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69dcb42a05
* The enums are given after compute, to preserve indices for the normal vertex pipeline. * Mesh dispatches are considered a new action type, rather than being bundled into the `Drawcall` type. This will allow them to be distinguished by API backends as needed. The UI treats them as drawcalls * We apply this universally even though it's not relevant to D3D11/GL. It means a couple of empty array entries but it should not cause any significant issues. * Shader messages will be identified by group and thread as with compute shaders. For mesh shaders there is an additional subdivision to identify them by task group, since each task group can submit a grid of mesh groups.
381 lines
12 KiB
C++
381 lines
12 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2023 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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#include <QDir>
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#include <QFrame>
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#include <QMenu>
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#include <QMouseEvent>
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#include <QTime>
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#include "Code/Interface/QRDInterface.h"
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namespace Ui
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{
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class TextureViewer;
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}
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class RDTreeWidgetItem;
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class ResourcePreview;
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class ThumbnailStrip;
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class TextureGoto;
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class QFileSystemWatcher;
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class TextureViewer;
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struct Following
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{
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FollowType Type;
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ShaderStage Stage;
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int index;
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int arrayEl;
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// this is only for QVariant compatibility and will generate an invalid Following instance! do not
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// use!
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Following();
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Following(const TextureViewer &tex, FollowType t, ShaderStage s, int i, int a);
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Following(const Following &other);
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Following &operator=(const Following &other);
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bool operator==(const Following &o);
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bool operator!=(const Following &o);
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static void GetActionContext(ICaptureContext &ctx, bool ©, bool &clear, bool &compute);
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int GetHighestMip(ICaptureContext &ctx);
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int GetFirstArraySlice(ICaptureContext &ctx);
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CompType GetTypeHint(ICaptureContext &ctx);
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ResourceId GetResourceId(ICaptureContext &ctx);
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BoundResource GetBoundResource(ICaptureContext &ctx, int arrayIdx);
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static rdcarray<BoundResource> GetOutputTargets(ICaptureContext &ctx);
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static BoundResource GetDepthTarget(ICaptureContext &ctx);
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static BoundResource GetDepthResolveTarget(ICaptureContext &ctx);
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static rdcarray<BoundResourceArray> GetReadWriteResources(ICaptureContext &ctx, ShaderStage stage,
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bool onlyUsed);
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static rdcarray<BoundResourceArray> GetReadOnlyResources(ICaptureContext &ctx, ShaderStage stage,
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bool onlyUsed);
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const ShaderReflection *GetReflection(ICaptureContext &ctx);
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static const ShaderReflection *GetReflection(ICaptureContext &ctx, ShaderStage stage);
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const ShaderBindpointMapping &GetMapping(ICaptureContext &ctx);
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static const ShaderBindpointMapping &GetMapping(ICaptureContext &ctx, ShaderStage stage);
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private:
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const TextureViewer &tex;
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};
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struct TexSettings
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{
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TexSettings()
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{
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displayType = 0;
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r = g = b = true;
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a = false;
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flip_y = false;
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depth = true;
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stencil = false;
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mip = 0;
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slice = 0;
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minrange = 0.0f;
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maxrange = 1.0f;
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typeCast = CompType::Typeless;
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}
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int displayType; // RGBA, RGBM, YUV Decode, Custom
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QString customShader;
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bool r, g, b, a;
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bool flip_y;
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bool depth, stencil;
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int mip, slice;
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float minrange, maxrange;
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CompType typeCast;
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};
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class TextureViewer : public QFrame, public ITextureViewer, public ICaptureViewer
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{
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private:
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Q_OBJECT
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Q_PROPERTY(QVariant persistData READ persistData WRITE setPersistData DESIGNABLE false SCRIPTABLE false)
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// Texture List
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enum class FilterType
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{
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None,
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Textures,
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RenderTargets,
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String
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};
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public:
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explicit TextureViewer(ICaptureContext &ctx, QWidget *parent = 0);
