mirror of
https://github.com/baldurk/renderdoc.git
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3788 lines
119 KiB
C++
3788 lines
119 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2016-2018 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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#include "d3d12_replay.h"
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#include "driver/dx/official/d3dcompiler.h"
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#include "driver/dxgi/dxgi_common.h"
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#include "driver/ihv/amd/amd_counters.h"
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#include "driver/ihv/amd/amd_rgp.h"
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#include "maths/camera.h"
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#include "maths/matrix.h"
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#include "serialise/rdcfile.h"
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#include "d3d12_command_queue.h"
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#include "d3d12_debug.h"
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#include "d3d12_device.h"
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#include "d3d12_resources.h"
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#include "d3d12_shader_cache.h"
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#include "data/hlsl/debugcbuffers.h"
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static const char *LiveDriverDisassemblyTarget = "Live driver disassembly";
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ID3DDevice *GetD3D12DeviceIfAlloc(IUnknown *dev);
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static const char *DXBCDisassemblyTarget = "DXBC";
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template <class T>
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T &resize_and_add(rdcarray<T> &vec, size_t idx)
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{
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if(idx >= vec.size())
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vec.resize(idx + 1);
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return vec[idx];
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}
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D3D12Pipe::RegisterSpace &get_space(rdcarray<D3D12Pipe::RegisterSpace> &dstSpaces,
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uint32_t RegisterSpace)
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{
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// look to see if we've already added this space, if so then return it
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for(D3D12Pipe::RegisterSpace &space : dstSpaces)
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if(space.spaceIndex == RegisterSpace)
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return space;
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// otherwise look for the right place to insert it
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for(size_t i = 0; i < dstSpaces.size(); i++)
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{
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if(RegisterSpace < dstSpaces[i].spaceIndex)
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{
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dstSpaces.insert(i, D3D12Pipe::RegisterSpace());
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dstSpaces[i].spaceIndex = RegisterSpace;
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return dstSpaces[i];
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}
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}
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// if we got here, we didn't find an existing space nor a place to insert a new one, so we append
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// it
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dstSpaces.push_back(D3D12Pipe::RegisterSpace());
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dstSpaces.back().spaceIndex = RegisterSpace;
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return dstSpaces.back();
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}
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D3D12Replay::D3D12Replay()
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{
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m_pDevice = NULL;
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m_Proxy = false;
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m_HighlightCache.driver = this;
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RDCEraseEl(m_DriverInfo);
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}
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void D3D12Replay::Shutdown()
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{
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for(size_t i = 0; i < m_ProxyResources.size(); i++)
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m_ProxyResources[i]->Release();
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m_ProxyResources.clear();
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SAFE_DELETE(m_RGP);
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m_pDevice->Release();
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}
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void D3D12Replay::Initialise()
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{
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typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY)(REFIID, void **);
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PFN_CREATE_DXGI_FACTORY createFunc =
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(PFN_CREATE_DXGI_FACTORY)GetProcAddress(GetModuleHandleA("dxgi.dll"), "CreateDXGIFactory1");
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HRESULT hr = createFunc(__uuidof(IDXGIFactory4), (void **)&m_pFactory);
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if(FAILED(hr))
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{
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RDCERR("Couldn't create DXGI factory! HRESULT: %s", ToStr(hr).c_str());
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}
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RDCEraseEl(m_DriverInfo);
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if(m_pFactory)
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{
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RefCountDXGIObject::HandleWrap(__uuidof(IDXGIFactory4), (void **)&m_pFactory);
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LUID luid = m_pDevice->GetAdapterLuid();
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IDXGIAdapter *pDXGIAdapter;
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hr = m_pFactory->EnumAdapterByLuid(luid, __uuidof(IDXGIAdapter), (void **)&pDXGIAdapter);
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if(FAILED(hr))
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{
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RDCERR("Couldn't get DXGI adapter by LUID from D3D device");
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}
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else
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{
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DXGI_ADAPTER_DESC desc = {};
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pDXGIAdapter->GetDesc(&desc);
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m_DriverInfo.vendor = GPUVendorFromPCIVendor(desc.VendorId);
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std::string descString = GetDriverVersion(desc);
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descString.resize(RDCMIN(descString.size(), ARRAY_COUNT(m_DriverInfo.version) - 1));
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memcpy(m_DriverInfo.version, descString.c_str(), descString.size());
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RDCLOG("Running replay on %s / %s", ToStr(m_DriverInfo.vendor).c_str(), m_DriverInfo.version);
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SAFE_RELEASE(pDXGIAdapter);
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}
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}
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}
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void D3D12Replay::CreateResources()
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{
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m_DebugManager = new D3D12DebugManager(m_pDevice);
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if(RenderDoc::Inst().IsReplayApp())
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{
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CreateSOBuffers();
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m_General.Init(m_pDevice, m_DebugManager);
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m_TexRender.Init(m_pDevice, m_DebugManager);
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m_Overlay.Init(m_pDevice, m_DebugManager);
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m_VertexPick.Init(m_pDevice, m_DebugManager);
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m_PixelPick.Init(m_pDevice, m_DebugManager);
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m_Histogram.Init(m_pDevice, m_DebugManager);
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AMDCounters *counters = NULL;
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if(m_DriverInfo.vendor == GPUVendor::AMD)
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{
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RDCLOG("AMD GPU detected - trying to initialise AMD counters");
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counters = new AMDCounters(m_pDevice->IsDebugLayerEnabled());
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}
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else
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{
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RDCLOG("%s GPU detected - no counters available", ToStr(m_DriverInfo.vendor).c_str());
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}
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ID3D12Device *d3dDevice = m_pDevice->GetReal();
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if(counters && counters->Init(AMDCounters::ApiType::Dx12, (void *)d3dDevice))
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{
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m_pAMDCounters = counters;
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}
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else
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{
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delete counters;
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m_pAMDCounters = NULL;
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}
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}
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else
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{
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m_pAMDCounters = NULL;
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}
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}
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void D3D12Replay::DestroyResources()
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{
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ClearPostVSCache();
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m_General.Release();
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m_TexRender.Release();
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m_Overlay.Release();
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m_VertexPick.Release();
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m_PixelPick.Release();
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m_Histogram.Release();
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SAFE_RELEASE(m_SOBuffer);
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SAFE_RELEASE(m_SOStagingBuffer);
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SAFE_RELEASE(m_SOPatchedIndexBuffer);
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SAFE_RELEASE(m_SOQueryHeap);
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SAFE_RELEASE(m_pFactory);
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SAFE_RELEASE(m_CustomShaderTex);
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SAFE_DELETE(m_DebugManager);
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SAFE_DELETE(m_pAMDCounters);
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}
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ReplayStatus D3D12Replay::ReadLogInitialisation(RDCFile *rdc, bool storeStructuredBuffers)
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{
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return m_pDevice->ReadLogInitialisation(rdc, storeStructuredBuffers);
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}
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APIProperties D3D12Replay::GetAPIProperties()
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{
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APIProperties ret = m_pDevice->APIProps;
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ret.pipelineType = GraphicsAPI::D3D12;
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ret.localRenderer = GraphicsAPI::D3D12;
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ret.vendor = m_DriverInfo.vendor;
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ret.degraded = false;
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ret.shadersMutable = false;
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ret.rgpCapture = m_RGP != NULL && m_RGP->DriverSupportsInterop();
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return ret;
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}
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void D3D12Replay::ReplayLog(uint32_t endEventID, ReplayLogType replayType)
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{
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m_pDevice->ReplayLog(0, endEventID, replayType);
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}
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const SDFile &D3D12Replay::GetStructuredFile()
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{
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return m_pDevice->GetStructuredFile();
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}
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ResourceDescription &D3D12Replay::GetResourceDesc(ResourceId id)
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{
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auto it = m_ResourceIdx.find(id);
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if(it == m_ResourceIdx.end())
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{
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m_ResourceIdx[id] = m_Resources.size();
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m_Resources.push_back(ResourceDescription());
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m_Resources.back().resourceId = id;
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return m_Resources.back();
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}
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return m_Resources[it->second];
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}
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const std::vector<ResourceDescription> &D3D12Replay::GetResources()
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{
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return m_Resources;
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}
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std::vector<ResourceId> D3D12Replay::GetBuffers()
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{
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std::vector<ResourceId> ret;
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for(auto it = WrappedID3D12Resource::GetList().begin();
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it != WrappedID3D12Resource::GetList().end(); it++)
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if(it->second->GetDesc().Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
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ret.push_back(it->first);
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return ret;
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}
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std::vector<ResourceId> D3D12Replay::GetTextures()
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{
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std::vector<ResourceId> ret;
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for(auto it = WrappedID3D12Resource::GetList().begin();
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it != WrappedID3D12Resource::GetList().end(); it++)
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{
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if(it->second->GetDesc().Dimension != D3D12_RESOURCE_DIMENSION_BUFFER &&
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m_pDevice->GetResourceManager()->GetOriginalID(it->first) != it->first)
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ret.push_back(it->first);
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}
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return ret;
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}
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BufferDescription D3D12Replay::GetBuffer(ResourceId id)
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{
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BufferDescription ret = {};
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ret.resourceId = m_pDevice->GetResourceManager()->GetOriginalID(id);
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auto it = WrappedID3D12Resource::GetList().find(id);
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if(it == WrappedID3D12Resource::GetList().end())
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return ret;
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D3D12_RESOURCE_DESC desc = it->second->GetDesc();
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ret.length = desc.Width;
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ret.creationFlags = BufferCategory::NoFlags;
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const std::vector<EventUsage> &usage = m_pDevice->GetQueue()->GetUsage(id);
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for(size_t i = 0; i < usage.size(); i++)
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{
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if(usage[i].usage == ResourceUsage::VS_RWResource ||
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usage[i].usage == ResourceUsage::HS_RWResource ||
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usage[i].usage == ResourceUsage::DS_RWResource ||
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usage[i].usage == ResourceUsage::GS_RWResource ||
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usage[i].usage == ResourceUsage::PS_RWResource ||
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usage[i].usage == ResourceUsage::CS_RWResource)
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ret.creationFlags |= BufferCategory::ReadWrite;
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else if(usage[i].usage == ResourceUsage::VertexBuffer)
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ret.creationFlags |= BufferCategory::Vertex;
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else if(usage[i].usage == ResourceUsage::IndexBuffer)
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ret.creationFlags |= BufferCategory::Index;
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else if(usage[i].usage == ResourceUsage::Indirect)
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ret.creationFlags |= BufferCategory::Indirect;
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}
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if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)
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ret.creationFlags |= BufferCategory::ReadWrite;
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return ret;
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}
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TextureDescription D3D12Replay::GetTexture(ResourceId id)
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{
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TextureDescription ret = {};
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ret.resourceId = m_pDevice->GetResourceManager()->GetOriginalID(id);
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auto it = WrappedID3D12Resource::GetList().find(id);
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if(it == WrappedID3D12Resource::GetList().end())
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return ret;
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D3D12_RESOURCE_DESC desc = it->second->GetDesc();
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ret.format = MakeResourceFormat(desc.Format);
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ret.dimension = desc.Dimension - D3D12_RESOURCE_DIMENSION_BUFFER;
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ret.width = (uint32_t)desc.Width;
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ret.height = desc.Height;
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ret.depth = desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? desc.DepthOrArraySize : 1;
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ret.arraysize = desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D ? desc.DepthOrArraySize : 1;
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ret.mips = desc.MipLevels;
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ret.msQual = desc.SampleDesc.Quality;
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ret.msSamp = RDCMAX(1U, desc.SampleDesc.Count);
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ret.byteSize = 0;
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for(uint32_t i = 0; i < ret.mips; i++)
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ret.byteSize += GetByteSize(ret.width, ret.height, ret.depth, desc.Format, i);
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ret.byteSize *= ret.arraysize;
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switch(ret.dimension)
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{
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case 1:
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ret.type = ret.arraysize > 1 ? TextureType::Texture1DArray : TextureType::Texture1D;
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break;
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case 2:
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if(ret.msSamp > 1)
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ret.type = ret.arraysize > 1 ? TextureType::Texture2DMSArray : TextureType::Texture2DMS;
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else
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ret.type = ret.arraysize > 1 ? TextureType::Texture2DArray : TextureType::Texture2D;
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break;
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case 3: ret.type = TextureType::Texture3D; break;
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}
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ret.cubemap = m_pDevice->IsCubemap(id);
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ret.creationFlags = TextureCategory::ShaderRead;
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if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
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ret.creationFlags |= TextureCategory::ColorTarget;
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if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
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ret.creationFlags |= TextureCategory::DepthTarget;
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if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)
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ret.creationFlags |= TextureCategory::ShaderReadWrite;
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if(ret.resourceId == m_pDevice->GetQueue()->GetBackbufferResourceID())
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{
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ret.format = MakeResourceFormat(GetTypedFormat(desc.Format, CompType::UNorm));
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ret.creationFlags |= TextureCategory::SwapBuffer;
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}
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return ret;
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}
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rdcarray<ShaderEntryPoint> D3D12Replay::GetShaderEntryPoints(ResourceId shader)
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{
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ID3D12DeviceChild *res = m_pDevice->GetResourceManager()->GetCurrentResource(shader);
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if(!res || !WrappedID3D12Shader::IsAlloc(res))
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return {};
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WrappedID3D12Shader *sh = (WrappedID3D12Shader *)res;
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ShaderReflection &ret = sh->GetDetails();
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return {{"main", ret.stage}};
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}
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ShaderReflection *D3D12Replay::GetShader(ResourceId shader, ShaderEntryPoint entry)
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{
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WrappedID3D12Shader *sh =
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m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12Shader>(shader);
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if(sh)
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return &sh->GetDetails();
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return NULL;
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}
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vector<string> D3D12Replay::GetDisassemblyTargets()
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{
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vector<string> ret;
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// DXBC is always first
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ret.insert(ret.begin(), DXBCDisassemblyTarget);
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if(!m_ISAChecked && m_TexRender.BlendPipe)
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{
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m_ISAChecked = true;
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UINT size = 0;
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m_TexRender.BlendPipe->GetPrivateData(WKPDID_CommentStringW, &size, NULL);
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if(size > 0)
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{
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byte *isa = new byte[size + 1];
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m_TexRender.BlendPipe->GetPrivateData(WKPDID_CommentStringW, &size, isa);
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if(strstr((const char *)isa, "disassembly requires a participating driver") == NULL &&
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wcsstr((const wchar_t *)isa, L"disassembly requires a participating driver") == NULL)
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{
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m_ISAAvailable =
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strstr((const char *)isa, "<shader") || wcsstr((const wchar_t *)isa, L"<shader");
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}
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delete[] isa;
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}
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}
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if(m_ISAAvailable)
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ret.push_back(LiveDriverDisassemblyTarget);
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return ret;
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}
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string D3D12Replay::DisassembleShader(ResourceId pipeline, const ShaderReflection *refl,
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const string &target)
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{
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WrappedID3D12Shader *sh =
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m_pDevice->GetResourceManager()->GetLiveAs<WrappedID3D12Shader>(refl->resourceId);
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if(!sh)
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return "; Invalid Shader Specified";
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DXBC::DXBCFile *dxbc = sh->GetDXBC();
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if(target == DXBCDisassemblyTarget || target.empty())
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return dxbc->GetDisassembly();
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if(target == LiveDriverDisassemblyTarget)
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{
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if(pipeline == ResourceId())
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{
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return "; No pipeline specified, live driver disassembly is not available\n"
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"; Shader must be disassembled with a specific pipeline to get live driver assembly.";
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}
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WrappedID3D12PipelineState *pipe =
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m_pDevice->GetResourceManager()->GetLiveAs<WrappedID3D12PipelineState>(pipeline);
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UINT size = 0;
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pipe->GetPrivateData(WKPDID_CommentStringW, &size, NULL);
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if(size == 0)
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return "; Unknown error fetching disassembly, empty string returned\n";
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byte *data = new byte[size + 1];
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memset(data, 0, size);
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pipe->GetPrivateData(WKPDID_CommentStringW, &size, data);
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byte *iter = data;
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// need to handle wide and ascii strings to some extent. We assume that it doesn't change from
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// character to character, we just handle the initial <comments> being either one, then assume
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// the xml within is all consistent.
