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renderdoc/renderdoc/driver/d3d12/d3d12_overlay.cpp
T
baldurk 7d464fed60 Add verification that HASH matches in debug info if present
* We keep searching if we find a file that matches but has the wrong hash.
2025-04-16 17:39:51 +01:00

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86 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2025 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "common/shader_cache.h"
#include "core/settings.h"
#include "data/resource.h"
#include "driver/dx/official/d3dcompiler.h"
#include "driver/dxgi/dxgi_common.h"
#include "driver/shaders/dxbc/dxbc_bytecode_editor.h"
#include "driver/shaders/dxil/dxil_bytecode_editor.h"
#include "driver/shaders/dxil/dxil_common.h"
#include "maths/formatpacking.h"
#include "maths/matrix.h"
#include "maths/vec.h"
#include "serialise/streamio.h"
#include "stb/stb_truetype.h"
#include "strings/string_utils.h"
#include "d3d12_command_list.h"
#include "d3d12_command_queue.h"
#include "d3d12_debug.h"
#include "d3d12_device.h"
#include "d3d12_replay.h"
#include "d3d12_rootsig.h"
#include "d3d12_shader_cache.h"
#include "data/hlsl/hlsl_cbuffers.h"
RDOC_CONFIG(rdcstr, D3D12_Debug_OverlayDumpDirPath, "",
"Path to dump quad overdraw patched DXIL files.");
RDOC_EXTERN_CONFIG(bool, D3D12_Debug_SingleSubmitFlushing);
struct D3D12QuadOverdrawCallback : public D3D12ActionCallback
{
D3D12QuadOverdrawCallback(WrappedID3D12Device *dev, const rdcarray<uint32_t> &events,
ID3D12Resource *depth, ID3D12Resource *msdepth, PortableHandle dsv,
PortableHandle uav)
: m_pDevice(dev), m_Events(events), m_Depth(depth), m_MSDepth(msdepth), m_DSV(dsv), m_UAV(uav)
{
m_pDevice->GetQueue()->GetCommandData()->m_ActionCallback = this;
}
~D3D12QuadOverdrawCallback() { m_pDevice->GetQueue()->GetCommandData()->m_ActionCallback = NULL; }
void PreDraw(uint32_t eid, ID3D12GraphicsCommandListX *cmd)
{
if(!m_Events.contains(eid))
return;
// we customise the pipeline to disable framebuffer writes, but perform normal testing
// and substitute our quad calculation fragment shader that writes to a storage image
// that is bound in a new root signature element.
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->GetCurRenderState();
m_PrevState = rs;
// check cache first
CachedPipeline cache = m_PipelineCache[rs.pipe];
// if we don't get a hit, create a modified pipeline
if(cache.pipe == NULL)
{
HRESULT hr = S_OK;
WrappedID3D12RootSignature *sig =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(
rs.graphics.rootsig);
// need to be able to add a descriptor table with our UAV without hitting the 64 DWORD limit
RDCASSERT(sig->sig.dwordLength < 64);
D3D12RootSignature modsig = sig->sig;
uint32_t regSpace = GetFreeRegSpace(modsig, QUADOVERDRAW_UAV_SPACE, D3D12DescriptorType::UAV,
D3D12_SHADER_VISIBILITY_PIXEL);
if(regSpace != QUADOVERDRAW_UAV_SPACE)
{
RDCLOG("Register space %u wasn't available for use, recompiling shaders",
QUADOVERDRAW_UAV_SPACE);
}
D3D12_DESCRIPTOR_RANGE1 range;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
range.NumDescriptors = 1;
range.BaseShaderRegister = 0;
range.RegisterSpace = regSpace;
range.Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
range.OffsetInDescriptorsFromTableStart = 0;
modsig.Flags &= ~D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;
modsig.Parameters.push_back(D3D12RootSignatureParameter());
D3D12RootSignatureParameter &param = modsig.Parameters.back();
param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
param.DescriptorTable.NumDescriptorRanges = 1;
param.DescriptorTable.pDescriptorRanges = &range;
cache.sigElem = uint32_t(modsig.Parameters.size() - 1);
