Files
renderdoc/renderdoc/replay/replay_output.cpp
T
baldurk 65b567a944 Add macOS windowing system to public API
* For now it expects a CALayer since this works around a MoltenVK bug
2018-09-05 12:50:58 +01:00

878 lines
26 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2018 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 "common/common.h"
#include "maths/matrix.h"
#include "strings/string_utils.h"
#include "replay_controller.h"
static uint64_t GetHandle(WindowingData window)
{
#if ENABLED(RDOC_LINUX)
if(window.system == WindowingSystem::Xlib)
{
#if ENABLED(RDOC_XLIB)
return (uint64_t)window.xlib.window;
#else
RDCERR("Xlib windowing system data passed in, but support is not compiled in");
#endif
}
if(window.system == WindowingSystem::XCB)
{
#if ENABLED(RDOC_XCB)
return (uint64_t)window.xcb.window;
#else
RDCERR("XCB windowing system data passed in, but support is not compiled in");
#endif
}
RDCERR("Unrecognised window system %d", system);
return 0;
#elif ENABLED(RDOC_WIN32)
RDCASSERT(window.system == WindowingSystem::Win32);
return (uint64_t)window.win32.window; // HWND
#elif ENABLED(RDOC_ANDROID)
RDCASSERT(window.system == WindowingSystem::Android);
return (uint64_t)window.android.window; // ANativeWindow *
#elif ENABLED(RDOC_APPLE)
RDCASSERT(window.system == WindowingSystem::MacOS);
return (uint64_t)window.macOS.layer; // CALayer *
#else
RDCFATAL("No windowing data defined for this platform! Must be implemented for replay outputs");
#endif
}
ReplayOutput::ReplayOutput(ReplayController *parent, WindowingData window, ReplayOutputType type)
{
m_pRenderer = parent;
m_MainOutput.dirty = true;
m_OverlayDirty = true;
m_ForceOverlayRefresh = false;
m_pDevice = parent->GetDevice();
m_EventID = parent->m_EventID;
m_OverlayResourceId = ResourceId();
RDCEraseEl(m_RenderData);
m_PixelContext.outputID = 0;
m_PixelContext.texture = ResourceId();
m_PixelContext.depthMode = false;
m_ContextX = -1.0f;
m_ContextY = -1.0f;
m_Type = type;
if(window.system != WindowingSystem::Unknown)
m_MainOutput.outputID = m_pDevice->MakeOutputWindow(window, type == ReplayOutputType::Mesh);
else
m_MainOutput.outputID = 0;
m_MainOutput.texture = ResourceId();
m_pDevice->GetOutputWindowDimensions(m_MainOutput.outputID, m_Width, m_Height);
m_CustomShaderResourceId = ResourceId();
if(RenderDoc::Inst().GetCrashHandler())
RenderDoc::Inst().GetCrashHandler()->RegisterMemoryRegion(this, sizeof(ReplayController));
}
ReplayOutput::~ReplayOutput()
{
m_pDevice->DestroyOutputWindow(m_MainOutput.outputID);
m_pDevice->DestroyOutputWindow(m_PixelContext.outputID);
m_CustomShaderResourceId = ResourceId();
ClearThumbnails();
}
void ReplayOutput::Shutdown()
{
m_pRenderer->ShutdownOutput(this);
}
void ReplayOutput::SetTextureDisplay(const TextureDisplay &o)
{
if(o.overlay != m_RenderData.texDisplay.overlay || o.typeHint != m_RenderData.texDisplay.typeHint ||
o.resourceId != m_RenderData.texDisplay.resourceId)
{
if(m_RenderData.texDisplay.overlay == DebugOverlay::ClearBeforeDraw ||
m_RenderData.texDisplay.overlay == DebugOverlay::ClearBeforePass)
{
// by necessity these overlays modify the actual texture, not an
// independent overlay texture. So if we disable them, we must
// refresh the log.