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if(!strncmp((char *)iter, "<comments", 9))
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{
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iter += 9;
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// find the end of the tag, advance past it
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iter = (byte *)strchr((char *)iter, '>') + 1;
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if(*(char *)iter == '\n')
|
|
iter++;
|
|
}
|
|
else if(!wcsncmp((wchar_t *)iter, L"<comments", 9))
|
|
{
|
|
iter += 9 * sizeof(wchar_t);
|
|
|
|
// find the end of the tag
|
|
iter = (byte *)wcschr((wchar_t *)iter, L'>') + sizeof(wchar_t);
|
|
|
|
if(*(wchar_t *)iter == L'\n')
|
|
iter += sizeof(wchar_t);
|
|
}
|
|
else
|
|
return "; Unknown error fetching disassembly, invalid string returned\n\n\n" +
|
|
std::string(data, data + size);
|
|
|
|
std::string contents;
|
|
|
|
// decode the <shader><comment> tags
|
|
if(!strncmp((char *)iter, "<shader", 7))
|
|
contents = std::string((char *)iter, (char *)iter + strlen((char *)iter));
|
|
else if(!wcsncmp((wchar_t *)iter, L"<shader", 7))
|
|
contents = StringFormat::Wide2UTF8(
|
|
std::wstring((wchar_t *)iter, (wchar_t *)iter + wcslen((wchar_t *)iter)));
|
|
|
|
delete[] data;
|
|
|
|
const char *search = "stage=\"?S\"";
|
|
|
|
switch(refl->stage)
|
|
{
|
|
case ShaderStage::Vertex: search = "stage=\"VS\""; break;
|
|
case ShaderStage::Hull: search = "stage=\"HS\""; break;
|
|
case ShaderStage::Domain: search = "stage=\"DS\""; break;
|
|
case ShaderStage::Geometry: search = "stage=\"GS\""; break;
|
|
case ShaderStage::Pixel: search = "stage=\"PS\""; break;
|
|
case ShaderStage::Compute: search = "stage=\"CS\""; break;
|
|
default: return "; Unknown shader stage in shader reflection\n";
|
|
}
|
|
|
|
size_t idx = contents.find(search);
|
|
|
|
if(idx == std::string::npos)
|
|
return "; Couldn't find disassembly for given shader stage in returned string\n\n\n" + contents;
|
|
|
|
idx += 11; // stage=".S">
|
|
|
|
if(strncmp(contents.c_str() + idx, "<comment>", 9))
|
|
return "; Unknown error fetching disassembly, invalid string returned\n\n\n" + contents;
|
|
|
|
idx += 9; // <comment>
|
|
|
|
if(strncmp(contents.c_str() + idx, "<![CDATA[\n", 10))
|
|
return "; Unknown error fetching disassembly, invalid string returned\n\n\n" + contents;
|
|
|
|
idx += 10; // <![CDATA[\n
|
|
|
|
size_t end = contents.find("]]></comment>", idx);
|
|
|
|
if(end == std::string::npos)
|
|
return "; Unknown error fetching disassembly, invalid string returned\n\n\n" + contents;
|
|
|
|
return contents.substr(idx, end - idx);
|
|
}
|
|
|
|
return StringFormat::Fmt("; Invalid disassembly target %s", target.c_str());
|
|
}
|
|
|
|
void D3D12Replay::FreeTargetResource(ResourceId id)
|
|
{
|
|
if(m_pDevice->GetResourceManager()->HasLiveResource(id))
|
|
{
|
|
ID3D12DeviceChild *resource = m_pDevice->GetResourceManager()->GetLiveResource(id);
|
|
|
|
SAFE_RELEASE(resource);
|
|
}
|
|
}
|
|
|
|
void D3D12Replay::FreeCustomShader(ResourceId id)
|
|
{
|
|
if(m_pDevice->GetResourceManager()->HasLiveResource(id))
|
|
{
|
|
ID3D12DeviceChild *resource = m_pDevice->GetResourceManager()->GetLiveResource(id);
|
|
|
|
SAFE_RELEASE(resource);
|
|
}
|
|
}
|
|
|
|
FrameRecord D3D12Replay::GetFrameRecord()
|
|
{
|
|
return m_pDevice->GetFrameRecord();
|
|
}
|
|
|
|
ResourceId D3D12Replay::GetLiveID(ResourceId id)
|
|
{
|
|
if(!m_pDevice->GetResourceManager()->HasLiveResource(id))
|
|
return ResourceId();
|
|
return m_pDevice->GetResourceManager()->GetLiveID(id);
|
|
}
|
|
|
|
vector<EventUsage> D3D12Replay::GetUsage(ResourceId id)
|
|
{
|
|
return m_pDevice->GetQueue()->GetUsage(id);
|
|
}
|
|
|
|
void D3D12Replay::FillResourceView(D3D12Pipe::View &view, const D3D12Descriptor *desc)
|
|
{
|
|
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
|
|
|
|
if(desc->GetType() == D3D12DescriptorType::Sampler || desc->GetType() == D3D12DescriptorType::CBV)
|
|
{
|
|
return;
|
|
}
|
|
|
|
view.resourceId = rm->GetOriginalID(desc->GetResResourceId());
|
|
|
|
if(view.resourceId == ResourceId())
|
|
return;
|
|
|
|
D3D12_RESOURCE_DESC res;
|
|
|
|
{
|
|
ID3D12Resource *r = rm->GetCurrentAs<ID3D12Resource>(desc->GetResResourceId());
|
|
res = r->GetDesc();
|
|
}
|
|
|
|
{
|
|
DXGI_FORMAT fmt = DXGI_FORMAT_UNKNOWN;
|
|
|
|
if(desc->GetType() == D3D12DescriptorType::RTV)
|
|
{
|
|
const D3D12_RENDER_TARGET_VIEW_DESC &rtv = desc->GetRTV();
|
|
|
|
fmt = rtv.Format;
|
|
|
|
view.type = MakeTextureDim(rtv.ViewDimension);
|
|
|
|
if(rtv.ViewDimension == D3D12_RTV_DIMENSION_BUFFER)
|
|
{
|
|
view.firstElement = rtv.Buffer.FirstElement;
|
|
view.numElements = rtv.Buffer.NumElements;
|
|
}
|
|
else if(rtv.ViewDimension == D3D12_RTV_DIMENSION_TEXTURE1D)
|
|
{
|
|
view.firstMip = rtv.Texture1D.MipSlice;
|
|
}
|
|
else if(rtv.ViewDimension == D3D12_RTV_DIMENSION_TEXTURE1DARRAY)
|
|
{
|
|
view.numSlices = rtv.Texture1DArray.ArraySize;
|
|
view.firstSlice = rtv.Texture1DArray.FirstArraySlice;
|
|
view.firstMip = rtv.Texture1DArray.MipSlice;
|
|
}
|
|
else if(rtv.ViewDimension == D3D12_RTV_DIMENSION_TEXTURE2D)
|
|
{
|
|
view.firstMip = rtv.Texture2D.MipSlice;
|
|
}
|
|
else if(rtv.ViewDimension == D3D12_RTV_DIMENSION_TEXTURE2DARRAY)
|
|
{
|
|
view.numSlices = rtv.Texture2DArray.ArraySize;
|
|
view.firstSlice = rtv.Texture2DArray.FirstArraySlice;
|
|
view.firstMip = rtv.Texture2DArray.MipSlice;
|
|
}
|
|
else if(rtv.ViewDimension == D3D12_RTV_DIMENSION_TEXTURE2DMS)
|
|
{
|
|
}
|
|
else if(rtv.ViewDimension == D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY)
|
|
{
|
|
view.numSlices = rtv.Texture2DMSArray.ArraySize;
|
|
view.firstSlice = rtv.Texture2DArray.FirstArraySlice;
|
|
}
|
|
else if(rtv.ViewDimension == D3D12_RTV_DIMENSION_TEXTURE3D)
|
|
{
|
|
view.numSlices = rtv.Texture3D.WSize;
|
|
view.firstSlice = rtv.Texture3D.FirstWSlice;
|
|
view.firstMip = rtv.Texture3D.MipSlice;
|
|
}
|
|
}
|
|
else if(desc->GetType() == D3D12DescriptorType::DSV)
|
|
{
|
|
const D3D12_DEPTH_STENCIL_VIEW_DESC &dsv = desc->GetDSV();
|
|
|
|
// we deliberately don't apply the DSV format
|
|
// fmt = dsv.Format;
|
|
|
|
view.type = MakeTextureDim(dsv.ViewDimension);
|
|
|
|
if(dsv.ViewDimension == D3D12_DSV_DIMENSION_TEXTURE1D)
|
|
{
|
|
view.firstMip = dsv.Texture1D.MipSlice;
|
|
}
|
|
else if(dsv.ViewDimension == D3D12_DSV_DIMENSION_TEXTURE1DARRAY)
|
|
{
|
|
view.numSlices = dsv.Texture1DArray.ArraySize;
|
|
view.firstSlice = dsv.Texture1DArray.FirstArraySlice;
|
|
view.firstMip = dsv.Texture1DArray.MipSlice;
|
|
}
|
|
else if(dsv.ViewDimension == D3D12_DSV_DIMENSION_TEXTURE2D)
|
|
{
|
|
view.firstMip = dsv.Texture2D.MipSlice;
|
|
}
|
|
else if(dsv.ViewDimension == D3D12_DSV_DIMENSION_TEXTURE2DARRAY)
|
|
{
|
|
view.numSlices = dsv.Texture2DArray.ArraySize;
|
|
view.firstSlice = dsv.Texture2DArray.FirstArraySlice;
|
|
view.firstMip = dsv.Texture2DArray.MipSlice;
|
|
}
|
|
else if(dsv.ViewDimension == D3D12_DSV_DIMENSION_TEXTURE2DMS)
|
|
{
|
|
}
|
|
else if(dsv.ViewDimension == D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY)
|
|
{
|
|
view.numSlices = dsv.Texture2DMSArray.ArraySize;
|
|
view.firstSlice = dsv.Texture2DArray.FirstArraySlice;
|
|
}
|
|
}
|
|
else if(desc->GetType() == D3D12DescriptorType::SRV)
|
|
{
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srv = desc->GetSRV();
|
|
|
|
fmt = srv.Format;
|
|
|
|
view.type = MakeTextureDim(srv.ViewDimension);
|
|
|
|
view.swizzle[0] =
|
|
(TextureSwizzle)D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(0, srv.Shader4ComponentMapping);
|
|
view.swizzle[1] =
|
|
(TextureSwizzle)D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(1, srv.Shader4ComponentMapping);
|
|
view.swizzle[2] =
|
|
(TextureSwizzle)D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(2, srv.Shader4ComponentMapping);
|
|
view.swizzle[3] =
|
|
(TextureSwizzle)D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(3, srv.Shader4ComponentMapping);
|
|
|
|
if(srv.ViewDimension == D3D12_SRV_DIMENSION_BUFFER)
|
|
{
|
|
view.firstElement = srv.Buffer.FirstElement;
|
|
view.numElements = srv.Buffer.NumElements;
|
|
|
|
view.bufferFlags = MakeBufferFlags(srv.Buffer.Flags);
|
|
if(srv.Buffer.StructureByteStride > 0)
|
|
view.elementByteSize = srv.Buffer.StructureByteStride;
|
|
}
|
|
else if(srv.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE1D)
|
|
{
|
|
view.firstMip = srv.Texture1D.MostDetailedMip;
|
|
view.numMips = srv.Texture1D.MipLevels;
|
|
view.minLODClamp = srv.Texture1D.ResourceMinLODClamp;
|
|
}
|
|
else if(srv.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE1DARRAY)
|
|
{
|
|
view.numSlices = srv.Texture1DArray.ArraySize;
|
|
view.firstSlice = srv.Texture1DArray.FirstArraySlice;
|
|
view.firstMip = srv.Texture1DArray.MostDetailedMip;
|
|
view.numMips = srv.Texture1DArray.MipLevels;
|
|
view.minLODClamp = srv.Texture1DArray.ResourceMinLODClamp;
|
|
}
|
|
else if(srv.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2D)
|
|
{
|
|
view.firstMip = srv.Texture2D.MostDetailedMip;
|
|
view.numMips = srv.Texture2D.MipLevels;
|
|
view.minLODClamp = srv.Texture2D.ResourceMinLODClamp;
|
|
}
|
|
else if(srv.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DARRAY)
|
|
{
|
|
view.numSlices = srv.Texture2DArray.ArraySize;
|
|
view.firstSlice = srv.Texture2DArray.FirstArraySlice;
|
|
view.firstMip = srv.Texture2DArray.MostDetailedMip;
|
|
view.numMips = srv.Texture2DArray.MipLevels;
|
|
view.minLODClamp = srv.Texture2DArray.ResourceMinLODClamp;
|
|
}
|
|
else if(srv.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMS)
|
|
{
|
|
}
|
|
else if(srv.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY)
|
|
{
|
|
view.numSlices = srv.Texture2DMSArray.ArraySize;
|
|
view.firstSlice = srv.Texture2DMSArray.FirstArraySlice;
|
|
}
|
|
else if(srv.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE3D)
|
|
{
|
|
view.firstMip = srv.Texture3D.MostDetailedMip;
|
|
view.numMips = srv.Texture3D.MipLevels;
|
|
view.minLODClamp = srv.Texture3D.ResourceMinLODClamp;
|
|
}
|
|
}
|
|
else if(desc->GetType() == D3D12DescriptorType::UAV)
|
|
{
|
|
D3D12_UNORDERED_ACCESS_VIEW_DESC uav = desc->GetUAV();
|
|
|
|
fmt = uav.Format;
|
|
|
|
view.counterResourceId = rm->GetOriginalID(desc->GetCounterResourceId());
|
|
|
|
view.type = MakeTextureDim(uav.ViewDimension);
|
|
|
|
if(uav.ViewDimension == D3D12_UAV_DIMENSION_BUFFER)
|
|
{
|
|
view.firstElement = uav.Buffer.FirstElement;
|
|
view.numElements = uav.Buffer.NumElements;
|
|
|
|
view.bufferFlags = MakeBufferFlags(uav.Buffer.Flags);
|
|
if(uav.Buffer.StructureByteStride > 0)
|
|
view.elementByteSize = uav.Buffer.StructureByteStride;
|
|
|
|
view.counterByteOffset = uav.Buffer.CounterOffsetInBytes;
|
|
|
|
if(view.counterResourceId != ResourceId())
|
|
{
|
|
bytebuf counterVal;
|
|
GetDebugManager()->GetBufferData(
|
|
rm->GetCurrentAs<ID3D12Resource>(desc->GetCounterResourceId()),
|
|
view.counterByteOffset, 4, counterVal);
|
|
uint32_t *val = (uint32_t *)&counterVal[0];
|
|
view.bufferStructCount = *val;
|
|
}
|
|
}
|
|
else if(uav.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE1D)
|
|
{
|
|
view.firstMip = uav.Texture1D.MipSlice;
|
|
}
|
|
else if(uav.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE1DARRAY)
|
|
{
|
|
view.numSlices = uav.Texture1DArray.ArraySize;
|
|
view.firstSlice = uav.Texture1DArray.FirstArraySlice;
|
|
view.firstMip = uav.Texture1DArray.MipSlice;
|
|
}
|
|
else if(uav.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2D)
|
|
{
|
|
view.firstMip = uav.Texture2D.MipSlice;
|
|
}
|
|
else if(uav.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE2DARRAY)
|
|
{
|
|
view.numSlices = uav.Texture2DArray.ArraySize;
|
|
view.firstSlice = uav.Texture2DArray.FirstArraySlice;
|
|
view.firstMip = uav.Texture2DArray.MipSlice;
|
|
}
|
|
else if(uav.ViewDimension == D3D12_UAV_DIMENSION_TEXTURE3D)
|
|
{
|
|
view.numSlices = uav.Texture3D.WSize;
|
|
view.firstSlice = uav.Texture3D.FirstWSlice;
|
|
view.firstMip = uav.Texture3D.MipSlice;
|
|
}
|
|
}
|
|
|
|
if(fmt == DXGI_FORMAT_UNKNOWN)
|
|
fmt = res.Format;
|
|
|
|
view.elementByteSize = fmt == DXGI_FORMAT_UNKNOWN ? 1 : GetByteSize(1, 1, 1, fmt, 0);
|
|
|
|
view.viewFormat = MakeResourceFormat(fmt);
|
|
}
|
|
}
|
|
|
|
void D3D12Replay::FillRegisterSpaces(const D3D12RenderState::RootSignature &rootSig,
|
|
rdcarray<D3D12Pipe::RegisterSpace> &dstSpaces,
|
|
D3D12_SHADER_VISIBILITY visibility)
|
|
{
|
|
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
|
|
|
|
WrappedID3D12RootSignature *sig =
|
|
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(rootSig.rootsig);
|
|
|
|
// clear first to ensure the spaces are default-initialised
|
|
dstSpaces.clear();
|
|
dstSpaces.reserve(8);
|
|
|
|
for(size_t rootEl = 0; rootEl < sig->sig.params.size(); rootEl++)
|
|
{
|
|
const D3D12RootSignatureParameter &p = sig->sig.params[rootEl];
|
|
|
|
if(p.ShaderVisibility != D3D12_SHADER_VISIBILITY_ALL && p.ShaderVisibility != visibility)
|
|
continue;
|
|
|
|
if(p.ParameterType == D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS)
|
|
{
|
|
D3D12Pipe::ConstantBuffer &cb =
|
|
resize_and_add(get_space(dstSpaces, p.Constants.RegisterSpace).constantBuffers,
|
|
p.Constants.ShaderRegister);
|
|
cb.immediate = true;
|
|
cb.rootElement = (uint32_t)rootEl;
|
|
cb.byteSize = uint32_t(sizeof(uint32_t) * p.Constants.Num32BitValues);
|
|
|
|
if(rootEl < rootSig.sigelems.size())
|
|
{
|
|
const D3D12RenderState::SignatureElement &e = rootSig.sigelems[rootEl];
|
|
if(e.type == eRootConst)
|
|
cb.rootValues.assign(e.constants.data(),
|
|
RDCMIN(e.constants.size(), (size_t)p.Constants.Num32BitValues));
|
|
}
|
|
|
|
if(cb.rootValues.empty())
|
|
cb.rootValues.resize(p.Constants.Num32BitValues);
|
|
}
|
|
else if(p.ParameterType == D3D12_ROOT_PARAMETER_TYPE_CBV)
|
|
{
|
|
D3D12Pipe::ConstantBuffer &cb =
|
|
resize_and_add(get_space(dstSpaces, p.Descriptor.RegisterSpace).constantBuffers,
|
|
p.Descriptor.ShaderRegister);
|
|
cb.immediate = true;
|
|
cb.rootElement = (uint32_t)rootEl;
|
|
|
|
if(rootEl < rootSig.sigelems.size())
|
|
{
|
|
const D3D12RenderState::SignatureElement &e = rootSig.sigelems[rootEl];
|
|
if(e.type == eRootCBV)
|
|
{
|
|
ID3D12Resource *res = rm->GetCurrentAs<ID3D12Resource>(e.id);
|
|
|
|
cb.resourceId = rm->GetOriginalID(e.id);
|
|
cb.byteOffset = e.offset;
|
|
cb.byteSize = uint32_t(res->GetDesc().Width - cb.byteOffset);
|
|
}
|
|
}
|
|
}
|
|
else if(p.ParameterType == D3D12_ROOT_PARAMETER_TYPE_SRV)
|
|
{
|
|
D3D12Pipe::View &view = resize_and_add(get_space(dstSpaces, p.Descriptor.RegisterSpace).srvs,
|
|
p.Descriptor.ShaderRegister);
|
|
view.immediate = true;
|
|
view.rootElement = (uint32_t)rootEl;
|
|
|
|
if(rootEl < rootSig.sigelems.size())
|
|
{
|
|
const D3D12RenderState::SignatureElement &e = rootSig.sigelems[rootEl];
|
|
if(e.type == eRootSRV)
|
|
{
|
|
ID3D12Resource *res = rm->GetCurrentAs<ID3D12Resource>(e.id);
|
|
|
|
// parameters from resource/view
|
|
view.resourceId = rm->GetOriginalID(e.id);
|
|
view.type = TextureType::Buffer;
|
|
view.viewFormat = MakeResourceFormat(DXGI_FORMAT_R32_UINT);
|
|
|
|
view.elementByteSize = sizeof(uint32_t);
|
|
view.firstElement = e.offset / sizeof(uint32_t);
|
|
view.numElements = uint32_t((res->GetDesc().Width - e.offset) / sizeof(uint32_t));
|
|
}
|
|
}
|
|
}
|
|
else if(p.ParameterType == D3D12_ROOT_PARAMETER_TYPE_UAV)
|
|
{
|
|
D3D12Pipe::View &view = resize_and_add(get_space(dstSpaces, p.Descriptor.RegisterSpace).uavs,
|
|
p.Descriptor.ShaderRegister);
|
|
view.immediate = true;
|
|
view.rootElement = (uint32_t)rootEl;
|
|
|
|
if(rootEl < rootSig.sigelems.size())
|
|
{
|
|
const D3D12RenderState::SignatureElement &e = rootSig.sigelems[rootEl];
|
|
if(e.type == eRootUAV)
|
|
{
|
|
ID3D12Resource *res = rm->GetCurrentAs<ID3D12Resource>(e.id);
|
|
|
|
// parameters from resource/view
|
|
view.resourceId = rm->GetOriginalID(e.id);
|
|
view.type = TextureType::Buffer;
|
|
view.viewFormat = MakeResourceFormat(DXGI_FORMAT_R32_UINT);
|
|
|
|
view.elementByteSize = sizeof(uint32_t);
|
|
view.firstElement = e.offset / sizeof(uint32_t);
|
|
view.numElements = uint32_t((res->GetDesc().Width - e.offset) / sizeof(uint32_t));
|
|
}
|
|
}
|
|
}
|
|
else if(p.ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE)
|
|
{
|
|
const D3D12RenderState::SignatureElement *e = NULL;
|
|
WrappedID3D12DescriptorHeap *heap = NULL;
|
|
|
|
if(rootEl < rootSig.sigelems.size() && rootSig.sigelems[rootEl].type == eRootTable)
|
|
{
|
|
e = &rootSig.sigelems[rootEl];
|
|
|
|
heap = rm->GetCurrentAs<WrappedID3D12DescriptorHeap>(e->id);
|
|
}
|
|
|
|
UINT prevTableOffset = 0;
|
|
|
|
for(size_t r = 0; r < p.ranges.size(); r++)
|
|
{
|
|
const D3D12_DESCRIPTOR_RANGE1 &range = p.ranges[r];
