mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-08-09 08:11:06 +00:00
* This might cause some fringing artifacts when at low scales due to non-PMA colors but it means there are no false-positive green pixels.
1603 lines
58 KiB
C++
1603 lines
58 KiB
C++
/******************************************************************************
|
|
* The MIT License (MIT)
|
|
*
|
|
* Copyright (c) 2019-2020 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 "common/shader_cache.h"
|
|
#include "data/resource.h"
|
|
#include "driver/dx/official/d3dcompiler.h"
|
|
#include "driver/dxgi/dxgi_common.h"
|
|
#include "maths/formatpacking.h"
|
|
#include "maths/matrix.h"
|
|
#include "maths/vec.h"
|
|
#include "stb/stb_truetype.h"
|
|
#include "strings/string_utils.h"
|
|
#include "d3d12_command_list.h"
|
|
#include "d3d12_command_queue.h"
|
|
#include "d3d12_debug.h"
|
|
#include "d3d12_device.h"
|
|
#include "d3d12_replay.h"
|
|
#include "d3d12_shader_cache.h"
|
|
|
|
#include "data/hlsl/hlsl_cbuffers.h"
|
|
|
|
struct D3D12QuadOverdrawCallback : public D3D12DrawcallCallback
|
|
{
|
|
D3D12QuadOverdrawCallback(WrappedID3D12Device *dev, D3D12_SHADER_BYTECODE quadWrite,
|
|
D3D12_SHADER_BYTECODE quadWriteDXIL, const rdcarray<uint32_t> &events,
|
|
ID3D12Resource *depth, ID3D12Resource *msdepth, PortableHandle dsv,
|
|
PortableHandle uav)
|
|
: m_pDevice(dev),
|
|
m_QuadWritePS(quadWrite),
|
|
m_QuadWriteDXILPS(quadWriteDXIL),
|
|
m_Events(events),
|
|
m_Depth(depth),
|
|
m_MSDepth(msdepth),
|
|
m_DSV(dsv),
|
|
m_UAV(uav)
|
|
{
|
|
m_pDevice->GetQueue()->GetCommandData()->m_DrawcallCallback = this;
|
|
}
|
|
~D3D12QuadOverdrawCallback()
|
|
{
|
|
m_pDevice->GetQueue()->GetCommandData()->m_DrawcallCallback = NULL;
|
|
}
|
|
void PreDraw(uint32_t eid, ID3D12GraphicsCommandListX *cmd)
|
|
{
|
|
if(!m_Events.contains(eid))
|
|
return;
|
|
|
|
// we customise the pipeline to disable framebuffer writes, but perform normal testing
|
|
// and substitute our quad calculation fragment shader that writes to a storage image
|
|
// that is bound in a new root signature element.
|
|
|
|
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->GetCurRenderState();
|
|
m_PrevState = rs;
|
|
|
|
// check cache first
|
|
CachedPipeline cache = m_PipelineCache[rs.pipe];
|
|
|
|
// if we don't get a hit, create a modified pipeline
|
|
if(cache.pipe == NULL)
|
|
{
|
|
HRESULT hr = S_OK;
|
|
|
|
WrappedID3D12RootSignature *sig =
|
|
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(
|
|
rs.graphics.rootsig);
|
|
|
|
// need to be able to add a descriptor table with our UAV without hitting the 64 DWORD limit
|
|
RDCASSERT(sig->sig.dwordLength < 64);
|
|
|
|
D3D12RootSignature modsig = sig->sig;
|
|
|
|
UINT regSpace = modsig.maxSpaceIndex + 1;
|
|
MoveRootSignatureElementsToRegisterSpace(modsig, regSpace, D3D12DescriptorType::UAV,
|
|
D3D12_SHADER_VISIBILITY_PIXEL);
|
|
|
|
D3D12_DESCRIPTOR_RANGE1 range;
|
|
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
|
|
range.NumDescriptors = 1;
|
|
range.BaseShaderRegister = 0;
|
|
range.RegisterSpace = 0;
|
|
range.Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
|
|
range.OffsetInDescriptorsFromTableStart = 0;
|
|
|
|
modsig.Parameters.push_back(D3D12RootSignatureParameter());
|
|
D3D12RootSignatureParameter ¶m = modsig.Parameters.back();
|
|
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
|
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
|
param.DescriptorTable.NumDescriptorRanges = 1;
|
|
param.DescriptorTable.pDescriptorRanges = ⦥
|
|
|
|
cache.sigElem = uint32_t(modsig.Parameters.size() - 1);
|
|
|
|
ID3DBlob *root = m_pDevice->GetShaderCache()->MakeRootSig(modsig);
|
|
|
|
hr = m_pDevice->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
|
|
__uuidof(ID3D12RootSignature), (void **)&cache.sig);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
|
|
SAFE_RELEASE(root);
|
|
|
|
WrappedID3D12PipelineState *origPSO =
|
|
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
|
|
|
|
RDCASSERT(origPSO->IsGraphics());
|
|
|
|
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC pipeDesc;
|
|
origPSO->Fill(pipeDesc);
|
|
|
|
for(size_t i = 0; i < ARRAY_COUNT(pipeDesc.BlendState.RenderTarget); i++)
|
|
pipeDesc.BlendState.RenderTarget[i].RenderTargetWriteMask = 0;
|
|
|
|
// disable depth/stencil writes
|
|
pipeDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
|
|
pipeDesc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
|
|
pipeDesc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP_KEEP;
|
|
pipeDesc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
|
|
pipeDesc.DepthStencilState.BackFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
|
|
pipeDesc.DepthStencilState.BackFace.StencilFailOp = D3D12_STENCIL_OP_KEEP;
|
|
pipeDesc.DepthStencilState.BackFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
|
|
pipeDesc.DepthStencilState.StencilWriteMask = 0;
|
|
|
|
// disable any multisampling
|
|
pipeDesc.SampleDesc.Count = 1;
|
|
pipeDesc.SampleDesc.Quality = 0;
|
|
|
|
bool dxil =
|
|
DXBC::DXBCContainer::CheckForDXIL(pipeDesc.VS.pShaderBytecode, pipeDesc.VS.BytecodeLength);
|
|
|
|
if(dxil)
|
|
{
|
|
pipeDesc.PS = m_QuadWriteDXILPS;
|
|
if(pipeDesc.PS.BytecodeLength == 0)
|
|
{
|
|
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
|
|
MessageSource::UnsupportedConfiguration,
|
|
"No DXIL shader available for overlay");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pipeDesc.PS = m_QuadWritePS;
|
|
}
|
|
|
|
pipeDesc.pRootSignature = cache.sig;
|
|
|
|
hr = m_pDevice->CreatePipeState(pipeDesc, &cache.pipe);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
|
|
m_PipelineCache[rs.pipe] = cache;
|
|
}
|
|
|
|
// modify state for first draw call
|
|
rs.pipe = GetResID(cache.pipe);
|
|
rs.graphics.rootsig = GetResID(cache.sig);
|
|
|
|
rs.rts.clear();
|
|
if(m_Depth)
|
|
{
|
|
rs.dsv = *DescriptorFromPortableHandle(m_pDevice->GetResourceManager(), m_DSV);
|
|
|
|
D3D12_RESOURCE_BARRIER b = {};
|
|
|
|
b.Transition.pResource = m_Depth;
|
|
b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON;
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
|
cmd->ResourceBarrier(1, &b);
|
|
|
|
b.Transition.pResource = m_MSDepth;
|
|
b.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
|
cmd->ResourceBarrier(1, &b);
|
|
|
|
m_pDevice->GetDebugManager()->CopyTex2DMSToArray(Unwrap(cmd), Unwrap(m_Depth),
|
|
Unwrap(m_MSDepth));
|
|
}
|
|
|
|
AddDebugDescriptorsToRenderState(m_pDevice, rs, {m_UAV}, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
|
cache.sigElem, m_CopiedHeaps);
|
|
|
|
// as we're changing the root signature, we need to reapply all elements,
|
|
// so just apply all state
|
|
if(cmd)
|
|
rs.ApplyState(m_pDevice, cmd);
|
|
}
|
|
|
|
bool PostDraw(uint32_t eid, ID3D12GraphicsCommandListX *cmd)
|
|
{
|
|
if(!m_Events.contains(eid))
|
|
return false;
|
|
|
|
if(m_Depth)
|
|
{
|
|
D3D12_RESOURCE_BARRIER b = {};
|
|
|
|
b.Transition.pResource = m_Depth;
|
|
b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
b.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
|
|
cmd->ResourceBarrier(1, &b);
|
|
|
|
b.Transition.pResource = m_MSDepth;
|
|
b.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
|
cmd->ResourceBarrier(1, &b);