m_ForceOverlayRefresh = true;
}
m_OverlayDirty = true;
}
m_RenderData.texDisplay = o;
m_MainOutput.dirty = true;
}
void ReplayOutput::SetMeshDisplay(const MeshDisplay &o)
{
if(o.showWholePass != m_RenderData.meshDisplay.showWholePass)
m_OverlayDirty = true;
m_RenderData.meshDisplay = o;
m_MainOutput.dirty = true;
}
void ReplayOutput::SetFrameEvent(int eventId)
{
m_EventID = eventId;
m_OverlayDirty = true;
m_MainOutput.dirty = true;
for(size_t i = 0; i < m_Thumbnails.size(); i++)
m_Thumbnails[i].dirty = true;
RefreshOverlay();
}
void ReplayOutput::RefreshOverlay()
{
DrawcallDescription *draw = m_pRenderer->GetDrawcallByEID(m_EventID);
passEvents = m_pDevice->GetPassEvents(m_EventID);
bool postVSBuffers = false;
bool postVSWholePass = false;
if(m_Type == ReplayOutputType::Mesh && m_OverlayDirty)
{
postVSBuffers = true;
postVSWholePass = m_RenderData.meshDisplay.showWholePass != 0;
}
if(m_Type == ReplayOutputType::Texture)
{
postVSBuffers = m_RenderData.texDisplay.overlay == DebugOverlay::TriangleSizePass ||
m_RenderData.texDisplay.overlay == DebugOverlay::TriangleSizeDraw;
postVSWholePass = m_RenderData.texDisplay.overlay == DebugOverlay::TriangleSizePass;
}
if(postVSBuffers)
{
if(m_Type == ReplayOutputType::Mesh)
m_OverlayDirty = false;
if(draw != NULL && (draw->flags & DrawFlags::Drawcall))
{
m_pDevice->InitPostVSBuffers(draw->eventId);
if(postVSWholePass && !passEvents.empty())
{
m_pDevice->InitPostVSBuffers(passEvents);
m_pDevice->ReplayLog(m_EventID, eReplay_WithoutDraw);
}
}
}
if(m_Type == ReplayOutputType::Texture && m_RenderData.texDisplay.overlay != DebugOverlay::NoOverlay)
{
if(draw && m_pDevice->IsRenderOutput(m_RenderData.texDisplay.resourceId))
{
m_OverlayResourceId = m_pDevice->RenderOverlay(
m_pDevice->GetLiveID(m_RenderData.texDisplay.resourceId),
m_RenderData.texDisplay.typeHint, m_RenderData.texDisplay.overlay, m_EventID, passEvents);
m_OverlayDirty = false;
}
else
{
m_OverlayResourceId = ResourceId();
}
}
}
void ReplayOutput::ClearThumbnails()
{
for(size_t i = 0; i < m_Thumbnails.size(); i++)
m_pDevice->DestroyOutputWindow(m_Thumbnails[i].outputID);
m_Thumbnails.clear();
}
bool ReplayOutput::SetPixelContext(WindowingData window)
{
m_PixelContext.outputID = m_pDevice->MakeOutputWindow(window, false);
m_PixelContext.texture = ResourceId();
m_PixelContext.depthMode = false;
RDCASSERT(m_PixelContext.outputID > 0);
return m_PixelContext.outputID != 0;
}
bool ReplayOutput::AddThumbnail(WindowingData window, ResourceId texID, CompType typeHint)
{
OutputPair p;
RDCASSERT(window.system != WindowingSystem::Unknown);
bool depthMode = false;
for(size_t t = 0; t < m_pRenderer->m_Textures.size(); t++)
{
if(m_pRenderer->m_Textures[t].resourceId == texID)
{
depthMode = (m_pRenderer->m_Textures[t].creationFlags & TextureCategory::DepthTarget) ||
(m_pRenderer->m_Textures[t].format.compType == CompType::Depth);
break;
}
}