|
|
|
|
UINT shaderReg = range.BaseShaderRegister;
|
|
D3D12Pipe::RegisterSpace ®Space = get_space(dstSpaces, range.RegisterSpace);
|
|
|
|
D3D12Descriptor *desc = NULL;
|
|
|
|
UINT offset = range.OffsetInDescriptorsFromTableStart;
|
|
|
|
if(range.OffsetInDescriptorsFromTableStart == D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
|
|
offset = prevTableOffset;
|
|
|
|
UINT num = range.NumDescriptors;
|
|
|
|
if(heap)
|
|
{
|
|
desc = (D3D12Descriptor *)heap->GetCPUDescriptorHandleForHeapStart().ptr;
|
|
desc += e->offset;
|
|
desc += offset;
|
|
|
|
if(num == UINT_MAX)
|
|
{
|
|
// find out how many descriptors are left after
|
|
num = heap->GetNumDescriptors() - offset - UINT(e->offset);
|
|
}
|
|
}
|
|
else if(num == UINT_MAX)
|
|
{
|
|
RDCWARN(
|
|
"Heap not available on replay with unbounded descriptor range, clamping to 1 "
|
|
"descriptor.");
|
|
num = 1;
|
|
}
|
|
|
|
prevTableOffset = offset + num;
|
|
|
|
if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER)
|
|
{
|
|
UINT maxReg = shaderReg + num - 1;
|
|
if(maxReg >= regSpace.samplers.size())
|
|
regSpace.samplers.resize(maxReg + 1);
|
|
|
|
for(UINT i = 0; i < num; i++, shaderReg++)
|
|
{
|
|
D3D12Pipe::Sampler &samp = regSpace.samplers[shaderReg];
|
|
samp.immediate = false;
|
|
samp.rootElement = (uint32_t)rootEl;
|
|
samp.tableIndex = offset + i;
|
|
|
|
if(desc)
|
|
{
|
|
const D3D12_SAMPLER_DESC &sampDesc = desc->GetSampler();
|
|
|
|
samp.addressU = MakeAddressMode(sampDesc.AddressU);
|
|
samp.addressV = MakeAddressMode(sampDesc.AddressV);
|
|
samp.addressW = MakeAddressMode(sampDesc.AddressW);
|
|
|
|
memcpy(samp.borderColor, sampDesc.BorderColor, sizeof(FLOAT) * 4);
|
|
|
|
samp.compareFunction = MakeCompareFunc(sampDesc.ComparisonFunc);
|
|
samp.filter = MakeFilter(sampDesc.Filter);
|
|
samp.maxAnisotropy = 0;
|
|
if(samp.filter.minify == FilterMode::Anisotropic)
|
|
samp.maxAnisotropy = sampDesc.MaxAnisotropy;
|
|
samp.maxLOD = sampDesc.MaxLOD;
|
|
samp.minLOD = sampDesc.MinLOD;
|
|
samp.mipLODBias = sampDesc.MipLODBias;
|
|
|
|
desc++;
|
|
}
|
|
}
|
|
}
|
|
else if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_CBV)
|
|
{
|
|
UINT maxReg = shaderReg + num - 1;
|
|
if(maxReg >= regSpace.constantBuffers.size())
|
|
regSpace.constantBuffers.resize(maxReg + 1);
|
|
|
|
for(UINT i = 0; i < num; i++, shaderReg++)
|
|
{
|
|
D3D12Pipe::ConstantBuffer &cb = regSpace.constantBuffers[shaderReg];
|
|
cb.immediate = false;
|
|
cb.rootElement = (uint32_t)rootEl;
|
|
cb.tableIndex = offset + i;
|
|
|
|
if(desc)
|
|
{
|
|
const D3D12_CONSTANT_BUFFER_VIEW_DESC &cbv = desc->GetCBV();
|
|
WrappedID3D12Resource::GetResIDFromAddr(cbv.BufferLocation, cb.resourceId,
|
|
cb.byteOffset);
|
|
cb.resourceId = rm->GetOriginalID(cb.resourceId);
|
|
cb.byteSize = cbv.SizeInBytes;
|
|
|
|
desc++;
|
|
}
|
|
}
|
|
}
|
|
else if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_SRV)
|
|
{
|
|
UINT maxReg = shaderReg + num - 1;
|
|
if(maxReg >= regSpace.srvs.size())
|
|
regSpace.srvs.resize(maxReg + 1);
|
|
|
|
for(UINT i = 0; i < num; i++, shaderReg++)
|
|
{
|
|
D3D12Pipe::View &view = regSpace.srvs[shaderReg];
|
|
view.immediate = false;
|
|
view.rootElement = (uint32_t)rootEl;
|
|
view.tableIndex = offset + i;
|
|
|
|
if(desc)
|
|
{
|
|
FillResourceView(view, desc);
|
|
|
|
desc++;
|
|
}
|
|
}
|
|
}
|
|
else if(range.RangeType == D3D12_DESCRIPTOR_RANGE_TYPE_UAV)
|
|
{
|
|
UINT maxReg = shaderReg + num - 1;
|
|
if(maxReg >= regSpace.uavs.size())
|
|
regSpace.uavs.resize(maxReg + 1);
|
|
|
|
for(UINT i = 0; i < num; i++, shaderReg++)
|
|
{
|
|
D3D12Pipe::View &view = regSpace.uavs[shaderReg];
|
|
view.immediate = false;
|
|
view.rootElement = (uint32_t)rootEl;
|
|
view.tableIndex = offset + i;
|
|
|
|
if(desc)
|
|
{
|
|
FillResourceView(view, desc);
|
|
|
|
desc++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for(size_t i = 0; i < sig->sig.samplers.size(); i++)
|
|
{
|
|
D3D12_STATIC_SAMPLER_DESC &sampDesc = sig->sig.samplers[i];
|
|
|
|
if(sampDesc.ShaderVisibility != D3D12_SHADER_VISIBILITY_ALL &&
|
|
sampDesc.ShaderVisibility != visibility)
|
|
continue;
|
|
|
|
D3D12Pipe::Sampler &samp = resize_and_add(get_space(dstSpaces, sampDesc.RegisterSpace).samplers,
|
|
sampDesc.ShaderRegister);
|
|
samp.immediate = true;
|
|
samp.rootElement = (uint32_t)i;
|
|
|
|
samp.addressU = MakeAddressMode(sampDesc.AddressU);
|
|
samp.addressV = MakeAddressMode(sampDesc.AddressV);
|
|
samp.addressW = MakeAddressMode(sampDesc.AddressW);
|
|
|
|
if(sampDesc.BorderColor == D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK)
|
|
{
|
|
samp.borderColor[0] = 0.0f;
|
|
samp.borderColor[1] = 0.0f;
|
|
samp.borderColor[2] = 0.0f;
|
|
samp.borderColor[3] = 0.0f;
|
|
}
|
|
else if(sampDesc.BorderColor == D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK)
|
|
{
|
|
samp.borderColor[0] = 0.0f;
|
|
samp.borderColor[1] = 0.0f;
|
|
samp.borderColor[2] = 0.0f;
|
|
samp.borderColor[3] = 1.0f;
|
|
}
|
|
else if(sampDesc.BorderColor == D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE)
|
|
{
|
|
samp.borderColor[0] = 1.0f;
|
|
samp.borderColor[1] = 1.0f;
|
|
samp.borderColor[2] = 1.0f;
|
|
samp.borderColor[3] = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
RDCERR("Unexpected static border colour: %u", sampDesc.BorderColor);
|
|
}
|
|
|
|
samp.compareFunction = MakeCompareFunc(sampDesc.ComparisonFunc);
|
|
samp.filter = MakeFilter(sampDesc.Filter);
|
|
samp.maxAnisotropy = 0;
|
|
if(samp.filter.minify == FilterMode::Anisotropic)
|
|
samp.maxAnisotropy = sampDesc.MaxAnisotropy;
|
|
samp.maxLOD = sampDesc.MaxLOD;
|
|
samp.minLOD = sampDesc.MinLOD;
|
|
samp.mipLODBias = sampDesc.MipLODBias;
|
|
}
|
|
}
|
|
|
|
void D3D12Replay::SavePipelineState()
|
|
{
|
|
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
|
|
|
|
D3D12Pipe::State &state = m_PipelineState;
|
|
|
|
/////////////////////////////////////////////////
|
|
// Input Assembler
|
|
/////////////////////////////////////////////////
|
|
|
|
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
|
|
|
|
state.pipelineResourceId = rm->GetOriginalID(rs.pipe);
|
|
|
|
WrappedID3D12PipelineState *pipe = NULL;
|
|
|
|
if(rs.pipe != ResourceId())
|
|
pipe = rm->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
|
|
|
|
if(pipe && pipe->IsGraphics())
|
|
{
|
|
const D3D12_INPUT_ELEMENT_DESC *inputEl = pipe->graphics->InputLayout.pInputElementDescs;
|
|
UINT numInput = pipe->graphics->InputLayout.NumElements;
|
|
|
|
state.inputAssembly.layouts.resize(numInput);
|
|
for(UINT i = 0; i < numInput; i++)
|
|
{
|
|
D3D12Pipe::Layout &l = state.inputAssembly.layouts[i];
|
|
|
|
l.byteOffset = inputEl[i].AlignedByteOffset;
|
|
l.format = MakeResourceFormat(inputEl[i].Format);
|
|
l.inputSlot = inputEl[i].InputSlot;
|
|
l.perInstance = inputEl[i].InputSlotClass == D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
|
|
l.instanceDataStepRate = inputEl[i].InstanceDataStepRate;
|
|
l.semanticIndex = inputEl[i].SemanticIndex;
|
|
l.semanticName = inputEl[i].SemanticName;
|
|
}
|
|
|
|
state.inputAssembly.indexStripCutValue = 0;
|
|
switch(pipe->graphics->IBStripCutValue)
|
|
{
|
|
case D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF:
|
|
state.inputAssembly.indexStripCutValue = 0xFFFF;
|
|
break;
|
|
case D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF:
|
|
state.inputAssembly.indexStripCutValue = 0xFFFFFFFF;
|
|
break;
|
|
default: break;
|
|
}
|
|
|
|
state.inputAssembly.vertexBuffers.resize(rs.vbuffers.size());
|
|
for(size_t i = 0; i < rs.vbuffers.size(); i++)
|
|
{
|
|
D3D12Pipe::VertexBuffer &vb = state.inputAssembly.vertexBuffers[i];
|
|
|
|
vb.resourceId = rm->GetOriginalID(rs.vbuffers[i].buf);
|
|
vb.byteOffset = rs.vbuffers[i].offs;
|
|
vb.byteSize = rs.vbuffers[i].size;
|
|
vb.byteStride = rs.vbuffers[i].stride;
|
|
}
|
|
|
|
state.inputAssembly.indexBuffer.resourceId = rm->GetOriginalID(rs.ibuffer.buf);
|
|
state.inputAssembly.indexBuffer.byteOffset = rs.ibuffer.offs;
|
|
state.inputAssembly.indexBuffer.byteSize = rs.ibuffer.size;
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
// Shaders
|
|
/////////////////////////////////////////////////
|
|
|
|
if(pipe && pipe->IsCompute())
|
|
{
|
|
WrappedID3D12Shader *sh = (WrappedID3D12Shader *)pipe->compute->CS.pShaderBytecode;
|
|
|
|
state.computeShader.resourceId = sh->GetResourceID();
|
|
state.computeShader.stage = ShaderStage::Compute;
|
|
state.computeShader.reflection = &sh->GetDetails();
|
|
state.computeShader.bindpointMapping = sh->GetMapping();
|
|
|
|
state.rootSignatureResourceId = rm->GetOriginalID(rs.compute.rootsig);
|
|
|
|
if(rs.compute.rootsig != ResourceId())
|
|
FillRegisterSpaces(rs.compute, state.computeShader.spaces, D3D12_SHADER_VISIBILITY_ALL);
|
|
}
|
|
else if(pipe)
|
|
{
|
|
D3D12Pipe::Shader *dstArr[] = {&state.vertexShader, &state.hullShader, &state.domainShader,
|
|
&state.geometryShader, &state.pixelShader};
|
|
|
|
D3D12_SHADER_BYTECODE *srcArr[] = {&pipe->graphics->VS, &pipe->graphics->HS, &pipe->graphics->DS,
|
|
&pipe->graphics->GS, &pipe->graphics->PS};
|
|
|
|
D3D12_SHADER_VISIBILITY visibility[] = {
|
|
D3D12_SHADER_VISIBILITY_VERTEX, D3D12_SHADER_VISIBILITY_HULL, D3D12_SHADER_VISIBILITY_DOMAIN,
|
|
D3D12_SHADER_VISIBILITY_GEOMETRY, D3D12_SHADER_VISIBILITY_PIXEL};
|
|
|
|
for(size_t stage = 0; stage < 5; stage++)
|
|
{
|
|
D3D12Pipe::Shader &dst = *dstArr[stage];
|
|
D3D12_SHADER_BYTECODE &src = *srcArr[stage];
|
|
|
|
dst.stage = (ShaderStage)stage;
|
|
|
|
WrappedID3D12Shader *sh = (WrappedID3D12Shader *)src.pShaderBytecode;
|
|
|
|
if(sh)
|
|
{
|
|
dst.resourceId = sh->GetResourceID();
|
|
dst.bindpointMapping = sh->GetMapping();
|
|
dst.reflection = &sh->GetDetails();
|
|
}
|
|
else
|
|
{
|
|
dst.resourceId = ResourceId();
|
|
dst.bindpointMapping = ShaderBindpointMapping();
|
|
dst.reflection = NULL;
|
|
}
|
|
|
|
if(rs.graphics.rootsig != ResourceId())
|
|
FillRegisterSpaces(rs.graphics, dst.spaces, visibility[stage]);
|
|
}
|
|
|
|
state.rootSignatureResourceId = rm->GetOriginalID(rs.graphics.rootsig);
|
|
}
|
|
|
|
if(pipe && pipe->IsGraphics())
|
|
{
|
|
/////////////////////////////////////////////////
|
|
// Stream Out
|
|
/////////////////////////////////////////////////
|
|
|
|
state.streamOut.outputs.resize(rs.streamouts.size());
|
|
for(size_t s = 0; s < rs.streamouts.size(); s++)
|
|
{
|
|
state.streamOut.outputs[s].resourceId = rm->GetOriginalID(rs.streamouts[s].buf);
|
|
state.streamOut.outputs[s].byteOffset = rs.streamouts[s].offs;
|
|
state.streamOut.outputs[s].byteSize = rs.streamouts[s].size;
|
|
|
|
state.streamOut.outputs[s].writtenCountResourceId =
|
|
rm->GetOriginalID(rs.streamouts[s].countbuf);
|
|
state.streamOut.outputs[s].writtenCountByteOffset = rs.streamouts[s].countoffs;
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
// Rasterizer
|
|
/////////////////////////////////////////////////
|
|
|
|
state.rasterizer.sampleMask = pipe->graphics->SampleMask;
|
|
|
|
{
|
|
D3D12Pipe::RasterizerState &dst = state.rasterizer.state;
|
|
D3D12_RASTERIZER_DESC &src = pipe->graphics->RasterizerState;
|
|
|
|
dst.antialiasedLines = src.AntialiasedLineEnable == TRUE;
|
|
|
|
dst.cullMode = CullMode::NoCull;
|
|
if(src.CullMode == D3D12_CULL_MODE_FRONT)
|
|
dst.cullMode = CullMode::Front;
|
|
if(src.CullMode == D3D12_CULL_MODE_BACK)
|
|
dst.cullMode = CullMode::Back;
|
|
|
|
dst.fillMode = FillMode::Solid;
|
|
if(src.FillMode == D3D12_FILL_MODE_WIREFRAME)
|
|
dst.fillMode = FillMode::Wireframe;
|
|
|
|
dst.depthBias = src.DepthBias;
|
|
dst.depthBiasClamp = src.DepthBiasClamp;
|
|
dst.depthClip = src.DepthClipEnable == TRUE;
|
|
dst.frontCCW = src.FrontCounterClockwise == TRUE;
|
|
dst.multisampleEnable = src.MultisampleEnable == TRUE;
|
|
dst.slopeScaledDepthBias = src.SlopeScaledDepthBias;
|
|
dst.forcedSampleCount = src.ForcedSampleCount;
|
|
|
|
// D3D only supports overestimate conservative raster (underestimated can be emulated using
|
|
// coverage information in the shader)
|
|
dst.conservativeRasterization =
|
|
src.ConservativeRaster == D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
|
|
? ConservativeRaster::Overestimate
|
|
: ConservativeRaster::Disabled;
|
|
}
|
|
|
|
state.rasterizer.scissors.resize(rs.scissors.size());
|
|
for(size_t i = 0; i < rs.scissors.size(); i++)
|
|
state.rasterizer.scissors[i] = Scissor(rs.scissors[i].left, rs.scissors[i].top,
|
|
rs.scissors[i].right - rs.scissors[i].left,
|
|
rs.scissors[i].bottom - rs.scissors[i].top);
|
|
|
|
state.rasterizer.viewports.resize(rs.views.size());
|
|
for(size_t i = 0; i < rs.views.size(); i++)
|
|
state.rasterizer.viewports[i] =
|
|
Viewport(rs.views[i].TopLeftX, rs.views[i].TopLeftY, rs.views[i].Width,
|
|
rs.views[i].Height, rs.views[i].MinDepth, rs.views[i].MaxDepth);
|
|
|
|
/////////////////////////////////////////////////
|
|
// Output Merger
|
|
/////////////////////////////////////////////////
|
|
|
|
state.outputMerger.renderTargets.resize(rs.rts.size());
|
|
for(size_t i = 0; i < rs.rts.size(); i++)
|
|
{
|
|
D3D12Pipe::View &view = state.outputMerger.renderTargets[i];
|
|
|
|
const D3D12Descriptor &desc = rs.rts[i];
|
|
|
|
if(desc.GetResResourceId() != ResourceId())
|
|
{
|
|
view.rootElement = (uint32_t)i;
|
|
view.immediate = false;
|
|
|
|
FillResourceView(view, &desc);
|
|
}
|
|
else
|
|
{
|
|
view = D3D12Pipe::View();
|
|
}
|
|
}
|
|
|
|
{
|
|
D3D12Pipe::View &view = state.outputMerger.depthTarget;
|
|
|
|
if(rs.dsv.GetResResourceId() != ResourceId())
|
|
{
|
|
view.rootElement = 0;
|
|
view.immediate = false;
|
|
|
|
FillResourceView(view, &rs.dsv);
|
|
}
|
|
else
|
|
{
|
|
view = D3D12Pipe::View();
|
|
}
|
|
}
|
|
|
|
memcpy(state.outputMerger.blendState.blendFactor, rs.blendFactor, sizeof(FLOAT) * 4);
|
|
|
|
{
|
|
D3D12_BLEND_DESC &src = pipe->graphics->BlendState;
|
|
|
|
state.outputMerger.blendState.alphaToCoverage = src.AlphaToCoverageEnable == TRUE;
|
|
state.outputMerger.blendState.independentBlend = src.IndependentBlendEnable == TRUE;
|
|
|
|
state.outputMerger.blendState.blends.resize(8);
|
|
for(size_t i = 0; i < 8; i++)
|
|
{
|
|
ColorBlend &blend = state.outputMerger.blendState.blends[i];
|
|
|
|
blend.enabled = src.RenderTarget[i].BlendEnable == TRUE;
|
|
|
|
blend.logicOperationEnabled = src.RenderTarget[i].LogicOpEnable == TRUE;
|
|
blend.logicOperation = MakeLogicOp(src.RenderTarget[i].LogicOp);
|
|
|
|
blend.alphaBlend.source = MakeBlendMultiplier(src.RenderTarget[i].SrcBlendAlpha, true);
|
|
blend.alphaBlend.destination = MakeBlendMultiplier(src.RenderTarget[i].DestBlendAlpha, true);
|
|
blend.alphaBlend.operation = MakeBlendOp(src.RenderTarget[i].BlendOpAlpha);
|
|
|
|
blend.colorBlend.source = MakeBlendMultiplier(src.RenderTarget[i].SrcBlend, false);
|
|
blend.colorBlend.destination = MakeBlendMultiplier(src.RenderTarget[i].DestBlend, false);
|
|
blend.colorBlend.operation = MakeBlendOp(src.RenderTarget[i].BlendOp);
|
|
|
|
blend.writeMask = src.RenderTarget[i].RenderTargetWriteMask;
|
|
}
|
|
}
|
|
|
|
{
|
|
D3D12_DEPTH_STENCIL_DESC1 &src = pipe->graphics->DepthStencilState;
|
|
|
|
state.outputMerger.depthStencilState.depthEnable = src.DepthEnable == TRUE;
|
|
state.outputMerger.depthStencilState.depthFunction = MakeCompareFunc(src.DepthFunc);
|
|
state.outputMerger.depthStencilState.depthWrites =
|
|
src.DepthWriteMask == D3D12_DEPTH_WRITE_MASK_ALL;
|
|
state.outputMerger.depthStencilState.stencilEnable = src.StencilEnable == TRUE;
|
|
state.outputMerger.depthStencilState.depthBoundsEnable = src.DepthBoundsTestEnable == TRUE;
|
|
|
|
state.outputMerger.depthStencilState.minDepthBounds = rs.depthBoundsMin;
|
|
state.outputMerger.depthStencilState.maxDepthBounds = rs.depthBoundsMax;
|
|
|
|
state.outputMerger.depthStencilState.frontFace.function =
|
|
MakeCompareFunc(src.FrontFace.StencilFunc);
|
|
state.outputMerger.depthStencilState.frontFace.depthFailOperation =
|
|
MakeStencilOp(src.FrontFace.StencilDepthFailOp);
|
|
state.outputMerger.depthStencilState.frontFace.passOperation =
|
|
MakeStencilOp(src.FrontFace.StencilPassOp);
|
|
state.outputMerger.depthStencilState.frontFace.failOperation =
|
|
MakeStencilOp(src.FrontFace.StencilFailOp);
|
|
|
|
state.outputMerger.depthStencilState.backFace.function =
|
|
MakeCompareFunc(src.BackFace.StencilFunc);
|
|
state.outputMerger.depthStencilState.backFace.depthFailOperation =
|
|
MakeStencilOp(src.BackFace.StencilDepthFailOp);
|
|
state.outputMerger.depthStencilState.backFace.passOperation =
|
|
MakeStencilOp(src.BackFace.StencilPassOp);
|
|
state.outputMerger.depthStencilState.backFace.failOperation =
|
|
MakeStencilOp(src.BackFace.StencilFailOp);
|
|
|
|
// due to shared structs, this is slightly duplicated - D3D doesn't have separate states for
|
|
// front/back.
