerState *Rasterizer)
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
RasterizationStats &rasters = stats.rasters;
rasters.calls += 1;
rasters.sets += (Rasterizer != NULL);
rasters.nulls += (Rasterizer == NULL);
const D3D11RenderState::rasterizer *Current = &m_CurrentPipelineState->RS;
bool same = (Current->State == Rasterizer);
rasters.redundants += (uint32_t)same;
}
void WrappedID3D11DeviceContext::RecordViewportStats(UINT NumViewports,
const D3D11_VIEWPORT *viewports)
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
RasterizationStats &rasters = stats.rasters;
rasters.calls += 1;
rasters.sets += 1;
// #mivance fairly sure setting 0 viewports/null viewports is illegal?
const D3D11RenderState::rasterizer *Current = &m_CurrentPipelineState->RS;
bool same = (Current->NumViews == NumViewports);
for(UINT index = 0; index < NumViewports; index++)
{
same = (same && (Current->Viewports[index] == viewports[index]));
}
rasters.redundants += (uint32_t)same;
RDCASSERT(NumViewports < rasters.viewports.size());
rasters.viewports[NumViewports] += 1;
}
void WrappedID3D11DeviceContext::RecordScissorStats(UINT NumRects, const D3D11_RECT *rects)
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
RasterizationStats &rasters = stats.rasters;
rasters.calls += 1;
rasters.sets += 1;
// #mivance see above
const D3D11RenderState::rasterizer *Current = &m_CurrentPipelineState->RS;
bool same = (Current->NumScissors == NumRects);
for(UINT index = 0; index < NumRects; index++)
{
same = (same && (Current->Scissors[index] == rects[index]));
}
rasters.redundants += (uint32_t)same;
RDCASSERT(NumRects < rasters.rects.size());
rasters.rects[NumRects] += 1;
}
void WrappedID3D11DeviceContext::RecordOutputMergerStats(UINT NumRTVs, ID3D11RenderTargetView *RTVs[],
ID3D11DepthStencilView *DSV,
UINT UAVStartSlot, UINT NumUAVs,
ID3D11UnorderedAccessView *UAVs[])
{
FrameStatistics &stats = m_pDevice->GetFrameStats();
OutputTargetStats &outputs = stats.outputs;
outputs.calls += 1;
// #mivance is an elaborate redundancy here even useful?
// const D3D11RenderState::outmerger* Current = &m_CurrentPipelineState->OM;
if(RTVs != NULL)
{
for(UINT index = 0; index < NumRTVs; index++)
{
outputs.sets += (RTVs[index] != NULL);
outputs.nulls += (RTVs[index] == NULL);
}
}
else if(NumRTVs != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL)
{
outputs.nulls += NumRTVs;
}
outputs.sets += (DSV != NULL);
outputs.nulls += (DSV == NULL);
if(UAVs != NULL)
{
for(UINT index = 0; index < NumUAVs; index++)
{
outputs.sets += (UAVs[index] != NULL);
outputs.nulls += (UAVs[index] == NULL);
}
}
else
{
outputs.nulls += NumUAVs;
}
UINT NumSlots = NumRTVs + NumUAVs;
if(NumRTVs == D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL)
NumSlots = NumUAVs;
RDCASSERT(NumSlots < outputs.bindslots.size());
outputs.bindslots[NumSlots] += 1;
}
#pragma endregion