bytebuf root = EncodeRootSig(m_pDevice->RootSigVersion(), modsig);
hr = m_pDevice->CreateRootSignature(0, root.data(), root.size(),
__uuidof(ID3D12RootSignature), (void **)&cache.sig);
RDCASSERTEQUAL(hr, S_OK);
WrappedID3D12PipelineState *origPSO =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
RDCASSERT(origPSO->IsGraphics());
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC pipeDesc;
origPSO->Fill(pipeDesc);
for(size_t i = 0; i < ARRAY_COUNT(pipeDesc.BlendState.RenderTarget); i++)
pipeDesc.BlendState.RenderTarget[i].RenderTargetWriteMask = 0;
// disable depth/stencil writes
pipeDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
pipeDesc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
pipeDesc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP_KEEP;
pipeDesc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
pipeDesc.DepthStencilState.BackFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
pipeDesc.DepthStencilState.BackFace.StencilFailOp = D3D12_STENCIL_OP_KEEP;
pipeDesc.DepthStencilState.BackFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
pipeDesc.DepthStencilState.FrontFace.StencilWriteMask = 0;
pipeDesc.DepthStencilState.BackFace.StencilWriteMask = 0;
// disable any multisampling
pipeDesc.SampleDesc.Count = 1;
pipeDesc.SampleDesc.Quality = 0;
bool dxil =
pipeDesc.MS.BytecodeLength > 0 ||
DXBC::DXBCContainer::CheckForDXIL(pipeDesc.VS.pShaderBytecode, pipeDesc.VS.BytecodeLength);
// dxil is stricter about pipeline signatures matching. On D3D11 there's an error but all
// drivers handle a PS that reads no VS outputs and only screenspace SV_Position and
// SV_Coverage. On D3D12 we need to patch to generate a new PS
m_pDevice->GetReplay()->PatchQuadWritePS(pipeDesc, regSpace, dxil);
if(pipeDesc.PS.BytecodeLength == 0)
{
m_pDevice->AddDebugMessage(
MessageCategory::Shaders, MessageSeverity::High, MessageSource::UnsupportedConfiguration,
StringFormat::Fmt("No quad write %s shader available for overlay",
dxil ? "DXIL" : "DXBC"));
return;
}
pipeDesc.pRootSignature = cache.sig;
hr = m_pDevice->CreatePipeState(pipeDesc, &cache.pipe);
RDCASSERTEQUAL(hr, S_OK);
m_PipelineCache[rs.pipe] = cache;
}
// modify state for first action call
rs.pipe = GetResID(cache.pipe);
rs.graphics.rootsig = GetResID(cache.sig);
rs.rts.clear();
if(m_Depth)
{
rs.dsv = *DescriptorFromPortableHandle(m_pDevice->GetResourceManager(), m_DSV);
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = m_Depth;
b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
cmd->ResourceBarrier(1, &b);
b.Transition.pResource = m_MSDepth;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
cmd->ResourceBarrier(1, &b);
m_pDevice->GetDebugManager()->CopyTex2DMSToArray(Unwrap(cmd), Unwrap(m_Depth),
Unwrap(m_MSDepth));
}
AddDebugDescriptorsToRenderState(m_pDevice, rs, false, {m_UAV},
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, cache.sigElem,
m_CopiedHeaps);
// as we're changing the root signature, we need to reapply all elements,
// so just apply all state
if(cmd)
rs.ApplyState(m_pDevice, cmd);
}
bool PostDraw(uint32_t eid, ID3D12GraphicsCommandListX *cmd)
{
if(!m_Events.contains(eid))
return false;
if(m_Depth)
{
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = m_Depth;
b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
cmd->ResourceBarrier(1, &b);
b.Transition.pResource = m_MSDepth;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
cmd->ResourceBarrier(1, &b);
}
// restore the render state and go ahead with the real action
m_pDevice->GetQueue()->GetCommandData()->GetCurRenderState() = m_PrevState;
RDCASSERT(cmd);
m_pDevice->GetQueue()->GetCommandData()->GetCurRenderState().ApplyState(m_pDevice, cmd);
return true;
}