|
|
}
|
|
|
|
// restore the render state and go ahead with the real draw
|
|
m_pDevice->GetQueue()->GetCommandData()->GetCurRenderState() = m_PrevState;
|
|
|
|
RDCASSERT(cmd);
|
|
m_pDevice->GetQueue()->GetCommandData()->GetCurRenderState().ApplyState(m_pDevice, cmd);
|
|
|
|
return true;
|
|
}
|
|
|
|
void PostRedraw(uint32_t eid, ID3D12GraphicsCommandListX *cmd)
|
|
{
|
|
// nothing to do
|
|
}
|
|
|
|
// Dispatches don't rasterize, so do nothing
|
|
void PreDispatch(uint32_t eid, ID3D12GraphicsCommandListX *cmd) {}
|
|
bool PostDispatch(uint32_t eid, ID3D12GraphicsCommandListX *cmd) { return false; }
|
|
void PostRedispatch(uint32_t eid, ID3D12GraphicsCommandListX *cmd) {}
|
|
void PreCloseCommandList(ID3D12GraphicsCommandListX *cmd) {}
|
|
void AliasEvent(uint32_t primary, uint32_t alias)
|
|
{
|
|
// don't care
|
|
}
|
|
|
|
WrappedID3D12Device *m_pDevice;
|
|
D3D12_SHADER_BYTECODE m_QuadWritePS;
|
|
D3D12_SHADER_BYTECODE m_QuadWriteDXILPS;
|
|
const rdcarray<uint32_t> &m_Events;
|
|
PortableHandle m_UAV;
|
|
PortableHandle m_DSV;
|
|
ID3D12Resource *m_Depth, *m_MSDepth;
|
|
|
|
// cache modified pipelines
|
|
struct CachedPipeline
|
|
{
|
|
ID3D12RootSignature *sig;
|
|
uint32_t sigElem;
|
|
ID3D12PipelineState *pipe;
|
|
};
|
|
std::map<ResourceId, CachedPipeline> m_PipelineCache;
|
|
std::set<ResourceId> m_CopiedHeaps;
|
|
D3D12RenderState m_PrevState;
|
|
};
|
|
|
|
static void SetRTVDesc(D3D12_RENDER_TARGET_VIEW_DESC &rtDesc, const D3D12_RESOURCE_DESC &texDesc,
|
|
const RenderOutputSubresource &sub)
|
|
{
|
|
if(texDesc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D && texDesc.DepthOrArraySize > 1)
|
|
{
|
|
if(texDesc.SampleDesc.Count > 1)
|
|
{
|
|
rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
|
|
rtDesc.Texture2DMSArray.FirstArraySlice = sub.slice;
|
|
rtDesc.Texture2DMSArray.ArraySize = sub.numSlices;
|
|
}
|
|
else
|
|
{
|
|
rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
|
|
rtDesc.Texture2DArray.FirstArraySlice = sub.slice;
|
|
rtDesc.Texture2DArray.ArraySize = sub.numSlices;
|
|
rtDesc.Texture2DArray.MipSlice = sub.mip;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
|
|
rtDesc.Texture2D.MipSlice = sub.mip;
|
|
|
|
if(texDesc.SampleDesc.Count > 1)
|
|
rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
|
|
}
|
|
}
|
|
|
|
RenderOutputSubresource D3D12Replay::GetRenderOutputSubresource(ResourceId id)
|
|
{
|
|
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
|
|
|
|
D3D12Pipe::View view;
|
|
|
|
for(size_t i = 0; i < rs.rts.size(); i++)
|
|
{
|
|
if(id == rs.rts[i].GetResResourceId())
|
|
{
|
|
FillResourceView(view, &rs.rts[i]);
|
|
return RenderOutputSubresource(view.firstMip, view.firstSlice, view.numSlices);
|
|
}
|
|
}
|
|
|
|
if(id == rs.dsv.GetResResourceId())
|
|
{
|
|
FillResourceView(view, &rs.dsv);
|
|
return RenderOutputSubresource(view.firstMip, view.firstSlice, view.numSlices);
|
|
}
|
|
|
|
return RenderOutputSubresource(~0U, ~0U, 0);
|
|
}
|
|
|
|
ResourceId D3D12Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, DebugOverlay overlay,
|
|
uint32_t eventId, const rdcarray<uint32_t> &passEvents)
|
|
{
|
|
ID3D12Resource *resource = m_pDevice->GetResourceList()[texid];
|
|
|
|
if(resource == NULL)
|
|
return ResourceId();
|
|
|
|
RenderOutputSubresource sub = GetRenderOutputSubresource(texid);
|
|
|
|
if(sub.slice == ~0U)
|
|
{
|
|
RDCERR("Rendering overlay for %s couldn't find output to get subresource.", ToStr(texid).c_str());
|
|
sub = RenderOutputSubresource(0, 0, 1);
|
|
}
|
|
|
|
D3D12MarkerRegion renderoverlay(m_pDevice->GetQueue(),
|
|
StringFormat::Fmt("RenderOverlay %d", overlay));
|
|
|
|
D3D12_RESOURCE_DESC resourceDesc = resource->GetDesc();
|
|
|
|
rdcarray<D3D12_RESOURCE_BARRIER> barriers;
|
|
int resType = 0;
|
|
GetDebugManager()->PrepareTextureSampling(resource, CompType::Float, resType, barriers);
|
|
|
|
D3D12_RESOURCE_DESC overlayTexDesc;
|
|
overlayTexDesc.Alignment = 0;
|
|
overlayTexDesc.DepthOrArraySize = resourceDesc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D
|
|
? resourceDesc.DepthOrArraySize
|
|
: 1;
|
|
overlayTexDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
|
overlayTexDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
|
|
overlayTexDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
overlayTexDesc.Height = resourceDesc.Height;
|
|
overlayTexDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
|
overlayTexDesc.MipLevels = resourceDesc.MipLevels;
|
|
overlayTexDesc.SampleDesc = resourceDesc.SampleDesc;
|
|
overlayTexDesc.Width = resourceDesc.Width;
|
|
|
|
D3D12_HEAP_PROPERTIES heapProps;
|
|
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
|
|
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
heapProps.CreationNodeMask = 1;
|
|
heapProps.VisibleNodeMask = 1;
|
|
|
|
D3D12_RESOURCE_DESC currentOverlayDesc;
|
|
RDCEraseEl(currentOverlayDesc);
|
|
if(m_Overlay.Texture)
|
|
currentOverlayDesc = m_Overlay.Texture->GetDesc();
|
|
|
|
WrappedID3D12Resource *wrappedCustomRenderTex = (WrappedID3D12Resource *)m_Overlay.Texture;
|
|
|
|
// need to recreate backing custom render tex
|
|
if(overlayTexDesc.Width != currentOverlayDesc.Width ||
|
|
overlayTexDesc.Height != currentOverlayDesc.Height ||
|
|
overlayTexDesc.Format != currentOverlayDesc.Format ||
|
|
overlayTexDesc.DepthOrArraySize != currentOverlayDesc.DepthOrArraySize ||
|
|
overlayTexDesc.MipLevels != currentOverlayDesc.MipLevels ||
|
|
overlayTexDesc.SampleDesc.Count != currentOverlayDesc.SampleDesc.Count ||
|
|
overlayTexDesc.SampleDesc.Quality != currentOverlayDesc.SampleDesc.Quality)
|
|
{
|
|
SAFE_RELEASE(m_Overlay.Texture);
|
|
m_Overlay.resourceId = ResourceId();
|
|
|
|
ID3D12Resource *customRenderTex = NULL;
|
|
HRESULT hr = m_pDevice->CreateCommittedResource(
|
|
&heapProps, D3D12_HEAP_FLAG_NONE, &overlayTexDesc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&customRenderTex);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create custom render tex HRESULT: %s", ToStr(hr).c_str());
|
|
return ResourceId();
|
|
}
|
|
wrappedCustomRenderTex = (WrappedID3D12Resource *)customRenderTex;
|
|
|
|
customRenderTex->SetName(L"customRenderTex");
|
|
|
|
m_Overlay.Texture = wrappedCustomRenderTex;
|
|
m_Overlay.resourceId = wrappedCustomRenderTex->GetResourceID();
|
|
}
|
|
|
|
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
|
|
|
|
ID3D12Resource *renderDepth = NULL;
|
|
|
|
D3D12Descriptor dsView = rs.dsv;
|
|
|
|
D3D12_RESOURCE_DESC depthTexDesc = {};
|
|
D3D12_DEPTH_STENCIL_VIEW_DESC dsViewDesc = {};
|
|
if(dsView.GetResResourceId() != ResourceId())
|
|
{
|
|
ID3D12Resource *realDepth =
|
|
m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(dsView.GetResResourceId());
|
|
|
|
dsViewDesc = dsView.GetDSV();
|
|
|
|
depthTexDesc = realDepth->GetDesc();
|
|
depthTexDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
|
|
depthTexDesc.Alignment = 0;
|
|
|
|
HRESULT hr = S_OK;
|
|
|
|
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &depthTexDesc,
|
|
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&renderDepth);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create renderDepth HRESULT: %s", ToStr(hr).c_str());
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
