mirror of
https://github.com/baldurk/renderdoc.git
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2157 lines
86 KiB
C#
2157 lines
86 KiB
C#
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2014 Crytek
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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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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.IO;
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using System.Windows.Forms;
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using WeifenLuo.WinFormsUI.Docking;
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using renderdocui.Code;
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using renderdocui.Controls;
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using renderdoc;
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namespace renderdocui.Windows.PipelineState
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{
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public partial class D3D11PipelineStateViewer : UserControl, ILogViewerForm
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{
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private Core m_Core;
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private DockContent m_DockContent;
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// keep track of the VB nodes (we want to be able to highlight them easily on hover)
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private List<TreelistView.Node> m_VBNodes = new List<TreelistView.Node>();
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public D3D11PipelineStateViewer(Core core, DockContent c)
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{
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InitializeComponent();
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m_DockContent = c;
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pipeFlow.SetStages(new KeyValuePair<string, string>[] {
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new KeyValuePair<string,string>("IA", "Input Assembler"),
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new KeyValuePair<string,string>("VS", "Vertex Shader"),
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new KeyValuePair<string,string>("HS", "Hull Shader"),
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new KeyValuePair<string,string>("DS", "Domain Shader"),
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new KeyValuePair<string,string>("GS", "Geometry Shader"),
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new KeyValuePair<string,string>("RS", "Rasterizer"),
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new KeyValuePair<string,string>("PS", "Pixel Shader"),
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new KeyValuePair<string,string>("OM", "Output Merger"),
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new KeyValuePair<string,string>("CS", "Compute Shader"),
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});
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pipeFlow.IsolateStage(8); // compute shader isolated
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pipeFlow.SetStagesEnabled(new bool[] { true, true, true, true, true, true, true, true, true });
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//Icon = global::renderdocui.Properties.Resources.icon;
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SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
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iaBytecodeMismatch.Text = "";
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iaBytecodeMismatch.Visible = false;
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toolTip.SetToolTip(vsShaderCog, "Open Shader Source");
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toolTip.SetToolTip(dsShaderCog, "Open Shader Source");
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toolTip.SetToolTip(hsShaderCog, "Open Shader Source");
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toolTip.SetToolTip(gsShaderCog, "Open Shader Source");
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toolTip.SetToolTip(psShaderCog, "Open Shader Source");
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toolTip.SetToolTip(csShaderCog, "Open Shader Source");
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toolTip.SetToolTip(vsShader, "Open Shader Source");
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toolTip.SetToolTip(dsShader, "Open Shader Source");
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toolTip.SetToolTip(hsShader, "Open Shader Source");
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toolTip.SetToolTip(gsShader, "Open Shader Source");
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toolTip.SetToolTip(psShader, "Open Shader Source");
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toolTip.SetToolTip(csShader, "Open Shader Source");
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OnLogfileClosed();
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m_Core = core;
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}
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public void OnLogfileClosed()
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{
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inputLayouts.Nodes.Clear();
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iabuffers.Nodes.Clear();
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topology.Text = "";
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topologyDiagram.Image = null;
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iaBytecodeMismatch.Text = "";
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iaBytecodeMismatch.Visible = false;
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iaBytecode.Text = "";
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ClearShaderState(vsShader, vsResources, vsSamplers, vsCBuffers, vsClasses);
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ClearShaderState(gsShader, gsResources, gsSamplers, gsCBuffers, gsClasses);
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ClearShaderState(hsShader, hsResources, hsSamplers, hsCBuffers, hsClasses);
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ClearShaderState(dsShader, dsResources, dsSamplers, dsCBuffers, dsClasses);
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ClearShaderState(psShader, psResources, psSamplers, psCBuffers, psClasses);
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ClearShaderState(csShader, csResources, csSamplers, csCBuffers, csClasses);
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csUAVs.Nodes.Clear();
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gsStreams.Nodes.Clear();
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var tick = global::renderdocui.Properties.Resources.tick;
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var cross = global::renderdocui.Properties.Resources.cross;
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fillMode.Text = "Solid";
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cullMode.Text = "Front";
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frontCCW.Image = tick;
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scissorEnable.Image = tick;
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lineAAEnable.Image = tick;
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multisampleEnable.Image = tick;
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depthClip.Image = tick;
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depthBias.Text = "0";
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depthBiasClamp.Text = "0.0";
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slopeScaledBias.Text = "0.0";
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viewports.Nodes.Clear();
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scissors.Nodes.Clear();
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targetOutputs.Nodes.Clear();
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blendOperations.Nodes.Clear();
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alphaToCoverage.Image = tick;
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independentBlend.Image = tick;
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blendFactor.Text = "0.00, 0.00, 0.00, 0.00";
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sampleMask.Text = "FFFFFFFF";
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depthEnable.Image = tick;
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depthFunc.Text = "GREATER_EQUAL";
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depthWrite.Image = tick;
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stencilEnable.Image = tick;
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stencilReadMask.Text = "FF";
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stencilWriteMask.Text = "FF";
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stencilRef.Text = "FF";
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pipeFlow.SetStagesEnabled(new bool[] { true, true, true, true, true, true, true, true, true });
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}
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public void OnLogfileLoaded()
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{
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OnEventSelected(m_Core.CurFrame, m_Core.CurEvent);
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}
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private void EmptyRow(TreelistView.Node node)
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{
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node.BackColor = Color.Firebrick;
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}
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private void InactiveRow(TreelistView.Node node)
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{
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node.Italic = true;
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}
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private void ClearShaderState(Label shader, TreelistView.TreeListView resources, TreelistView.TreeListView samplers,
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TreelistView.TreeListView cbuffers, TreelistView.TreeListView classes)
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{
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shader.Text = "Unbound";
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resources.Nodes.Clear();
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samplers.Nodes.Clear();
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cbuffers.Nodes.Clear();
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classes.Nodes.Clear();
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}
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// Set a shader stage's resources and values
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private void SetShaderState(FetchTexture[] texs, FetchBuffer[] bufs,
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D3D11PipelineState.ShaderStage stage,
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Label shader, TreelistView.TreeListView resources, TreelistView.TreeListView samplers,
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TreelistView.TreeListView cbuffers, TreelistView.TreeListView classes)
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{
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ShaderReflection shaderDetails = stage.ShaderDetails;
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if (stage.Shader == ResourceId.Null)
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shader.Text = "Unbound";
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else
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shader.Text = "Shader " + stage.Shader.ToString();
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if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc != "" && shaderDetails.DebugInfo.files.Length > 0)
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shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " +
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Path.GetFileName(shaderDetails.DebugInfo.files[0].filename);
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resources.BeginUpdate();
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resources.Nodes.Clear();
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if (stage.SRVs != null)
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{
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int i = 0;
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foreach (var r in stage.SRVs)
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{
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ShaderResource shaderInput = null;
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if (shaderDetails != null)
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{
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foreach (var bind in shaderDetails.Resources)
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{
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if (bind.IsSRV && bind.bindPoint == i)
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shaderInput = bind;
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}
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}
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bool filledSlot = (r.Resource != ResourceId.Null);
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bool usedSlot = (shaderInput != null);
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// show if
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if (usedSlot || // it's referenced by the shader - regardless of empty or not
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(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
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(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
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)
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{
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string slotname = i.ToString();
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if (shaderInput != null && shaderInput.name != "")
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slotname += ": " + shaderInput.name;
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UInt32 w = 1, h = 1, d = 1;
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UInt32 a = 1;
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string format = "Unknown";
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string name = "Shader Resource " + r.Resource.ToString();
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string typename = "Unknown";
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object tag = null;
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if (!filledSlot)
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{
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name = "Empty";
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format = "-";
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typename = "-";
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w = h = d = a = 0;
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}
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// check to see if it's a texture
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for (int t = 0; t < texs.Length; t++)
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{
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if (texs[t].ID == r.Resource)
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{
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w = texs[t].width;
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h = texs[t].height;
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d = texs[t].depth;
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a = texs[t].arraysize;
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format = texs[t].format.ToString();
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name = texs[t].name;
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typename = string.Format("Texture{0}D", texs[t].dimension);
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if(texs[t].cubemap)
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typename = "TexCube";
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tag = texs[t];
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}
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}
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// if not a texture, it must be a buffer
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for (int t = 0; t < bufs.Length; t++)
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{
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if (bufs[t].ID == r.Resource)
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{
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w = bufs[t].length;
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h = 0;
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d = 0;