void PostRedraw(uint32_t eid, ID3D12GraphicsCommandListX *cmd)
{
// nothing to do
}
// Dispatches don't rasterize, so do nothing
void PreDispatch(uint32_t eid, ID3D12GraphicsCommandListX *cmd) {}
bool PostDispatch(uint32_t eid, ID3D12GraphicsCommandListX *cmd) { return false; }
void PostRedispatch(uint32_t eid, ID3D12GraphicsCommandListX *cmd) {}
// Ditto copy/etc
void PreMisc(uint32_t eid, ActionFlags flags, ID3D12GraphicsCommandListX *cmd) {}
bool PostMisc(uint32_t eid, ActionFlags flags, ID3D12GraphicsCommandListX *cmd) { return false; }
void PostRemisc(uint32_t eid, ActionFlags flags, ID3D12GraphicsCommandListX *cmd) {}
void PreCloseCommandList(ID3D12GraphicsCommandListX *cmd) {}
void AliasEvent(uint32_t primary, uint32_t alias)
{
// don't care
}
WrappedID3D12Device *m_pDevice;
const rdcarray<uint32_t> &m_Events;
PortableHandle m_UAV;
PortableHandle m_DSV;
ID3D12Resource *m_Depth, *m_MSDepth;
// cache modified pipelines
struct CachedPipeline
{
ID3D12RootSignature *sig;
uint32_t sigElem;
ID3D12PipelineState *pipe;
};
std::map<ResourceId, CachedPipeline> m_PipelineCache;
std::set<ResourceId> m_CopiedHeaps;
D3D12RenderState m_PrevState;
};
static void SetRTVDesc(D3D12_RENDER_TARGET_VIEW_DESC &rtDesc, const D3D12_RESOURCE_DESC &texDesc,
const RenderOutputSubresource &sub)
{
if(texDesc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D && texDesc.DepthOrArraySize > 1)
{
if(texDesc.SampleDesc.Count > 1)
{
rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
rtDesc.Texture2DMSArray.FirstArraySlice = sub.slice;
rtDesc.Texture2DMSArray.ArraySize = sub.numSlices;
}
else
{
rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtDesc.Texture2DArray.FirstArraySlice = sub.slice;
rtDesc.Texture2DArray.ArraySize = sub.numSlices;
rtDesc.Texture2DArray.MipSlice = sub.mip;
}
}
else
{
rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
rtDesc.Texture2D.MipSlice = sub.mip;
if(texDesc.SampleDesc.Count > 1)
rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
}
}
void D3D12Replay::PatchQuadWritePS(D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC &pipeDesc,
uint32_t regSpace, bool dxil)
{
pipeDesc.PS.pShaderBytecode = NULL;
pipeDesc.PS.BytecodeLength = 0;
ID3DBlob *quadWriteBlob = dxil ? m_Overlay.QuadOverdrawWriteDXILPS : m_Overlay.QuadOverdrawWritePS;
if(regSpace != QUADOVERDRAW_UAV_SPACE)
{
rdcstr hlsl = GetEmbeddedResource(quadoverdraw_hlsl);
hlsl =
"#define D3D12 1\n\n" + StringFormat::Fmt("#define UAV_SPACE space%u\n\n", regSpace) + hlsl;
if(dxil)
{
m_pDevice->GetShaderCache()->GetShaderBlob(hlsl.c_str(), "RENDERDOC_QuadOverdrawPS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_6_0",
&quadWriteBlob);
}
else
{
m_pDevice->GetShaderCache()->GetShaderBlob(hlsl.c_str(), "RENDERDOC_QuadOverdrawPS",
D3DCOMPILE_WARNINGS_ARE_ERRORS, {}, "ps_5_1",
&quadWriteBlob);
}
}
if(!quadWriteBlob)
{
RDCERR("Compiled quad overdraw write %s blob isn't available", dxil ? "DXIL" : "DXBC");
return;
}
D3D12_SHADER_BYTECODE *rastFeeding = &pipeDesc.VS;
if(pipeDesc.DS.BytecodeLength > 0)
rastFeeding = &pipeDesc.DS;
if(pipeDesc.GS.BytecodeLength > 0)
rastFeeding = &pipeDesc.GS;
if(pipeDesc.MS.BytecodeLength > 0)
rastFeeding = &pipeDesc.MS;
rdcfixedarray<uint32_t, 4> key;
DXBC::DXBCContainer::GetHash(key, false, rastFeeding->pShaderBytecode, rastFeeding->BytecodeLength);
bytebuf &patchedPs = m_PatchedPSCache[key];
// check if we have this shader's matching PS cached already
if(!patchedPs.empty())
{
pipeDesc.PS.pShaderBytecode = patchedPs.data();
pipeDesc.PS.BytecodeLength = patchedPs.size();
return;
}
bytebuf rastFeedingBytes((const byte *)rastFeeding->pShaderBytecode, rastFeeding->BytecodeLength);
// get the DXBC for the previous stage