for(size_t i = 0; i < m_Thumbnails.size(); i++)
{
if(m_Thumbnails[i].wndHandle == GetHandle(window))
{
m_Thumbnails[i].texture = texID;
m_Thumbnails[i].depthMode = depthMode;
m_Thumbnails[i].typeHint = typeHint;
m_Thumbnails[i].dirty = true;
return true;
}
}
p.wndHandle = GetHandle(window);
p.outputID = m_pDevice->MakeOutputWindow(window, false);
p.texture = texID;
p.depthMode = depthMode;
p.typeHint = typeHint;
p.dirty = true;
RDCASSERT(p.outputID > 0);
m_Thumbnails.push_back(p);
return true;
}
rdcpair<PixelValue, PixelValue> ReplayOutput::GetMinMax()
{
PixelValue minval;
PixelValue maxval;
ResourceId tex = m_pDevice->GetLiveID(m_RenderData.texDisplay.resourceId);
CompType typeHint = m_RenderData.texDisplay.typeHint;
uint32_t slice = m_RenderData.texDisplay.sliceFace;
uint32_t mip = m_RenderData.texDisplay.mip;
uint32_t sample = m_RenderData.texDisplay.sampleIdx;
if(m_RenderData.texDisplay.customShaderId != ResourceId() &&
m_CustomShaderResourceId != ResourceId())
{
tex = m_CustomShaderResourceId;
typeHint = CompType::Typeless;
slice = 0;
sample = 0;
}
m_pDevice->GetMinMax(tex, slice, mip, sample, typeHint, &minval.floatValue[0],
&maxval.floatValue[0]);
return make_rdcpair(minval, maxval);
}
rdcarray<uint32_t> ReplayOutput::GetHistogram(float minval, float maxval, bool channels[4])
{
vector<uint32_t> hist;
ResourceId tex = m_pDevice->GetLiveID(m_RenderData.texDisplay.resourceId);
CompType typeHint = m_RenderData.texDisplay.typeHint;
uint32_t slice = m_RenderData.texDisplay.sliceFace;
uint32_t mip = m_RenderData.texDisplay.mip;
uint32_t sample = m_RenderData.texDisplay.sampleIdx;
if(m_RenderData.texDisplay.customShaderId != ResourceId() &&
m_CustomShaderResourceId != ResourceId())
{
tex = m_CustomShaderResourceId;
typeHint = CompType::Typeless;
slice = 0;
sample = 0;
}
m_pDevice->GetHistogram(tex, slice, mip, sample, typeHint, minval, maxval, channels, hist);
return hist;
}
PixelValue ReplayOutput::PickPixel(ResourceId tex, bool customShader, uint32_t x, uint32_t y,
uint32_t sliceFace, uint32_t mip, uint32_t sample)
{
PixelValue ret;
RDCEraseEl(ret.floatValue);
if(tex == ResourceId())
return ret;
bool decodeRamp = false;
CompType typeHint = m_RenderData.texDisplay.typeHint;
if(customShader && m_RenderData.texDisplay.customShaderId != ResourceId() &&
m_CustomShaderResourceId != ResourceId())
{
tex = m_CustomShaderResourceId;
typeHint = CompType::Typeless;
}
if((m_RenderData.texDisplay.overlay == DebugOverlay::QuadOverdrawDraw ||
m_RenderData.texDisplay.overlay == DebugOverlay::QuadOverdrawPass ||
m_RenderData.texDisplay.overlay == DebugOverlay::TriangleSizeDraw ||
m_RenderData.texDisplay.overlay == DebugOverlay::TriangleSizePass) &&
m_OverlayResourceId != ResourceId())
{
decodeRamp = true;
tex = m_OverlayResourceId;
typeHint = CompType::Typeless;
}
m_pDevice->PickPixel(m_pDevice->GetLiveID(tex), x, y, sliceFace, mip, sample, typeHint,