renderDepth->SetName(L"Overlay renderDepth");
|
|
|
|
ID3D12GraphicsCommandList *list = m_pDevice->GetNewList();
|
|
|
|
const rdcarray<D3D12_RESOURCE_STATES> &states =
|
|
m_pDevice->GetSubresourceStates(GetResID(realDepth));
|
|
|
|
rdcarray<D3D12_RESOURCE_BARRIER> depthBarriers;
|
|
depthBarriers.reserve(states.size());
|
|
for(size_t i = 0; i < states.size(); i++)
|
|
{
|
|
D3D12_RESOURCE_BARRIER b;
|
|
|
|
// skip unneeded barriers
|
|
if(states[i] & D3D12_RESOURCE_STATE_COPY_SOURCE)
|
|
continue;
|
|
|
|
b.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
b.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
|
b.Transition.pResource = realDepth;
|
|
b.Transition.Subresource = (UINT)i;
|
|
b.Transition.StateBefore = states[i];
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
|
|
depthBarriers.push_back(b);
|
|
}
|
|
|
|
if(!depthBarriers.empty())
|
|
list->ResourceBarrier((UINT)depthBarriers.size(), &depthBarriers[0]);
|
|
|
|
list->CopyResource(renderDepth, realDepth);
|
|
|
|
for(size_t i = 0; i < depthBarriers.size(); i++)
|
|
std::swap(depthBarriers[i].Transition.StateBefore, depthBarriers[i].Transition.StateAfter);
|
|
|
|
if(!depthBarriers.empty())
|
|
list->ResourceBarrier((UINT)depthBarriers.size(), &depthBarriers[0]);
|
|
|
|
D3D12_RESOURCE_BARRIER b = {};
|
|
|
|
b.Transition.pResource = renderDepth;
|
|
b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
|
|
|
// prepare tex resource for copying
|
|
list->ResourceBarrier(1, &b);
|
|
|
|
list->Close();
|
|
}
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE rtv = GetDebugManager()->GetCPUHandle(OVERLAY_RTV);
|
|
D3D12_RENDER_TARGET_VIEW_DESC rtDesc = {};
|
|
rtDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
|
|
ID3D12GraphicsCommandListX *list = m_pDevice->GetNewList();
|
|
|
|
// clear all mips and all slices first
|
|
for(UINT mip = 0; mip < overlayTexDesc.MipLevels; mip++)
|
|
{
|
|
SetRTVDesc(rtDesc, overlayTexDesc,
|
|
RenderOutputSubresource(mip, 0, overlayTexDesc.DepthOrArraySize));
|
|
|
|
m_pDevice->CreateRenderTargetView(wrappedCustomRenderTex, &rtDesc, rtv);
|
|
FLOAT black[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
list->ClearRenderTargetView(rtv, black, 0, NULL);
|
|
}
|
|
|
|
SetRTVDesc(rtDesc, overlayTexDesc, sub);
|
|
m_pDevice->CreateRenderTargetView(wrappedCustomRenderTex, &rtDesc, rtv);
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE dsv = {};
|
|
|
|
if(renderDepth)
|
|
{
|
|
dsv = GetDebugManager()->GetCPUHandle(OVERLAY_DSV);
|
|
m_pDevice->CreateDepthStencilView(
|
|
renderDepth, dsViewDesc.Format == DXGI_FORMAT_UNKNOWN ? NULL : &dsViewDesc, dsv);
|
|
}
|
|
|
|
D3D12_DEPTH_STENCIL_DESC dsDesc;
|
|
|
|
dsDesc.BackFace.StencilFailOp = dsDesc.BackFace.StencilPassOp =
|
|
dsDesc.BackFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
|
|
dsDesc.BackFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
dsDesc.FrontFace.StencilFailOp = dsDesc.FrontFace.StencilPassOp =
|
|
dsDesc.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
|
|
dsDesc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
dsDesc.DepthEnable = TRUE;
|
|
dsDesc.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
|
|
dsDesc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
|
|
dsDesc.StencilEnable = FALSE;
|
|
dsDesc.StencilReadMask = dsDesc.StencilWriteMask = 0xff;
|
|
|
|
WrappedID3D12PipelineState *pipe = NULL;
|
|
|
|
if(rs.pipe != ResourceId())
|
|
pipe = m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
|
|
|
|
if(overlay == DebugOverlay::NaN || overlay == DebugOverlay::Clipping)
|
|
{
|
|
// just need the basic texture
|
|
}
|
|
else if(overlay == DebugOverlay::Drawcall)
|
|
{
|
|
if(pipe && pipe->IsGraphics())
|
|
{
|
|
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC psoDesc;
|
|
pipe->Fill(psoDesc);
|
|
|
|
bool dxil =
|
|
DXBC::DXBCContainer::CheckForDXIL(psoDesc.VS.pShaderBytecode, psoDesc.VS.BytecodeLength);
|
|
|
|
ID3DBlob *ps =
|
|
m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::HIGHLIGHT, dxil);
|
|
|
|
psoDesc.DepthStencilState.DepthEnable = FALSE;
|
|
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
|
|
psoDesc.DepthStencilState.StencilEnable = FALSE;
|
|
psoDesc.DepthStencilState.DepthBoundsTestEnable = FALSE;
|
|
|
|
psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
|
|
psoDesc.BlendState.IndependentBlendEnable = FALSE;
|
|
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
|
|
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
|
|
psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
|
|
RDCEraseEl(psoDesc.RTVFormats.RTFormats);
|
|
psoDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
psoDesc.RTVFormats.NumRenderTargets = 1;
|
|
psoDesc.SampleMask = ~0U;
|
|
psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count);
|
|
psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
|
|
|
|
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
|
|
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
|
|
psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
|
|
psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
|
|
psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
|
|
psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
|
|
psoDesc.RasterizerState.DepthClipEnable = FALSE;
|
|
psoDesc.RasterizerState.MultisampleEnable = FALSE;
|
|
psoDesc.RasterizerState.AntialiasedLineEnable = FALSE;
|
|
|
|
float clearColour[] = {0.0f, 0.0f, 0.0f, 0.5f};
|
|
list->ClearRenderTargetView(rtv, clearColour, 0, NULL);
|
|
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
if(!ps)
|
|
{
|
|
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
|
|
MessageSource::UnsupportedConfiguration,
|
|
"No DXIL shader available for overlay");
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
psoDesc.PS.pShaderBytecode = ps->GetBufferPointer();
|
|
psoDesc.PS.BytecodeLength = ps->GetBufferSize();
|
|
|
|
ID3D12PipelineState *pso = NULL;
|
|
HRESULT hr = m_pDevice->CreatePipeState(psoDesc, &pso);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
|
|
SAFE_RELEASE(ps);
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
D3D12RenderState prev = rs;
|
|
|
|
rs.pipe = GetResID(pso);
|
|
rs.rts.resize(1);
|
|
rs.rts[0] = *GetWrapped(rtv);
|
|
RDCEraseEl(rs.dsv);
|
|
|
|
for(D3D12_RECT &r : rs.scissors)
|
|
r = {0, 0, 32768, 32768};
|
|
|
|
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
|
|
|
|
rs = prev;
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
|
|
SAFE_RELEASE(pso);
|
|
SAFE_RELEASE(ps);
|
|
}
|
|
}
|
|
else if(overlay == DebugOverlay::BackfaceCull)
|
|
{
|
|
if(pipe && pipe->IsGraphics())
|
|
{
|
|
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC psoDesc;
|
|
pipe->Fill(psoDesc);
|
|
|
|
D3D12_CULL_MODE origCull = psoDesc.RasterizerState.CullMode;
|
|
BOOL origFrontCCW = psoDesc.RasterizerState.FrontCounterClockwise;
|
|
|
|
bool dxil =
|
|
DXBC::DXBCContainer::CheckForDXIL(psoDesc.VS.pShaderBytecode, psoDesc.VS.BytecodeLength);
|
|
|
|
ID3DBlob *red = m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::RED, dxil);
|
|
ID3DBlob *green =
|
|
m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::GREEN, dxil);
|
|
|
|
psoDesc.DepthStencilState.DepthEnable = FALSE;
|
|
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