DXBC::DXBCContainer rastFeedingDXBC(rastFeedingBytes, rdcstr(), GraphicsAPI::D3D12, ~0U, ~0U);
bytebuf patchedDXBC((const byte *)quadWriteBlob->GetBufferPointer(),
quadWriteBlob->GetBufferSize());
// if the previous stage already outputs position as the first register, we're done as the
// precompiled quadwrite will be compatible! no patching necessary
if(rastFeedingDXBC.GetReflection()->OutputSig.size() >= 1 &&
rastFeedingDXBC.GetReflection()->OutputSig[0].regIndex == 0 &&
rastFeedingDXBC.GetReflection()->OutputSig[0].systemValue == ShaderBuiltin::Position)
{
patchedDXBC.swap(patchedPs);
pipeDesc.PS.pShaderBytecode = patchedPs.data();
pipeDesc.PS.BytecodeLength = patchedPs.size();
return;
}
if(!D3D12_Debug_OverlayDumpDirPath().empty())
FileIO::WriteAll(D3D12_Debug_OverlayDumpDirPath() + "/before_quadps.dxbc", patchedDXBC);
DXBC::DXBCContainer quadOverdrawDXBC(patchedDXBC, rdcstr(), GraphicsAPI::D3D12, ~0U, ~0U);
if(dxil)
{
using namespace DXIL;
rdcstr stringTable;
stringTable.push_back('\0');
rdcarray<uint32_t> semanticIndexTable;
rdcarray<uint32_t> stringTableOffsets;
rdcarray<uint32_t> semanticIndexTableOffsets;
// !!!NOTE!!!
//
// In the DXIL editing below we directly reference the raster feed DXIL metadata from the edited
// metadata. This is fine as long as the metadata 'externally' passed into the editor has
// lifetime longer than the editor
{
// use a local bytebuf so that if we error out, patchedPs above won't be modified
ProgramEditor editor(&quadOverdrawDXBC, patchedDXBC);
// We need to make two changes: copy the raster-feeding shader's output signature wholesale
// into the pixel shader. It only needs position, which *must* have been written by
// definition, the coverage input comes from an intrinsic. None of the properties should need
// to change, so it's a pure deep copy of metadata and properties to ensure a compatible
// signature.
//
// After that, we need to find the input load ops in the original shader, and patch the row it
// refers to (it would have been 0 previously). Since position is a full float4 we shouldn't
// have to change anything else
const Metadata *rastEntryPoints =
rastFeedingDXBC.GetDXILByteCode()->GetMetadataByName("dx.entryPoints");
if(!rastEntryPoints)
{
RDCERR("Couldn't find entry point list");
return;
}
// TODO select the entry point for multiple entry points? RT only for now
RDCASSERT(rastEntryPoints->children.size() > 0 && rastEntryPoints->children[0]);
const Metadata *rastEntry = rastEntryPoints->children[0];
RDCASSERT(rastEntry->children.size() > 2 && rastEntry->children[2]);
const Metadata *rastSigs = rastEntry->children[2];
RDCASSERT(rastSigs->children.size() > 1 && rastSigs->children[1]);
const Metadata *rastOutSig = rastSigs->children[1];
Metadata *quadPSentryPoints = editor.GetMetadataByName("dx.entryPoints");
if(!quadPSentryPoints)
{
RDCERR("Couldn't find entry point list");
return;
}
// TODO select the entry point for multiple entry points? RT only for now
RDCASSERT(quadPSentryPoints->children.size() > 0 && quadPSentryPoints->children[0]);
Metadata *quadPSentry = quadPSentryPoints->children[0];
rdcstr entryName = quadPSentry->children[1]->str;
RDCASSERT(quadPSentry->children.size() > 2 && quadPSentry->children[2]);
Metadata *quadPSsigs = quadPSentry->children[2];
RDCASSERT(quadPSsigs->children.size() > 0);
// create new input signature list
Metadata *newInSig = quadPSsigs->children[0] = editor.CreateMetadata();
uint32_t posID = ~0U;
// process signature to get string table & index table for semantics
for(size_t i = 0; i < rastOutSig->children.size(); i++)
{
const Metadata *inSigEl = rastOutSig->children[i];
Metadata *outSigEl = editor.CreateMetadata();
newInSig->children.push_back(outSigEl);