|
|
state.outputMerger.depthStencilState.frontFace.reference = rs.stencilRef;
|
|
state.outputMerger.depthStencilState.frontFace.compareMask = src.StencilReadMask;
|
|
state.outputMerger.depthStencilState.frontFace.writeMask = src.StencilWriteMask;
|
|
state.outputMerger.depthStencilState.backFace.reference = rs.stencilRef;
|
|
state.outputMerger.depthStencilState.backFace.compareMask = src.StencilReadMask;
|
|
state.outputMerger.depthStencilState.backFace.writeMask = src.StencilWriteMask;
|
|
}
|
|
}
|
|
|
|
// resource states
|
|
{
|
|
const std::map<ResourceId, SubresourceStateVector> &states = m_pDevice->GetSubresourceStates();
|
|
state.resourceStates.resize(states.size());
|
|
size_t i = 0;
|
|
for(auto it = states.begin(); it != states.end(); ++it)
|
|
{
|
|
D3D12Pipe::ResourceData &res = state.resourceStates[i];
|
|
|
|
res.resourceId = rm->GetOriginalID(it->first);
|
|
|
|
res.states.resize(it->second.size());
|
|
for(size_t l = 0; l < it->second.size(); l++)
|
|
res.states[l].name = ToStr(it->second[l]);
|
|
|
|
if(res.states.empty())
|
|
res.states.push_back({"Unknown"});
|
|
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void D3D12Replay::RenderHighlightBox(float w, float h, float scale)
|
|
{
|
|
OutputWindow &outw = m_OutputWindows[m_CurrentOutputWindow];
|
|
|
|
{
|
|
ID3D12GraphicsCommandList *list = m_pDevice->GetNewList();
|
|
|
|
float black[] = {0.0f, 0.0f, 0.0f, 1.0f};
|
|
float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
|
|
// size of box
|
|
LONG sz = LONG(scale);
|
|
|
|
// top left, x and y
|
|
LONG tlx = LONG(w / 2.0f + 0.5f);
|
|
LONG tly = LONG(h / 2.0f + 0.5f);
|
|
|
|
D3D12_RECT rect[4] = {
|
|
{tlx, tly, tlx + 1, tly + sz},
|
|
|
|
{tlx + sz, tly, tlx + sz + 1, tly + sz + 1},
|
|
|
|
{tlx, tly, tlx + sz, tly + 1},
|
|
|
|
{tlx, tly + sz, tlx + sz, tly + sz + 1},
|
|
};
|
|
|
|
// inner
|
|
list->ClearRenderTargetView(outw.rtv, white, 4, rect);
|
|
|
|
// shift both sides to just translate the rect without changing its size
|
|
rect[0].left--;
|
|
rect[0].right--;
|
|
rect[1].left++;
|
|
rect[1].right++;
|
|
rect[2].left--;
|
|
rect[2].right--;
|
|
rect[3].left--;
|
|
rect[3].right--;
|
|
|
|
rect[0].top--;
|
|
rect[0].bottom--;
|
|
rect[1].top--;
|
|
rect[1].bottom--;
|
|
rect[2].top--;
|
|
rect[2].bottom--;
|
|
rect[3].top++;
|
|
rect[3].bottom++;
|
|
|
|
// now increase the 'size' of the rects
|
|
rect[0].bottom += 2;
|
|
rect[1].bottom += 2;
|
|
rect[2].right += 2;
|
|
rect[3].right += 2;
|
|
|
|
// outer
|
|
list->ClearRenderTargetView(outw.rtv, black, 4, rect);
|
|
|
|
list->Close();
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
}
|
|
}
|
|
|
|
void D3D12Replay::RenderCheckerboard()
|
|
{
|
|
DebugVertexCBuffer vertexData;
|
|
|
|
vertexData.Scale = 2.0f;
|
|
vertexData.Position.x = vertexData.Position.y = 0;
|
|
|
|
vertexData.ScreenAspect.x = 1.0f;
|
|
vertexData.ScreenAspect.y = 1.0f;
|
|
|
|
vertexData.TextureResolution.x = 1.0f;
|
|
vertexData.TextureResolution.y = 1.0f;
|
|
|
|
vertexData.LineStrip = 0;
|
|
|
|
DebugPixelCBufferData pixelData;
|
|
|
|
pixelData.AlwaysZero = 0.0f;
|
|
|
|
pixelData.Channels = RenderDoc::Inst().LightCheckerboardColor();
|
|
pixelData.WireframeColour = RenderDoc::Inst().DarkCheckerboardColor();
|
|
|
|
D3D12_GPU_VIRTUAL_ADDRESS vs =
|
|
GetDebugManager()->UploadConstants(&vertexData, sizeof(DebugVertexCBuffer));
|
|
D3D12_GPU_VIRTUAL_ADDRESS ps = GetDebugManager()->UploadConstants(&pixelData, sizeof(pixelData));
|
|
|
|
OutputWindow &outw = m_OutputWindows[m_CurrentOutputWindow];
|
|
|
|
{
|
|
ID3D12GraphicsCommandList *list = m_pDevice->GetNewList();
|
|
|
|
list->OMSetRenderTargets(1, &outw.rtv, TRUE, NULL);
|
|
|
|
D3D12_VIEWPORT viewport = {0, 0, (float)outw.width, (float)outw.height, 0.0f, 1.0f};
|
|
list->RSSetViewports(1, &viewport);
|
|
|
|
D3D12_RECT scissor = {0, 0, outw.width, outw.height};
|
|
list->RSSetScissorRects(1, &scissor);
|
|
|
|
list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
list->SetPipelineState(outw.depth ? m_General.CheckerboardMSAAPipe : m_General.CheckerboardPipe);
|
|
|
|
list->SetGraphicsRootSignature(m_General.ConstOnlyRootSig);
|
|
|
|
list->SetGraphicsRootConstantBufferView(0, vs);
|
|
list->SetGraphicsRootConstantBufferView(1, ps);
|
|
list->SetGraphicsRootConstantBufferView(2, vs);
|
|
|
|
Vec4f dummy;
|
|
list->SetGraphicsRoot32BitConstants(3, 4, &dummy.x, 0);
|
|
|
|
float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
list->OMSetBlendFactor(factor);
|
|
|
|
list->DrawInstanced(3, 1, 0, 0);
|
|
|
|
list->Close();
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
}
|
|
}
|
|
|
|
void D3D12Replay::PickPixel(ResourceId texture, uint32_t x, uint32_t y, uint32_t sliceFace,
|
|
uint32_t mip, uint32_t sample, CompType typeHint, float pixel[4])
|
|
{
|
|
SetOutputDimensions(1, 1);
|
|
|
|
{
|
|
TextureDisplay texDisplay;
|
|
|
|
texDisplay.red = texDisplay.green = texDisplay.blue = texDisplay.alpha = true;
|
|
texDisplay.hdrMultiplier = -1.0f;
|
|
texDisplay.linearDisplayAsGamma = true;
|
|
texDisplay.flipY = false;
|
|
texDisplay.mip = mip;
|
|
texDisplay.sampleIdx = sample;
|
|
texDisplay.customShaderId = ResourceId();
|
|
texDisplay.sliceFace = sliceFace;
|
|
texDisplay.rangeMin = 0.0f;
|
|
texDisplay.rangeMax = 1.0f;
|
|
texDisplay.scale = 1.0f;
|
|
texDisplay.resourceId = texture;
|
|
texDisplay.typeHint = typeHint;
|
|
texDisplay.rawOutput = true;
|
|
texDisplay.xOffset = -float(x);
|
|
texDisplay.yOffset = -float(y);
|
|
|
|
RenderTextureInternal(GetDebugManager()->GetCPUHandle(PICK_PIXEL_RTV), texDisplay,
|
|
eTexDisplay_F32Render);
|
|
}
|
|
|
|
ID3D12GraphicsCommandList *list = m_pDevice->GetNewList();
|
|
|
|
D3D12_RESOURCE_BARRIER barrier = {};
|
|
|
|
barrier.Transition.pResource = m_PixelPick.Texture;
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
|
|
list->ResourceBarrier(1, &barrier);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
|
|
|
|
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
src.pResource = m_PixelPick.Texture;
|
|
src.SubresourceIndex = 0;
|
|
|
|
dst.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
dst.pResource = m_General.ResultReadbackBuffer;
|
|
dst.PlacedFootprint.Offset = 0;
|
|
dst.PlacedFootprint.Footprint.Width = sizeof(Vec4f);
|
|
dst.PlacedFootprint.Footprint.Height = 1;
|
|
dst.PlacedFootprint.Footprint.Depth = 1;
|
|
dst.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
dst.PlacedFootprint.Footprint.RowPitch = D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
|
|
|
|
list->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
|
|
|
|
std::swap(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
|
|
|
|
list->ResourceBarrier(1, &barrier);
|
|
|
|
list->Close();
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
|
|
D3D12_RANGE range = {0, sizeof(Vec4f)};
|
|
|
|
float *pix = NULL;
|
|
HRESULT hr = m_General.ResultReadbackBuffer->Map(0, &range, (void **)&pix);
|
|
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to map picking stage tex HRESULT: %s", ToStr(hr).c_str());
|
|
}
|
|
|
|
if(pix == NULL)
|
|
{
|
|
RDCERR("Failed to map pick-pixel staging texture.");
|
|
}
|
|
else
|
|
{
|
|
pixel[0] = pix[0];
|
|
pixel[1] = pix[1];
|
|
pixel[2] = pix[2];
|
|
pixel[3] = pix[3];
|
|
}
|
|
|
|
range.End = 0;
|
|
|
|
if(SUCCEEDED(hr))
|
|
m_General.ResultReadbackBuffer->Unmap(0, &range);
|
|
}
|
|
|
|
uint32_t D3D12Replay::PickVertex(uint32_t eventId, int32_t width, int32_t height,
|
|
const MeshDisplay &cfg, uint32_t x, uint32_t y)
|
|
{
|
|
if(cfg.position.numIndices == 0)
|
|
return ~0U;
|
|
|
|
struct MeshPickData
|
|
{
|
|
Vec3f RayPos;
|
|
uint32_t PickIdx;
|
|
|
|
Vec3f RayDir;
|
|
uint32_t PickNumVerts;
|
|
|
|
Vec2f PickCoords;
|
|
Vec2f PickViewport;
|
|
|
|
uint32_t MeshMode;
|
|
uint32_t PickUnproject;
|
|
Vec2f Padding;
|
|
|
|
Matrix4f PickMVP;
|
|
|
|
} cbuf;
|
|
|
|
cbuf.PickCoords = Vec2f((float)x, (float)y);
|
|
cbuf.PickViewport = Vec2f((float)width, (float)height);
|
|
cbuf.PickIdx = cfg.position.indexByteStride ? 1 : 0;
|
|
cbuf.PickNumVerts = cfg.position.numIndices;
|
|
cbuf.PickUnproject = cfg.position.unproject ? 1 : 0;
|
|
|
|
Matrix4f projMat = Matrix4f::Perspective(90.0f, 0.1f, 100000.0f, float(width) / float(height));
|
|
|
|
Matrix4f camMat = cfg.cam ? ((Camera *)cfg.cam)->GetMatrix() : Matrix4f::Identity();
|
|
|
|
Matrix4f pickMVP = projMat.Mul(camMat);
|
|
|
|
Matrix4f pickMVPProj;
|
|
if(cfg.position.unproject)
|
|
{
|
|
// the derivation of the projection matrix might not be right (hell, it could be an
|
|
// orthographic projection). But it'll be close enough likely.
|
|
Matrix4f guessProj =
|
|
cfg.position.farPlane != FLT_MAX
|
|
? Matrix4f::Perspective(cfg.fov, cfg.position.nearPlane, cfg.position.farPlane, cfg.aspect)
|
|
: Matrix4f::ReversePerspective(cfg.fov, cfg.position.nearPlane, cfg.aspect);
|
|
|
|
if(cfg.ortho)
|
|
guessProj = Matrix4f::Orthographic(cfg.position.nearPlane, cfg.position.farPlane);
|
|
|
|
pickMVPProj = projMat.Mul(camMat.Mul(guessProj.Inverse()));
|
|
}
|
|
|
|
Vec3f rayPos;
|
|
Vec3f rayDir;
|
|
// convert mouse pos to world space ray
|
|
{
|
|
Matrix4f inversePickMVP = pickMVP.Inverse();
|
|
|
|
float pickX = ((float)x) / ((float)width);
|
|
float pickXCanonical = RDCLERP(-1.0f, 1.0f, pickX);
|
|
|
|
float pickY = ((float)y) / ((float)height);
|
|
// flip the Y axis
|
|
float pickYCanonical = RDCLERP(1.0f, -1.0f, pickY);
|
|
|
|
Vec3f cameraToWorldNearPosition =
|
|
inversePickMVP.Transform(Vec3f(pickXCanonical, pickYCanonical, -1), 1);
|
|
|
|
Vec3f cameraToWorldFarPosition =
|
|
inversePickMVP.Transform(Vec3f(pickXCanonical, pickYCanonical, 1), 1);
|
|
|
|
Vec3f testDir = (cameraToWorldFarPosition - cameraToWorldNearPosition);
|
|
testDir.Normalise();
|
|
|
|
// Calculate the ray direction first in the regular way (above), so we can use the
|
|
// the output for testing if the ray we are picking is negative or not. This is similar
|
|
// to checking against the forward direction of the camera, but more robust
|
|
if(cfg.position.unproject)
|
|
{
|
|
Matrix4f inversePickMVPGuess = pickMVPProj.Inverse();
|
|
|
|
Vec3f nearPosProj = inversePickMVPGuess.Transform(Vec3f(pickXCanonical, pickYCanonical, -1), 1);
|
|
|
|
Vec3f farPosProj = inversePickMVPGuess.Transform(Vec3f(pickXCanonical, pickYCanonical, 1), 1);
|
|
|
|
rayDir = (farPosProj - nearPosProj);
|
|
rayDir.Normalise();
|
|
|
|
if(testDir.z < 0)
|
|
{
|
|
rayDir = -rayDir;
|
|
}
|
|
rayPos = nearPosProj;
|
|
}
|
|
else
|
|
{
|
|
rayDir = testDir;
|
|
rayPos = cameraToWorldNearPosition;
|
|
}
|
|
}
|
|
|
|
cbuf.RayPos = rayPos;
|
|
cbuf.RayDir = rayDir;
|
|
|
|
cbuf.PickMVP = cfg.position.unproject ? pickMVPProj : pickMVP;
|
|
|
|
bool isTriangleMesh = true;
|
|
switch(cfg.position.topology)
|
|
{
|
|
case Topology::TriangleList:
|
|
{
|
|
cbuf.MeshMode = MESH_TRIANGLE_LIST;
|
|
break;
|
|
}
|
|
case Topology::TriangleStrip:
|
|
{
|
|
cbuf.MeshMode = MESH_TRIANGLE_STRIP;
|
|
break;
|
|
}
|
|
case Topology::TriangleList_Adj:
|
|
{
|
|
cbuf.MeshMode = MESH_TRIANGLE_LIST_ADJ;
|
|
break;
|
|
}
|
|
case Topology::TriangleStrip_Adj:
|
|
{
|
|
cbuf.MeshMode = MESH_TRIANGLE_STRIP_ADJ;
|
|
break;
|
|
}
|
|
default: // points, lines, patchlists, unknown
|
|
{
|
|
cbuf.MeshMode = MESH_OTHER;
|
|
isTriangleMesh = false;
|
|
}
|
|
}
|
|
|
|
ID3D12Resource *vb = NULL, *ib = NULL;
|
|
|
|
if(cfg.position.vertexResourceId != ResourceId())
|
|
vb = m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(cfg.position.vertexResourceId);
|
|
|
|
if(cfg.position.indexResourceId != ResourceId())
|
|
ib = m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(cfg.position.indexResourceId);
|
|
|
|
HRESULT hr = S_OK;
|
|
|
|
// most IB/VBs will not be available as SRVs. So, we copy into our own buffers. In the case of VB
|
|
// we also tightly pack and unpack the data. IB is upcast to R32 so it we can apply baseVertex
|
|
// without risking overflow.