|
|
psoDesc.DepthStencilState.StencilEnable = FALSE;
|
|
|
|
psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
|
|
psoDesc.BlendState.IndependentBlendEnable = FALSE;
|
|
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
|
|
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
|
|
psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
|
|
RDCEraseEl(psoDesc.RTVFormats.RTFormats);
|
|
psoDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
psoDesc.RTVFormats.NumRenderTargets = 1;
|
|
psoDesc.SampleMask = ~0U;
|
|
psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count);
|
|
psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
|
|
|
|
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
|
|
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
|
|
psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
|
|
psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
|
|
psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
|
|
psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
|
|
psoDesc.RasterizerState.DepthClipEnable = FALSE;
|
|
psoDesc.RasterizerState.MultisampleEnable = FALSE;
|
|
psoDesc.RasterizerState.AntialiasedLineEnable = FALSE;
|
|
|
|
float clearColour[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
list->ClearRenderTargetView(rtv, clearColour, 0, NULL);
|
|
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
if(!red || !green)
|
|
{
|
|
SAFE_RELEASE(red);
|
|
SAFE_RELEASE(green);
|
|
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
|
|
MessageSource::UnsupportedConfiguration,
|
|
"No DXIL shader available for overlay");
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
psoDesc.PS.pShaderBytecode = red->GetBufferPointer();
|
|
psoDesc.PS.BytecodeLength = red->GetBufferSize();
|
|
|
|
ID3D12PipelineState *redPSO = NULL;
|
|
HRESULT hr = m_pDevice->CreatePipeState(psoDesc, &redPSO);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
|
|
SAFE_RELEASE(red);
|
|
SAFE_RELEASE(green);
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
psoDesc.RasterizerState.CullMode = origCull;
|
|
psoDesc.RasterizerState.FrontCounterClockwise = origFrontCCW;
|
|
psoDesc.PS.pShaderBytecode = green->GetBufferPointer();
|
|
psoDesc.PS.BytecodeLength = green->GetBufferSize();
|
|
|
|
ID3D12PipelineState *greenPSO = NULL;
|
|
hr = m_pDevice->CreatePipeState(psoDesc, &greenPSO);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
|
|
SAFE_RELEASE(red);
|
|
SAFE_RELEASE(redPSO);
|
|
SAFE_RELEASE(green);
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
D3D12RenderState prev = rs;
|
|
|
|
rs.pipe = GetResID(redPSO);
|
|
rs.rts.resize(1);
|
|
rs.rts[0] = *GetWrapped(rtv);
|
|
RDCEraseEl(rs.dsv);
|
|
|
|
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
|
|
|
|
rs.pipe = GetResID(greenPSO);
|
|
|
|
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
|
|
|
|
rs = prev;
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
|
|
SAFE_RELEASE(red);
|
|
SAFE_RELEASE(green);
|
|
SAFE_RELEASE(redPSO);
|
|
SAFE_RELEASE(greenPSO);
|
|
}
|
|
}
|
|
else if(overlay == DebugOverlay::Wireframe)
|
|
{
|
|
if(pipe && pipe->IsGraphics())
|
|
{
|
|
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC psoDesc;
|
|
pipe->Fill(psoDesc);
|
|
|
|
bool dxil =
|
|
DXBC::DXBCContainer::CheckForDXIL(psoDesc.VS.pShaderBytecode, psoDesc.VS.BytecodeLength);
|
|
|
|
ID3DBlob *ps =
|
|
m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::WIREFRAME, dxil);
|
|
|
|
psoDesc.DepthStencilState.DepthEnable = FALSE;
|
|
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
|
|
psoDesc.DepthStencilState.StencilEnable = FALSE;
|
|
|
|
psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
|
|
psoDesc.BlendState.IndependentBlendEnable = FALSE;
|
|
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
|
|
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
|
|
psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
|
|
RDCEraseEl(psoDesc.RTVFormats.RTFormats);
|
|
psoDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
psoDesc.RTVFormats.NumRenderTargets = 1;
|
|
psoDesc.SampleMask = ~0U;
|
|
psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count);
|
|
psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
|
|
|
|
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_WIREFRAME;
|
|
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
|
|
psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
|
|
psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
|
|
psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
|
|
psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
|
|
psoDesc.RasterizerState.DepthClipEnable = FALSE;
|
|
psoDesc.RasterizerState.MultisampleEnable = FALSE;
|
|
psoDesc.RasterizerState.AntialiasedLineEnable = FALSE;
|
|
|
|
float wireClearCol[4] = {200.0f / 255.0f, 255.0f / 255.0f, 0.0f / 255.0f, 0.0f};
|
|
list->ClearRenderTargetView(rtv, wireClearCol, 0, NULL);
|
|
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
if(!ps)
|
|
{
|
|
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
|
|
MessageSource::UnsupportedConfiguration,
|
|
"No DXIL shader available for overlay");
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
psoDesc.PS.pShaderBytecode = ps->GetBufferPointer();
|
|
psoDesc.PS.BytecodeLength = ps->GetBufferSize();
|
|
|
|
ID3D12PipelineState *pso = NULL;
|
|
HRESULT hr = m_pDevice->CreatePipeState(psoDesc, &pso);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
|
|
SAFE_RELEASE(ps);
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
D3D12RenderState prev = rs;
|
|
|
|
rs.pipe = GetResID(pso);
|
|
rs.rts.resize(1);
|
|
rs.rts[0] = *GetWrapped(rtv);
|
|
RDCEraseEl(rs.dsv);
|
|
|
|
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
|
|
|
|
rs = prev;
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
|
|
SAFE_RELEASE(pso);
|
|
SAFE_RELEASE(ps);
|
|
}
|
|
}
|
|
else if(overlay == DebugOverlay::ClearBeforePass || overlay == DebugOverlay::ClearBeforeDraw)
|
|
{
|
|
rdcarray<uint32_t> events = passEvents;
|
|
|
|
if(overlay == DebugOverlay::ClearBeforeDraw)
|
|
events.clear();
|
|
|
|
events.push_back(eventId);
|
|
|
|
if(!events.empty())
|
|
{
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
rdcarray<D3D12Descriptor> rts = rs.rts;
|
|
|
|
if(overlay == DebugOverlay::ClearBeforePass)
|
|
m_pDevice->ReplayLog(0, events[0], eReplay_WithoutDraw);
|
|
|
|
list = m_pDevice->GetNewList();
|
|
|
|
for(size_t i = 0; i < rts.size(); i++)
|
|
{
|
|
const D3D12Descriptor &desc = rts[i];
|
|
|
|
if(desc.GetResResourceId() != ResourceId())
|
|
Unwrap(list)->ClearRenderTargetView(Unwrap(GetDebugManager()->GetTempDescriptor(desc)),
|
|
&clearCol.x, 0, NULL);
|
|
}
|
|
|
|
// Try to clear depth as well, to help debug shadow rendering
|
|
if(rs.dsv.GetResResourceId() != ResourceId() && IsDepthFormat(resourceDesc.Format))
|
|
{
|
|
WrappedID3D12PipelineState *origPSO =
|
|
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
|
|
if(origPSO && origPSO->IsGraphics())
|
|
{
|
|
D3D12_COMPARISON_FUNC depthFunc = origPSO->graphics->DepthStencilState.DepthFunc;
|
|
|
|
// If the depth func is equal or not equal, don't clear at all since the output would be
|
|
// altered in an way that would cause replay to produce mostly incorrect results.