outSigEl->children = {
editor.CreateConstantMetadata(cast<Constant>(inSigEl->children[0]->value)->getU32()),
editor.CreateConstantMetadata(inSigEl->children[1]->str),
editor.CreateConstantMetadata(
(uint8_t)cast<Constant>(inSigEl->children[2]->value)->getU32()),
editor.CreateConstantMetadata(
(uint8_t)cast<Constant>(inSigEl->children[3]->value)->getU32()),
editor.CreateMetadata(),
editor.CreateConstantMetadata(
(uint8_t)cast<Constant>(inSigEl->children[5]->value)->getU32()),
editor.CreateConstantMetadata(cast<Constant>(inSigEl->children[6]->value)->getU32()),
editor.CreateConstantMetadata(
(uint8_t)cast<Constant>(inSigEl->children[7]->value)->getU32()),
editor.CreateConstantMetadata(cast<Constant>(inSigEl->children[8]->value)->getU32()),
editor.CreateConstantMetadata(
(uint8_t)cast<Constant>(inSigEl->children[9]->value)->getU32()),
editor.CreateMetadata(),
};
// only append non-system values to the string table
uint32_t systemValue = cast<Constant>(inSigEl->children[3]->value)->getU32();
if(systemValue == 0)
{
stringTableOffsets.push_back((uint32_t)stringTable.size());
stringTable.append(inSigEl->children[1]->str);
stringTable.push_back('\0');
}
else
{
stringTableOffsets.push_back(0);
// SV_Position is 3
if(systemValue == 3)
posID = cast<Constant>(inSigEl->children[0]->value)->getU32();
}
rdcarray<uint32_t> semIndexValues;
// semantic indices
if(const Metadata *semIdxs = inSigEl->children[4])
{
// the semantic index node is a list of constants
for(size_t sidx = 0; sidx < semIdxs->children.size(); sidx++)
{
semIndexValues.push_back(cast<Constant>(semIdxs->children[sidx]->value)->getU32());
outSigEl->children[4]->children.push_back(
editor.CreateConstantMetadata(semIndexValues.back()));
}
}
if(const Metadata *props = inSigEl->children[10])
{
for(size_t sidx = 0; sidx < props->children.size(); sidx++)
outSigEl->children[10]->children.push_back(editor.CreateConstantMetadata(
cast<Constant>(props->children[sidx]->value)->getU32()));
}
size_t tableOffset = ~0U;
// try to find semIndexValues in semanticIndexTable
for(size_t offs = 0; offs + semIndexValues.size() <= semanticIndexTable.size(); offs++)
{
bool match = true;
for(size_t sidx = 0; sidx < semIndexValues.size(); sidx++)
{
if(semanticIndexTable[offs + sidx] != semIndexValues[sidx])
{
match = false;
break;
}
}
if(match)
{
tableOffset = offs;
break;
}
}
// if we didn't find it, append
if(tableOffset == ~0U)
{
tableOffset = semanticIndexTable.size();
semanticIndexTable.append(semIndexValues);
}
semanticIndexTableOffsets.push_back((uint32_t)tableOffset);
}
if(posID == ~0U)
{
RDCERR("Couldn't find position output in previous shader");
return;
}
Function *f = editor.GetFunctionByName(entryName);
if(!f)
{
RDCERR("Couldn't find entry point function '%s'", entryName.c_str());
return;
}
Value *inputIDValue = editor.CreateConstant(posID);
// now locate the loadInputs and patch the row they refer to. We can unconditionally patch
// them all as there was only one input previously
for(size_t i = 0; i < f->instructions.size(); i++)
{
Instruction &inst = *f->instructions[i];
if(inst.op == Operation::Call && inst.getFuncCall()->name == "dx.op.loadInput.f32")
{
if(inst.args.size() != 5)
{
RDCERR("Unexpected number of arguments to createHandle");
continue;
}
// arg[0] is the loadInput magic number
// arg[1] is the ID we want to patch
inst.args[1] = inputIDValue;
}
}
}
DXIL::PSVData rastFeedingPSV;
DXIL::PSVData patchedPSV;
if(rastFeedingDXBC.GetPipelineValidation(rastFeedingPSV) &&
quadOverdrawDXBC.GetPipelineValidation(patchedPSV))
{
DXIL::PSVData mergedPSV = patchedPSV;
// if the previous shader only uses version0, use version0 ourselves as I don't know if it's