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a = 0;
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format = "";
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name = bufs[t].name;
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typename = "Buffer";
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// for structured buffers, display how many 'elements' there are in the buffer
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if (bufs[t].structureSize > 0)
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typename = "StructuredBuffer[" + (bufs[t].length / bufs[t].structureSize) + "]";
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// get the buffer type, whether it's just a basic type or a complex struct
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if (shaderInput != null && !shaderInput.IsTexture)
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{
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if (r.Format.compType == FormatComponentType.None)
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{
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if (shaderInput.variableType.members.Length > 0)
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format = "struct " + shaderInput.variableType.Name;
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else
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format = shaderInput.variableType.Name;
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}
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else
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{
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format = r.Format.ToString();
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}
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}
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tag = bufs[t];
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}
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}
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var node = resources.Nodes.Add(new object[] { slotname, name, typename, w, h, d, a, format });
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node.Image = global::renderdocui.Properties.Resources.action;
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node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
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node.Tag = tag;
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if (!filledSlot)
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EmptyRow(node);
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if (!usedSlot)
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InactiveRow(node);
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}
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i++;
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}
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}
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resources.EndUpdate();
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resources.NodesSelection.Clear();
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samplers.BeginUpdate();
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samplers.Nodes.Clear();
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if (stage.Samplers != null)
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{
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int i = 0;
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foreach (var s in stage.Samplers)
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{
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ShaderResource shaderInput = null;
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if (shaderDetails != null)
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{
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foreach (var bind in shaderDetails.Resources)
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{
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if (bind.IsSampler && bind.bindPoint == i)
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shaderInput = bind;
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}
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}
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bool filledSlot = (s.AddressU != "");
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bool usedSlot = (shaderInput != null);
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// show if
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if (usedSlot || // it's referenced by the shader - regardless of empty or not
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(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
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(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
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)
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{
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string slotname = i.ToString();
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if (shaderInput != null && shaderInput.name != "")
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slotname += ": " + shaderInput.name;
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string borderColor = s.BorderColor[0].ToString() + ", " +
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s.BorderColor[1].ToString() + ", " +
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s.BorderColor[2].ToString() + ", " +
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s.BorderColor[3].ToString();
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string addressing = "";
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string addPrefix = "";
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string addVal = "";
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string[] addr = { s.AddressU, s.AddressV, s.AddressW };
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// arrange like either UVW: WRAP or UV: WRAP, W: CLAMP
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for (int a = 0; a < 3; a++)
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{
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string prefix = "" + "UVW"[a];
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if (a == 0 || addr[a] == addr[a - 1])
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{
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addPrefix += prefix;
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}
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else
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{
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addressing += addPrefix + ": " + addVal + ", ";
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addPrefix = prefix;
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}
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addVal = addr[a];
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}
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addressing += addPrefix + ": " + addVal;
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var node = samplers.Nodes.Add(new object[] { slotname, addressing, borderColor,
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s.Comparison, s.Filter, s.MaxAniso.ToString(),
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s.MinLOD == -float.MaxValue ? "-FLT_MAX" : s.MinLOD.ToString(),
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s.MaxLOD == float.MaxValue ? "FLT_MAX" : s.MaxLOD.ToString(),
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s.MipLODBias.ToString() });
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if (!filledSlot)
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EmptyRow(node);
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if (!usedSlot)
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InactiveRow(node);
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}
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i++;
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}
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}
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samplers.EndUpdate();
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samplers.NodesSelection.Clear();
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cbuffers.BeginUpdate();
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cbuffers.Nodes.Clear();
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if (stage.ConstantBuffers != null)
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{
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UInt32 i = 0;
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foreach (var b in stage.ConstantBuffers)
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{
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ConstantBlock shaderCBuf = null;
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if (shaderDetails != null && i < shaderDetails.ConstantBlocks.Length && shaderDetails.ConstantBlocks[i].name != "")
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shaderCBuf = shaderDetails.ConstantBlocks[i];
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bool filledSlot = (b.Buffer != ResourceId.Null);
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bool usedSlot = (shaderCBuf != null);
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// show if
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if (usedSlot || // it's referenced by the shader - regardless of empty or not
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(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
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(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
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)
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{
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string name = "Constant Buffer " + b.Buffer.ToString();
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UInt32 length = 1;
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int numvars = shaderCBuf != null ? shaderCBuf.variables.Length : 0;
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if (!filledSlot)
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{
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name = "Empty";
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length = 0;
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}
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for (int t = 0; t < bufs.Length; t++)
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{
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if (bufs[t].ID == b.Buffer)
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{
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name = bufs[t].name;
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length = bufs[t].length;
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}
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}
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string slotname = i.ToString();
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if (shaderCBuf != null && shaderCBuf.name != "")
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slotname += ": " + shaderCBuf.name;
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var node = cbuffers.Nodes.Add(new object[] { slotname, name, b.VecOffset, b.VecCount, numvars, length });
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node.Image = global::renderdocui.Properties.Resources.action;
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node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
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node.Tag = i;
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if (!filledSlot)
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EmptyRow(node);
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if (!usedSlot)
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InactiveRow(node);
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}
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i++;
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}
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}
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cbuffers.EndUpdate();
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cbuffers.NodesSelection.Clear();
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classes.BeginUpdate();
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classes.Nodes.Clear();
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{
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UInt32 i = 0;
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foreach (var inst in stage.ClassInstances)
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{
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string interfaceName = String.Format("Interface {0}", i);
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if (shaderDetails != null && i < shaderDetails.Interfaces.Length)
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interfaceName = shaderDetails.Interfaces[i].Name;
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classes.Nodes.Add(new object[] { i.ToString(), interfaceName, inst });
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i++;
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}
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}
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classes.EndUpdate();
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classes.NodesSelection.Clear();
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}
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// from https://gist.github.com/mjijackson/5311256
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private float CalcHue(float p, float q, float t)
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{
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if (t < 0) t += 1;
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if (t > 1) t -= 1;
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if (t < 1.0f / 6.0f)
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return p + (q - p) * 6.0f * t;
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if (t < 0.5f)
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return q;
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if (t < 2.0f / 3.0f)
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return p + (q - p) * (2.0f / 3.0f - t) * 6.0f;
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return p;
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}
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private Color HSLColor(float h, float s, float l)
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{
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float r, g, b;
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if (s == 0)
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{
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r = g = b = l; // achromatic
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}
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else
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{
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var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
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var p = 2 * l - q;
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r = CalcHue(p, q, h + 1.0f / 3.0f);
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g = CalcHue(p, q, h);
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b = CalcHue(p, q, h - 1.0f / 3.0f);
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}
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return Color.FromArgb(255, (int)(r * 255), (int)(g * 255), (int)(b * 255));
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}
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private void UpdateState()
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{
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if (!m_Core.LogLoaded)
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return;
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|
|
FetchTexture[] texs = m_Core.CurTextures;
|
|
FetchBuffer[] bufs = m_Core.CurBuffers;
|
|
D3D11PipelineState state = m_Core.CurD3D11PipelineState;
|
|
FetchDrawcall draw = m_Core.CurDrawcall;
|
|
|
|
var tick = global::renderdocui.Properties.Resources.tick;
|
|
var cross = global::renderdocui.Properties.Resources.cross;
|
|
|
|
bool[] usedVBuffers = new bool[128];
|
|
UInt32[] layoutOffs = new UInt32[128];
|
|
|
|
for (int i = 0; i < 128; i++)
|
|
{
|
|
usedVBuffers[i] = false;
|
|
layoutOffs[i] = 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////
|
|
// Input Assembler
|
|
|
|
if(state.m_IA.Bytecode == null)
|
|
iaBytecode.Text = "None";
|
|
else if(state.m_IA.Bytecode.DebugInfo == null || state.m_IA.Bytecode.DebugInfo.entryFunc == "")
|
|
iaBytecode.Text = "Layout " + state.m_IA.layout.ToString();
|
|
else
|
|
iaBytecode.Text = state.m_IA.Bytecode.DebugInfo.entryFunc;
|
|
|
|
iaBytecodeMismatch.Text = "";
|
|
iaBytecodeMismatch.Visible = false;
|
|
|
|
// check for IA-VS mismatches here.