|
|
// Similarly, skip if the depth func is always, as we'd have a 50% chance of guessing the
|
|
// wrong clear value.
|
|
if(depthFunc != D3D12_COMPARISON_FUNC_EQUAL &&
|
|
depthFunc != D3D12_COMPARISON_FUNC_NOT_EQUAL &&
|
|
depthFunc != D3D12_COMPARISON_FUNC_ALWAYS)
|
|
{
|
|
// If the depth func is less or less equal, clear to 1 instead of 0
|
|
bool depthFuncLess = depthFunc == D3D12_COMPARISON_FUNC_LESS ||
|
|
depthFunc == D3D12_COMPARISON_FUNC_LESS_EQUAL;
|
|
float depthClear = depthFuncLess ? 1.0f : 0.0f;
|
|
|
|
Unwrap(list)->ClearDepthStencilView(Unwrap(GetDebugManager()->GetTempDescriptor(rs.dsv)),
|
|
D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL,
|
|
depthClear, 0, 0, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
for(size_t i = 0; i < events.size(); i++)
|
|
{
|
|
m_pDevice->ReplayLog(events[i], events[i], eReplay_OnlyDraw);
|
|
|
|
if(overlay == DebugOverlay::ClearBeforePass && i + 1 < events.size())
|
|
m_pDevice->ReplayLog(events[i] + 1, events[i + 1], eReplay_WithoutDraw);
|
|
}
|
|
}
|
|
}
|
|
else if(overlay == DebugOverlay::ViewportScissor)
|
|
{
|
|
if(pipe && pipe->IsGraphics() && !rs.views.empty())
|
|
{
|
|
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC psoDesc;
|
|
pipe->Fill(psoDesc);
|
|
|
|
bool dxil =
|
|
DXBC::DXBCContainer::CheckForDXIL(psoDesc.VS.pShaderBytecode, psoDesc.VS.BytecodeLength);
|
|
|
|
ID3DBlob *red = m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::RED, dxil);
|
|
ID3DBlob *green =
|
|
m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::GREEN, dxil);
|
|
|
|
psoDesc.DepthStencilState.DepthEnable = FALSE;
|
|
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
|
|
psoDesc.DepthStencilState.StencilEnable = FALSE;
|
|
|
|
psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
|
|
psoDesc.BlendState.IndependentBlendEnable = FALSE;
|
|
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
|
|
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
|
|
psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
|
|
RDCEraseEl(psoDesc.RTVFormats.RTFormats);
|
|
psoDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
psoDesc.RTVFormats.NumRenderTargets = 1;
|
|
psoDesc.SampleMask = ~0U;
|
|
psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count);
|
|
psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
|
|
|
|
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
|
|
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
|
|
psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
|
|
psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
|
|
psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
|
|
psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
|
|
psoDesc.RasterizerState.DepthClipEnable = FALSE;
|
|
psoDesc.RasterizerState.MultisampleEnable = FALSE;
|
|
psoDesc.RasterizerState.AntialiasedLineEnable = FALSE;
|
|
|
|
psoDesc.PS.pShaderBytecode = red->GetBufferPointer();
|
|
psoDesc.PS.BytecodeLength = red->GetBufferSize();
|
|
|
|
ID3D12PipelineState *redPSO = NULL;
|
|
HRESULT hr = m_pDevice->CreatePipeState(psoDesc, &redPSO);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
|
|
SAFE_RELEASE(red);
|
|
SAFE_RELEASE(redPSO);
|
|
SAFE_RELEASE(green);
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
psoDesc.PS.pShaderBytecode = green->GetBufferPointer();
|
|
psoDesc.PS.BytecodeLength = green->GetBufferSize();
|
|
|
|
ID3D12PipelineState *greenPSO = NULL;
|
|
hr = m_pDevice->CreatePipeState(psoDesc, &greenPSO);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
|
|
SAFE_RELEASE(red);
|
|
SAFE_RELEASE(redPSO);
|
|
SAFE_RELEASE(green);
|
|
SAFE_RELEASE(greenPSO);
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
D3D12_RECT scissor = {0, 0, 16384, 16384};
|
|
|
|
D3D12RenderState prev = rs;
|
|
|
|
rs.rts = {*GetWrapped(rtv)};
|
|
|
|
for(D3D12_RECT &s : rs.scissors)
|
|
s = scissor;
|
|
|
|
rs.pipe = GetResID(redPSO);
|
|
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
|
|
|
|
rs.scissors = prev.scissors;
|
|
|
|
rs.pipe = GetResID(greenPSO);
|
|
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
|
|
|
|
rs = prev;
|
|
|
|
list = m_pDevice->GetNewList();
|
|
|
|
rs.ApplyState(m_pDevice, list);
|
|
|
|
list->OMSetRenderTargets(1, &rtv, TRUE, NULL);
|
|
|
|
D3D12_VIEWPORT viewport = rs.views[0];
|
|
list->RSSetViewports(1, &viewport);
|
|
|
|
list->RSSetScissorRects(1, &scissor);
|
|
|
|
list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
list->SetPipelineState(
|
|
m_General.CheckerboardF16Pipe[Log2Floor(overlayTexDesc.SampleDesc.Count)]);
|
|
|
|
list->SetGraphicsRootSignature(m_General.CheckerboardRootSig);
|
|
|
|
CheckerboardCBuffer pixelData = {0};
|
|
|
|
pixelData.BorderWidth = 3;
|
|
pixelData.CheckerSquareDimension = 16.0f;
|
|
|
|
// set primary/secondary to the same to 'disable' checkerboard
|
|
pixelData.PrimaryColor = pixelData.SecondaryColor = Vec4f(0.1f, 0.1f, 0.1f, 1.0f);
|
|
pixelData.InnerColor = Vec4f(0.2f, 0.2f, 0.9f, 0.4f);
|
|
|
|
// set viewport rect
|
|
pixelData.RectPosition = Vec2f(viewport.TopLeftX, viewport.TopLeftY);
|
|
pixelData.RectSize = Vec2f(viewport.Width, viewport.Height);
|
|
|
|
D3D12_GPU_VIRTUAL_ADDRESS viewCB =
|
|
GetDebugManager()->UploadConstants(&pixelData, sizeof(pixelData));
|
|
|
|
list->SetGraphicsRootConstantBufferView(0, viewCB);
|
|
|
|
float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
list->OMSetBlendFactor(factor);
|
|
|
|
list->DrawInstanced(3, 1, 0, 0);
|
|
|
|
if(rs.scissors.empty())
|
|
{
|
|
viewport = {};
|
|
}
|
|
else
|
|
{
|
|
viewport.TopLeftX = (float)rs.scissors[0].left;
|
|
viewport.TopLeftY = (float)rs.scissors[0].top;
|
|
viewport.Width = (float)(rs.scissors[0].right - rs.scissors[0].left);
|
|
viewport.Height = (float)(rs.scissors[0].bottom - rs.scissors[0].top);
|
|
}
|
|
list->RSSetViewports(1, &viewport);
|
|
|
|
// black/white checkered border
|
|
pixelData.PrimaryColor = Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
pixelData.SecondaryColor = Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
// nothing at all inside
|
|
pixelData.InnerColor = Vec4f(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
// set scissor rect
|
|
pixelData.RectPosition = Vec2f(viewport.TopLeftX, viewport.TopLeftY);
|
|
pixelData.RectSize = Vec2f(viewport.Width, viewport.Height);
|
|
|
|
D3D12_GPU_VIRTUAL_ADDRESS scissorCB =
|
|
GetDebugManager()->UploadConstants(&pixelData, sizeof(pixelData));
|
|
|
|
list->SetGraphicsRootConstantBufferView(0, scissorCB);
|
|
|
|
list->DrawInstanced(3, 1, 0, 0);
|
|
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
|
|
SAFE_RELEASE(red);
|
|
SAFE_RELEASE(redPSO);
|
|
SAFE_RELEASE(green);
|
|
SAFE_RELEASE(greenPSO);
|
|
}
|
|
}
|
|
else if(overlay == DebugOverlay::TriangleSizeDraw || overlay == DebugOverlay::TriangleSizePass)
|
|
{
|
|
if(pipe && pipe->IsGraphics())
|
|
{
|
|
SCOPED_TIMER("Triangle size");
|
|
|
|
rdcarray<uint32_t> events = passEvents;
|
|
|
|
if(overlay == DebugOverlay::TriangleSizeDraw)
|
|
events.clear();
|
|
|
|
while(!events.empty())
|
|
{
|
|
const DrawcallDescription *draw = m_pDevice->GetDrawcall(events[0]);
|
|
|
|
// remove any non-drawcalls, like the pass boundary.