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~TextureViewer();
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// ITextureViewer
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QWidget *Widget() override { return this; }
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void ViewTexture(ResourceId ID, CompType typeCast, bool focus) override;
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void ViewFollowedResource(FollowType followType, ShaderStage stage, int32_t index,
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int32_t arrayElement) override;
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ResourceId GetCurrentResource() override;
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Subresource GetSelectedSubresource() override;
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void SetSelectedSubresource(Subresource sub) override;
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rdcpair<int32_t, int32_t> GetPickedLocation() override;
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void GotoLocation(uint32_t x, uint32_t y) override;
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DebugOverlay GetTextureOverlay() override;
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void SetTextureOverlay(DebugOverlay overlay) override;
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bool IsZoomAutoFit() override;
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float GetZoomLevel() override;
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void SetZoomLevel(bool autofit, float zoom) override;
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rdcpair<float, float> GetHistogramRange() override;
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void SetHistogramRange(float blackpoint, float whitepoint) override;
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uint32_t GetChannelVisibilityBits() override;
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void SetChannelVisibility(bool red, bool green, bool blue, bool alpha) override;
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// ICaptureViewer
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void OnCaptureLoaded() override;
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void OnCaptureClosed() override;
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void OnSelectedEventChanged(uint32_t eventId) override {}
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void OnEventChanged(uint32_t eventId) override;
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QVariant persistData();
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void setPersistData(const QVariant &persistData);
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private slots:
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// automatic slots
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void on_renderHScroll_valueChanged(int position);
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void on_renderVScroll_valueChanged(int position);
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void on_fitToWindow_toggled(bool checked);
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void on_zoomExactSize_clicked();
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void on_zoomOption_currentIndexChanged(int index);
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void on_mipLevel_currentIndexChanged(int index);
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void on_sliceFace_currentIndexChanged(int index);
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void on_overlay_currentIndexChanged(int index);
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void on_zoomRange_clicked();
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void on_autoFit_clicked();
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void on_autoFit_mouseClicked(QMouseEvent *e);
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void on_reset01_clicked();
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void on_visualiseRange_clicked();
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void on_backcolorPick_clicked();
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void on_checkerBack_clicked();
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void on_locationGoto_clicked();
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void on_viewTexBuffer_clicked();
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void on_resourceDetails_clicked();
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void on_texListShow_clicked();
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void on_saveTex_clicked();
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void on_debugPixelContext_clicked();
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void on_pixelHistory_clicked();
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void on_customCreate_clicked();
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void on_customEdit_clicked();
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void on_customDelete_clicked();
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void on_cancelTextureListFilter_clicked();
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void on_textureListFilter_editTextChanged(const QString &text);
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void on_textureListFilter_currentIndexChanged(int index);
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void on_colSelect_clicked();
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void texture_itemActivated(RDTreeWidgetItem *item, int column);
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// manual slots
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void render_mouseClick(QMouseEvent *e);
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void render_mouseMove(QMouseEvent *e);
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void render_mouseWheel(QWheelEvent *e);
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void render_resize(QResizeEvent *e);
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void render_keyPress(QKeyEvent *e);
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void textureTab_Menu(const QPoint &pos);
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void textureTab_Changed(int index);
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void textureTab_Closing(int index);
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void thumb_clicked(QMouseEvent *);
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void thumb_doubleClicked(QMouseEvent *);
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void texContextItem_triggered();
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void zoomOption_returnPressed();
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void range_rangeUpdated();
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void rangePoint_textChanged(QString text);
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void rangePoint_leave();
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void rangePoint_keyPress(QKeyEvent *e);
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void customShaderModified(const QString &path);
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void channelsWidget_mouseClicked(QMouseEvent *event);
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void channelsWidget_toggled(bool checked) { UI_UpdateChannels(); }
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void channelsWidget_selected(int index) { UI_UpdateChannels(); }
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protected:
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void enterEvent(QEvent *event) override;
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void showEvent(QShowEvent *event) override;
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private:
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void RT_FetchCurrentPixel(IReplayController *r, uint32_t x, uint32_t y, PixelValue &pickValue,
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PixelValue &realValue);
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void RT_PickPixelsAndUpdate(IReplayController *);
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void RT_PickHoverAndUpdate(IReplayController *);