|
|
// This should be moved to a "Render Doctor" window reporting problems
|
|
if (state.m_IA.Bytecode != null && state.m_VS.ShaderDetails != null)
|
|
{
|
|
string mismatchDetails = "";
|
|
|
|
// VS wants more elements
|
|
if (state.m_IA.Bytecode.InputSig.Length < state.m_VS.ShaderDetails.InputSig.Length)
|
|
mismatchDetails += "IA bytecode provides fewer elements than VS wants.\n";
|
|
|
|
{
|
|
var IA = state.m_IA.Bytecode.InputSig;
|
|
var VS = state.m_VS.ShaderDetails.InputSig;
|
|
|
|
int count = Math.Min(IA.Length, VS.Length);
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
// misorder or misnamed semantics
|
|
if (IA[i].semanticIdxName.ToLowerInvariant() != VS[i].semanticIdxName.ToLowerInvariant())
|
|
mismatchDetails += String.Format("IA bytecode semantic {0}: {1} != VS bytecode semantic {0}: {2}\n", i,
|
|
IA[i].semanticIdxName, VS[i].semanticIdxName);
|
|
|
|
// VS wants more components
|
|
if (IA[i].compCount < VS[i].compCount)
|
|
mismatchDetails += String.Format("IA bytecode semantic {0} ({1}) is {3}-wide, VS bytecode semantic {0} ({1}) {2} is {4}-wide\n", i,
|
|
IA[i].semanticIdxName, VS[i].semanticIdxName,
|
|
IA[i].compCount, VS[i].compCount);
|
|
|
|
// VS wants different types
|
|
if (IA[i].compType != VS[i].compType)
|
|
mismatchDetails += String.Format("IA bytecode semantic {0} ({1}) is {3}, VS bytecode semantic {0} ({2}) is {4}\n", i,
|
|
IA[i].semanticIdxName, VS[i].semanticIdxName,
|
|
IA[i].compType, VS[i].compType);
|
|
}
|
|
}
|
|
|
|
if (mismatchDetails.Length != 0)
|
|
{
|
|
iaBytecodeMismatch.Text = "Warning: Mismatch detected between bytecode used to create IA and currently bound VS inputs";
|
|
toolTip.SetToolTip(iaBytecodeMismatch, mismatchDetails.Trim());
|
|
iaBytecodeMismatch.Visible = true;
|
|
}
|
|
}
|
|
|
|
inputLayouts.Nodes.Clear();
|
|
inputLayouts.BeginUpdate();
|
|
if (state.m_IA.layouts != null)
|
|
{
|
|
int i = 0;
|
|
foreach (var l in state.m_IA.layouts)
|
|
{
|
|
string byteOffs = l.ByteOffset.ToString();
|
|
|
|
// D3D11 specific value
|
|
if (l.ByteOffset == uint.MaxValue)
|
|
{
|
|
byteOffs = String.Format("APPEND_ALIGNED ({0})", layoutOffs[l.InputSlot]);
|
|
}
|
|
else
|
|
{
|
|
layoutOffs[l.InputSlot] = l.ByteOffset;
|
|
}
|
|
|
|
layoutOffs[l.InputSlot] += l.Format.compByteWidth * l.Format.compCount;
|
|
|
|
var node = inputLayouts.Nodes.Add(new object[] {
|
|
i, l.SemanticName, l.SemanticIndex.ToString(), l.Format, l.InputSlot.ToString(), byteOffs,
|
|
l.PerInstance ? "PER_INSTANCE" : "PER_VERTEX", l.InstanceDataStepRate.ToString() });
|
|
|
|
usedVBuffers[l.InputSlot] = true;
|
|
|
|
node.Image = global::renderdocui.Properties.Resources.action;
|
|
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
|
|
|
|
i++;
|
|
}
|
|
}
|
|
inputLayouts.NodesSelection.Clear();
|
|
inputLayouts.EndUpdate();
|
|
|
|
topology.Text = state.m_IA.Topology.ToString();
|
|
if (state.m_IA.Topology > PrimitiveTopology.PatchList)
|
|
{
|
|
int numCPs = (int)state.m_IA.Topology - (int)PrimitiveTopology.PatchList + 1;
|
|
|
|
topology.Text = string.Format("PatchList ({0} Control Points)", numCPs);
|
|
}
|
|
|
|
switch (state.m_IA.Topology)
|
|
{
|
|
case PrimitiveTopology.PointList:
|
|
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_pointlist;
|
|
break;
|
|
case PrimitiveTopology.LineList:
|
|
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linelist;
|
|
break;
|
|
case PrimitiveTopology.LineStrip:
|
|
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linestrip;
|
|
break;
|
|
case PrimitiveTopology.TriangleList:
|
|
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_trilist;
|
|
break;
|
|
case PrimitiveTopology.TriangleStrip:
|
|
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_tristrip;
|
|
break;
|
|
case PrimitiveTopology.LineList_Adj:
|
|
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linelist_adj;
|
|
break;
|
|
case PrimitiveTopology.LineStrip_Adj:
|
|
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linestrip_adj;
|
|
break;
|
|
case PrimitiveTopology.TriangleList_Adj:
|
|
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_trilist_adj;
|
|
break;
|
|
case PrimitiveTopology.TriangleStrip_Adj:
|
|
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_tristrip_adj;
|
|
break;
|
|
default:
|
|
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_patch;
|
|
break;
|
|
}
|
|
|
|
iabuffers.Nodes.Clear();
|
|
iabuffers.BeginUpdate();
|
|
|
|
bool ibufferUsed = draw != null && (draw.flags & DrawcallFlags.UseIBuffer) != 0;
|
|
|
|
if (state.m_IA.ibuffer != null)
|
|
{
|
|
if (ibufferUsed || showDisabled.Checked)
|
|
{
|
|
string ptr = "Buffer " + state.m_IA.ibuffer.Buffer.ToString();
|
|
string name = ptr;
|
|
UInt32 length = 1;
|
|
|
|
if (!ibufferUsed)
|
|
{
|
|
length = 0;
|
|
}
|
|
|
|
for (int t = 0; t < bufs.Length; t++)
|
|
{
|
|
if (bufs[t].ID == state.m_IA.ibuffer.Buffer)
|
|
{
|
|
name = bufs[t].name;
|
|
length = bufs[t].length;
|
|
}
|
|
}
|
|
|
|
var node = iabuffers.Nodes.Add(new object[] { "Index", name, state.m_IA.ibuffer.Format.compByteWidth, state.m_IA.ibuffer.Offset, length });
|
|
|
|
node.Image = global::renderdocui.Properties.Resources.action;
|
|
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
|
|
node.Tag = state.m_IA.ibuffer.Buffer;
|
|
|
|
if (!ibufferUsed)
|
|
InactiveRow(node);
|
|
|
|
if (state.m_IA.ibuffer.Buffer == ResourceId.Null)
|
|
EmptyRow(node);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (showEmpty.Checked &&
|
|
(ibufferUsed || showDisabled.Checked))
|
|
{
|
|
var node = iabuffers.Nodes.Add(new object[] { "Index", "-", "-", "-", "-" });
|
|
|
|
node.Image = global::renderdocui.Properties.Resources.action;
|
|
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
|
|
node.Tag = state.m_IA.ibuffer.Buffer;
|
|
|
|
EmptyRow(node);
|
|
|
|
if (!ibufferUsed)
|
|
InactiveRow(node);
|
|
}
|
|
}
|
|
|
|
m_VBNodes.Clear();
|
|
|
|
if (state.m_IA.vbuffers != null)
|
|
{
|
|
int i = 0;
|
|
foreach (var v in state.m_IA.vbuffers)
|
|
{
|
|
bool filledSlot = (v.Buffer != ResourceId.Null);
|
|
bool usedSlot = (usedVBuffers[i]);
|
|
|
|
// show if
|
|
if (usedSlot || // it's referenced by the shader - regardless of empty or not
|
|
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
|
|
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
|
|
)
|
|
{
|
|
string name = "Buffer " + v.Buffer.ToString();
|
|
UInt32 length = 1;
|
|
|
|
if (!filledSlot)
|
|
{
|
|
name = "Empty";
|
|
length = 0;
|
|
}
|
|
|
|
for (int t = 0; t < bufs.Length; t++)
|
|
{
|
|
if (bufs[t].ID == v.Buffer)
|
|
{
|
|
name = bufs[t].name;
|
|
length = bufs[t].length;
|
|
}
|
|
}
|
|
|
|
var node = iabuffers.Nodes.Add(new object[] { i, name, v.Stride, v.Offset, length });
|
|
|
|
node.Image = global::renderdocui.Properties.Resources.action;
|
|
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
|
|
node.Tag = v.Buffer;
|
|
|
|
if (!filledSlot)
|
|
EmptyRow(node);
|
|
|
|
if (!usedSlot)
|
|
InactiveRow(node);
|
|
|
|
m_VBNodes.Add(node);
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
iabuffers.NodesSelection.Clear();
|
|
iabuffers.EndUpdate();
|
|
|
|
SetShaderState(texs, bufs, state.m_VS, vsShader, vsResources, vsSamplers, vsCBuffers, vsClasses);
|
|
SetShaderState(texs, bufs, state.m_GS, gsShader, gsResources, gsSamplers, gsCBuffers, gsClasses);
|
|
SetShaderState(texs, bufs, state.m_HS, hsShader, hsResources, hsSamplers, hsCBuffers, hsClasses);
|
|
SetShaderState(texs, bufs, state.m_DS, dsShader, dsResources, dsSamplers, dsCBuffers, dsClasses);
|
|
SetShaderState(texs, bufs, state.m_PS, psShader, psResources, psSamplers, psCBuffers, psClasses);
|
|
SetShaderState(texs, bufs, state.m_CS, csShader, csResources, csSamplers, csCBuffers, csClasses);
|
|
|
|
csUAVs.Nodes.Clear();
|
|
csUAVs.BeginUpdate();
|
|
|
|
if (state.m_CS.UAVs != null)
|
|
{
|
|
int i = 0;
|
|
foreach (var r in state.m_CS.UAVs)
|
|
{
|
|
ShaderResource shaderInput = null;
|
|
|
|