|
|
if(!(draw->flags & DrawFlags::Drawcall))
|
|
events.erase(0);
|
|
else
|
|
break;
|
|
}
|
|
|
|
events.push_back(eventId);
|
|
|
|
if(overlay == DebugOverlay::TriangleSizePass)
|
|
{
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
m_pDevice->ReplayLog(0, events[0], eReplay_WithoutDraw);
|
|
}
|
|
|
|
pipe = m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
|
|
|
|
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC pipeDesc;
|
|
pipe->Fill(pipeDesc);
|
|
pipeDesc.pRootSignature = GetDebugManager()->GetMeshRootSig();
|
|
pipeDesc.SampleMask = 0xFFFFFFFF;
|
|
pipeDesc.SampleDesc = overlayTexDesc.SampleDesc;
|
|
pipeDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
|
|
|
|
RDCEraseEl(pipeDesc.RTVFormats.RTFormats);
|
|
pipeDesc.RTVFormats.NumRenderTargets = 1;
|
|
pipeDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
pipeDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
|
|
pipeDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
|
|
pipeDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
|
|
pipeDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
|
pipeDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
|
|
pipeDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
|
|
pipeDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
|
pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
|
|
|
D3D12_INPUT_ELEMENT_DESC ia[2] = {};
|
|
ia[0].SemanticName = "pos";
|
|
ia[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
ia[1].SemanticName = "sec";
|
|
ia[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
ia[1].InputSlot = 1;
|
|
ia[1].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
|
|
|
|
pipeDesc.InputLayout.NumElements = 2;
|
|
pipeDesc.InputLayout.pInputElementDescs = ia;
|
|
|
|
pipeDesc.VS.BytecodeLength = m_Overlay.MeshVS->GetBufferSize();
|
|
pipeDesc.VS.pShaderBytecode = m_Overlay.MeshVS->GetBufferPointer();
|
|
RDCEraseEl(pipeDesc.HS);
|
|
RDCEraseEl(pipeDesc.DS);
|
|
pipeDesc.GS.BytecodeLength = m_Overlay.TriangleSizeGS->GetBufferSize();
|
|
pipeDesc.GS.pShaderBytecode = m_Overlay.TriangleSizeGS->GetBufferPointer();
|
|
pipeDesc.PS.BytecodeLength = m_Overlay.TriangleSizePS->GetBufferSize();
|
|
pipeDesc.PS.pShaderBytecode = m_Overlay.TriangleSizePS->GetBufferPointer();
|
|
|
|
pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
|
|
|
|
if(pipeDesc.DepthStencilState.DepthFunc == D3D12_COMPARISON_FUNC_GREATER)
|
|
pipeDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_GREATER_EQUAL;
|
|
if(pipeDesc.DepthStencilState.DepthFunc == D3D12_COMPARISON_FUNC_LESS)
|
|
pipeDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
|
|
|
|
// enough for all primitive topology types
|
|
ID3D12PipelineState *pipes[D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH + 1] = {};
|
|
|
|
MeshVertexCBuffer vertexData = {};
|
|
vertexData.ModelViewProj = Matrix4f::Identity();
|
|
vertexData.SpriteSize = Vec2f();
|
|
|
|
D3D12RenderState::SignatureElement vertexElem(eRootCBV, ResourceId(), 0);
|
|
WrappedID3D12Resource::GetResIDFromAddr(
|
|
GetDebugManager()->UploadConstants(&vertexData, sizeof(vertexData)), vertexElem.id,
|
|
vertexElem.offset);
|
|
|
|
for(size_t i = 0; i < events.size(); i++)
|
|
{
|
|
D3D12RenderState prevState = rs;
|
|
|
|
Vec4f viewport;
|
|
|
|
if(!rs.views.empty())
|
|
viewport = Vec4f(rs.views[0].Width, rs.views[0].Height);
|
|
|
|
D3D12RenderState::SignatureElement viewportElem(eRootCBV, ResourceId(), 0);
|
|
WrappedID3D12Resource::GetResIDFromAddr(
|
|
GetDebugManager()->UploadConstants(&viewport, sizeof(viewport)), viewportElem.id,
|
|
viewportElem.offset);
|
|
|
|
D3D12RenderState::SignatureElement viewportConstElem(eRootConst, ResourceId(), 0);
|
|
viewportConstElem.SetConstants(4, &viewport, 0);
|
|
|
|
rs.graphics.rootsig = GetResID(GetDebugManager()->GetMeshRootSig());
|
|
rs.graphics.sigelems = {
|
|
vertexElem, viewportElem, viewportConstElem,
|
|
};
|
|
|
|
rs.rts = {*(D3D12Descriptor *)rtv.ptr};
|
|
|
|
if(list == NULL)
|
|
list = m_pDevice->GetNewList();
|
|
|
|
rs.ApplyState(m_pDevice, list);
|
|
|
|
const DrawcallDescription *draw = m_pDevice->GetDrawcall(events[i]);
|
|
|
|
for(uint32_t inst = 0; draw && inst < RDCMAX(1U, draw->numInstances); inst++)
|
|
{
|
|
MeshFormat fmt = GetPostVSBuffers(events[i], inst, 0, MeshDataStage::GSOut);
|
|
if(fmt.vertexResourceId == ResourceId())
|
|
fmt = GetPostVSBuffers(events[i], inst, 0, MeshDataStage::VSOut);
|
|
|
|
if(fmt.vertexResourceId != ResourceId())
|
|
{
|
|
D3D_PRIMITIVE_TOPOLOGY topo = MakeD3DPrimitiveTopology(fmt.topology);
|
|
|
|
// can't show triangle size for points or lines
|
|
if(topo == D3D_PRIMITIVE_TOPOLOGY_POINTLIST ||
|
|
topo >= D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST)
|
|
continue;
|
|
else if(topo == D3D_PRIMITIVE_TOPOLOGY_LINESTRIP ||
|
|
topo == D3D_PRIMITIVE_TOPOLOGY_LINELIST ||
|
|
topo == D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ ||
|
|
topo == D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ)
|
|
continue;
|
|
else
|
|
pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
|
|
|
list->IASetPrimitiveTopology(topo);
|
|
|
|
if(pipes[pipeDesc.PrimitiveTopologyType] == NULL)
|
|
{
|
|
HRESULT hr =
|
|
m_pDevice->CreatePipeState(pipeDesc, &pipes[pipeDesc.PrimitiveTopologyType]);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
}
|
|
|
|
ID3D12Resource *vb =
|
|
m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(fmt.vertexResourceId);
|
|
|
|
D3D12_VERTEX_BUFFER_VIEW vbView = {};
|
|
vbView.BufferLocation = vb->GetGPUVirtualAddress() + fmt.vertexByteOffset;
|
|
vbView.StrideInBytes = fmt.vertexByteStride;
|
|
vbView.SizeInBytes = UINT(vb->GetDesc().Width - fmt.vertexByteOffset);
|
|
|
|
// second bind is just a dummy, so we don't have to make a shader
|
|
// that doesn't accept the secondary stream
|
|
list->IASetVertexBuffers(0, 1, &vbView);
|
|
list->IASetVertexBuffers(1, 1, &vbView);
|
|
|
|