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void RT_UpdateAndDisplay(IReplayController *);
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void RT_UpdateVisualRange(IReplayController *);
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void UI_UpdateStatusText();
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void UI_UpdateTextureDetails();
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void UI_OnTextureSelectionChanged(bool newAction);
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void UI_SetHistogramRange(const TextureDescription *tex, CompType typeCast);
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void UI_UpdateChannels();
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void HighlightUsage();
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void SelectPreview(ResourcePreview *prev);
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void SetupTextureTabs();
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void RemoveTextureTabs(int firstIndex);
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void Reset();
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void refreshTextureList();
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void refreshTextureList(FilterType filterType, const QString &filterStr);
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ResourcePreview *UI_CreateThumbnail(ThumbnailStrip *strip);
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void UI_CreateThumbnails();
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void InitResourcePreview(ResourcePreview *prev, BoundResource res, bool force, Following &follow,
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const QString &bindName, const QString &slotName);
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void InitStageResourcePreviews(ShaderStage stage, const rdcarray<ShaderResource> &resourceDetails,
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const rdcarray<Bindpoint> &mapping,
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rdcarray<BoundResourceArray> &ResList, ThumbnailStrip *prevs,
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int &prevIndex, bool copy, bool rw);
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void UI_PreviewResized(ResourcePreview *prev);
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void AddResourceUsageEntry(QMenu &menu, uint32_t start, uint32_t end, ResourceUsage usage);
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void OpenResourceContextMenu(ResourceId id, bool input, const rdcarray<EventUsage> &usage);
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void AutoFitRange();
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void rangePoint_Update();
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void updateBackgroundColors();
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bool currentTextureIsLocked() { return m_LockedId != ResourceId(); }
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void setFitToWindow(bool checked);
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void setCurrentZoomValue(float zoom);
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bool ScrollUpdateScrollbars = true;
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float CurMaxScrollX();
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float CurMaxScrollY();
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float GetFitScale();
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int realRenderWidth() const;
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int realRenderHeight() const;
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QPoint getScrollPosition();
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void setScrollPosition(const QPoint &pos);
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TextureDescription *GetCurrentTexture();
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void UI_UpdateCachedTexture();
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void ShowGotoPopup();
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bool ShouldFlipForGL();
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uint32_t MipCoordFromBase(int coord, const uint32_t dim);
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uint32_t BaseCoordFromMip(int coord, const uint32_t dim);
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void UI_UpdateFittedScale();
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void UI_SetScale(float s);
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void UI_SetScale(float s, int x, int y);
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void UI_CalcScrollbars();
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QPoint m_DragStartScroll;
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QPoint m_DragStartPos;
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QPoint m_CurHoverPixel;
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QPoint m_PickedPoint;
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QSizeF m_PrevSize;
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PixelValue m_CurRealValue = {};
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PixelValue m_CurPixelValue = {};
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PixelValue m_CurHoverValue = {};
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QColor backCol;
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int m_HighWaterStatusLength = 0;
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int m_PrevFirstArraySlice = -1;
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int m_PrevHighestMip = -1;
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bool m_Visualise = false;
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bool m_NoRangePaint = false;
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bool m_RangePoint_Dirty = false;
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ResourceId m_LockedId;
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QMap<ResourceId, QWidget *> m_LockedTabs;
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int m_ResourceCacheID = -1;
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TextureGoto *m_Goto;
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Ui::TextureViewer *ui;
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ICaptureContext &m_Ctx;
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IReplayOutput *m_Output = NULL;
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TextureSave m_SaveConfig;
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bool m_NeedCustomReload = false;
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TextureDescription *m_CachedTexture;
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Following m_Following;
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QMap<ResourceId, TexSettings> m_TextureSettings;
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friend struct Following;
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rdcarray<BoundResourceArray> m_ReadOnlyResources[NumShaderStages];
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rdcarray<BoundResourceArray> m_ReadWriteResources[NumShaderStages];
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QTime m_CustomShaderTimer;
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int m_CustomShaderWriteTime = 0;
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QFileSystemWatcher *m_Watcher = NULL;
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QStringList m_CustomShadersBusy;
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QMap<QString, ResourceId> m_CustomShaders;
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QMap<QString, IShaderViewer *> m_CustomShaderEditor;
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bool canCompileCustomShader(ShaderEncoding encoding);
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void reloadCustomShaders(const QString &filter);
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QList<QDir> getShaderDirectories() const;
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QString getShaderPath(const QString &filename) const;
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TextureDisplay m_TexDisplay;
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};
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