// safe to mix and match versions in a pipeline. Version 0 doesn't have signatures so we can
// basically stop here, the resources are already all set up as we based mergedPSV on patchedPSV
if(rastFeedingPSV.version == DXIL::PSVData::Version::Version0)
{
mergedPSV.version = DXIL::PSVData::Version::Version0;
}
else
{
// newer versions, we need to patch the signature elements in our new patched PS reading
// from the right input signature element to match the previous signature's outputs
mergedPSV.inputSigElems = rastFeedingPSV.outputSigElems;
mergedPSV.inputSigVectors = rastFeedingPSV.outputSigVectors[0];
mergedPSV.inputSig = rastFeedingPSV.outputSig;
// the PS header should have no other elements for us to worry about
RDCASSERT(mergedPSV.outputSigElems == 0);
RDCASSERT(mergedPSV.patchConstPrimSigElems == 0);
for(uint32_t i = 0; i < 4; i++)
{
RDCASSERT(mergedPSV.outputSigVectors[i] == 0);
}
// similarly we should have no I/O dependency tables
for(uint32_t i = 0; i < 4; i++)
{
RDCASSERT(mergedPSV.viewIDAffects.outputMask[i].bitmask[0] == 0);
RDCASSERT(mergedPSV.viewIDAffects.outputMask[i].bitmask[1] == 0);
RDCASSERT(mergedPSV.IODependencies[i].dependentOutputsForInput.empty());
}
RDCASSERT(mergedPSV.viewIDAffects.patchConstOrPrimMask.bitmask[0] == 0);
RDCASSERT(mergedPSV.viewIDAffects.patchConstOrPrimMask.bitmask[1] == 0);
RDCASSERT(mergedPSV.PCIODependencies.dependentPCOutputsForInput.empty());
}
DXBC::DXBCContainer::SetPipelineValidation(patchedDXBC, mergedPSV);
}
else
{
RDCERR("Couldn't get PSV for raster feeding or quad write shader to patch");
}
}
else // dxbc bytecode not dxil
{
using namespace DXBCBytecode;
using namespace DXBCBytecode::Edit;
ProgramEditor editor(&quadOverdrawDXBC, patchedDXBC);
// find out which register the previous shader used to write position, we don't need to declare
// any of the others just match the register
uint32_t posReg = 0;
for(const SigParameter &sig : rastFeedingDXBC.GetReflection()->OutputSig)
{
if(sig.systemValue == ShaderBuiltin::Position)
{
posReg = sig.regIndex;
break;
}
}
for(size_t i = 0; i < editor.GetNumDeclarations(); i++)
{
Declaration &decl = editor.GetDeclaration(i);
// there's only one SIV input
if(decl.declaration == OpcodeType::OPCODE_DCL_INPUT_PS_SIV)
{
RDCASSERT(decl.operand.type == OperandType::TYPE_INPUT);
if(decl.operand.indices.size() >= 1)
{
decl.operand.indices[0].index = posReg;
}
else
{
RDCERR("Unexpected number of indices for declared PS input");
}
break;
}
}
// now patch any instructions that reference the input
for(size_t i = 0; i < editor.GetNumInstructions(); i++)
{
Operation &op = editor.GetInstruction(i);
for(Operand &operand : op.operands)
{
if(operand.type == OperandType::TYPE_INPUT && operand.indices.size() == 1 &&
operand.indices[0].index == 0)
operand.indices[0].index = posReg;
}
}
}
// copy the raster shader's OSGX to the pixel's ISGX
{
struct SigElement
{
uint32_t nameOffset;
uint32_t semanticIdx;
uint32_t systemType;
uint32_t componentType;
uint32_t registerNum;
uint8_t mask;
uint8_t rwMask;
uint16_t unused;
};
struct SigElement7
{
uint32_t stream;
SigElement el;
};
struct SigElement1
{
SigElement7 el7;
uint32_t precision;
};
bytebuf osg;
StreamWriter isg(1024);
size_t inSigElSize = 0;
size_t outSigElSize = 0;
size_t rastOSGSize = 0;
const byte *rastOSGBytes =
DXBC::DXBCContainer::FindChunk(rastFeedingBytes, DXBC::FOURCC_OSG1, rastOSGSize);
if(rastOSGBytes)
{
osg.assign(rastOSGBytes, rastOSGSize);
inSigElSize = sizeof(SigElement1);
}
else
{
rastOSGBytes = DXBC::DXBCContainer::FindChunk(rastFeedingBytes, DXBC::FOURCC_OSG5, rastOSGSize);
if(rastOSGBytes)
{
osg.assign(rastOSGBytes, rastOSGSize);
inSigElSize = sizeof(SigElement7);
}
else
{
rastOSGBytes =