list->SetPipelineState(pipes[pipeDesc.PrimitiveTopologyType]);
|
|
|
|
if(fmt.indexByteStride && fmt.indexResourceId != ResourceId())
|
|
{
|
|
ID3D12Resource *ib =
|
|
m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(fmt.indexResourceId);
|
|
|
|
D3D12_INDEX_BUFFER_VIEW view;
|
|
view.BufferLocation = ib->GetGPUVirtualAddress() + fmt.indexByteOffset;
|
|
view.SizeInBytes = UINT(ib->GetDesc().Width - fmt.indexByteOffset);
|
|
view.Format = fmt.indexByteStride == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
|
list->IASetIndexBuffer(&view);
|
|
|
|
list->DrawIndexedInstanced(fmt.numIndices, 1, 0, fmt.baseVertex, 0);
|
|
}
|
|
else
|
|
{
|
|
list->DrawInstanced(fmt.numIndices, 1, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
rs = prevState;
|
|
|
|
if(overlay == DebugOverlay::TriangleSizePass)
|
|
{
|
|
m_pDevice->ReplayLog(events[i], events[i], eReplay_OnlyDraw);
|
|
|
|
if(i + 1 < events.size())
|
|
m_pDevice->ReplayLog(events[i], events[i + 1], eReplay_WithoutDraw);
|
|
}
|
|
}
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
|
|
for(size_t i = 0; i < ARRAY_COUNT(pipes); i++)
|
|
SAFE_RELEASE(pipes[i]);
|
|
}
|
|
|
|
// restore back to normal
|
|
m_pDevice->ReplayLog(0, eventId, eReplay_WithoutDraw);
|
|
}
|
|
else if(overlay == DebugOverlay::QuadOverdrawPass || overlay == DebugOverlay::QuadOverdrawDraw)
|
|
{
|
|
SCOPED_TIMER("Quad Overdraw");
|
|
|
|
rdcarray<uint32_t> events = passEvents;
|
|
|
|
if(overlay == DebugOverlay::QuadOverdrawDraw)
|
|
events.clear();
|
|
|
|
events.push_back(eventId);
|
|
|
|
if(!events.empty())
|
|
{
|
|
if(overlay == DebugOverlay::QuadOverdrawPass)
|
|
{
|
|
list->Close();
|
|
m_pDevice->ReplayLog(0, events[0], eReplay_WithoutDraw);
|
|
list = m_pDevice->GetNewList();
|
|
}
|
|
|
|
uint32_t width = uint32_t(RDCMAX(1ULL, overlayTexDesc.Width >> (sub.mip + 1)));
|
|
uint32_t height = RDCMAX(1U, overlayTexDesc.Height >> (sub.mip + 1));
|
|
|
|
width = RDCMAX(1U, width);
|
|
height = RDCMAX(1U, height);
|
|
|
|
D3D12_RESOURCE_DESC uavTexDesc = {};
|
|
uavTexDesc.Alignment = 0;
|
|
uavTexDesc.DepthOrArraySize = 4;
|
|
uavTexDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
|
uavTexDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
|
uavTexDesc.Format = DXGI_FORMAT_R32_UINT;
|
|
uavTexDesc.Height = height;
|
|
uavTexDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
|
uavTexDesc.MipLevels = 1;
|
|
uavTexDesc.SampleDesc.Count = 1;
|
|
uavTexDesc.SampleDesc.Quality = 0;
|
|
uavTexDesc.Width = width;
|
|
|
|
ID3D12Resource *overdrawTex = NULL;
|
|
HRESULT hr = m_pDevice->CreateCommittedResource(
|
|
&heapProps, D3D12_HEAP_FLAG_NONE, &uavTexDesc, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
|
NULL, __uuidof(ID3D12Resource), (void **)&overdrawTex);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create overdrawTex HRESULT: %s", ToStr(hr).c_str());
|
|
list->Close();
|
|
list = NULL;
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
m_pDevice->CreateShaderResourceView(overdrawTex, NULL,
|
|
GetDebugManager()->GetCPUHandle(OVERDRAW_SRV));
|
|
m_pDevice->CreateUnorderedAccessView(overdrawTex, NULL, NULL,
|
|
GetDebugManager()->GetCPUHandle(OVERDRAW_UAV));
|
|
m_pDevice->CreateUnorderedAccessView(overdrawTex, NULL, NULL,
|
|
GetDebugManager()->GetUAVClearHandle(OVERDRAW_UAV));
|
|
|
|
UINT zeroes[4] = {0, 0, 0, 0};
|
|
list->ClearUnorderedAccessViewUint(GetDebugManager()->GetGPUHandle(OVERDRAW_UAV),
|
|
GetDebugManager()->GetUAVClearHandle(OVERDRAW_UAV),
|
|
overdrawTex, zeroes, 0, NULL);
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
#if ENABLED(SINGLE_FLUSH_VALIDATE)
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
#endif
|
|
|
|
m_pDevice->ReplayLog(0, events[0], eReplay_WithoutDraw);
|
|
|
|
D3D12_SHADER_BYTECODE quadWrite;
|
|
quadWrite.BytecodeLength = m_Overlay.QuadOverdrawWritePS->GetBufferSize();
|
|
quadWrite.pShaderBytecode = m_Overlay.QuadOverdrawWritePS->GetBufferPointer();
|
|
|
|
D3D12_SHADER_BYTECODE quadWriteDXIL = {};
|
|
if(m_Overlay.QuadOverdrawWriteDXILPS)
|
|
{
|
|
quadWriteDXIL.BytecodeLength = m_Overlay.QuadOverdrawWriteDXILPS->GetBufferSize();
|
|
quadWriteDXIL.pShaderBytecode = m_Overlay.QuadOverdrawWriteDXILPS->GetBufferPointer();
|
|
}
|
|
|
|
ID3D12Resource *overrideDepth = NULL;
|
|
|
|
ResourceId res = rs.GetDSVID();
|
|
|
|
ID3D12Resource *curDepth = m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(res);
|
|
D3D12_RESOURCE_DESC curDepthDesc = curDepth ? curDepth->GetDesc() : D3D12_RESOURCE_DESC();
|
|
if(curDepthDesc.SampleDesc.Count > 1)
|
|
{
|
|
curDepthDesc.Alignment = 0;
|
|
curDepthDesc.DepthOrArraySize *= (UINT16)curDepthDesc.SampleDesc.Count;
|
|
curDepthDesc.SampleDesc.Count = 1;
|
|
curDepthDesc.SampleDesc.Quality = 0;
|
|
|
|
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &curDepthDesc,
|
|
D3D12_RESOURCE_STATE_COMMON, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&overrideDepth);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create overrideDepth HRESULT: %s", ToStr(hr).c_str());
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
dsv = GetDebugManager()->GetCPUHandle(OVERLAY_DSV);
|
|
m_pDevice->CreateDepthStencilView(overrideDepth, NULL, dsv);
|
|
}
|
|
|
|
// declare callback struct here
|
|
D3D12QuadOverdrawCallback cb(m_pDevice, quadWrite, quadWriteDXIL, events, overrideDepth,
|
|
overrideDepth ? curDepth : NULL,
|
|
overrideDepth ? ToPortableHandle(dsv) : PortableHandle(),
|
|
ToPortableHandle(GetDebugManager()->GetCPUHandle(OVERDRAW_UAV)));
|
|
|
|
m_pDevice->ReplayLog(events.front(), events.back(), eReplay_Full);
|
|
|
|
// resolve pass
|
|
{
|
|
list = m_pDevice->GetNewList();
|
|
|
|
D3D12_RESOURCE_BARRIER overdrawBarriers[2] = {};
|
|
|
|
// make sure UAV work is done then prepare for reading in PS
|
|
overdrawBarriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
|
|
overdrawBarriers[0].UAV.pResource = overdrawTex;
|
|
overdrawBarriers[1].Transition.pResource = overdrawTex;