ret.floatValue);
if(decodeRamp)
{
for(size_t c = 0; c < ARRAY_COUNT(overdrawRamp); c++)
{
if(fabs(ret.floatValue[0] - overdrawRamp[c].x) < 0.00005f &&
fabs(ret.floatValue[1] - overdrawRamp[c].y) < 0.00005f &&
fabs(ret.floatValue[2] - overdrawRamp[c].z) < 0.00005f)
{
ret.intValue[0] = (int32_t)c;
ret.intValue[1] = 0;
ret.intValue[2] = 0;
ret.intValue[3] = 0;
break;
}
}
// decode back into approximate pixel size area
if(m_RenderData.texDisplay.overlay == DebugOverlay::TriangleSizePass ||
m_RenderData.texDisplay.overlay == DebugOverlay::TriangleSizeDraw)
{
float bucket = (float)ret.intValue[0];
// decode bucket into approximate triangle area
if(bucket <= 0.5f)
ret.floatValue[0] = 0.0f;
else if(bucket < 2.0f)
ret.floatValue[0] = 16.0f;
else
ret.floatValue[0] = -2.5f * logf(1.0f + (bucket - 22.0f) / 20.1f);
}
}
return ret;
}
rdcpair<uint32_t, uint32_t> ReplayOutput::PickVertex(uint32_t eventId, uint32_t x, uint32_t y)
{
DrawcallDescription *draw = m_pRenderer->GetDrawcallByEID(eventId);
const rdcpair<uint32_t, uint32_t> errorReturn = make_rdcpair(~0U, ~0U);
if(!draw)
return errorReturn;
if(m_RenderData.meshDisplay.type == MeshDataStage::Unknown)
return errorReturn;
if(!(draw->flags & DrawFlags::Drawcall))
return errorReturn;
MeshDisplay cfg = m_RenderData.meshDisplay;
if(cfg.position.vertexResourceId == ResourceId())
return errorReturn;
cfg.position.vertexResourceId = m_pDevice->GetLiveID(cfg.position.vertexResourceId);
cfg.position.indexResourceId = m_pDevice->GetLiveID(cfg.position.indexResourceId);
cfg.second.vertexResourceId = m_pDevice->GetLiveID(cfg.second.vertexResourceId);
cfg.second.indexResourceId = m_pDevice->GetLiveID(cfg.second.indexResourceId);
// input data either doesn't vary with instance, or is trivial (all verts the same for that
// element), so only care about fetching the right instance for post-VS stages
if((draw->flags & DrawFlags::Instanced) && m_RenderData.meshDisplay.type != MeshDataStage::VSIn)
{
// if no special options are enabled, just look at the current instance
uint32_t firstInst = m_RenderData.meshDisplay.curInstance;
uint32_t maxInst = m_RenderData.meshDisplay.curInstance + 1;
if(m_RenderData.meshDisplay.showPrevInstances)
{
firstInst = 0;
}
if(m_RenderData.meshDisplay.showAllInstances)
{
firstInst = 0;
maxInst = RDCMAX(1U, draw->numInstances);
}
// used for post-VS output, calculate the offset of the element we're using as position,
// relative to 0
MeshFormat fmt =
m_pDevice->GetPostVSBuffers(draw->eventId, m_RenderData.meshDisplay.curInstance,
m_RenderData.meshDisplay.curView, m_RenderData.meshDisplay.type);
uint64_t elemOffset = cfg.position.vertexByteOffset - fmt.vertexByteOffset;
for(uint32_t inst = firstInst; inst < maxInst; inst++)
{
// find the start of this buffer, and apply the element offset, then pick in that instance
fmt = m_pDevice->GetPostVSBuffers(draw->eventId, inst, m_RenderData.meshDisplay.curView,