DXBC::DXBCContainer::FindChunk(rastFeedingBytes, DXBC::FOURCC_OSGN, rastOSGSize);
if(!rastOSGBytes)
{
RDCERR("Couldn't find any output signature in rasterizing-feeding shader");
return;
}
osg.assign(rastOSGBytes, rastOSGSize);
inSigElSize = sizeof(SigElement);
}
}
size_t sz;
if(DXBC::DXBCContainer::FindChunk(patchedDXBC, DXBC::FOURCC_ISG1, sz))
{
outSigElSize = sizeof(SigElement1);
}
else if(DXBC::DXBCContainer::FindChunk(patchedDXBC, DXBC::FOURCC_ISGN, sz))
{
outSigElSize = sizeof(SigElement);
}
else
{
RDCERR("Couldn't find any input signature in pixel shader");
return;
}
uint32_t *u = (uint32_t *)osg.data();
uint32_t numSigEls = *u;
isg.Write(u[0]);
isg.Write(u[1]);
for(uint32_t el = 0; el < numSigEls; el++)
{
SigElement1 s = {};
size_t offset = sizeof(uint32_t) * 2 + inSigElSize * el;
// read the input element into wherever it sits. We can leave any other elements
// (stream/precision) as 0 and that's fine
if(inSigElSize == sizeof(SigElement1))
memcpy(&s, osg.data() + offset, inSigElSize);
else if(inSigElSize == sizeof(SigElement7))
memcpy(&s.el7, osg.data() + offset, inSigElSize);
else if(inSigElSize == sizeof(SigElement))
memcpy(&s.el7.el, osg.data() + offset, inSigElSize);
// set the rw mask
s.el7.el.rwMask = 0;
// dxbc seems to set the rwMask to .xy for position being read
if(!dxil && s.el7.el.systemType == 1)
s.el7.el.rwMask = 0x3;
// write the output element
if(inSigElSize == sizeof(SigElement1))
isg.Write(s);
else if(inSigElSize == sizeof(SigElement))
isg.Write(s.el7.el);
}
size_t stringsOffset = sizeof(uint32_t) * 2 + inSigElSize * numSigEls;
isg.Write(osg.data() + stringsOffset, osg.size() - stringsOffset);
DXBC::DXBCContainer::ReplaceChunk(
patchedDXBC, outSigElSize == sizeof(SigElement1) ? DXBC::FOURCC_ISG1 : DXBC::FOURCC_ISGN,
isg.GetData(), (size_t)isg.GetOffset());
}
// store the patched DXBC into the cache result
patchedDXBC.swap(patchedPs);
if(!D3D12_Debug_OverlayDumpDirPath().empty())
FileIO::WriteAll(D3D12_Debug_OverlayDumpDirPath() + "/after_quadps.dxbc", patchedPs);
DXBC::DXBCContainer(patchedPs, rdcstr(), GraphicsAPI::D3D12, ~0U, ~0U).GetDisassembly(false);
pipeDesc.PS.pShaderBytecode = patchedPs.data();
pipeDesc.PS.BytecodeLength = patchedPs.size();
}
RenderOutputSubresource D3D12Replay::GetRenderOutputSubresource(ResourceId id)
{
const D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
Descriptor descriptor;
for(size_t i = 0; i < rs.rts.size(); i++)
{
if(id == rs.rts[i].GetResResourceId())
{
FillDescriptor(descriptor, &rs.rts[i]);
return RenderOutputSubresource(descriptor.firstMip, descriptor.firstSlice,
descriptor.numSlices);
}
}
if(id == rs.dsv.GetResResourceId() && rs.dsv.GetResResourceId() != ResourceId())
{
FillDescriptor(descriptor, &rs.dsv);
return RenderOutputSubresource(descriptor.firstMip, descriptor.firstSlice, descriptor.numSlices);
}
return RenderOutputSubresource(~0U, ~0U, 0);
}
ResourceId D3D12Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, DebugOverlay overlay,
uint32_t eventId, const rdcarray<uint32_t> &passEvents)
{
ID3D12Resource *resource = NULL;
{
auto it = m_pDevice->GetResourceList().find(texid);
if(it != m_pDevice->GetResourceList().end())
resource = it->second;
}
if(resource == NULL)
return ResourceId();
RenderOutputSubresource sub = GetRenderOutputSubresource(texid);
if(sub.slice == ~0U)
{
RDCERR("Rendering overlay for %s couldn't find output to get subresource.", ToStr(texid).c_str());
sub = RenderOutputSubresource(0, 0, 1);
}
D3D12MarkerRegion renderoverlay(m_pDevice->GetQueue(),
StringFormat::Fmt("RenderOverlay %d", overlay));
D3D12_RESOURCE_DESC resourceDesc = resource->GetDesc();
D3D12_RESOURCE_DESC overlayTexDesc;
overlayTexDesc.Alignment = 0;