if (state.m_CS.ShaderDetails != null)
|
|
{
|
|
foreach (var bind in state.m_CS.ShaderDetails.Resources)
|
|
{
|
|
if (bind.IsUAV && bind.bindPoint == i)
|
|
shaderInput = bind;
|
|
}
|
|
}
|
|
|
|
bool filledSlot = (r.Resource != ResourceId.Null);
|
|
bool usedSlot = (shaderInput != null);
|
|
|
|
// show if
|
|
if (usedSlot || // it's referenced by the shader - regardless of empty or not
|
|
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
|
|
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
|
|
)
|
|
{
|
|
UInt32 w = 1, h = 1, d = 1;
|
|
UInt32 a = 1;
|
|
string format = "Unknown";
|
|
string name = "UAV " + r.Resource.ToString();
|
|
string typename = "Unknown";
|
|
object tag = null;
|
|
|
|
if (!filledSlot)
|
|
{
|
|
name = "Empty";
|
|
format = "-";
|
|
typename = "-";
|
|
w = h = d = a = 0;
|
|
}
|
|
|
|
for (int t = 0; t < texs.Length; t++)
|
|
{
|
|
if (texs[t].ID == r.Resource)
|
|
{
|
|
w = texs[t].width;
|
|
h = texs[t].height;
|
|
d = texs[t].depth;
|
|
a = texs[t].arraysize;
|
|
format = texs[t].format.ToString();
|
|
name = texs[t].name;
|
|
typename = string.Format("Texture{0}D", texs[t].dimension);
|
|
if (texs[t].cubemap)
|
|
typename = "TexCube";
|
|
|
|
tag = texs[t];
|
|
}
|
|
}
|
|
|
|
for (int t = 0; t < bufs.Length; t++)
|
|
{
|
|
if (bufs[t].ID == r.Resource)
|
|
{
|
|
w = bufs[t].length;
|
|
h = 0;
|
|
d = 0;
|
|
a = 0;
|
|
format = "";
|
|
name = bufs[t].name;
|
|
typename = "Buffer";
|
|
|
|
if (bufs[t].structureSize > 0)
|
|
typename = "StructuredBuffer[" + (bufs[t].length / bufs[t].structureSize) + "]";
|
|
|
|
if (r.Structured)
|
|
{
|
|
typename += " (Count: " + r.BufferStructCount + ")";
|
|
}
|
|
|
|
if (shaderInput != null && !shaderInput.IsTexture)
|
|
{
|
|
if (r.Format.compType == FormatComponentType.None)
|
|
{
|
|
if (shaderInput.variableType.members.Length > 0)
|
|
format = "struct " + shaderInput.variableType.Name;
|
|
else
|
|
format = shaderInput.variableType.Name;
|
|
}
|
|
else
|
|
{
|
|
format = r.Format.ToString();
|
|
}
|
|
}
|
|
|
|
tag = bufs[t];
|
|
}
|
|
}
|
|
|
|
var node = csUAVs.Nodes.Add(new object[] { i, name, typename, w, h, d, a, format });
|
|
|
|
node.Tag = tag;
|
|
|
|
node.Image = global::renderdocui.Properties.Resources.action;
|
|
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
|
|
|
|
if (!filledSlot)
|
|
EmptyRow(node);
|
|
|
|
if (!usedSlot)
|
|
InactiveRow(node);
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
csUAVs.NodesSelection.Clear();
|
|
csUAVs.EndUpdate();
|
|
|
|
gsStreams.BeginUpdate();
|
|
gsStreams.Nodes.Clear();
|
|
if (state.m_SO.Outputs != null)
|
|
{
|
|
int i = 0;
|
|
foreach (var s in state.m_SO.Outputs)
|
|
{
|
|
bool filledSlot = (s.Buffer != ResourceId.Null);
|
|
bool usedSlot = (filledSlot);
|
|
|
|
// show if
|
|
if (usedSlot || // it's referenced by the shader - regardless of empty or not
|
|
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
|
|
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
|
|
)
|
|
{
|
|
string name = "Buffer " + s.Buffer.ToString();
|
|
uint length = 0;
|
|
|
|
if (!filledSlot)
|
|
{
|
|
name = "Empty";
|
|
}
|
|
|
|
FetchBuffer fetch = null;
|
|
|
|
for (int t = 0; t < bufs.Length; t++)
|
|
{
|
|
if (bufs[t].ID == s.Buffer)
|
|
{
|
|
name = bufs[t].name;
|
|
length = bufs[t].length;
|
|
|
|
fetch = bufs[t];
|
|
}
|
|
}
|
|
|
|
var node = gsStreams.Nodes.Add(new object[] { i, name, length, s.Offset });
|
|
|
|
node.Image = global::renderdocui.Properties.Resources.action;
|
|
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
|
|
node.Tag = fetch;
|
|
|
|
if (!filledSlot)
|
|
EmptyRow(node);
|
|
|
|
if (!usedSlot)
|
|
InactiveRow(node);
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
gsStreams.EndUpdate();
|
|
gsStreams.NodesSelection.Clear();
|
|
|
|
////////////////////////////////////////////////
|
|
// Rasterizer
|
|
|
|
viewports.BeginUpdate();
|
|
viewports.Nodes.Clear();
|
|
if (state.m_RS.Viewports != null)
|
|
{
|
|
int i = 0;
|
|
foreach (var v in state.m_RS.Viewports)
|
|
{
|
|
if (v.Width != v.Height || v.Width != 0 || v.Height != 0 || showEmpty.Checked)
|
|
{
|
|
var node = viewports.Nodes.Add(new object[] { i, v.TopLeft[0], v.TopLeft[1], v.Width, v.Height, v.MinDepth, v.MaxDepth });
|
|
|
|
if (v.Width == v.Height && v.Width == 0 && v.Height == 0)
|
|
EmptyRow(node);
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
viewports.NodesSelection.Clear();
|
|
viewports.EndUpdate();
|
|
|
|
scissors.BeginUpdate();
|
|
scissors.Nodes.Clear();
|
|
if (state.m_RS.Scissors != null)
|
|
{
|
|
int i = 0;
|
|
foreach (var s in state.m_RS.Scissors)
|
|
{
|
|
if (s.right != 0 || s.bottom != 0 || showEmpty.Checked)
|
|
{
|
|
var node = scissors.Nodes.Add(new object[] { i, s.left, s.top, s.right - s.left, s.bottom - s.top });
|
|
|
|
if (s.right == 0 && s.bottom == 0)
|
|
EmptyRow(node);
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
scissors.NodesSelection.Clear();
|
|
scissors.EndUpdate();
|
|
|
|
fillMode.Text = state.m_RS.m_State.FillMode.ToString();
|
|
cullMode.Text = state.m_RS.m_State.CullMode.ToString();
|
|
frontCCW.Image = state.m_RS.m_State.FrontCCW ? tick : cross;
|
|
|
|
scissorEnable.Image = state.m_RS.m_State.ScissorEnable ? tick : cross;
|
|
lineAAEnable.Image = state.m_RS.m_State.AntialiasedLineEnable ? tick : cross;
|
|
multisampleEnable.Image = state.m_RS.m_State.MultisampleEnable ? tick : cross;
|
|
|
|
depthClip.Image = state.m_RS.m_State.DepthClip ? tick : cross;
|
|
depthBias.Text = state.m_RS.m_State.DepthBias.ToString();
|
|
depthBiasClamp.Text = Formatter.Format(state.m_RS.m_State.DepthBiasClamp);
|
|
slopeScaledBias.Text = Formatter.Format(state.m_RS.m_State.SlopeScaledDepthBias);
|
|
forcedSampleCount.Text = state.m_RS.m_State.ForcedSampleCount.ToString();
|
|
|
|
////////////////////////////////////////////////
|
|
// Output Merger
|
|
|
|
bool[] targets = new bool[8];
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
targets[i] = false;
|
|
|
|
targetOutputs.BeginUpdate();
|
|
targetOutputs.Nodes.Clear();
|
|
if (state.m_OM.RenderTargets != null)
|
|
{
|
|
int i = 0;
|
|
foreach (var p in state.m_OM.RenderTargets)
|
|
{
|
|
if (p.Resource != ResourceId.Null || showEmpty.Checked)
|
|
{
|
|
UInt32 w = 1, h = 1, d = 1;
|
|
UInt32 a = 1;
|
|
string format = "Unknown";
|
|
string name = "Texture " + p.ToString();
|
|
string typename = "Unknown";
|
|
object tag = null;
|
|
|
|
if (p.Resource == ResourceId.Null)
|
|
{
|
|
name = "Empty";
|
|
format = "-";
|
|
typename = "-";
|
|
w = h = d = a = 0;
|
|
}
|
|
|
|
for (int t = 0; t < texs.Length; t++)
|
|
{
|
|
if (texs[t].ID == p.Resource)
|
|
{
|
|
w = texs[t].width;
|
|
h = texs[t].height;
|
|
d = texs[t].depth;
|
|
a = texs[t].arraysize;
|
|
format = texs[t].format.ToString();
|
|
name = texs[t].name;
|
|
typename = string.Format("Texture{0}D", texs[t].dimension);
|
|
if (texs[t].cubemap)
|
|
typename = "TexCube";
|
|
|
|
tag = texs[t];
|
|
}
|
|
}
|
|
|
|
var node = targetOutputs.Nodes.Add(new object[] { i, name, typename, w, h, d, a, format });
|
|
|
|
node.Image = global::renderdocui.Properties.Resources.action;
|
|
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
|
|
node.Tag = tag;
|
|
|
|
if (p.Resource == ResourceId.Null)
|
|
{
|
|
EmptyRow(node);
|
|
}
|
|
else
|
|
{
|
|
targets[i] = true;
|
|
}
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
|
|
if (state.m_OM.UAVs != null)
|
|
{
|
|
int i = 0;
|
|
foreach (var r in state.m_OM.UAVs)
|
|
{
|
|
ShaderResource shaderInput = null;
|
|
|
|
if (state.m_PS.ShaderDetails != null)
|
|
{
|
|
foreach (var bind in state.m_PS.ShaderDetails.Resources)
|
|
{
|
|
if (bind.IsUAV && bind.bindPoint == i + state.m_OM.UAVStartSlot)
|
|
shaderInput = bind;
|
|
}
|
|
}
|
|
|
|
bool filledSlot = (r.Resource != ResourceId.Null);
|
|
bool usedSlot = (shaderInput != null);
|
|
|
|
// note: we don't show empty UAVs as these "slots" are already showed as empty RTs.