m_RenderData.meshDisplay.type);
if(fmt.vertexResourceId != ResourceId())
cfg.position.vertexByteOffset = fmt.vertexByteOffset + elemOffset;
uint32_t vert = m_pDevice->PickVertex(m_EventID, m_Width, m_Height, cfg, x, y);
if(vert != ~0U)
{
return make_rdcpair(vert, inst);
}
}
return errorReturn;
}
else
{
return make_rdcpair(m_pDevice->PickVertex(m_EventID, m_Width, m_Height, cfg, x, y),
m_RenderData.meshDisplay.curInstance);
}
}
void ReplayOutput::SetPixelContextLocation(uint32_t x, uint32_t y)
{
m_ContextX = RDCMAX((float)x, 0.0f);
m_ContextY = RDCMAX((float)y, 0.0f);
DisplayContext();
}
void ReplayOutput::DisablePixelContext()
{
m_ContextX = -1.0f;
m_ContextY = -1.0f;
DisplayContext();
}
void ReplayOutput::ClearBackground(uint64_t outputID, const FloatVector &backgroundColor)
{
if(m_RenderData.texDisplay.backgroundColor.x == 0.0f &&
m_RenderData.texDisplay.backgroundColor.y == 0.0f &&
m_RenderData.texDisplay.backgroundColor.z == 0.0f &&
m_RenderData.texDisplay.backgroundColor.w == 0.0f)
m_pDevice->RenderCheckerboard();
else
m_pDevice->ClearOutputWindowColor(outputID, m_RenderData.texDisplay.backgroundColor);
}
void ReplayOutput::DisplayContext()
{
if(m_PixelContext.outputID == 0)
return;
m_pDevice->BindOutputWindow(m_PixelContext.outputID, false);
ClearBackground(m_PixelContext.outputID, m_RenderData.texDisplay.backgroundColor);
if((m_Type != ReplayOutputType::Texture) || (m_ContextX < 0.0f && m_ContextY < 0.0f) ||
(m_RenderData.texDisplay.resourceId == ResourceId()))
{
m_pDevice->FlipOutputWindow(m_PixelContext.outputID);
return;
}
TextureDisplay disp = m_RenderData.texDisplay;
disp.rawOutput = false;
disp.customShaderId = ResourceId();
if(m_RenderData.texDisplay.customShaderId != ResourceId())
disp.resourceId = m_CustomShaderResourceId;
if((m_RenderData.texDisplay.overlay == DebugOverlay::QuadOverdrawDraw ||
m_RenderData.texDisplay.overlay == DebugOverlay::QuadOverdrawPass ||
m_RenderData.texDisplay.overlay == DebugOverlay::TriangleSizeDraw ||
m_RenderData.texDisplay.overlay == DebugOverlay::TriangleSizePass) &&
m_OverlayResourceId != ResourceId())
disp.resourceId = m_OverlayResourceId;
const float contextZoom = 8.0f;
disp.scale = contextZoom / float(1 << disp.mip);
int32_t width = 0, height = 0;
m_pDevice->GetOutputWindowDimensions(m_PixelContext.outputID, width, height);
float w = (float)width;
float h = (float)height;
int x = (int)m_ContextX;
int y = (int)m_ContextY;
x >>= disp.mip;
x <<= disp.mip;
y >>= disp.mip;
y <<= disp.mip;
disp.xOffset = -(float)x * disp.scale;
disp.yOffset = -(float)y * disp.scale;
disp.xOffset += w / 2.0f;
disp.yOffset += h / 2.0f;
disp.resourceId = m_pDevice->GetLiveID(disp.resourceId);
m_pDevice->RenderTexture(disp);
m_pDevice->RenderHighlightBox(w, h, contextZoom);
m_pDevice->FlipOutputWindow(m_PixelContext.outputID);
}
void ReplayOutput::Display()
{