|
|
|
|
uint32_t minIndex = 0;
|
|
uint32_t maxIndex = cfg.position.numIndices;
|
|
|
|
uint32_t idxclamp = 0;
|
|
if(cfg.position.baseVertex < 0)
|
|
idxclamp = uint32_t(-cfg.position.baseVertex);
|
|
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC sdesc = {};
|
|
sdesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
|
|
sdesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
sdesc.Format = DXGI_FORMAT_R32_UINT;
|
|
|
|
if(cfg.position.indexByteStride && ib)
|
|
{
|
|
// resize up on demand
|
|
if(m_VertexPick.IB == NULL || m_VertexPick.IBSize < cfg.position.numIndices * sizeof(uint32_t))
|
|
{
|
|
SAFE_RELEASE(m_VertexPick.IB);
|
|
|
|
m_VertexPick.IBSize = cfg.position.numIndices * sizeof(uint32_t);
|
|
|
|
D3D12_HEAP_PROPERTIES heapProps;
|
|
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
|
|
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
heapProps.CreationNodeMask = 1;
|
|
heapProps.VisibleNodeMask = 1;
|
|
|
|
D3D12_RESOURCE_DESC ibDesc;
|
|
ibDesc.Alignment = 0;
|
|
ibDesc.DepthOrArraySize = 1;
|
|
ibDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
ibDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
ibDesc.Format = DXGI_FORMAT_UNKNOWN;
|
|
ibDesc.Height = 1;
|
|
ibDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
ibDesc.MipLevels = 1;
|
|
ibDesc.SampleDesc.Count = 1;
|
|
ibDesc.SampleDesc.Quality = 0;
|
|
ibDesc.Width = m_VertexPick.IBSize;
|
|
|
|
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &ibDesc,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&m_VertexPick.IB);
|
|
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Couldn't create pick index buffer: HRESULT: %s", ToStr(hr).c_str());
|
|
return ~0U;
|
|
}
|
|
|
|
m_VertexPick.IB->SetName(L"m_PickIB");
|
|
|
|
sdesc.Buffer.FirstElement = 0;
|
|
sdesc.Buffer.NumElements = cfg.position.numIndices;
|
|
m_pDevice->CreateShaderResourceView(m_VertexPick.IB, &sdesc,
|
|
GetDebugManager()->GetCPUHandle(PICK_IB_SRV));
|
|
}
|
|
|
|
RDCASSERT(cfg.position.indexByteOffset < 0xffffffff);
|
|
|
|
if(m_VertexPick.IB)
|
|
{
|
|
bytebuf idxs;
|
|
GetBufferData(cfg.position.indexResourceId, cfg.position.indexByteOffset, 0, idxs);
|
|
|
|
std::vector<uint32_t> outidxs;
|
|
outidxs.resize(cfg.position.numIndices);
|
|
|
|
uint16_t *idxs16 = (uint16_t *)&idxs[0];
|
|
uint32_t *idxs32 = (uint32_t *)&idxs[0];
|
|
|
|
if(cfg.position.indexByteStride == 2)
|
|
{
|
|
size_t bufsize = idxs.size() / 2;
|
|
|
|
for(uint32_t i = 0; i < bufsize && i < cfg.position.numIndices; i++)
|
|
{
|
|
uint32_t idx = idxs16[i];
|
|
|
|
if(idx < idxclamp)
|
|
idx = 0;
|
|
else if(cfg.position.baseVertex < 0)
|
|
idx -= idxclamp;
|
|
else if(cfg.position.baseVertex > 0)
|
|
idx += cfg.position.baseVertex;
|
|
|
|
if(i == 0)
|
|
{
|
|
minIndex = maxIndex = idx;
|
|
}
|
|
else
|
|
{
|
|
minIndex = RDCMIN(idx, minIndex);
|
|
maxIndex = RDCMAX(idx, maxIndex);
|
|
}
|
|
|
|
outidxs[i] = idx;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
uint32_t bufsize = uint32_t(idxs.size() / 4);
|
|
|
|
minIndex = maxIndex = idxs32[0];
|
|
|
|
for(uint32_t i = 0; i < RDCMIN(bufsize, cfg.position.numIndices); i++)
|
|
{
|
|
uint32_t idx = idxs32[i];
|
|
|
|
if(idx < idxclamp)
|
|
idx = 0;
|
|
else if(cfg.position.baseVertex < 0)
|
|
idx -= idxclamp;
|
|
else if(cfg.position.baseVertex > 0)
|
|
idx += cfg.position.baseVertex;
|
|
|
|
minIndex = RDCMIN(idx, minIndex);
|
|
maxIndex = RDCMAX(idx, maxIndex);
|
|
|
|
outidxs[i] = idx;
|
|
}
|
|
}
|
|
|
|
D3D11_BOX box;
|
|
box.top = 0;
|
|
box.bottom = 1;
|
|
box.front = 0;
|
|
box.back = 1;
|
|
box.left = 0;
|
|
box.right = UINT(outidxs.size() * sizeof(uint32_t));
|
|
|
|
GetDebugManager()->FillBuffer(m_VertexPick.IB, 0, outidxs.data(),
|
|
sizeof(uint32_t) * outidxs.size());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sdesc.Buffer.NumElements = 4;
|
|
m_pDevice->CreateShaderResourceView(NULL, &sdesc, GetDebugManager()->GetCPUHandle(PICK_IB_SRV));
|
|
}
|
|
|
|
sdesc.Buffer.FirstElement = 0;
|
|
sdesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
|
|
// unpack and linearise the data
|
|
{
|
|
bytebuf oldData;
|
|
GetDebugManager()->GetBufferData(vb, cfg.position.vertexByteOffset, 0, oldData);
|
|
|
|
// clamp maxIndex to upper bound in case we got invalid indices or primitive restart indices
|
|
maxIndex = RDCMIN(maxIndex, uint32_t(oldData.size() / cfg.position.vertexByteStride));
|
|
|
|
if(vb)
|
|
{
|
|
if(m_VertexPick.VB == NULL || m_VertexPick.VBSize < (maxIndex + 1) * sizeof(Vec4f))
|
|
{
|
|
SAFE_RELEASE(m_VertexPick.VB);
|
|
|
|
m_VertexPick.VBSize = (maxIndex + 1) * sizeof(Vec4f);
|
|
|
|
D3D12_HEAP_PROPERTIES heapProps;
|
|
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
|
|
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
heapProps.CreationNodeMask = 1;
|
|
heapProps.VisibleNodeMask = 1;
|
|
|
|
D3D12_RESOURCE_DESC vbDesc;
|
|
vbDesc.Alignment = 0;
|
|
vbDesc.DepthOrArraySize = 1;
|
|
vbDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
vbDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
vbDesc.Format = DXGI_FORMAT_UNKNOWN;
|
|
vbDesc.Height = 1;
|
|
vbDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
vbDesc.MipLevels = 1;
|
|
vbDesc.SampleDesc.Count = 1;
|
|
vbDesc.SampleDesc.Quality = 0;
|
|
vbDesc.Width = m_VertexPick.VBSize;
|
|
|
|
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &vbDesc,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&m_VertexPick.VB);
|
|
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Couldn't create pick vertex buffer: HRESULT: %s", ToStr(hr).c_str());
|
|
return ~0U;
|
|
}
|
|
|
|
m_VertexPick.VB->SetName(L"m_PickVB");
|
|
|
|
sdesc.Buffer.NumElements = (maxIndex + 1);
|
|
m_pDevice->CreateShaderResourceView(m_VertexPick.VB, &sdesc,
|
|
GetDebugManager()->GetCPUHandle(PICK_VB_SRV));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sdesc.Buffer.NumElements = 4;
|
|
m_pDevice->CreateShaderResourceView(NULL, &sdesc, GetDebugManager()->GetCPUHandle(PICK_VB_SRV));
|
|
}
|
|
|
|
std::vector<FloatVector> vbData;
|
|
vbData.resize(maxIndex + 1);
|
|
|
|
byte *data = &oldData[0];
|
|
byte *dataEnd = data + oldData.size();
|
|
|
|
bool valid = true;
|
|
|
|
// the index buffer may refer to vertices past the start of the vertex buffer, so we can't just
|
|
// conver the first N vertices we'll need.
|
|
// Instead we grab min and max above, and convert every vertex in that range. This might
|
|
// slightly over-estimate but not as bad as 0-max or the whole buffer.
|
|
for(uint32_t idx = minIndex; idx <= maxIndex; idx++)
|
|
vbData[idx] = HighlightCache::InterpretVertex(data, idx, cfg.position.vertexByteStride,
|
|
cfg.position.format, dataEnd, valid);
|
|
|
|
GetDebugManager()->FillBuffer(m_VertexPick.VB, 0, vbData.data(), sizeof(Vec4f) * (maxIndex + 1));
|
|
}
|
|
|
|
ID3D12GraphicsCommandList *list = m_pDevice->GetNewList();
|
|
|
|
list->SetPipelineState(m_VertexPick.Pipe);
|
|
|
|
list->SetComputeRootSignature(m_VertexPick.RootSig);
|
|
|
|
GetDebugManager()->SetDescriptorHeaps(list, true, false);
|
|
|
|
list->SetComputeRootConstantBufferView(0, GetDebugManager()->UploadConstants(&cbuf, sizeof(cbuf)));
|
|
list->SetComputeRootDescriptorTable(1, GetDebugManager()->GetGPUHandle(PICK_IB_SRV));
|
|
list->SetComputeRootDescriptorTable(2, GetDebugManager()->GetGPUHandle(PICK_RESULT_UAV));
|
|
|
|
list->Dispatch(cfg.position.numIndices / 1024 + 1, 1, 1);
|
|
|
|
list->Close();
|
|
m_pDevice->ExecuteLists();
|
|
|
|
bytebuf results;
|
|
GetDebugManager()->GetBufferData(m_VertexPick.ResultBuf, 0, 0, results);
|
|
|
|
list = m_pDevice->GetNewList();
|
|
|
|
UINT zeroes[4] = {0, 0, 0, 0};
|
|
list->ClearUnorderedAccessViewUint(GetDebugManager()->GetGPUHandle(PICK_RESULT_CLEAR_UAV),
|
|
GetDebugManager()->GetUAVClearHandle(PICK_RESULT_CLEAR_UAV),
|
|
m_VertexPick.ResultBuf, zeroes, 0, NULL);
|
|
|
|
list->Close();
|
|
|
|
byte *data = &results[0];
|
|
|
|
uint32_t numResults = *(uint32_t *)data;
|
|
|
|
if(numResults > 0)
|
|
{
|
|
if(isTriangleMesh)
|
|
{
|
|
struct PickResult
|
|
{
|
|
uint32_t vertid;
|
|
Vec3f intersectionPoint;
|
|
};
|
|
|
|
PickResult *pickResults = (PickResult *)(data + 64);
|
|
|
|
PickResult *closest = pickResults;
|
|
|
|
// distance from raycast hit to nearest worldspace position of the mouse
|
|
float closestPickDistance = (closest->intersectionPoint - rayPos).Length();
|
|
|
|
// min with size of results buffer to protect against overflows
|
|
for(uint32_t i = 1; i < RDCMIN(VertexPicking::MaxMeshPicks, numResults); i++)
|
|
{
|
|
float pickDistance = (pickResults[i].intersectionPoint - rayPos).Length();
|
|
if(pickDistance < closestPickDistance)
|
|
{
|
|
closest = pickResults + i;
|
|
}
|
|
}
|
|
|
|
return closest->vertid;
|
|
}
|
|
else
|
|
{
|
|
struct PickResult
|
|
{
|
|
uint32_t vertid;
|
|
uint32_t idx;
|
|
float len;
|
|
float depth;
|
|
};
|
|
|
|
PickResult *pickResults = (PickResult *)(data + 64);
|
|
|
|
PickResult *closest = pickResults;
|
|
|
|
// min with size of results buffer to protect against overflows
|
|
for(uint32_t i = 1; i < RDCMIN(VertexPicking::MaxMeshPicks, numResults); i++)
|
|
{
|
|
// We need to keep the picking order consistent in the face
|
|
// of random buffer appends, when multiple vertices have the
|
|
// identical position (e.g. if UVs or normals are different).
|
|
//
|
|
// We could do something to try and disambiguate, but it's
|
|
// never going to be intuitive, it's just going to flicker
|
|
// confusingly.
|
|
if(pickResults[i].len < closest->len ||
|
|
(pickResults[i].len == closest->len && pickResults[i].depth < closest->depth) ||
|
|
(pickResults[i].len == closest->len && pickResults[i].depth == closest->depth &&
|
|
pickResults[i].vertid < closest->vertid))
|
|
closest = pickResults + i;
|
|
}
|
|
|
|
return closest->vertid;
|
|
}
|
|
}
|
|
|
|
return ~0U;
|
|
}
|
|
|
|
bool D3D12Replay::GetMinMax(ResourceId texid, uint32_t sliceFace, uint32_t mip, uint32_t sample,
|
|
CompType typeHint, float *minval, float *maxval)
|
|
{
|
|
ID3D12Resource *resource = WrappedID3D12Resource::GetList()[texid];
|
|
|
|
if(resource == NULL)
|
|
return false;
|
|
|
|
D3D12_RESOURCE_DESC resourceDesc = resource->GetDesc();
|
|
|
|
HistogramCBufferData cdata;
|
|
cdata.HistogramTextureResolution.x = float(RDCMAX(1U, uint32_t(resourceDesc.Width >> mip)));
|
|
cdata.HistogramTextureResolution.y = float(RDCMAX(1U, uint32_t(resourceDesc.Height >> mip)));
|
|
cdata.HistogramTextureResolution.z =
|
|
float(RDCMAX(1U, uint32_t(resourceDesc.DepthOrArraySize >> mip)));
|
|
|
|
if(resourceDesc.DepthOrArraySize > 1 && resourceDesc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D)
|
|
cdata.HistogramTextureResolution.z = float(resourceDesc.DepthOrArraySize);
|
|
|
|
cdata.HistogramSlice = float(RDCCLAMP(sliceFace, 0U, uint32_t(resourceDesc.DepthOrArraySize - 1)));
|
|
|
|
if(resourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
|
|
cdata.HistogramSlice = float(sliceFace) / float(resourceDesc.DepthOrArraySize);
|
|
|
|
cdata.HistogramMip = mip;
|
|
cdata.HistogramSample = (int)RDCCLAMP(sample, 0U, resourceDesc.SampleDesc.Count - 1);
|
|
if(sample == ~0U)
|
|
cdata.HistogramSample = -int(resourceDesc.SampleDesc.Count);
|
|
cdata.HistogramMin = 0.0f;
|
|
cdata.HistogramMax = 1.0f;
|
|
cdata.HistogramChannels = 0xf;
|
|
cdata.HistogramFlags = 0;
|
|
|
|
int intIdx = 0;
|
|
|
|
DXGI_FORMAT fmt = GetTypedFormat(resourceDesc.Format, typeHint);
|
|
|
|
if(IsUIntFormat(fmt))
|
|
intIdx = 1;
|
|
else if(IsIntFormat(fmt))
|
|
intIdx = 2;
|
|
|
|
int blocksX = (int)ceil(cdata.HistogramTextureResolution.x /
|
|
float(HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK));
|
|
int blocksY = (int)ceil(cdata.HistogramTextureResolution.y /
|
|
float(HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK));
|
|
|
|
std::vector<D3D12_RESOURCE_BARRIER> barriers;
|
|
int resType = 0;
|
|
GetDebugManager()->PrepareTextureSampling(resource, typeHint, resType, barriers);
|
|
|
|
{
|
|
ID3D12GraphicsCommandList *list = m_pDevice->GetNewList();
|
|
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
|
|
list->SetPipelineState(m_Histogram.TileMinMaxPipe[resType][intIdx]);
|
|
|
|
list->SetComputeRootSignature(m_Histogram.HistogramRootSig);
|
|
|
|
GetDebugManager()->SetDescriptorHeaps(list, true, true);
|
|
|
|
D3D12_GPU_DESCRIPTOR_HANDLE uav = GetDebugManager()->GetGPUHandle(MINMAX_TILE_UAVS);
|
|
D3D12_GPU_DESCRIPTOR_HANDLE srv = GetDebugManager()->GetGPUHandle(FIRST_TEXDISPLAY_SRV);
|
|
|
|
list->SetComputeRootConstantBufferView(
|
|
0, GetDebugManager()->UploadConstants(&cdata, sizeof(cdata)));
|
|
list->SetComputeRootDescriptorTable(1, srv);
|
|
list->SetComputeRootDescriptorTable(2, GetDebugManager()->GetGPUHandle(FIRST_SAMP));
|
|
list->SetComputeRootDescriptorTable(3, uav);
|
|
|
|
// discard the whole resource as we will overwrite it
|
|
D3D12_DISCARD_REGION region = {};
|
|
region.NumSubresources = 1;
|
|
list->DiscardResource(m_Histogram.MinMaxTileBuffer, ®ion);
|
|
|
|
list->Dispatch(blocksX, blocksY, 1);
|
|
|
|
D3D12_RESOURCE_BARRIER tileBarriers[2] = {};
|
|
|
|
// ensure UAV work is done. Transition to SRV
|
|
tileBarriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
|
|
tileBarriers[0].UAV.pResource = m_Histogram.MinMaxTileBuffer;
|
|
tileBarriers[1].Transition.pResource = m_Histogram.MinMaxTileBuffer;
|
|
tileBarriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
|
tileBarriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
|
|
|
|
list->ResourceBarrier(2, tileBarriers);
|
|
|
|
// set up second dispatch
|
|
srv = GetDebugManager()->GetGPUHandle(MINMAX_TILE_SRVS);
|
|
uav = GetDebugManager()->GetGPUHandle(MINMAX_RESULT_UAVS);
|
|
|
|
list->SetComputeRootDescriptorTable(1, srv);
|
|
list->SetComputeRootDescriptorTable(3, uav);
|
|
|
|
list->SetPipelineState(m_Histogram.ResultMinMaxPipe[intIdx]);
|
|
|
|
list->Dispatch(1, 1, 1);
|
|
|
|
// transition back to UAV for next time
|
|
std::swap(tileBarriers[1].Transition.StateBefore, tileBarriers[1].Transition.StateAfter);
|
|
|
|
list->ResourceBarrier(1, &tileBarriers[1]);
|
|
|
|
// finish the UAV work, and transition to copy.