|
|
|
|
// show if
|
|
if (usedSlot || // it's referenced by the shader - regardless of empty or not
|
|
(showDisabled.Checked && !usedSlot && filledSlot) // it's bound, but not referenced, and we have "show disabled"
|
|
)
|
|
{
|
|
UInt32 w = 1, h = 1, d = 1;
|
|
UInt32 a = 1;
|
|
string format = "Unknown";
|
|
string name = "UAV " + r.Resource.ToString();
|
|
string typename = "Unknown";
|
|
object tag = null;
|
|
|
|
if (!filledSlot)
|
|
{
|
|
name = "Empty";
|
|
format = "-";
|
|
typename = "-";
|
|
w = h = d = a = 0;
|
|
}
|
|
|
|
for (int t = 0; t < texs.Length; t++)
|
|
{
|
|
if (texs[t].ID == r.Resource)
|
|
{
|
|
w = texs[t].width;
|
|
h = texs[t].height;
|
|
d = texs[t].depth;
|
|
a = texs[t].arraysize;
|
|
format = texs[t].format.ToString();
|
|
name = texs[t].name;
|
|
typename = string.Format("Texture{0}D", texs[t].dimension);
|
|
if (texs[t].cubemap)
|
|
typename = "TexCube";
|
|
|
|
tag = texs[t];
|
|
}
|
|
}
|
|
|
|
for (int t = 0; t < bufs.Length; t++)
|
|
{
|
|
if (bufs[t].ID == r.Resource)
|
|
{
|
|
w = bufs[t].length;
|
|
h = 0;
|
|
d = 0;
|
|
a = 0;
|
|
format = "";
|
|
name = bufs[t].name;
|
|
typename = "Buffer";
|
|
|
|
if (bufs[t].structureSize > 0)
|
|
typename = "StructuredBuffer[" + (bufs[t].length / bufs[t].structureSize) + "]";
|
|
|
|
if (r.Structured)
|
|
{
|
|
typename += " (Count: " + r.BufferStructCount + ")";
|
|
}
|
|
|
|
if (shaderInput != null && !shaderInput.IsTexture)
|
|
{
|
|
if (r.Format.compType == FormatComponentType.None)
|
|
{
|
|
if (shaderInput.variableType.members.Length > 0)
|
|
format = "struct " + shaderInput.variableType.Name;
|
|
else
|
|
format = shaderInput.variableType.Name;
|
|
}
|
|
else
|
|
{
|
|
format = r.Format.ToString();
|
|
}
|
|
}
|
|
|
|
tag = bufs[t];
|
|
}
|
|
}
|
|
|
|
var node = targetOutputs.Nodes.Add(new object[] { i + state.m_OM.UAVStartSlot, name, typename, w, h, d, a, format });
|
|
|
|
node.Image = global::renderdocui.Properties.Resources.action;
|
|
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
|
|
node.Tag = tag;
|
|
|
|
if (r.Resource == ResourceId.Null)
|
|
EmptyRow(node);
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
|
|
if (state.m_OM.DepthTarget.Resource != ResourceId.Null || showEmpty.Checked)
|
|
{
|
|
UInt32 w = 1, h = 1, d = 1;
|
|
UInt32 a = 1;
|
|
string format = "Unknown";
|
|
string name = "Depth Target " + state.m_OM.DepthTarget.Resource.ToString();
|
|
string typename = "Unknown";
|
|
object tag = null;
|
|
|
|
if (state.m_OM.DepthTarget.Resource == ResourceId.Null)
|
|
{
|
|
name = "Empty";
|
|
format = "-";
|
|
typename = "-";
|
|
w = h = d = a = 0;
|
|
}
|
|
|
|
for (int t = 0; t < texs.Length; t++)
|
|
{
|
|
if (texs[t].ID == state.m_OM.DepthTarget.Resource)
|
|
{
|
|
w = texs[t].width;
|
|
h = texs[t].height;
|
|
d = texs[t].depth;
|
|
a = texs[t].arraysize;
|
|
format = texs[t].format.ToString();
|
|
name = texs[t].name;
|
|
typename = string.Format("Texture{0}D", texs[t].dimension);
|
|
if (texs[t].cubemap)
|
|
typename = "TexCube";
|
|
|
|
tag = texs[t];
|
|
}
|
|
}
|
|
|
|
var node = targetOutputs.Nodes.Add(new object[] { "Depth", name, typename, w, h, d, a, format });
|
|
|
|
node.Image = global::renderdocui.Properties.Resources.action;
|
|
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
|
|
node.Tag = tag;
|
|
|
|
if (state.m_OM.DepthTarget.Resource == ResourceId.Null)
|
|
EmptyRow(node);
|
|
}
|
|
targetOutputs.EndUpdate();
|
|
targetOutputs.NodesSelection.Clear();
|
|
|
|
blendOperations.BeginUpdate();
|
|
blendOperations.Nodes.Clear();
|
|
{
|
|
int i = 0;
|
|
foreach(var blend in state.m_OM.m_BlendState.Blends)
|
|
{
|
|
bool filledSlot = (blend.Enabled == true || targets[i]);
|
|
bool usedSlot = (targets[i]);
|
|
|
|
// show if
|
|
if (usedSlot || // it's referenced by the shader - regardless of empty or not
|
|
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
|
|
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
|
|
)
|
|
{
|
|
var node = blendOperations.Nodes.Add(new object[] { i,
|
|
blend.Enabled,
|
|
blend.LogicEnabled,
|
|
|
|
blend.m_Blend.Source,
|
|
blend.m_Blend.Destination,
|
|
blend.m_Blend.Operation,
|
|
|
|
blend.m_AlphaBlend.Source,
|
|
blend.m_AlphaBlend.Destination,
|
|
blend.m_AlphaBlend.Operation,
|
|
|
|
blend.LogicOp,
|
|
|
|
((blend.WriteMask & 0x1) == 0 ? "_" : "R") +
|
|
((blend.WriteMask & 0x2) == 0 ? "_" : "G") +
|
|
((blend.WriteMask & 0x4) == 0 ? "_" : "B") +
|
|
((blend.WriteMask & 0x8) == 0 ? "_" : "A")
|
|
});
|
|
|
|
|
|
if (!filledSlot)
|
|
EmptyRow(node);
|
|
|
|
if (!usedSlot)
|
|
InactiveRow(node);
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
blendOperations.NodesSelection.Clear();
|
|
blendOperations.EndUpdate();
|
|
|
|
|
|
alphaToCoverage.Image = state.m_OM.m_BlendState.AlphaToCoverage ? tick : cross;
|
|
independentBlend.Image = state.m_OM.m_BlendState.IndependentBlend ? tick : cross;
|
|
|
|
blendFactor.Text = state.m_OM.m_BlendState.BlendFactor[0].ToString("F2") + ", " +
|
|
state.m_OM.m_BlendState.BlendFactor[1].ToString("F2") + ", " +
|
|
state.m_OM.m_BlendState.BlendFactor[2].ToString("F2") + ", " +
|
|
state.m_OM.m_BlendState.BlendFactor[3].ToString("F2");
|
|
|
|
sampleMask.Text = state.m_OM.m_BlendState.SampleMask.ToString("X8");
|
|
|
|
depthEnable.Image = state.m_OM.m_State.DepthEnable ? tick : cross;
|
|
depthFunc.Text = state.m_OM.m_State.DepthFunc;
|
|
depthWrite.Image = state.m_OM.m_State.DepthWrites ? tick : cross;
|
|
|
|
stencilEnable.Image = state.m_OM.m_State.StencilEnable ? tick : cross;
|
|
stencilReadMask.Text = state.m_OM.m_State.StencilReadMask.ToString("X2");
|
|
stencilWriteMask.Text = state.m_OM.m_State.StencilWriteMask.ToString("X2");
|
|
stencilRef.Text = state.m_OM.m_State.StencilRef.ToString("X2");
|
|
|
|
stencilFuncs.BeginUpdate();
|
|
stencilFuncs.Nodes.Clear();
|
|
stencilFuncs.Nodes.Add(new object[] { "Front", state.m_OM.m_State.m_FrontFace.Func, state.m_OM.m_State.m_FrontFace.FailOp,
|
|
state.m_OM.m_State.m_FrontFace.DepthFailOp, state.m_OM.m_State.m_FrontFace.PassOp });
|
|
stencilFuncs.Nodes.Add(new object[] { "Back", state.m_OM.m_State.m_BackFace.Func, state.m_OM.m_State.m_BackFace.FailOp,
|
|
state.m_OM.m_State.m_BackFace.DepthFailOp, state.m_OM.m_State.m_BackFace.PassOp });
|
|
stencilFuncs.EndUpdate();
|
|
stencilFuncs.NodesSelection.Clear();
|
|
|
|
// highlight the appropriate stages in the flowchart
|
|
if (draw == null)
|
|
{
|
|
pipeFlow.SetStagesEnabled(new bool[] { true, true, true, true, true, true, true, true, true });
|
|
}
|
|
else if ((draw.flags & DrawcallFlags.Dispatch) != 0)
|
|
{
|
|
pipeFlow.SetStagesEnabled(new bool[] { false, false, false, false, false, false, false, false, true });
|
|
}
|
|
else
|
|
{
|
|
pipeFlow.SetStagesEnabled(new bool[] {
|
|
true,
|
|
true,
|
|
state.m_HS.Shader != ResourceId.Null,
|
|
state.m_DS.Shader != ResourceId.Null,
|
|
state.m_GS.Shader != ResourceId.Null,
|
|
true,
|
|
state.m_PS.Shader != ResourceId.Null,
|
|
true,
|
|
false
|
|
});
|
|
|