if(m_pDevice->CheckResizeOutputWindow(m_MainOutput.outputID))
{
m_pDevice->GetOutputWindowDimensions(m_MainOutput.outputID, m_Width, m_Height);
m_MainOutput.dirty = true;
}
if(m_pDevice->CheckResizeOutputWindow(m_PixelContext.outputID))
m_MainOutput.dirty = true;
for(size_t i = 0; i < m_Thumbnails.size(); i++)
if(m_pDevice->CheckResizeOutputWindow(m_Thumbnails[i].outputID))
m_Thumbnails[i].dirty = true;
if(m_MainOutput.dirty)
{
m_MainOutput.dirty = false;
switch(m_Type)
{
case ReplayOutputType::Mesh: DisplayMesh(); break;
case ReplayOutputType::Texture: DisplayTex(); break;
default: RDCERR("Unexpected display type! %d", m_Type); break;
}
m_pDevice->FlipOutputWindow(m_MainOutput.outputID);
DisplayContext();
}
else
{
m_pDevice->BindOutputWindow(m_MainOutput.outputID, false);
m_pDevice->FlipOutputWindow(m_MainOutput.outputID);
m_pDevice->BindOutputWindow(m_PixelContext.outputID, false);
m_pDevice->FlipOutputWindow(m_PixelContext.outputID);
}
for(size_t i = 0; i < m_Thumbnails.size(); i++)
{
if(!m_Thumbnails[i].dirty)
{
m_pDevice->BindOutputWindow(m_Thumbnails[i].outputID, false);
m_pDevice->FlipOutputWindow(m_Thumbnails[i].outputID);
continue;
}
if(!m_pDevice->IsOutputWindowVisible(m_Thumbnails[i].outputID))
continue;
FloatVector color;
if(m_Thumbnails[i].texture == ResourceId())
{
m_pDevice->BindOutputWindow(m_Thumbnails[i].outputID, false);
Vec4f dark = RenderDoc::Inst().DarkCheckerboardColor();
Vec4f light = RenderDoc::Inst().LightCheckerboardColor();
color.x = light.x;
color.y = dark.y;
color.z = dark.z;
color.w = 0.4f;
m_pDevice->ClearOutputWindowColor(m_Thumbnails[i].outputID, color);
m_pDevice->FlipOutputWindow(m_Thumbnails[i].outputID);
continue;
}
m_pDevice->BindOutputWindow(m_Thumbnails[i].outputID, false);
m_pDevice->ClearOutputWindowColor(m_Thumbnails[i].outputID, color);
TextureDisplay disp;
disp.red = disp.green = disp.blue = true;
disp.alpha = false;
disp.hdrMultiplier = -1.0f;
disp.linearDisplayAsGamma = true;
disp.flipY = false;
disp.mip = 0;
disp.sampleIdx = ~0U;
disp.customShaderId = ResourceId();
disp.resourceId = m_pDevice->GetLiveID(m_Thumbnails[i].texture);
disp.typeHint = m_Thumbnails[i].typeHint;
disp.scale = -1.0f;
disp.rangeMin = 0.0f;
disp.rangeMax = 1.0f;
disp.sliceFace = 0;
disp.xOffset = 0.0f;
disp.yOffset = 0.0f;
disp.rawOutput = false;
disp.overlay = DebugOverlay::NoOverlay;
if(m_Thumbnails[i].typeHint == CompType::SNorm)
disp.rangeMin = -1.0f;
if(m_Thumbnails[i].depthMode)
disp.green = disp.blue = false;
m_pDevice->RenderTexture(disp);
m_pDevice->FlipOutputWindow(m_Thumbnails[i].outputID);
m_Thumbnails[i].dirty = false;
}
}
void ReplayOutput::DisplayTex()
{
DrawcallDescription *draw = m_pRenderer->GetDrawcallByEID(m_EventID);
if(m_MainOutput.outputID == 0)
return;
if(m_RenderData.texDisplay.resourceId == ResourceId())
{
FloatVector color;
m_pDevice->BindOutputWindow(m_MainOutput.outputID, false);
m_pDevice->ClearOutputWindowColor(m_MainOutput.outputID, color);