|
|
tileBarriers[0].UAV.pResource = m_Histogram.MinMaxResultBuffer;
|
|
tileBarriers[1].Transition.pResource = m_Histogram.MinMaxResultBuffer;
|
|
tileBarriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
|
tileBarriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
|
|
list->ResourceBarrier(2, tileBarriers);
|
|
|
|
// copy to readback
|
|
list->CopyBufferRegion(m_General.ResultReadbackBuffer, 0, m_Histogram.MinMaxResultBuffer, 0,
|
|
sizeof(Vec4f) * 2);
|
|
|
|
// transition back to UAV for next time
|
|
std::swap(tileBarriers[1].Transition.StateBefore, tileBarriers[1].Transition.StateAfter);
|
|
|
|
list->ResourceBarrier(1, &tileBarriers[1]);
|
|
|
|
// transition image back to where it was
|
|
for(size_t i = 0; i < barriers.size(); i++)
|
|
std::swap(barriers[i].Transition.StateBefore, barriers[i].Transition.StateAfter);
|
|
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
|
|
list->Close();
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
}
|
|
|
|
D3D12_RANGE range = {0, sizeof(Vec4f) * 2};
|
|
|
|
void *data = NULL;
|
|
HRESULT hr = m_General.ResultReadbackBuffer->Map(0, &range, &data);
|
|
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to map bufferdata buffer HRESULT: %s", ToStr(hr).c_str());
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
Vec4f *minmax = (Vec4f *)data;
|
|
|
|
minval[0] = minmax[0].x;
|
|
minval[1] = minmax[0].y;
|
|
minval[2] = minmax[0].z;
|
|
minval[3] = minmax[0].w;
|
|
|
|
maxval[0] = minmax[1].x;
|
|
maxval[1] = minmax[1].y;
|
|
maxval[2] = minmax[1].z;
|
|
maxval[3] = minmax[1].w;
|
|
|
|
range.End = 0;
|
|
|
|
m_General.ResultReadbackBuffer->Unmap(0, &range);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool D3D12Replay::GetHistogram(ResourceId texid, uint32_t sliceFace, uint32_t mip, uint32_t sample,
|
|
CompType typeHint, float minval, float maxval, bool channels[4],
|
|
vector<uint32_t> &histogram)
|
|
{
|
|
if(minval >= maxval)
|
|
return false;
|
|
|
|
ID3D12Resource *resource = WrappedID3D12Resource::GetList()[texid];
|
|
|
|
if(resource == NULL)
|
|
return false;
|
|
|
|
D3D12_RESOURCE_DESC resourceDesc = resource->GetDesc();
|
|
|
|
HistogramCBufferData cdata;
|
|
cdata.HistogramTextureResolution.x = float(RDCMAX(1U, uint32_t(resourceDesc.Width >> mip)));
|
|
cdata.HistogramTextureResolution.y = float(RDCMAX(1U, uint32_t(resourceDesc.Height >> mip)));
|
|
cdata.HistogramTextureResolution.z =
|
|
float(RDCMAX(1U, uint32_t(resourceDesc.DepthOrArraySize >> mip)));
|
|
|
|
if(resourceDesc.DepthOrArraySize > 1 && resourceDesc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D)
|
|
cdata.HistogramTextureResolution.z = float(resourceDesc.DepthOrArraySize);
|
|
|
|
cdata.HistogramSlice = float(RDCCLAMP(sliceFace, 0U, uint32_t(resourceDesc.DepthOrArraySize - 1)));
|
|
|
|
if(resourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
|
|
cdata.HistogramSlice = float(sliceFace) / float(resourceDesc.DepthOrArraySize);
|
|
|
|
cdata.HistogramMip = mip;
|
|
cdata.HistogramSample = (int)RDCCLAMP(sample, 0U, resourceDesc.SampleDesc.Count - 1);
|
|
if(sample == ~0U)
|
|
cdata.HistogramSample = -int(resourceDesc.SampleDesc.Count);
|
|
cdata.HistogramMin = minval;
|
|
cdata.HistogramFlags = 0;
|
|
|
|
// The calculation in the shader normalises each value between min and max, then multiplies by the
|
|
// number of buckets.
|
|
// But any value equal to HistogramMax must go into NUM_BUCKETS-1, so add a small delta.
|
|
cdata.HistogramMax = maxval + maxval * 1e-6f;
|
|
|
|
cdata.HistogramChannels = 0;
|
|
if(channels[0])
|
|
cdata.HistogramChannels |= 0x1;
|
|
if(channels[1])
|
|
cdata.HistogramChannels |= 0x2;
|
|
if(channels[2])
|
|
cdata.HistogramChannels |= 0x4;
|
|
if(channels[3])
|
|
cdata.HistogramChannels |= 0x8;
|
|
cdata.HistogramFlags = 0;
|
|
|
|
int intIdx = 0;
|
|
|
|
DXGI_FORMAT fmt = GetTypedFormat(resourceDesc.Format, typeHint);
|
|
|
|
if(IsUIntFormat(fmt))
|
|
intIdx = 1;
|
|
else if(IsIntFormat(fmt))
|
|
intIdx = 2;
|
|
|
|
int tilesX = (int)ceil(cdata.HistogramTextureResolution.x /
|
|
float(HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK));
|
|
int tilesY = (int)ceil(cdata.HistogramTextureResolution.y /
|
|
float(HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK));
|
|
|
|
std::vector<D3D12_RESOURCE_BARRIER> barriers;
|
|
int resType = 0;
|
|
GetDebugManager()->PrepareTextureSampling(resource, typeHint, resType, barriers);
|
|
|
|
{
|
|
ID3D12GraphicsCommandList *list = m_pDevice->GetNewList();
|
|
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
|
|
list->SetPipelineState(m_Histogram.HistogramPipe[resType][intIdx]);
|
|
|
|
list->SetComputeRootSignature(m_Histogram.HistogramRootSig);
|
|
|
|
GetDebugManager()->SetDescriptorHeaps(list, true, true);
|
|
|
|
D3D12_GPU_DESCRIPTOR_HANDLE uav = GetDebugManager()->GetGPUHandle(HISTOGRAM_UAV);
|
|
D3D12_GPU_DESCRIPTOR_HANDLE srv = GetDebugManager()->GetGPUHandle(FIRST_TEXDISPLAY_SRV);
|
|
D3D12_CPU_DESCRIPTOR_HANDLE uavcpu = GetDebugManager()->GetUAVClearHandle(HISTOGRAM_UAV);
|
|
|
|
UINT zeroes[] = {0, 0, 0, 0};
|
|
list->ClearUnorderedAccessViewUint(uav, uavcpu, m_Histogram.MinMaxTileBuffer, zeroes, 0, NULL);
|
|
|
|
list->SetComputeRootConstantBufferView(
|
|
0, GetDebugManager()->UploadConstants(&cdata, sizeof(cdata)));
|
|
list->SetComputeRootDescriptorTable(1, srv);
|
|
list->SetComputeRootDescriptorTable(2, GetDebugManager()->GetGPUHandle(FIRST_SAMP));
|
|
list->SetComputeRootDescriptorTable(3, uav);
|
|
|
|
list->Dispatch(tilesX, tilesY, 1);
|
|
|
|
D3D12_RESOURCE_BARRIER tileBarriers[2] = {};
|
|
|
|
// finish the UAV work, and transition to copy.
|
|
tileBarriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
|
|
tileBarriers[0].UAV.pResource = m_Histogram.MinMaxTileBuffer;
|
|
tileBarriers[1].Transition.pResource = m_Histogram.MinMaxTileBuffer;
|
|
tileBarriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
|
tileBarriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
|
|
list->ResourceBarrier(2, tileBarriers);
|
|
|
|
// copy to readback
|
|
list->CopyBufferRegion(m_General.ResultReadbackBuffer, 0, m_Histogram.MinMaxTileBuffer, 0,
|
|
sizeof(uint32_t) * HGRAM_NUM_BUCKETS);
|
|
|
|
// transition back to UAV for next time
|
|
std::swap(tileBarriers[1].Transition.StateBefore, tileBarriers[1].Transition.StateAfter);
|
|
|
|
list->ResourceBarrier(1, &tileBarriers[1]);
|
|
|
|
// transition image back to where it was
|
|
for(size_t i = 0; i < barriers.size(); i++)
|
|
std::swap(barriers[i].Transition.StateBefore, barriers[i].Transition.StateAfter);
|
|
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
|
|
list->Close();
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
}
|
|
|
|
D3D12_RANGE range = {0, sizeof(uint32_t) * HGRAM_NUM_BUCKETS};
|
|
|
|
void *data = NULL;
|
|
HRESULT hr = m_General.ResultReadbackBuffer->Map(0, &range, &data);
|
|
|
|
histogram.clear();
|
|
histogram.resize(HGRAM_NUM_BUCKETS);
|
|
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to map bufferdata buffer HRESULT: %s", ToStr(hr).c_str());
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
memcpy(&histogram[0], data, sizeof(uint32_t) * HGRAM_NUM_BUCKETS);
|
|
|
|
range.End = 0;
|
|
|
|
m_General.ResultReadbackBuffer->Unmap(0, &range);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool D3D12Replay::IsRenderOutput(ResourceId id)
|
|
{
|
|
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
|
|
|
|
id = m_pDevice->GetResourceManager()->GetLiveID(id);
|
|
|
|
for(size_t i = 0; i < rs.rts.size(); i++)
|
|
if(id == rs.rts[i].GetResResourceId())
|
|
return true;
|
|
|
|
if(id == rs.dsv.GetResResourceId())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
vector<uint32_t> D3D12Replay::GetPassEvents(uint32_t eventId)
|
|
{
|
|
vector<uint32_t> passEvents;
|
|
|
|
const DrawcallDescription *draw = m_pDevice->GetDrawcall(eventId);
|
|
|
|
if(!draw)
|
|
return passEvents;
|
|
|
|
// for D3D12 a pass == everything writing to the same RTs in a command list.
|
|
const DrawcallDescription *start = draw;
|
|
while(start)
|
|
{
|
|
// if we've come to the beginning of a list, break out of the loop, we've
|
|
// found the start.
|
|
if(start->flags & DrawFlags::BeginPass)
|
|
break;
|
|
|
|
// if we come to the END of a list, since we were iterating backwards that
|
|
// means we started outside of a list, so return empty set.
|
|
if(start->flags & DrawFlags::EndPass)
|
|
return passEvents;
|
|
|
|
// if we've come to the start of the log we were outside of a list
|
|
// to start with
|
|
if(start->previous == 0)
|
|
return passEvents;
|
|
|
|
// step back
|
|
const DrawcallDescription *prev = start->previous;
|
|
|
|
// something went wrong, start->previous was non-zero but we didn't
|
|
// get a draw. Abort
|
|
if(!prev)
|
|
return passEvents;
|
|
|
|
// if the outputs changed, we're done
|
|
if(memcmp(start->outputs, prev->outputs, sizeof(start->outputs)) ||
|
|
start->depthOut != prev->depthOut)
|
|
break;
|
|
|
|
start = prev;
|
|
}
|
|
|
|
// store all the draw eventIDs up to the one specified at the start
|
|
while(start)
|
|
{
|
|
if(start == draw)
|
|
break;
|
|
|
|
// include pass boundaries, these will be filtered out later
|
|
// so we don't actually do anything (init postvs/draw overlay)
|
|
// but it's useful to have the first part of the pass as part
|
|
// of the list
|
|
if(start->flags & (DrawFlags::Drawcall | DrawFlags::PassBoundary))
|
|
passEvents.push_back(start->eventId);
|
|
|
|
start = start->next;
|
|
}
|
|
|
|
return passEvents;
|
|
}
|
|
|
|
bool D3D12Replay::IsTextureSupported(const ResourceFormat &format)
|
|
{
|
|
return MakeDXGIFormat(format) != DXGI_FORMAT_UNKNOWN;
|
|
}
|
|
|
|
bool D3D12Replay::NeedRemapForFetch(const ResourceFormat &format)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void D3D12Replay::GetBufferData(ResourceId buff, uint64_t offset, uint64_t length, bytebuf &retData)
|
|
{
|
|
auto it = WrappedID3D12Resource::GetList().find(buff);
|
|
|
|
if(it == WrappedID3D12Resource::GetList().end())
|
|
{
|
|
RDCERR("Getting buffer data for unknown buffer %llu!", buff);
|
|
return;
|
|
}
|
|
|
|
WrappedID3D12Resource *buffer = it->second;
|
|
|
|
RDCASSERT(buffer);
|
|
|
|
GetDebugManager()->GetBufferData(buffer, offset, length, retData);
|
|
}
|
|
|
|
void D3D12Replay::FillCBufferVariables(ResourceId shader, string entryPoint, uint32_t cbufSlot,
|
|
vector<ShaderVariable> &outvars, const bytebuf &data)
|
|
{
|
|
if(shader == ResourceId())
|
|
return;
|
|
|
|
ID3D12DeviceChild *res = m_pDevice->GetResourceManager()->GetCurrentResource(shader);
|
|
|
|
if(!WrappedID3D12Shader::IsAlloc(res))
|
|
{
|
|
RDCERR("Shader ID %llu does not correspond to a known fake shader", shader);
|
|
return;
|
|
}
|
|
|
|
WrappedID3D12Shader *sh = (WrappedID3D12Shader *)res;
|
|
|
|
DXBC::DXBCFile *dxbc = sh->GetDXBC();
|
|
const ShaderBindpointMapping &bindMap = sh->GetMapping();
|
|
|
|
RDCASSERT(dxbc);
|
|
|
|
DXBC::CBuffer *cb = NULL;
|
|
|
|
uint32_t idx = 0;
|
|
for(size_t i = 0; i < dxbc->m_CBuffers.size(); i++)
|
|
{
|
|
if(dxbc->m_CBuffers[i].descriptor.type != DXBC::CBuffer::Descriptor::TYPE_CBUFFER)
|
|
continue;
|
|
|
|
if(idx == cbufSlot)
|
|
cb = &dxbc->m_CBuffers[i];
|
|
|
|
idx++;
|
|
}
|
|
|
|
if(cb && cbufSlot < (uint32_t)bindMap.constantBlocks.count())
|
|
{
|
|
// check if the data actually comes from root constants
|
|
|
|
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
|
|
Bindpoint bind = bindMap.constantBlocks[cbufSlot];
|
|
|
|
WrappedID3D12RootSignature *sig = NULL;
|
|
const vector<D3D12RenderState::SignatureElement> *sigElems = NULL;
|
|
|
|
if(dxbc->m_Type == D3D11_ShaderType_Compute && rs.compute.rootsig != ResourceId())
|
|
{
|
|
sig = m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(
|
|
rs.compute.rootsig);
|
|
sigElems = &rs.compute.sigelems;
|
|
}
|
|
else if(dxbc->m_Type != D3D11_ShaderType_Compute && rs.graphics.rootsig != ResourceId())
|
|
{
|
|
sig = m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(
|
|
rs.graphics.rootsig);
|
|
sigElems = &rs.graphics.sigelems;
|
|
}
|
|
|
|
bytebuf rootData;
|
|
|
|
for(size_t i = 0; sig && i < sig->sig.params.size(); i++)
|
|
{
|
|
const D3D12RootSignatureParameter &p = sig->sig.params[i];
|
|
|
|
if(p.ParameterType == D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS &&
|
|
p.Constants.RegisterSpace == (UINT)bind.bindset &&
|
|
p.Constants.ShaderRegister == (UINT)bind.bind)
|
|
{
|
|
size_t dstSize = sig->sig.params[i].Constants.Num32BitValues * sizeof(uint32_t);
|
|
rootData.resize(dstSize);
|
|
|
|
if(i < sigElems->size())
|
|
{
|
|
const D3D12RenderState::SignatureElement &el = (*sigElems)[i];
|
|
|
|
if(el.type == eRootConst)
|
|
{
|
|
byte *dst = &rootData[0];
|
|
const UINT *src = &el.constants[0];
|
|
size_t srcSize = el.constants.size() * sizeof(uint32_t);
|
|
|
|
memcpy(dst, src, RDCMIN(srcSize, dstSize));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
size_t zero = 0;
|
|
GetDebugManager()->FillCBufferVariables("", zero, false, cb->variables, outvars,
|
|
rootData.empty() ? data : rootData);
|
|
}
|
|
}
|
|
|
|
vector<DebugMessage> D3D12Replay::GetDebugMessages()
|
|
{
|
|
return m_pDevice->GetDebugMessages();
|
|
}
|
|
|
|
void D3D12Replay::BuildShader(ShaderEncoding sourceEncoding, bytebuf source, std::string entry,
|
|
const ShaderCompileFlags &compileFlags, ShaderStage type,
|
|
ResourceId *id, std::string *errors)
|
|
{
|
|
if(id == NULL || errors == NULL)
|
|
{
|
|
if(id)
|
|
*id = ResourceId();
|
|
return;
|
|
}
|
|
|
|
if(sourceEncoding == ShaderEncoding::HLSL)
|
|
{
|
|
uint32_t flags = DXBC::DecodeFlags(compileFlags);
|
|
|
|
char *profile = NULL;
|
|
|
|
switch(type)
|
|
{
|
|
case ShaderStage::Vertex: profile = "vs_5_0"; break;
|
|
case ShaderStage::Hull: profile = "hs_5_0"; break;
|
|
case ShaderStage::Domain: profile = "ds_5_0"; break;
|
|
case ShaderStage::Geometry: profile = "gs_5_0"; break;
|
|
case ShaderStage::Pixel: profile = "ps_5_0"; break;
|
|
case ShaderStage::Compute: profile = "cs_5_0"; break;
|
|
default:
|
|
RDCERR("Unexpected type in BuildShader!");
|
|
*id = ResourceId();
|
|
return;
|
|
}
|
|
|
|
std::string hlsl;
|
|
hlsl.assign((const char *)source.data(), source.size());
|
|
|
|
ID3DBlob *blob = NULL;
|
|
*errors = m_pDevice->GetShaderCache()->GetShaderBlob(hlsl.c_str(), entry.c_str(), flags,
|
|
profile, &blob);
|
|
|
|
if(blob == NULL)
|
|
{
|
|
*id = ResourceId();
|
|
return;
|
|
}
|
|
|
|
source.clear();
|
|
source.assign((byte *)blob->GetBufferPointer(), blob->GetBufferSize());
|
|
|
|
SAFE_RELEASE(blob);
|
|
}
|
|
|
|
D3D12_SHADER_BYTECODE byteCode;
|
|
byteCode.BytecodeLength = source.size();
|
|
byteCode.pShaderBytecode = source.data();
|
|
|
|
WrappedID3D12Shader *sh = WrappedID3D12Shader::AddShader(byteCode, m_pDevice, NULL);
|
|
|
|
*id = sh->GetResourceID();
|
|
}
|
|
|
|
void D3D12Replay::BuildTargetShader(ShaderEncoding sourceEncoding, bytebuf source,
|
|
std::string entry, const ShaderCompileFlags &compileFlags,
|
|
ShaderStage type, ResourceId *id, std::string *errors)
|
|
{
|
|
ShaderCompileFlags debugCompileFlags =
|
|
DXBC::EncodeFlags(DXBC::DecodeFlags(compileFlags) | D3DCOMPILE_DEBUG);
|
|
|
|
BuildShader(sourceEncoding, source, entry, debugCompileFlags, type, id, errors);
|
|
}
|
|
|
|
void D3D12Replay::ReplaceResource(ResourceId from, ResourceId to)
|
|
{
|
|
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
|
|
|
|
// remove any previous replacement
|
|
RemoveReplacement(from);
|
|
|
|
if(rm->HasLiveResource(from))
|
|
{
|
|
ID3D12DeviceChild *resource = rm->GetLiveResource(from);
|
|
|
|
if(WrappedID3D12Shader::IsAlloc(resource))
|
|
{
|
|
WrappedID3D12Shader *sh = (WrappedID3D12Shader *)resource;
|
|
|
|
for(size_t i = 0; i < sh->m_Pipes.size(); i++)
|
|
{
|
|
WrappedID3D12PipelineState *pipe = sh->m_Pipes[i];
|
|
|
|
ResourceId id = rm->GetOriginalID(pipe->GetResourceID());
|
|
|
|
ID3D12PipelineState *replpipe = NULL;
|
|
|
|
D3D12_SHADER_BYTECODE shDesc = rm->GetLiveAs<WrappedID3D12Shader>(to)->GetDesc();
|
|
|
|
if(pipe->graphics)
|
|
{
|
|
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC desc = *pipe->graphics;
|
|
|
|
D3D12_SHADER_BYTECODE *shaders[] = {
|
|
&desc.VS, &desc.HS, &desc.DS, &desc.GS, &desc.PS,
|
|
};
|
|
|
|
for(size_t s = 0; s < ARRAY_COUNT(shaders); s++)
|
|
{
|
|
if(shaders[s]->BytecodeLength > 0)
|
|
{
|
|
WrappedID3D12Shader *stage = (WrappedID3D12Shader *)shaders[s]->pShaderBytecode;
|
|
|
|
if(stage->GetResourceID() == from)
|
|
*shaders[s] = shDesc;
|
|
else
|
|
*shaders[s] = stage->GetDesc();
|
|
}
|
|
}
|
|
|
|
m_pDevice->CreatePipeState(desc, &replpipe);
|
|
}
|
|
else
|
|
{
|
|
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC desc = *pipe->compute;
|
|
|
|
// replace the shader
|
|
desc.CS = shDesc;
|
|
|
|
m_pDevice->CreatePipeState(desc, &replpipe);
|
|
}
|
|
|
|
rm->ReplaceResource(id, GetResID(replpipe));
|
|
}
|
|
}
|
|
|
|
rm->ReplaceResource(from, to);
|
|
}
|
|
|
|
ClearPostVSCache();
|
|
}
|
|
|
|
void D3D12Replay::RemoveReplacement(ResourceId id)
|
|
{
|
|
D3D12ResourceManager *rm = m_pDevice->GetResourceManager();
|
|
|
|
rm->RemoveReplacement(id);
|
|
|
|
if(rm->HasLiveResource(id))
|
|
{
|
|
ID3D12DeviceChild *resource = rm->GetLiveResource(id);
|
|
|
|
if(WrappedID3D12Shader::IsAlloc(resource))
|
|
{
|
|
WrappedID3D12Shader *sh = (WrappedID3D12Shader *)resource;
|
|
|
|
for(size_t i = 0; i < sh->m_Pipes.size(); i++)
|
|
{
|
|
WrappedID3D12PipelineState *pipe = sh->m_Pipes[i];
|
|
|
|
ResourceId pipeid = rm->GetOriginalID(pipe->GetResourceID());
|
|
|
|
if(rm->HasReplacement(pipeid))
|
|
{
|
|
// if there was an active replacement, remove the dependent replaced pipelines.