|
// if(streamout only)
|
|
//{
|
|
// pipeFlow.Rasterizer = false;
|
|
// pipeFlow.OutputMerger = false;
|
|
//}
|
|
}
|
|
}
|
|
|
|
public void OnEventSelected(UInt32 frameID, UInt32 eventID)
|
|
{
|
|
UpdateState();
|
|
}
|
|
|
|
private void hideDisabledEmpty_MouseClick(object sender, MouseEventArgs e)
|
|
{
|
|
if (e.Button == MouseButtons.Right)
|
|
{
|
|
rightclickMenu.Show((Control)sender, new Point(e.X, e.Y));
|
|
}
|
|
}
|
|
|
|
private void hideDisabled_Click(object sender, EventArgs e)
|
|
{
|
|
showDisabled.Checked = !showDisabled.Checked;
|
|
showDisabledToolitem.Checked = showDisabled.Checked;
|
|
UpdateState();
|
|
}
|
|
|
|
private void hideEmpty_Click(object sender, EventArgs e)
|
|
{
|
|
showEmpty.Checked = !showEmpty.Checked;
|
|
showEmptyToolitem.Checked = showEmpty.Checked;
|
|
UpdateState();
|
|
}
|
|
|
|
// launch the appropriate kind of viewer, depending on the type of resource that's in this node
|
|
private void textureCell_CellDoubleClick(TreelistView.Node node)
|
|
{
|
|
object tag = node.Tag;
|
|
|
|
D3D11PipelineState.ShaderStage stage = GetStageForSender(node.OwnerView);
|
|
|
|
if (stage == null) return;
|
|
|
|
if (tag is FetchTexture)
|
|
{
|
|
FetchTexture tex = (FetchTexture)tag;
|
|
|
|
var viewer = m_Core.GetTextureViewer();
|
|
|
|
viewer.Show(m_DockContent.DockPanel);
|
|
if (!viewer.IsDisposed)
|
|
viewer.ViewTexture(tex.ID, true);
|
|
}
|
|
else if(tag is FetchBuffer)
|
|
{
|
|
FetchBuffer buf = (FetchBuffer)tag;
|
|
|
|
string format = "";
|
|
|
|
var deets = stage.ShaderDetails;
|
|
|
|
int bind = -1;
|
|
bool uav = false;
|
|
|
|
for (int i = 0; i < stage.SRVs.Length; i++)
|
|
{
|
|
if (stage.SRVs[i].Resource == buf.ID)
|
|
{
|
|
bind = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < stage.UAVs.Length; i++)
|
|
{
|
|
if (stage.UAVs[i].Resource == buf.ID)
|
|
{
|
|
bind = i;
|
|
uav = true;
|
|
break;
|
|
}
|
|
if (stage == m_Core.CurD3D11PipelineState.m_PS &&
|
|
m_Core.CurD3D11PipelineState.m_OM.UAVs[i].Resource == buf.ID)
|
|
{
|
|
bind = i + (int)m_Core.CurD3D11PipelineState.m_OM.UAVStartSlot;
|
|
uav = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (deets != null)
|
|
{
|
|
foreach (var r in deets.Resources)
|
|
{
|
|
if(r.IsTexture)
|
|
continue;
|
|
|
|
if ( (r.IsSRV && !uav) || (r.IsUAV && uav) )
|
|
{
|
|
if (r.bindPoint == bind)
|
|
{
|
|
if (r.variableType.members.Length == 0)
|
|
{
|
|
if (r.variableType.Name != "")
|
|
format = r.variableType.Name + " " + r.name + ";";
|
|
}
|
|
else
|
|
{
|
|
format = "// struct " + r.variableType.Name + Environment.NewLine +
|
|
"{" + Environment.NewLine + FormatMembers(1, "", r.variableType.members) + "}";
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (buf.ID != ResourceId.Null)
|
|
{
|
|
var viewer = new BufferViewer(m_Core, false);
|
|
if (format == "")
|
|
viewer.ViewRawBuffer(buf.ID);
|
|
else
|
|
viewer.ViewRawBuffer(buf.ID, format);
|
|
viewer.Show(m_DockContent.DockPanel);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void disableSelection_Leave(object sender, EventArgs e)
|
|
{
|
|
if (sender is DataGridView)
|
|
((DataGridView)sender).ClearSelection();
|
|
else if (sender is TreelistView.TreeListView)
|
|
{
|
|
((TreelistView.TreeListView)sender).NodesSelection.Clear();
|
|
((TreelistView.TreeListView)sender).FocusedNode = null;
|
|
}
|
|
}
|
|
|
|
private void disableSelection_VisibleChanged(object sender, EventArgs e)
|
|
{
|
|
((DataGridView)sender).ClearSelection();
|
|
((DataGridView)sender).AutoResizeColumns(DataGridViewAutoSizeColumnsMode.AllCells);
|
|
}
|
|
|
|
private void iabuffers_NodeDoubleClicked(TreelistView.Node node)
|
|
{
|
|
if (node.Tag is ResourceId)
|
|
{
|
|
ResourceId id = (ResourceId)node.Tag;
|
|
|
|
if (id != ResourceId.Null)
|
|
{
|
|
var viewer = new BufferViewer(m_Core, false);
|
|
viewer.ViewRawBuffer(id);
|
|
viewer.Show(m_DockContent.DockPanel);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void inputLayouts_NodeDoubleClick(TreelistView.Node node)
|
|
{
|
|
(new BufferViewer(m_Core, true)).Show(m_DockContent.DockPanel);
|
|
}
|
|
|
|
private D3D11PipelineState.ShaderStage GetStageForSender(object sender)
|
|
{
|
|
D3D11PipelineState.ShaderStage stage = null;
|
|
|
|
if (!m_Core.LogLoaded)
|
|
return null;
|
|
|
|
object cur = sender;
|
|
|
|
while (cur is Control)
|
|
{
|
|
if (cur == tabVS)
|
|
stage = m_Core.CurD3D11PipelineState.m_VS;
|
|
else if (cur == tabGS)
|
|
stage = m_Core.CurD3D11PipelineState.m_GS;
|
|
else if (cur == tabHS)
|
|
stage = m_Core.CurD3D11PipelineState.m_HS;
|
|
else if (cur == tabDS)
|
|
stage = m_Core.CurD3D11PipelineState.m_DS;
|
|
else if (cur == tabPS)
|
|
stage = m_Core.CurD3D11PipelineState.m_PS;
|
|
else if (cur == tabCS)
|
|
stage = m_Core.CurD3D11PipelineState.m_CS;
|
|
else if (cur == tabOM)
|
|
stage = m_Core.CurD3D11PipelineState.m_PS;
|
|
|
|
if (stage != null)
|
|
return stage;
|
|
|
|
Control c = (Control)cur;
|
|
|
|
if(c.Parent == null)
|
|
break;
|
|
|
|
cur = ((Control)cur).Parent;
|
|
}
|
|
|
|
System.Diagnostics.Debug.Fail("Unrecognised control calling event handler");
|
|
|
|
return null;
|
|
}
|
|
|
|
private void shader_Click(object sender, EventArgs e)
|
|
{
|
|
if (sender == iaBytecode || sender == iaBytecodeCog)
|
|
{
|
|
if(m_Core.CurD3D11PipelineState != null &&
|
|
m_Core.CurD3D11PipelineState.m_IA.Bytecode != null)
|
|
{
|
|
(new ShaderViewer(m_Core, m_Core.CurD3D11PipelineState.m_IA.Bytecode, ShaderStageType.Vertex, null))
|
|
.Show(m_DockContent.DockPanel);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
|
|
|
|
if (stage == null) return;
|
|
|
|
ShaderReflection shaderDetails = stage.ShaderDetails;
|
|
|
|
if (stage.Shader == ResourceId.Null) return;
|
|
|
|
ShaderViewer s = new ShaderViewer(m_Core, shaderDetails, stage.stage, null);
|
|
|
|
s.Show(m_DockContent.DockPanel);
|
|
}
|
|
|
|
private void MakeShaderVariablesHLSL(bool cbufferContents, ShaderConstant[] vars, ref string struct_contents, ref string struct_defs)
|
|
{
|
|
var nl = Environment.NewLine;
|
|
var nl2 = Environment.NewLine + Environment.NewLine;
|
|
|
|
foreach (var v in vars)
|
|
{
|
|
if (v.type.members.Length > 0)
|
|
{
|
|
string def = "struct " + v.type.descriptor.name + " {" + nl;
|
|
|
|
if(!struct_defs.Contains(def))
|
|
{
|
|
string contents = "";
|
|
MakeShaderVariablesHLSL(false, v.type.members, ref contents, ref struct_defs);
|
|
|
|
struct_defs += def + contents + "};" + nl2;
|
|
}
|
|
}
|
|
|
|
struct_contents += "\t" + v.type.descriptor.name + " " + v.name;
|
|
|
|
char comp = 'x';
|
|
if (v.reg.comp == 1) comp = 'y';
|
|
if (v.reg.comp == 2) comp = 'z';
|
|
if (v.reg.comp == 3) comp = 'w';
|
|
|
|
if (cbufferContents) struct_contents += String.Format(" : packoffset(c{0}.{1});", v.reg.vec, comp);
|
|
else struct_contents += ";";
|
|
|
|
struct_contents += nl;
|
|
}
|
|
}
|
|
|
|
// start a shaderviewer to edit this shader, optionally generating stub HLSL if there isn't
|
|
// HLSL source available for this shader.