return;
}
if(m_Width <= 0 || m_Height <= 0)
return;
TextureDisplay texDisplay = m_RenderData.texDisplay;
texDisplay.rawOutput = false;
texDisplay.resourceId = m_pDevice->GetLiveID(texDisplay.resourceId);
if(m_RenderData.texDisplay.overlay != DebugOverlay::NoOverlay && draw)
{
if(m_OverlayDirty)
{
m_pDevice->ReplayLog(m_EventID, eReplay_WithoutDraw);
RefreshOverlay();
m_pDevice->ReplayLog(m_EventID, eReplay_OnlyDraw);
}
}
else if(m_ForceOverlayRefresh)
{
m_ForceOverlayRefresh = false;
m_pDevice->ReplayLog(m_EventID, eReplay_Full);
}
if(m_RenderData.texDisplay.customShaderId != ResourceId())
{
m_CustomShaderResourceId = m_pDevice->ApplyCustomShader(
m_RenderData.texDisplay.customShaderId, texDisplay.resourceId, texDisplay.mip,
texDisplay.sliceFace, texDisplay.sampleIdx, texDisplay.typeHint);
texDisplay.resourceId = m_pDevice->GetLiveID(m_CustomShaderResourceId);
texDisplay.typeHint = CompType::Typeless;
texDisplay.customShaderId = ResourceId();
texDisplay.sliceFace = 0;
}
FloatVector color;
m_pDevice->BindOutputWindow(m_MainOutput.outputID, false);
m_pDevice->ClearOutputWindowColor(m_MainOutput.outputID, color);
ClearBackground(m_MainOutput.outputID, texDisplay.backgroundColor);
m_pDevice->RenderTexture(texDisplay);
if(m_RenderData.texDisplay.overlay != DebugOverlay::NoOverlay && draw &&
m_pDevice->IsRenderOutput(m_RenderData.texDisplay.resourceId) &&
m_RenderData.texDisplay.overlay != DebugOverlay::NaN &&
m_RenderData.texDisplay.overlay != DebugOverlay::Clipping)
{
RDCASSERT(m_OverlayResourceId != ResourceId());
texDisplay.resourceId = m_pDevice->GetLiveID(m_OverlayResourceId);
texDisplay.red = texDisplay.green = texDisplay.blue = texDisplay.alpha = true;
texDisplay.rawOutput = false;
texDisplay.customShaderId = ResourceId();
texDisplay.scale = m_RenderData.texDisplay.scale;
texDisplay.hdrMultiplier = -1.0f;
texDisplay.flipY = m_RenderData.texDisplay.flipY;
texDisplay.rangeMin = 0.0f;
texDisplay.rangeMax = 1.0f;
m_pDevice->RenderTexture(texDisplay);
}
}
void ReplayOutput::DisplayMesh()
{
DrawcallDescription *draw = m_pRenderer->GetDrawcallByEID(m_EventID);
if(draw == NULL || m_MainOutput.outputID == 0 || m_Width <= 0 || m_Height <= 0 ||
(m_RenderData.meshDisplay.type == MeshDataStage::Unknown) ||
!(draw->flags & DrawFlags::Drawcall))
{
FloatVector color;
m_pDevice->BindOutputWindow(m_MainOutput.outputID, false);
m_pDevice->ClearOutputWindowColor(m_MainOutput.outputID, color);
m_pDevice->ClearOutputWindowDepth(m_MainOutput.outputID, 1.0f, 0);
m_pDevice->RenderCheckerboard();
return;
}
if(draw && m_OverlayDirty)
{
m_pDevice->ReplayLog(m_EventID, eReplay_WithoutDraw);
RefreshOverlay();
m_pDevice->ReplayLog(m_EventID, eReplay_OnlyDraw);
}
m_pDevice->BindOutputWindow(m_MainOutput.outputID, true);
m_pDevice->ClearOutputWindowDepth(m_MainOutput.outputID, 1.0f, 0);
m_pDevice->RenderCheckerboard();