|
|
ID3D12DeviceChild *replpipe = rm->GetLiveResource(pipeid);
|
|
|
|
rm->RemoveReplacement(pipeid);
|
|
|
|
SAFE_RELEASE(replpipe);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ClearPostVSCache();
|
|
}
|
|
|
|
void D3D12Replay::GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip,
|
|
const GetTextureDataParams ¶ms, bytebuf &data)
|
|
{
|
|
bool wasms = false;
|
|
|
|
ID3D12Resource *resource = WrappedID3D12Resource::GetList()[tex];
|
|
|
|
if(resource == NULL)
|
|
{
|
|
RDCERR("Trying to get texture data for unknown ID %llu!", tex);
|
|
return;
|
|
}
|
|
|
|
HRESULT hr = S_OK;
|
|
|
|
D3D12_RESOURCE_DESC resDesc = resource->GetDesc();
|
|
|
|
D3D12_RESOURCE_DESC copyDesc = resDesc;
|
|
copyDesc.Alignment = 0;
|
|
copyDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
copyDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
|
|
|
D3D12_HEAP_PROPERTIES defaultHeap;
|
|
defaultHeap.Type = D3D12_HEAP_TYPE_DEFAULT;
|
|
defaultHeap.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
defaultHeap.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
defaultHeap.CreationNodeMask = 1;
|
|
defaultHeap.VisibleNodeMask = 1;
|
|
|
|
bool isDepth = IsDepthFormat(resDesc.Format);
|
|
bool isStencil = IsDepthAndStencilFormat(resDesc.Format);
|
|
|
|
if(copyDesc.SampleDesc.Count > 1)
|
|
{
|
|
// make image n-array instead of n-samples
|
|
copyDesc.DepthOrArraySize *= (UINT16)copyDesc.SampleDesc.Count;
|
|
copyDesc.SampleDesc.Count = 1;
|
|
copyDesc.SampleDesc.Quality = 0;
|
|
copyDesc.MipLevels = 1;
|
|
|
|
wasms = true;
|
|
}
|
|
|
|
ID3D12Resource *srcTexture = resource;
|
|
ID3D12Resource *tmpTexture = NULL;
|
|
|
|
ID3D12GraphicsCommandList *list = NULL;
|
|
|
|
if(params.remap != RemapTexture::NoRemap)
|
|
{
|
|
if(params.remap == RemapTexture::RGBA8)
|
|
{
|
|
copyDesc.Format = IsSRGBFormat(copyDesc.Format) ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
|
|
: DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
}
|
|
else if(params.remap == RemapTexture::RGBA16)
|
|
{
|
|
copyDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
}
|
|
else if(params.remap == RemapTexture::RGBA32)
|
|
{
|
|
copyDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
}
|
|
|
|
// force to 1 array slice, 1 mip
|
|
copyDesc.DepthOrArraySize = 1;
|
|
copyDesc.MipLevels = 1;
|
|
// force to 2D
|
|
copyDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
|
copyDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
|
|
|
|
copyDesc.Width = RDCMAX(1ULL, copyDesc.Width >> mip);
|
|
copyDesc.Height = RDCMAX(1U, copyDesc.Height >> mip);
|
|
|
|
ID3D12Resource *remapTexture;
|
|
hr = m_pDevice->CreateCommittedResource(&defaultHeap, D3D12_HEAP_FLAG_NONE, ©Desc,
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&remapTexture);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
|
|
SetOutputDimensions(uint32_t(copyDesc.Width), copyDesc.Height);
|
|
|
|
TexDisplayFlags flags =
|
|
IsSRGBFormat(copyDesc.Format) ? eTexDisplay_None : eTexDisplay_LinearRender;
|
|
|
|
if(copyDesc.Format == DXGI_FORMAT_R16G16B16A16_FLOAT)
|
|
flags = eTexDisplay_F16Render;
|
|
else if(copyDesc.Format == DXGI_FORMAT_R32G32B32A32_FLOAT)
|
|
flags = eTexDisplay_F32Render;
|
|
|
|
m_pDevice->CreateRenderTargetView(remapTexture, NULL,
|
|
GetDebugManager()->GetCPUHandle(GET_TEX_RTV));
|
|
|
|
{
|
|
TextureDisplay texDisplay;
|
|
|
|
texDisplay.red = texDisplay.green = texDisplay.blue = texDisplay.alpha = true;
|
|
texDisplay.hdrMultiplier = -1.0f;
|
|
texDisplay.linearDisplayAsGamma = false;
|
|
texDisplay.overlay = DebugOverlay::NoOverlay;
|
|
texDisplay.flipY = false;
|
|
texDisplay.mip = mip;
|
|
texDisplay.sampleIdx = params.resolve ? ~0U : arrayIdx;
|
|
texDisplay.customShaderId = ResourceId();
|
|
texDisplay.sliceFace = arrayIdx;
|
|
texDisplay.rangeMin = params.blackPoint;
|
|
texDisplay.rangeMax = params.whitePoint;
|
|
texDisplay.scale = 1.0f;
|
|
texDisplay.resourceId = tex;
|
|
texDisplay.typeHint = CompType::Typeless;
|
|
texDisplay.rawOutput = false;
|
|
texDisplay.xOffset = 0;
|
|
texDisplay.yOffset = 0;
|
|
|
|
RenderTextureInternal(GetDebugManager()->GetCPUHandle(GET_TEX_RTV), texDisplay, flags);
|
|
}
|
|
|
|
tmpTexture = srcTexture = remapTexture;
|
|
|
|
list = m_pDevice->GetNewList();
|
|
|
|
D3D12_RESOURCE_BARRIER b = {};
|
|
b.Transition.pResource = remapTexture;
|
|
b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
b.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
list->ResourceBarrier(1, &b);
|
|
|
|
// these have already been selected, don't need to fetch that subresource
|
|
// when copying back to readback buffer
|
|
arrayIdx = 0;
|
|
mip = 0;
|
|
|
|
// no longer depth, if it was
|
|
isDepth = false;
|
|
isStencil = false;
|
|
}
|
|
else if(wasms && params.resolve)
|
|
{
|
|
// force to 1 array slice, 1 mip
|
|
copyDesc.DepthOrArraySize = 1;
|
|
copyDesc.MipLevels = 1;
|
|
|
|
copyDesc.Width = RDCMAX(1ULL, copyDesc.Width >> mip);
|
|
copyDesc.Height = RDCMAX(1U, copyDesc.Height >> mip);
|
|
|
|
ID3D12Resource *resolveTexture;
|
|
hr = m_pDevice->CreateCommittedResource(&defaultHeap, D3D12_HEAP_FLAG_NONE, ©Desc,
|
|
D3D12_RESOURCE_STATE_RESOLVE_DEST, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&resolveTexture);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
|
|
RDCASSERT(!isDepth && !isStencil);
|
|
|
|
list = m_pDevice->GetNewList();
|
|
|
|
// put source texture into resolve source state
|
|
const vector<D3D12_RESOURCE_STATES> &states = m_pDevice->GetSubresourceStates(tex);
|
|
|
|
std::vector<D3D12_RESOURCE_BARRIER> barriers;
|
|
barriers.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_RESOLVE_SOURCE)
|
|
continue;
|
|
|
|
b.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
b.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
|
b.Transition.pResource = resource;
|
|
b.Transition.Subresource = (UINT)i;
|
|
b.Transition.StateBefore = states[i];
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_RESOLVE_SOURCE;
|
|
|
|
barriers.push_back(b);
|
|
}
|
|
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
|
|
list->ResolveSubresource(resolveTexture, 0, srcTexture,
|
|
arrayIdx * resDesc.DepthOrArraySize + mip, resDesc.Format);
|
|
|
|
// real resource back to normal
|
|
for(size_t i = 0; i < barriers.size(); i++)
|
|
std::swap(barriers[i].Transition.StateBefore, barriers[i].Transition.StateAfter);
|
|
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
|
|
D3D12_RESOURCE_BARRIER b = {};
|
|
b.Transition.pResource = resolveTexture;
|
|
b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
b.Transition.StateBefore = D3D12_RESOURCE_STATE_RESOLVE_DEST;
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
list->ResourceBarrier(1, &b);
|
|
|
|
tmpTexture = srcTexture = resolveTexture;
|
|
|
|
// these have already been selected, don't need to fetch that subresource
|
|
// when copying back to readback buffer
|
|
arrayIdx = 0;
|
|
mip = 0;
|
|
}
|
|
else if(wasms)
|
|
{
|
|
// copy/expand multisampled live texture to array readback texture
|
|
if(isDepth)
|
|
copyDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
|
|
else
|
|
copyDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
|
|
copyDesc.Format = GetTypelessFormat(copyDesc.Format);
|
|
|
|
ID3D12Resource *arrayTexture;
|
|
hr = m_pDevice->CreateCommittedResource(
|
|
&defaultHeap, D3D12_HEAP_FLAG_NONE, ©Desc,
|
|
isDepth ? D3D12_RESOURCE_STATE_DEPTH_WRITE : D3D12_RESOURCE_STATE_RENDER_TARGET, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&arrayTexture);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
|
|
list = m_pDevice->GetNewList();
|
|
|
|
// put source texture into shader read state
|
|
const vector<D3D12_RESOURCE_STATES> &states = m_pDevice->GetSubresourceStates(tex);
|
|
|
|
std::vector<D3D12_RESOURCE_BARRIER> barriers;
|
|
barriers.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_PIXEL_SHADER_RESOURCE)
|
|
continue;
|
|
|
|
b.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
b.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
|
b.Transition.pResource = resource;
|
|
b.Transition.Subresource = (UINT)i;
|
|
b.Transition.StateBefore = states[i];
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
|
|
|
barriers.push_back(b);
|
|
}
|
|
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
|
|
list->Close();
|
|
list = NULL;
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
|
|
// expand multisamples out to array
|
|
GetDebugManager()->CopyTex2DMSToArray(arrayTexture, srcTexture);
|
|
|
|
tmpTexture = srcTexture = arrayTexture;
|
|
|
|
list = m_pDevice->GetNewList();
|
|
|
|
// real resource back to normal
|
|
for(size_t i = 0; i < barriers.size(); i++)
|
|
std::swap(barriers[i].Transition.StateBefore, barriers[i].Transition.StateAfter);
|
|
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
|
|
D3D12_RESOURCE_BARRIER b = {};
|
|
b.Transition.pResource = arrayTexture;
|
|
b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
b.Transition.StateBefore =
|
|
isDepth ? D3D12_RESOURCE_STATE_DEPTH_WRITE : D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
list->ResourceBarrier(1, &b);
|
|
}
|
|
|
|
if(list == NULL)
|
|
list = m_pDevice->GetNewList();
|
|
|
|
std::vector<D3D12_RESOURCE_BARRIER> barriers;
|
|
|
|
// if we have no tmpImage, we're copying directly from the real image
|
|
if(tmpTexture == NULL)
|
|
{
|
|
const vector<D3D12_RESOURCE_STATES> &states = m_pDevice->GetSubresourceStates(tex);
|
|
barriers.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 = resource;
|
|
b.Transition.Subresource = (UINT)i;
|
|
b.Transition.StateBefore = states[i];
|
|
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
|
|
barriers.push_back(b);
|
|
}
|
|
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
}
|
|
|
|
D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = {};
|
|
formatInfo.Format = copyDesc.Format;
|
|
m_pDevice->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo, sizeof(formatInfo));
|
|
|
|
UINT planes = RDCMAX((UINT8)1, formatInfo.PlaneCount);
|
|
|
|
UINT numSubresources = copyDesc.MipLevels;
|
|
if(copyDesc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D)
|
|
numSubresources *= copyDesc.DepthOrArraySize;
|
|
|
|
numSubresources *= planes;
|
|
|
|
D3D12_RESOURCE_DESC readbackDesc;
|
|
readbackDesc.Alignment = 0;
|
|
readbackDesc.DepthOrArraySize = 1;
|
|
readbackDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
readbackDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
readbackDesc.Format = DXGI_FORMAT_UNKNOWN;
|
|
readbackDesc.Height = 1;
|
|
readbackDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
readbackDesc.MipLevels = 1;
|
|
readbackDesc.SampleDesc.Count = 1;
|
|
readbackDesc.SampleDesc.Quality = 0;
|
|
readbackDesc.Width = 0;
|
|
|
|
// we only actually want to copy the specified array index/mip.