|
|
private void shaderedit_Click(object sender, EventArgs e)
|
|
{
|
|
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
|
|
|
|
if (stage == null) return;
|
|
|
|
ShaderReflection shaderDetails = stage.ShaderDetails;
|
|
|
|
if (stage.Shader == ResourceId.Null || shaderDetails == null) return;
|
|
|
|
var entryFunc = String.Format("EditedShader{0}S", stage.stage.ToString()[0]);
|
|
|
|
string mainfile = "";
|
|
|
|
var files = new Dictionary<string, string>();
|
|
if (shaderDetails.DebugInfo.entryFunc != "" && shaderDetails.DebugInfo.files.Length > 0)
|
|
{
|
|
entryFunc = shaderDetails.DebugInfo.entryFunc;
|
|
|
|
foreach (var s in shaderDetails.DebugInfo.files)
|
|
files.Add(Path.GetFileName(s.filename), s.filetext);
|
|
|
|
mainfile = Path.GetFileName(shaderDetails.DebugInfo.files[0].filename);
|
|
}
|
|
else
|
|
{
|
|
var nl = Environment.NewLine;
|
|
var nl2 = Environment.NewLine + Environment.NewLine;
|
|
|
|
string hlsl = "// No HLSL available - function stub generated" + nl2;
|
|
|
|
var shType = String.Format("{0}S", stage.stage.ToString()[0]);
|
|
|
|
foreach (var res in shaderDetails.Resources)
|
|
{
|
|
if (res.IsSampler)
|
|
{
|
|
hlsl += String.Format("//SamplerComparisonState {0} : register(s{1}); // can't disambiguate", res.name, res.bindPoint) + nl;
|
|
hlsl += String.Format("SamplerState {0} : register(s{1}); // can't disambiguate", res.name, res.bindPoint) + nl;
|
|
}
|
|
else
|
|
{
|
|
char regChar = 't';
|
|
|
|
if (res.IsUAV)
|
|
{
|
|
hlsl += "RW";
|
|
regChar = 'u';
|
|
}
|
|
|
|
if (res.IsTexture)
|
|
{
|
|
hlsl += String.Format("{0}<{1}> {2} : register({3}{4});", res.resType.ToString(), res.variableType.descriptor.name, res.name, regChar, res.bindPoint) + nl;
|
|
}
|
|
else
|
|
{
|
|
if (res.variableType.descriptor.rows == 1)
|
|
hlsl += String.Format("Buffer<{0}> {1} : register({2}{3});", res.variableType.descriptor.name, res.name, regChar, res.bindPoint) + nl;
|
|
else
|
|
hlsl += String.Format("StructuredBuffer<{0}> {1} : register({2}{3});", res.variableType.descriptor.name, res.name, regChar, res.bindPoint) + nl;
|
|
}
|
|
}
|
|
}
|
|
|
|
hlsl += nl2;
|
|
|
|
string cbuffers = "";
|
|
|
|
int cbufIdx = 0;
|
|
foreach (var cbuf in shaderDetails.ConstantBlocks)
|
|
{
|
|
if (cbuf.name != "" && cbuf.variables.Length > 0)
|
|
{
|
|
cbuffers += String.Format("cbuffer {0} : register(b{1}) {{", cbuf.name, cbufIdx) + nl;
|
|
MakeShaderVariablesHLSL(true, cbuf.variables, ref cbuffers, ref hlsl);
|
|
cbuffers += "};" + nl2;
|
|
}
|
|
cbufIdx++;
|
|
}
|
|
|
|
hlsl += cbuffers + nl2;
|
|
|
|
hlsl += String.Format("struct {0}Input{1}{{{1}", shType, nl);
|
|
foreach(var sig in shaderDetails.InputSig)
|
|
hlsl += String.Format("\t{0} {1} : {2};" + nl, sig.TypeString, sig.varName != "" ? sig.varName : "param" + sig.regIndex, sig.D3D11SemanticString);
|
|
hlsl += "};" + nl2;
|
|
|
|
hlsl += String.Format("struct {0}Output{1}{{{1}", shType, nl);
|
|
foreach (var sig in shaderDetails.OutputSig)
|
|
hlsl += String.Format("\t{0} {1} : {2};" + nl, sig.TypeString, sig.varName != "" ? sig.varName : "param" + sig.regIndex, sig.D3D11SemanticString);
|
|
hlsl += "};" + nl2;
|
|
|
|
hlsl += String.Format("{0}Output {1}(in {0}Input IN){2}{{{2}\t{0}Output OUT = ({0}Output)0;{2}{2}\t// ...{2}{2}\treturn OUT;{2}}}{2}", shType, entryFunc, nl);
|
|
|
|
mainfile = "generated.hlsl";
|
|
|
|
files.Add(mainfile, hlsl);
|
|
}
|
|
|
|
if (files.Count == 0)
|
|
return;
|
|
|
|
ShaderViewer sv = new ShaderViewer(m_Core, false, entryFunc, files,
|
|
|
|
// Save Callback
|
|
(ShaderViewer viewer, Dictionary<string, string> updatedfiles) =>
|
|
{
|
|
string compileSource = updatedfiles.First().Value;
|
|
|
|
// try and match up #includes against the files that we have. This isn't always
|
|
// possible as fxc only seems to include the source for files if something in
|
|
// that file was included in the compiled output. So you might end up with
|
|
// dangling #includes - we just have to ignore them
|
|
int offs = compileSource.IndexOf("#include");
|
|
|
|
while(offs >= 0)
|
|
{
|
|
// search back to ensure this is a valid #include (ie. not in a comment).
|
|
// Must only see whitespace before, then a newline.
|
|
int ws = offs-1;
|
|
while (ws >= 0 && (compileSource[ws] == ' ' || compileSource[ws] == '\t'))
|
|
ws--;
|
|
|
|
// not valid? jump to next.
|
|
if (compileSource[ws] != '\n')
|
|
{
|
|
offs = compileSource.IndexOf("#include", offs + 1);
|
|
continue;
|
|
}
|
|
|
|
int start = ws+1;
|
|
|
|
bool tail = true;
|
|
|
|
int lineEnd = compileSource.IndexOf("\n", start+1);
|
|
if(lineEnd == -1)
|
|
{
|
|
lineEnd = compileSource.Length;
|
|
tail = false;
|
|
}
|
|
|
|
ws = offs + "#include".Length;
|
|
while (compileSource[ws] == ' ' || compileSource[ws] == '\t')
|
|
ws++;
|
|
|
|
string line = compileSource.Substring(offs, lineEnd-offs+1);
|
|
|
|
if (compileSource[ws] != '<' && compileSource[ws] != '"')
|
|
{
|
|
viewer.ShowErrors("Invalid #include directive found:\r\n" + line);
|
|
return;
|
|
}
|
|
|
|
// find matching char, either <> or "";
|
|
int end = compileSource.IndexOf(compileSource[ws] == '"' ? '"' : '>', ws + 1);
|
|
|
|
if (end == -1)
|
|
{
|
|
viewer.ShowErrors("Invalid #include directive found:\r\n" + line);
|
|
return;
|
|
}
|
|
|
|
string fname = compileSource.Substring(ws + 1, end - ws - 1);
|
|
|
|
string fileText = "";
|
|
|
|
if (updatedfiles.ContainsKey(fname))
|
|
fileText = updatedfiles[fname];
|
|
else
|
|
fileText = "// Can't find file " + fname + "\n";
|
|
|
|
compileSource = compileSource.Substring(0, offs) + "\n\n" + fileText + "\n\n" + (tail ? compileSource.Substring(lineEnd + 1) : "");
|
|
|
|
offs = compileSource.IndexOf("#include", offs);
|
|
}
|
|
|
|
// invoke off to the ReplayRenderer to replace the log's shader
|
|
// with our edited one
|
|
m_Core.Renderer.BeginInvoke((ReplayRenderer r) =>
|
|
{
|
|
string errs = "";
|
|
|
|
uint flags = shaderDetails.DebugInfo.compileFlags;
|
|
|
|
ResourceId from = stage.Shader;
|
|
ResourceId to = r.BuildTargetShader(entryFunc, compileSource, flags, stage.stage, out errs);
|
|
|
|
viewer.BeginInvoke((MethodInvoker)delegate { viewer.ShowErrors(errs); });
|
|
if (to == ResourceId.Null)
|
|
{
|
|
r.RemoveReplacement(from);
|
|
}
|
|
else
|
|
{
|
|
r.ReplaceResource(from, to);
|
|
}
|
|
});
|
|
},
|
|
|
|
// Close Callback
|
|
() =>
|
|
{
|
|
// remove the replacement on close (we could make this more sophisticated if there
|
|
// was a place to control replaced resources/shaders).
|
|
m_Core.Renderer.BeginInvoke((ReplayRenderer r) =>
|
|
{
|
|
r.RemoveReplacement(stage.Shader);
|
|
});
|
|
});
|
|
|
|
sv.Show(m_DockContent.DockPanel);
|
|
}
|
|
|
|
private void ShowCBuffer(D3D11PipelineState.ShaderStage stage, UInt32 slot)
|
|
{
|
|
if (stage.ShaderDetails != null &&
|
|
(stage.ShaderDetails.ConstantBlocks.Length <= slot ||
|
|
stage.ShaderDetails.ConstantBlocks[slot].name == "")
|
|
)
|
|
{
|
|
// unused cbuffer, open regular buffer viewer
|
|
var viewer = new BufferViewer(m_Core, false);
|
|
|
|
if (stage.ConstantBuffers.Length < slot)
|
|
return;
|
|
|
|
var buf = stage.ConstantBuffers[slot].Buffer;
|
|
viewer.ViewRawBuffer(buf);
|
|
viewer.Show(m_DockContent.DockPanel);
|
|
|
|
return;
|
|
}
|
|
|
|
var existing = ConstantBufferPreviewer.Has(stage.stage, slot);
|
|
if (existing != null)
|
|
{
|
|
existing.Show();
|
|
return;
|
|
}
|
|
|
|
var prev = new ConstantBufferPreviewer(m_Core, stage.stage, slot);
|
|
|
|
var dock = Helpers.WrapDockContent(m_DockContent.DockPanel, prev);
|
|
dock.DockState = DockState.DockRight;
|
|
dock.DockAreas |= DockAreas.Float;
|
|
ConstantBufferPreviewer.ShowDock(dock, m_DockContent.Pane, DockAlignment.Right, 0.3);
|
|
}
|
|
|
|
private void cbuffers_NodeDoubleClicked(TreelistView.Node node)
|
|
{
|
|