m_pDevice->ClearOutputWindowDepth(m_MainOutput.outputID, 1.0f, 0);
MeshDisplay mesh = m_RenderData.meshDisplay;
mesh.position.vertexResourceId = m_pDevice->GetLiveID(mesh.position.vertexResourceId);
mesh.position.indexResourceId = m_pDevice->GetLiveID(mesh.position.indexResourceId);
mesh.second.vertexResourceId = m_pDevice->GetLiveID(mesh.second.vertexResourceId);
mesh.second.indexResourceId = m_pDevice->GetLiveID(mesh.second.indexResourceId);
vector<MeshFormat> secondaryDraws;
// we choose a pallette here so that the colours stay consistent (i.e the
// current draw is always the same colour), but also to indicate somewhat
// the relationship - ie. instances are closer in colour than other draws
// in the pass
// very slightly dark red
FloatVector drawItself(0.06f, 0.0f, 0.0f, 1.0f);
// more desaturated/lighter, but still reddish
FloatVector otherInstances(0.18f, 0.1f, 0.1f, 1.0f);
// lighter grey with blue tinge to contrast from main/instance draws
FloatVector passDraws(0.2f, 0.2f, 0.25f, 1.0f);
if(RenderDoc::Inst().IsDarkTheme())
{
drawItself = FloatVector(1.0f, 0.8f, 0.8f, 1.0f);
otherInstances = FloatVector(0.78f, 0.6f, 0.6f, 1.0f);
passDraws = FloatVector(0.4f, 0.4f, 0.45f, 1.0f);
}
if(m_RenderData.meshDisplay.type != MeshDataStage::VSIn)
{
for(size_t i = 0; m_RenderData.meshDisplay.showWholePass && i < passEvents.size(); i++)
{
DrawcallDescription *d = m_pRenderer->GetDrawcallByEID(passEvents[i]);
if(d)
{
for(uint32_t inst = 0; inst < RDCMAX(1U, d->numInstances); inst++)
{
// get the 'most final' stage
MeshFormat fmt = m_pDevice->GetPostVSBuffers(
passEvents[i], inst, m_RenderData.meshDisplay.curView, MeshDataStage::GSOut);
if(fmt.vertexResourceId == ResourceId())
fmt = m_pDevice->GetPostVSBuffers(passEvents[i], inst, m_RenderData.meshDisplay.curView,
MeshDataStage::VSOut);
fmt.meshColor = passDraws;
// if unproject is marked, this output had a 'real' system position output
if(fmt.unproject)
secondaryDraws.push_back(fmt);
}
}
}
// draw previous instances in the current drawcall
if(draw->flags & DrawFlags::Instanced)
{
uint32_t maxInst = 0;
if(m_RenderData.meshDisplay.showPrevInstances)
maxInst = RDCMAX(1U, m_RenderData.meshDisplay.curInstance);
if(m_RenderData.meshDisplay.showAllInstances)
maxInst = RDCMAX(1U, draw->numInstances);
for(uint32_t inst = 0; inst < maxInst; inst++)
{
// get the 'most final' stage
MeshFormat fmt = m_pDevice->GetPostVSBuffers(
draw->eventId, inst, m_RenderData.meshDisplay.curView, MeshDataStage::GSOut);
if(fmt.vertexResourceId == ResourceId())
fmt = m_pDevice->GetPostVSBuffers(draw->eventId, inst, m_RenderData.meshDisplay.curView,
MeshDataStage::VSOut);
fmt.meshColor = otherInstances;
// if unproject is marked, this output had a 'real' system position output
if(fmt.unproject)
secondaryDraws.push_back(fmt);
}
}
}
mesh.position.meshColor = drawItself;
m_pDevice->RenderMesh(m_EventID, secondaryDraws, mesh);
}