|
|
// But we do need to copy all planes
|
|
D3D12_PLACED_SUBRESOURCE_FOOTPRINT *layouts = new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[planes];
|
|
UINT *rowcounts = new UINT[planes];
|
|
|
|
UINT arrayStride = copyDesc.MipLevels;
|
|
UINT planeStride = copyDesc.DepthOrArraySize * copyDesc.MipLevels;
|
|
|
|
for(UINT i = 0; i < planes; i++)
|
|
{
|
|
readbackDesc.Width = AlignUp(readbackDesc.Width, 512ULL);
|
|
|
|
UINT sub = mip + arrayIdx * arrayStride + i * planeStride;
|
|
|
|
UINT64 subSize = 0;
|
|
m_pDevice->GetCopyableFootprints(©Desc, sub, 1, readbackDesc.Width, layouts + i,
|
|
rowcounts + i, NULL, &subSize);
|
|
readbackDesc.Width += subSize;
|
|
}
|
|
|
|
D3D12_HEAP_PROPERTIES heapProps;
|
|
heapProps.Type = D3D12_HEAP_TYPE_READBACK;
|
|
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
heapProps.CreationNodeMask = 1;
|
|
heapProps.VisibleNodeMask = 1;
|
|
|
|
ID3D12Resource *readbackBuf = NULL;
|
|
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &readbackDesc,
|
|
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&readbackBuf);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
|
|
for(UINT i = 0; i < planes; i++)
|
|
{
|
|
D3D12_TEXTURE_COPY_LOCATION dst, src;
|
|
|
|
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
src.pResource = srcTexture;
|
|
src.SubresourceIndex = mip + arrayIdx * arrayStride + i * planeStride;
|
|
|
|
dst.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
dst.pResource = readbackBuf;
|
|
dst.PlacedFootprint = layouts[i];
|
|
|
|
list->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
|
|
}
|
|
|
|
// if we have no tmpImage, we're copying directly from the real image
|
|
if(tmpTexture == NULL)
|
|
{
|
|
// real resource back to normal
|
|
for(size_t i = 0; i < barriers.size(); i++)
|
|
std::swap(barriers[i].Transition.StateBefore, barriers[i].Transition.StateAfter);
|
|
|
|
if(!barriers.empty())
|
|
list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
|
|
}
|
|
|
|
list->Close();
|
|
|
|
m_pDevice->ExecuteLists();
|
|
m_pDevice->FlushLists();
|
|
|
|
// map the buffer and copy to return buffer
|
|
byte *pData = NULL;
|
|
hr = readbackBuf->Map(0, NULL, (void **)&pData);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
|
|
RDCASSERT(pData != NULL);
|
|
|
|
data.resize(GetByteSize(layouts[0].Footprint.Width, layouts[0].Footprint.Height,
|
|
layouts[0].Footprint.Depth, copyDesc.Format, 0));
|
|
|
|
// for depth-stencil need to merge the planes pixel-wise
|
|
if(isDepth && isStencil)
|
|
{
|
|
UINT dstRowPitch = GetByteSize(layouts[0].Footprint.Width, 1, 1, copyDesc.Format, 0);
|
|
|
|
if(copyDesc.Format == DXGI_FORMAT_D32_FLOAT_S8X24_UINT ||
|
|
copyDesc.Format == DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS ||
|
|
copyDesc.Format == DXGI_FORMAT_R32G8X24_TYPELESS)
|
|
{
|
|
for(UINT s = 0; s < layouts[0].Footprint.Depth; s++)
|
|
{
|
|
for(UINT r = 0; r < layouts[0].Footprint.Height; r++)
|
|
{
|
|
UINT row = r + s * layouts[0].Footprint.Height;
|
|
|
|
uint32_t *dSrc = (uint32_t *)(pData + layouts[0].Footprint.RowPitch * row);
|
|
uint8_t *sSrc =
|
|
(uint8_t *)(pData + layouts[1].Offset + layouts[1].Footprint.RowPitch * row);
|
|
|
|
uint32_t *dDst = (uint32_t *)(data.data() + dstRowPitch * row);
|
|
uint32_t *sDst = dDst + 1; // interleaved, next pixel
|
|
|
|
for(UINT i = 0; i < layouts[0].Footprint.Width; i++)
|
|
{
|
|
*dDst = *dSrc;
|
|
*sDst = *sSrc;
|
|
|
|
// increment source pointers by 1 since they're separate, and dest pointers by 2 since
|
|
// they're interleaved
|
|
dDst += 2;
|
|
sDst += 2;
|
|
|
|
sSrc++;
|
|
dSrc++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else // D24_S8
|
|
{
|
|
for(UINT s = 0; s < layouts[0].Footprint.Depth; s++)
|
|
{
|
|
for(UINT r = 0; r < rowcounts[0]; r++)
|
|
{
|
|
UINT row = r + s * rowcounts[0];
|
|
|
|
// we can copy the depth from D24 as a 32-bit integer, since the remaining bits are
|
|
// garbage
|
|
// and we overwrite them with stencil
|
|
uint32_t *dSrc = (uint32_t *)(pData + layouts[0].Footprint.RowPitch * row);
|
|
uint8_t *sSrc =
|
|
(uint8_t *)(pData + layouts[1].Offset + layouts[1].Footprint.RowPitch * row);
|
|
|
|
uint32_t *dst = (uint32_t *)(data.data() + dstRowPitch * row);
|
|
|
|
for(UINT i = 0; i < layouts[0].Footprint.Width; i++)
|
|
{
|
|
// pack the data together again, stencil in top bits
|
|
*dst = (*dSrc & 0x00ffffff) | (uint32_t(*sSrc) << 24);
|
|
|
|
dst++;
|
|
sSrc++;
|
|
dSrc++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UINT dstRowPitch = GetByteSize(layouts[0].Footprint.Width, 1, 1, copyDesc.Format, 0);
|
|
|
|
// copy row by row
|
|
for(UINT s = 0; s < layouts[0].Footprint.Depth; s++)
|
|
{
|
|
for(UINT r = 0; r < rowcounts[0]; r++)
|
|
{
|
|
UINT row = r + s * rowcounts[0];
|
|
|
|
byte *src = pData + layouts[0].Footprint.RowPitch * row;
|
|
byte *dst = data.data() + dstRowPitch * row;
|
|
|
|
memcpy(dst, src, dstRowPitch);
|
|
}
|
|
}
|
|
}
|
|
|
|
SAFE_DELETE_ARRAY(layouts);
|
|
SAFE_DELETE_ARRAY(rowcounts);
|
|
|
|
D3D12_RANGE range = {0, 0};
|
|
readbackBuf->Unmap(0, &range);
|
|
|
|
// clean up temporary objects
|
|
SAFE_RELEASE(readbackBuf);
|
|
SAFE_RELEASE(tmpTexture);
|
|
}
|
|
|
|
void D3D12Replay::BuildCustomShader(std::string source, std::string entry,
|
|
const ShaderCompileFlags &compileFlags, ShaderStage type,
|
|
ResourceId *id, std::string *errors)
|
|
{
|
|
bytebuf buf;
|
|
buf.resize(source.size());
|
|
memcpy(buf.data(), source.c_str(), buf.size());
|
|
BuildShader(ShaderEncoding::HLSL, buf, entry, compileFlags, type, id, errors);
|
|
}
|
|
|
|
ResourceId D3D12Replay::ApplyCustomShader(ResourceId shader, ResourceId texid, uint32_t mip,
|
|
uint32_t arrayIdx, uint32_t sampleIdx, CompType typeHint)
|
|
{
|
|
ID3D12Resource *resource = WrappedID3D12Resource::GetList()[texid];
|
|
|
|
if(resource == NULL)
|
|
return ResourceId();
|
|
|
|
D3D12_RESOURCE_DESC resDesc = resource->GetDesc();
|
|
|
|
resDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
|
resDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
|
resDesc.Alignment = 0;
|
|
resDesc.DepthOrArraySize = 1;
|
|
resDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
|
|
resDesc.MipLevels = (UINT16)CalcNumMips((int)resDesc.Width, (int)resDesc.Height, 1);
|
|
resDesc.SampleDesc.Count = 1;
|
|
resDesc.SampleDesc.Quality = 0;
|
|
resDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
|
|
D3D12_RESOURCE_DESC customTexDesc = {};
|
|
|
|
if(m_CustomShaderTex)
|
|
customTexDesc = m_CustomShaderTex->GetDesc();
|
|
|
|
if(customTexDesc.Width != resDesc.Width || customTexDesc.Height != resDesc.Height)
|
|
{
|
|
SAFE_RELEASE(m_CustomShaderTex);
|
|
|
|
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;
|
|
|
|
HRESULT hr = m_pDevice->CreateCommittedResource(
|
|
&heapProps, D3D12_HEAP_FLAG_NONE, &resDesc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&m_CustomShaderTex);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
|
|
if(m_CustomShaderTex)
|
|
{
|
|
m_CustomShaderTex->SetName(L"m_CustomShaderTex");
|
|
m_CustomShaderResourceId = GetResID(m_CustomShaderTex);
|
|
}
|
|
else
|
|
{
|
|
m_CustomShaderResourceId = ResourceId();
|
|
}
|
|
}
|
|
|
|
if(m_CustomShaderResourceId == ResourceId())
|
|
return m_CustomShaderResourceId;
|
|
|
|
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
|
|
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
|
|
rtvDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
|
rtvDesc.Texture2D.MipSlice = mip;
|
|
|
|
m_pDevice->CreateRenderTargetView(m_CustomShaderTex, &rtvDesc,
|
|
GetDebugManager()->GetCPUHandle(CUSTOM_SHADER_RTV));
|
|
|
|
ID3D12GraphicsCommandList *list = m_pDevice->GetNewList();
|
|
|
|
float clr[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
list->ClearRenderTargetView(GetDebugManager()->GetCPUHandle(CUSTOM_SHADER_RTV), clr, 0, NULL);
|
|
|
|
list->Close();
|
|
|
|
TextureDisplay disp;
|
|
disp.red = disp.green = disp.blue = disp.alpha = true;
|
|
disp.flipY = false;
|
|
disp.xOffset = 0.0f;
|
|
disp.yOffset = 0.0f;
|
|
disp.customShaderId = shader;
|
|
disp.resourceId = texid;
|
|
disp.typeHint = typeHint;
|
|
disp.hdrMultiplier = -1.0f;
|
|
disp.linearDisplayAsGamma = false;
|
|
disp.mip = mip;
|
|
disp.sampleIdx = sampleIdx;
|
|
disp.overlay = DebugOverlay::NoOverlay;
|
|
disp.rangeMin = 0.0f;
|
|
disp.rangeMax = 1.0f;
|
|
disp.rawOutput = false;
|
|
disp.scale = 1.0f;
|
|
disp.sliceFace = arrayIdx;
|
|
|
|
SetOutputDimensions(RDCMAX(1U, (UINT)resDesc.Width >> mip), RDCMAX(1U, resDesc.Height >> mip));
|
|
|
|
RenderTextureInternal(GetDebugManager()->GetCPUHandle(CUSTOM_SHADER_RTV), disp,
|
|
eTexDisplay_BlendAlpha);
|
|
|
|
return m_CustomShaderResourceId;
|
|
}
|
|
|
|
#pragma region not yet implemented
|
|
|
|
vector<PixelModification> D3D12Replay::PixelHistory(vector<EventUsage> events, ResourceId target,
|
|
uint32_t x, uint32_t y, uint32_t slice,
|
|
uint32_t mip, uint32_t sampleIdx,
|
|
CompType typeHint)
|
|
{
|
|
return vector<PixelModification>();
|
|
}
|
|
|
|
ShaderDebugTrace D3D12Replay::DebugVertex(uint32_t eventId, uint32_t vertid, uint32_t instid,
|
|
uint32_t idx, uint32_t instOffset, uint32_t vertOffset)
|
|
{
|
|
return ShaderDebugTrace();
|
|
}
|
|
|
|
ShaderDebugTrace D3D12Replay::DebugPixel(uint32_t eventId, uint32_t x, uint32_t y, uint32_t sample,
|
|
uint32_t primitive)
|
|
{
|
|
return ShaderDebugTrace();
|
|
}
|
|
|
|
ShaderDebugTrace D3D12Replay::DebugThread(uint32_t eventId, const uint32_t groupid[3],
|
|
const uint32_t threadid[3])
|
|
{
|
|
return ShaderDebugTrace();
|
|
}
|
|
|
|
ResourceId D3D12Replay::CreateProxyTexture(const TextureDescription &templateTex)
|
|
{
|
|
return ResourceId();
|
|
}
|
|
|
|
void D3D12Replay::SetProxyTextureData(ResourceId texid, uint32_t arrayIdx, uint32_t mip, byte *data,
|
|
size_t dataSize)
|
|
{
|
|
}
|
|
|
|
ResourceId D3D12Replay::CreateProxyBuffer(const BufferDescription &templateBuf)
|
|
{
|
|
return ResourceId();
|
|
}
|
|
|
|
void D3D12Replay::SetProxyBufferData(ResourceId bufid, byte *data, size_t dataSize)
|
|
{
|
|
}
|
|
|
|
#pragma endregion
|
|
|
|
ReplayStatus D3D12_CreateReplayDevice(RDCFile *rdc, IReplayDriver **driver)
|
|
{
|
|
RDCDEBUG("Creating a D3D12 replay device");
|
|
|
|
WrappedIDXGISwapChain4::RegisterD3DDeviceCallback(GetD3D12DeviceIfAlloc);
|
|
|
|
HMODULE lib = NULL;
|
|
lib = LoadLibraryA("d3d12.dll");
|
|
if(lib == NULL)
|
|
{
|
|
RDCERR("Failed to load d3d12.dll");
|
|
return ReplayStatus::APIInitFailed;
|
|
}
|
|
|
|
PFN_D3D12_CREATE_DEVICE createDevice =
|
|
(PFN_D3D12_CREATE_DEVICE)GetProcAddress(lib, "D3D12CreateDevice");
|
|
|
|
lib = LoadLibraryA("dxgi.dll");
|
|
if(lib == NULL)
|
|
{
|
|
RDCERR("Failed to load dxgi.dll");
|
|
return ReplayStatus::APIInitFailed;
|
|
}
|
|
|
|
if(GetD3DCompiler() == NULL)
|
|
{
|
|
RDCERR("Failed to load d3dcompiler_??.dll");
|
|
return ReplayStatus::APIInitFailed;
|
|
}
|
|
|
|
D3D12InitParams initParams;
|
|
|
|
uint64_t ver = D3D12InitParams::CurrentVersion;
|
|
|
|
// if we have an RDCFile, open the frame capture section and serialise the init params.
|
|
// if not, we're creating a proxy-capable device so use default-initialised init params.
|
|
if(rdc)
|
|
{
|
|
int sectionIdx = rdc->SectionIndex(SectionType::FrameCapture);
|
|
|
|
if(sectionIdx < 0)
|
|
return ReplayStatus::InternalError;
|
|
|
|
ver = rdc->GetSectionProperties(sectionIdx).version;
|
|
|
|
if(!D3D12InitParams::IsSupportedVersion(ver))
|
|
{
|
|
RDCERR("Incompatible D3D12 serialise version %llu", ver);
|
|
return ReplayStatus::APIIncompatibleVersion;
|
|
}
|
|
|
|
StreamReader *reader = rdc->ReadSection(sectionIdx);
|
|
|
|
ReadSerialiser ser(reader, Ownership::Stream);
|
|
|
|
SystemChunk chunk = ser.ReadChunk<SystemChunk>();
|
|
|
|
if(chunk != SystemChunk::DriverInit)
|
|
{
|
|
RDCERR("Expected to get a DriverInit chunk, instead got %u", chunk);
|
|
return ReplayStatus::FileCorrupted;
|
|
}
|
|
|
|
SERIALISE_ELEMENT(initParams);
|
|
|
|
if(ser.IsErrored())
|
|
{
|
|
RDCERR("Failed reading driver init params.");
|
|
return ReplayStatus::FileIOFailed;
|
|
}
|
|
}
|
|
|
|
if(initParams.MinimumFeatureLevel < D3D_FEATURE_LEVEL_11_0)
|
|
initParams.MinimumFeatureLevel = D3D_FEATURE_LEVEL_11_0;
|
|
|
|
AMDRGPControl *rgp = new AMDRGPControl();
|
|
|
|
if(!rgp->Initialised())
|
|
SAFE_DELETE(rgp);
|
|
|
|
bool EnableDebugLayer = false;
|
|
|
|
#if ENABLED(RDOC_DEVEL)
|
|
// in development builds, always enable debug layer during replay
|
|
EnableDebugLayer = EnableD3D12DebugLayer();
|
|
#endif
|
|
|
|
ID3D12Device *dev = NULL;
|
|
HRESULT hr =
|
|
createDevice(NULL, initParams.MinimumFeatureLevel, __uuidof(ID3D12Device), (void **)&dev);
|
|
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Couldn't create a d3d12 device :(.");
|
|
|
|
SAFE_DELETE(rgp);
|
|
|
|
return ReplayStatus::APIHardwareUnsupported;
|
|
}
|
|
|
|
WrappedID3D12Device *wrappedDev = new WrappedID3D12Device(dev, initParams, EnableDebugLayer);
|
|
wrappedDev->SetInitParams(initParams, ver);
|
|
|
|
RDCLOG("Created device.");
|
|
D3D12Replay *replay = wrappedDev->GetReplay();
|
|
|
|
replay->SetProxy(rdc == NULL);
|
|
replay->SetRGP(rgp);
|
|
|
|
replay->Initialise();
|
|
|
|
*driver = (IReplayDriver *)replay;
|
|
return ReplayStatus::Succeeded;
|
|
}
|
|
|
|
static DriverRegistration D3D12DriverRegistration(RDCDriver::D3D12, &D3D12_CreateReplayDevice);
|
|
|
|
void D3D12_ProcessStructured(RDCFile *rdc, SDFile &output)
|
|
{
|
|
WrappedID3D12Device device(NULL, D3D12InitParams(), false);
|
|
|
|
int sectionIdx = rdc->SectionIndex(SectionType::FrameCapture);
|
|
|
|
if(sectionIdx < 0)
|
|
return;
|
|
|
|
device.SetStructuredExport(rdc->GetSectionProperties(sectionIdx).version);
|
|
ReplayStatus status = device.ReadLogInitialisation(rdc, true);
|
|
|
|
if(status == ReplayStatus::Succeeded)
|
|
device.GetStructuredFile().Swap(output);
|
|
}
|
|
|
|
static StructuredProcessRegistration D3D12ProcessRegistration(RDCDriver::D3D12,
|
|
&D3D12_ProcessStructured);
|
|
|
|
#if ENABLED(ENABLE_UNIT_TESTS)
|
|
|
|
#undef None
|
|
|
|
#include "3rdparty/catch/catch.hpp"
|
|
|
|
TEST_CASE("Test get_space ensures sorted nature", "[d3d12]")
|
|
{
|
|
D3D12Pipe::Shader shader;
|
|
rdcarray<D3D12Pipe::RegisterSpace> &spaces = shader.spaces;
|
|
|
|
get_space(spaces, 0).samplers.resize(5);
|
|
|
|
CHECK(spaces.size() == 1);
|
|
|
|
REQUIRE(shader.FindSpace(0) == 0);
|
|
|
|
CHECK(spaces[shader.FindSpace(0)].samplers.size() == 5);
|
|
|
|
SECTION("Adding in sorted order")
|
|
{
|
|
get_space(spaces, 3).srvs.resize(7);
|
|
get_space(spaces, 4).uavs.resize(9);
|
|
get_space(spaces, 1000).constantBuffers.resize(2);
|
|
|
|
CHECK(spaces.size() == 4);
|
|
|
|
REQUIRE(shader.FindSpace(0) == 0);
|
|
REQUIRE(shader.FindSpace(3) == 1);
|
|
REQUIRE(shader.FindSpace(4) == 2);
|
|
REQUIRE(shader.FindSpace(1000) == 3);
|
|
REQUIRE(shader.FindSpace(99) == -1);
|
|
|
|
CHECK(spaces[shader.FindSpace(0)].samplers.size() == 5);
|
|
CHECK(spaces[shader.FindSpace(3)].srvs.size() == 7);
|
|
CHECK(spaces[shader.FindSpace(4)].uavs.size() == 9);
|
|
CHECK(spaces[shader.FindSpace(1000)].constantBuffers.size() == 2);
|
|
}
|
|
|
|
SECTION("Adding in reverse sorted order")
|
|
{
|
|
get_space(spaces, 1000).constantBuffers.resize(2);
|
|
get_space(spaces, 4).uavs.resize(9);
|
|
get_space(spaces, 3).srvs.resize(7);
|
|
|
|
CHECK(spaces.size() == 4);
|
|
|
|
REQUIRE(shader.FindSpace(0) == 0);
|
|
REQUIRE(shader.FindSpace(3) == 1);
|
|
REQUIRE(shader.FindSpace(4) == 2);
|
|
REQUIRE(shader.FindSpace(1000) == 3);
|
|
REQUIRE(shader.FindSpace(99) == -1);
|
|
|
|
CHECK(spaces[shader.FindSpace(0)].samplers.size() == 5);
|
|
CHECK(spaces[shader.FindSpace(3)].srvs.size() == 7);
|
|
CHECK(spaces[shader.FindSpace(4)].uavs.size() == 9);
|
|
CHECK(spaces[shader.FindSpace(1000)].constantBuffers.size() == 2);
|
|
}
|
|
|
|
SECTION("Adding in random order")
|
|
{
|
|
get_space(spaces, 4).uavs.resize(9);
|
|
get_space(spaces, 19).samplers.resize(100);
|
|
get_space(spaces, 3).srvs.resize(7);
|
|
get_space(spaces, 1000).constantBuffers.resize(2);
|
|
|
|
CHECK(spaces.size() == 5);
|
|
|
|
REQUIRE(shader.FindSpace(0) == 0);
|
|
REQUIRE(shader.FindSpace(3) == 1);
|
|
REQUIRE(shader.FindSpace(4) == 2);
|
|
REQUIRE(shader.FindSpace(19) == 3);
|
|
REQUIRE(shader.FindSpace(1000) == 4);
|
|
REQUIRE(shader.FindSpace(99) == -1);
|
|
|
|
CHECK(spaces[shader.FindSpace(4)].uavs.size() == 9);
|
|
CHECK(spaces[shader.FindSpace(19)].samplers.size() == 100);
|
|
CHECK(spaces[shader.FindSpace(0)].samplers.size() == 5);
|
|
CHECK(spaces[shader.FindSpace(3)].srvs.size() == 7);
|
|
CHECK(spaces[shader.FindSpace(1000)].constantBuffers.size() == 2);
|
|
}
|
|
}
|
|
|
|
#endif |