D3D11PipelineState.ShaderStage stage = GetStageForSender(node.OwnerView);
|
|
|
|
if (stage != null && node.Tag is UInt32)
|
|
{
|
|
ShowCBuffer(stage, (UInt32)node.Tag);
|
|
}
|
|
}
|
|
|
|
private void CBuffers_CellDoubleClick(object sender, DataGridViewCellEventArgs e)
|
|
{
|
|
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
|
|
|
|
object tag = ((DataGridView)sender).Rows[e.RowIndex].Tag;
|
|
|
|
if (stage != null && tag is UInt32)
|
|
{
|
|
ShowCBuffer(stage, (UInt32)tag);
|
|
}
|
|
}
|
|
|
|
private string FormatMembers(int indent, string nameprefix, ShaderConstant[] vars)
|
|
{
|
|
string indentstr = new string(' ', indent*4);
|
|
|
|
string ret = "";
|
|
|
|
int i = 0;
|
|
|
|
foreach (var v in vars)
|
|
{
|
|
if (v.type.members.Length > 0)
|
|
{
|
|
if (i > 0)
|
|
ret += "\n";
|
|
ret += indentstr + "// struct " + v.type.Name + Environment.NewLine;
|
|
ret += indentstr + "{" + Environment.NewLine +
|
|
FormatMembers(indent + 1, v.name + "_", v.type.members) +
|
|
indentstr + "}" + Environment.NewLine;
|
|
if (i < vars.Length-1)
|
|
ret += Environment.NewLine;
|
|
}
|
|
else
|
|
{
|
|
string arr = "";
|
|
if (v.type.descriptor.elements > 1)
|
|
arr = String.Format("[{0}]", v.type.descriptor.elements);
|
|
ret += indentstr + v.type.Name + " " + nameprefix + v.name + arr + ";" + Environment.NewLine;
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
private void shaderCog_MouseEnter(object sender, EventArgs e)
|
|
{
|
|
if (sender == iaBytecode || sender == iaBytecodeCog)
|
|
{
|
|
if (m_Core.CurD3D11PipelineState != null &&
|
|
m_Core.CurD3D11PipelineState.m_IA.Bytecode != null)
|
|
iaBytecodeCog.Image = global::renderdocui.Properties.Resources.action_hover;
|
|
|
|
return;
|
|
}
|
|
|
|
if (sender is PictureBox)
|
|
{
|
|
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
|
|
|
|
if (stage != null && stage.Shader != ResourceId.Null)
|
|
(sender as PictureBox).Image = global::renderdocui.Properties.Resources.action_hover;
|
|
}
|
|
|
|
if (sender is Label)
|
|
{
|
|
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
|
|
|
|
if (stage == null) return;
|
|
|
|
if (stage.stage == ShaderStageType.Vertex) shaderCog_MouseEnter(vsShaderCog, e);
|
|
if (stage.stage == ShaderStageType.Domain) shaderCog_MouseEnter(dsShaderCog, e);
|
|
if (stage.stage == ShaderStageType.Hull) shaderCog_MouseEnter(hsShaderCog, e);
|
|
if (stage.stage == ShaderStageType.Geometry) shaderCog_MouseEnter(gsShaderCog, e);
|
|
if (stage.stage == ShaderStageType.Pixel) shaderCog_MouseEnter(psShaderCog, e);
|
|
if (stage.stage == ShaderStageType.Compute) shaderCog_MouseEnter(csShaderCog, e);
|
|
}
|
|
}
|
|
|
|
private void shaderCog_MouseLeave(object sender, EventArgs e)
|
|
{
|
|
if (sender == iaBytecode || sender == iaBytecodeCog)
|
|
{
|
|
iaBytecodeCog.Image = global::renderdocui.Properties.Resources.action;
|
|
|
|
return;
|
|
}
|
|
|
|
if (sender is PictureBox)
|
|
{
|
|
(sender as PictureBox).Image = global::renderdocui.Properties.Resources.action;
|
|
}
|
|
|
|
if (sender is Label)
|
|
{
|
|
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
|
|
|
|
if (stage == null) return;
|
|
|
|
if (stage.stage == ShaderStageType.Vertex) shaderCog_MouseLeave(vsShaderCog, e);
|
|
if (stage.stage == ShaderStageType.Domain) shaderCog_MouseLeave(dsShaderCog, e);
|
|
if (stage.stage == ShaderStageType.Hull) shaderCog_MouseLeave(hsShaderCog, e);
|
|
if (stage.stage == ShaderStageType.Geometry) shaderCog_MouseLeave(gsShaderCog, e);
|
|
if (stage.stage == ShaderStageType.Pixel) shaderCog_MouseLeave(psShaderCog, e);
|
|
if (stage.stage == ShaderStageType.Compute) shaderCog_MouseLeave(csShaderCog, e);
|
|
}
|
|
}
|
|
|
|
private void pipeFlow_SelectedStageChanged(object sender, EventArgs e)
|
|
{
|
|
stageTabControl.SelectedIndex = pipeFlow.SelectedStage;
|
|
}
|
|
|
|
private void csDebug_Click(object sender, EventArgs e)
|
|
{
|
|
uint gx = 0, gy = 0, gz = 0;
|
|
uint tx = 0, ty = 0, tz = 0;
|
|
|
|
if (m_Core.CurD3D11PipelineState == null ||
|
|
m_Core.CurD3D11PipelineState.m_CS.Shader == ResourceId.Null ||
|
|
m_Core.CurD3D11PipelineState.m_CS.ShaderDetails == null)
|
|
return;
|
|
|
|
if (uint.TryParse(groupX.Text, out gx) &&
|
|
uint.TryParse(groupY.Text, out gy) &&
|
|
uint.TryParse(groupZ.Text, out gz) &&
|
|
uint.TryParse(threadX.Text, out tx) &&
|
|
uint.TryParse(threadY.Text, out ty) &&
|
|
uint.TryParse(threadZ.Text, out tz))
|
|
{
|
|
ShaderDebugTrace trace = null;
|
|
|
|
ShaderReflection shaderDetails = m_Core.CurD3D11PipelineState.m_CS.ShaderDetails;
|
|
|
|
m_Core.Renderer.Invoke((ReplayRenderer r) =>
|
|
{
|
|
trace = r.CSGetDebugStates(new uint[] { gx, gy, gz }, new uint[] { tx, ty, tz });
|
|
});
|
|
|
|
if (trace == null || trace.states.Length == 0)
|
|
{
|
|
MessageBox.Show("Couldn't debug compute shader.", "Uh Oh!",
|
|
MessageBoxButtons.OK, MessageBoxIcon.Information);
|
|
return;
|
|
}
|
|
|
|
this.BeginInvoke(new Action(() =>
|
|
{
|
|
ShaderViewer s = new ShaderViewer(m_Core, shaderDetails, ShaderStageType.Compute, trace);
|
|
|
|
s.Show(m_DockContent.DockPanel);
|
|
}));
|
|
}
|
|
else
|
|
{
|
|
MessageBox.Show("Enter numbers for group and thread ID.", "Invalid thread", MessageBoxButtons.OK, MessageBoxIcon.Error);
|
|
}
|
|
}
|
|
|
|
private void meshView_MouseEnter(object sender, EventArgs e)
|
|
{
|
|
meshView.BackColor = Color.LightGray;
|
|
}
|
|
|
|
private void meshView_MouseLeave(object sender, EventArgs e)
|
|
{
|
|
meshView.BackColor = SystemColors.Control;
|
|
}
|
|
|
|
private void meshView_Click(object sender, EventArgs e)
|
|
{
|
|
(new BufferViewer(m_Core, true)).Show(m_DockContent.DockPanel);
|
|
}
|
|
|
|
private float GetHueForVB(int i)
|
|
{
|
|
int idx = ((i+1) * 21) % 32; // space neighbouring colours reasonably distinctly
|
|
return (float)(idx) / 32.0f;
|
|
}
|
|
|
|
private void inputLayouts_MouseMove(object sender, MouseEventArgs e)
|
|
{
|
|
if (m_Core.CurD3D11PipelineState == null) return;
|
|
|
|
Point mousePoint = inputLayouts.PointToClient(Cursor.Position);
|
|
var hoverNode = inputLayouts.CalcHitNode(mousePoint);
|
|
|
|
ia_MouseLeave(sender, e);
|
|
|
|
var IA = m_Core.CurD3D11PipelineState.m_IA;
|
|
|
|
if (hoverNode != null)
|
|
{
|
|
int index = inputLayouts.Nodes.GetNodeIndex(hoverNode);
|
|
|
|
if (index >= 0 && index < IA.layouts.Length)
|
|
{
|
|
uint slot = IA.layouts[index].InputSlot;
|
|
|
|
HighlightIASlot(slot);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void HighlightIASlot(uint slot)
|
|
{
|
|
var IA = m_Core.CurD3D11PipelineState.m_IA;
|
|
|
|
Color c = HSLColor(GetHueForVB((int)slot), 1.0f, 0.95f);
|
|
|
|
if (slot < m_VBNodes.Count)
|
|
m_VBNodes[(int)slot].DefaultBackColor = c;
|
|
|
|
for (int i = 0; i < inputLayouts.Nodes.Count; i++)
|
|
{
|
|
var n = inputLayouts.Nodes[i];
|
|
if (IA.layouts[i].InputSlot == slot)
|
|
n.DefaultBackColor = c;
|
|
else
|
|
n.DefaultBackColor = Color.Transparent;
|
|
}
|
|
|
|
inputLayouts.Invalidate();
|
|
iabuffers.Invalidate();
|
|
}
|
|
|
|
private void ia_MouseLeave(object sender, EventArgs e)
|
|
{
|
|
foreach (var n in iabuffers.Nodes)
|
|
n.DefaultBackColor = Color.Transparent;
|
|
|
|
foreach (var n in inputLayouts.Nodes)
|
|
n.DefaultBackColor = Color.Transparent;
|
|
|
|
inputLayouts.Invalidate();
|
|
iabuffers.Invalidate();
|
|
}
|
|
|
|
private void iabuffers_MouseMove(object sender, MouseEventArgs e)
|
|
{
|
|
if (m_Core.CurD3D11PipelineState == null) return;
|
|
|
|
Point mousePoint = iabuffers.PointToClient(Cursor.Position);
|
|
var hoverNode = iabuffers.CalcHitNode(mousePoint);
|
|
|
|
ia_MouseLeave(sender, e);
|
|
|
|
if (hoverNode != null)
|
|
{
|
|
int idx = m_VBNodes.IndexOf(hoverNode);
|
|
if (idx >= 0)
|
|
HighlightIASlot((uint)idx);
|
|
else
|
|
hoverNode.DefaultBackColor = SystemColors.ControlLight;
|
|
}
|
|
}
|
|
}
|
|
} |