|
|
overdrawBarriers[1].Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
overdrawBarriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
|
overdrawBarriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
|
|
|
// prepare tex resource for copying
|
|
list->ResourceBarrier(2, overdrawBarriers);
|
|
|
|
list->OMSetRenderTargets(1, &rtv, TRUE, NULL);
|
|
|
|
D3D12_VIEWPORT view = {0.0f, 0.0f, (float)resourceDesc.Width, (float)resourceDesc.Height,
|
|
0.0f, 1.0f};
|
|
list->RSSetViewports(1, &view);
|
|
|
|
D3D12_RECT scissor = {0, 0, 16384, 16384};
|
|
list->RSSetScissorRects(1, &scissor);
|
|
|
|
list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
list->SetPipelineState(m_Overlay.QuadResolvePipe[Log2Floor(overlayTexDesc.SampleDesc.Count)]);
|
|
|
|
list->SetGraphicsRootSignature(m_Overlay.QuadResolveRootSig);
|
|
|
|
GetDebugManager()->SetDescriptorHeaps(list, true, false);
|
|
|
|
list->SetGraphicsRootDescriptorTable(0, GetDebugManager()->GetGPUHandle(OVERDRAW_SRV));
|
|
|
|
list->DrawInstanced(3, 1, 0, 0);
|
|
|
|
list->Close();
|
|
list = NULL;
|
|
}
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
|
|
for(auto it = cb.m_PipelineCache.begin(); it != cb.m_PipelineCache.end(); ++it)
|
|
{
|
|
SAFE_RELEASE(it->second.pipe);
|
|
SAFE_RELEASE(it->second.sig);
|
|
}
|
|
|
|
SAFE_RELEASE(overdrawTex);
|
|
SAFE_RELEASE(overrideDepth);
|
|
}
|
|
|
|
if(overlay == DebugOverlay::QuadOverdrawPass)
|
|
m_pDevice->ReplayLog(0, eventId, eReplay_WithoutDraw);
|
|
}
|
|
else if(overlay == DebugOverlay::Depth || overlay == DebugOverlay::Stencil)
|
|
{
|
|
if(pipe && pipe->IsGraphics())
|
|
{
|
|
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC psoDesc;
|
|
pipe->Fill(psoDesc);
|
|
|
|
bool dxil =
|
|
DXBC::DXBCContainer::CheckForDXIL(psoDesc.VS.pShaderBytecode, psoDesc.VS.BytecodeLength);
|
|
|
|
ID3DBlob *red = m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::RED, dxil);
|
|
ID3DBlob *green =
|
|
m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::GREEN, dxil);
|
|
|
|
// make sure that if a test is disabled, it shows all
|
|
// pixels passing
|
|
if(!psoDesc.DepthStencilState.DepthEnable)
|
|
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
if(!psoDesc.DepthStencilState.StencilEnable)
|
|
{
|
|
psoDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
psoDesc.DepthStencilState.BackFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
}
|
|
|
|
if(overlay == DebugOverlay::Depth)
|
|
{
|
|
psoDesc.DepthStencilState.StencilEnable = FALSE;
|
|
psoDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
psoDesc.DepthStencilState.BackFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
}
|
|
else
|
|
{
|
|
psoDesc.DepthStencilState.DepthEnable = FALSE;
|
|
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
psoDesc.DepthStencilState.DepthBoundsTestEnable = FALSE;
|
|
}
|
|
|
|
RDCEraseEl(psoDesc.RTVFormats.RTFormats);
|
|
psoDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
psoDesc.RTVFormats.NumRenderTargets = 1;
|
|
psoDesc.SampleMask = ~0U;
|
|
psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count);
|
|
psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
|
|
psoDesc.BlendState.IndependentBlendEnable = FALSE;
|
|
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
|
|
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
|
|
psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
|
|
|
|
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
|
|
psoDesc.RasterizerState.MultisampleEnable = FALSE;
|
|
psoDesc.RasterizerState.AntialiasedLineEnable = FALSE;
|
|
|
|
float clearColour[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
list->ClearRenderTargetView(rtv, clearColour, 0, NULL);
|
|
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
if(!red || !green)
|
|
{
|
|
SAFE_RELEASE(red);
|
|
SAFE_RELEASE(green);
|
|
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
|
|
MessageSource::UnsupportedConfiguration,
|
|
"No DXIL shader available for overlay");
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
psoDesc.PS.pShaderBytecode = green->GetBufferPointer();
|
|
psoDesc.PS.BytecodeLength = green->GetBufferSize();
|
|
|
|
ID3D12PipelineState *greenPSO = NULL;
|
|
HRESULT hr = m_pDevice->CreatePipeState(psoDesc, &greenPSO);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
|
|
SAFE_RELEASE(red);
|
|
SAFE_RELEASE(green);
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
psoDesc.DepthStencilState.DepthEnable = FALSE;
|
|
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
|
|
psoDesc.DepthStencilState.StencilEnable = FALSE;
|
|
psoDesc.DepthStencilState.DepthBoundsTestEnable = FALSE;
|
|
|
|
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
|
|
psoDesc.RasterizerState.DepthClipEnable = FALSE;
|
|
|
|
psoDesc.PS.pShaderBytecode = red->GetBufferPointer();
|
|
psoDesc.PS.BytecodeLength = red->GetBufferSize();
|
|
|
|
ID3D12PipelineState *redPSO = NULL;
|
|
hr = m_pDevice->CreatePipeState(psoDesc, &redPSO);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
|
|
SAFE_RELEASE(redPSO);
|
|
SAFE_RELEASE(red);
|
|
SAFE_RELEASE(green);
|
|
return m_Overlay.resourceId;
|
|
}
|
|
|
|
D3D12RenderState prev = rs;
|
|
|
|
rs.pipe = GetResID(redPSO);
|
|
rs.rts.resize(1);
|
|
rs.rts[0] = *GetWrapped(rtv);
|
|
if(dsv.ptr)
|
|
rs.dsv = *GetWrapped(dsv);
|
|
else
|
|
RDCEraseEl(rs.dsv);
|
|
|
|
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
|
|
|
|
rs.pipe = GetResID(greenPSO);
|
|
|
|
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
|
|
|
|
rs = prev;
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
|
|
SAFE_RELEASE(red);
|
|
SAFE_RELEASE(green);
|
|
SAFE_RELEASE(redPSO);
|
|
SAFE_RELEASE(greenPSO);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RDCERR("Unhandled overlay case!");
|
|
}
|
|
|
|
if(list)
|
|
list->Close();
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
|
|
SAFE_RELEASE(renderDepth);
|
|
|
|
return m_Overlay.resourceId;
|
|
}
|