overlayTexDesc.DepthOrArraySize = resourceDesc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D
? resourceDesc.DepthOrArraySize
: 1;
overlayTexDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
overlayTexDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
overlayTexDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
overlayTexDesc.Height = resourceDesc.Height;
overlayTexDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
overlayTexDesc.MipLevels = resourceDesc.MipLevels;
overlayTexDesc.SampleDesc = resourceDesc.SampleDesc;
overlayTexDesc.Width = resourceDesc.Width;
D3D12_HEAP_PROPERTIES heapProps;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC currentOverlayDesc;
RDCEraseEl(currentOverlayDesc);
if(m_Overlay.Texture)
currentOverlayDesc = m_Overlay.Texture->GetDesc();
WrappedID3D12Resource *wrappedCustomRenderTex = (WrappedID3D12Resource *)m_Overlay.Texture;
// need to recreate backing custom render tex
if(overlayTexDesc.Width != currentOverlayDesc.Width ||
overlayTexDesc.Height != currentOverlayDesc.Height ||
overlayTexDesc.Format != currentOverlayDesc.Format ||
overlayTexDesc.DepthOrArraySize != currentOverlayDesc.DepthOrArraySize ||
overlayTexDesc.MipLevels != currentOverlayDesc.MipLevels ||
overlayTexDesc.SampleDesc.Count != currentOverlayDesc.SampleDesc.Count ||
overlayTexDesc.SampleDesc.Quality != currentOverlayDesc.SampleDesc.Quality)
{
SAFE_RELEASE(m_Overlay.Texture);
m_Overlay.resourceId = ResourceId();
ID3D12Resource *customRenderTex = NULL;
HRESULT hr = m_pDevice->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &overlayTexDesc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL,
__uuidof(ID3D12Resource), (void **)&customRenderTex);
if(FAILED(hr))
{
RDCERR("Failed to create custom render tex HRESULT: %s", ToStr(hr).c_str());
return ResourceId();
}
wrappedCustomRenderTex = (WrappedID3D12Resource *)customRenderTex;
customRenderTex->SetName(L"customRenderTex");
m_Overlay.Texture = wrappedCustomRenderTex;
m_Overlay.resourceId = wrappedCustomRenderTex->GetResourceID();
}
D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
ID3D12Resource *renderDepth = NULL;
D3D12Descriptor dsView = rs.dsv;
D3D12_RESOURCE_DESC depthTexDesc = {};
D3D12_DEPTH_STENCIL_VIEW_DESC dsViewDesc = {};
if(dsView.GetResResourceId() != ResourceId())
{
ID3D12Resource *realDepth =
m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(dsView.GetResResourceId());
dsViewDesc = dsView.GetDSV();
depthTexDesc = realDepth->GetDesc();
depthTexDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
depthTexDesc.Alignment = 0;
HRESULT hr = S_OK;
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &depthTexDesc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL,
__uuidof(ID3D12Resource), (void **)&renderDepth);
if(FAILED(hr))
{
RDCERR("Failed to create renderDepth HRESULT: %s", ToStr(hr).c_str());
return m_Overlay.resourceId;
}
renderDepth->SetName(L"Overlay renderDepth");
ID3D12GraphicsCommandListX *list = m_pDevice->GetNewList();
if(!list)
return ResourceId();
BarrierSet barriers;
barriers.Configure(realDepth, m_pDevice->GetSubresourceStates(GetResID(realDepth)),
BarrierSet::CopySourceAccess);
barriers.Apply(list);
list->CopyResource(renderDepth, realDepth);
barriers.Unapply(list);
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = renderDepth;
b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_DEPTH_WRITE;
// prepare tex resource for writing
list->ResourceBarrier(1, &b);
list->Close();
}
D3D12_CPU_DESCRIPTOR_HANDLE rtv = GetDebugManager()->GetCPUHandle(OVERLAY_RTV);
D3D12_RENDER_TARGET_VIEW_DESC rtDesc = {};
rtDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
ID3D12GraphicsCommandListX *list = m_pDevice->GetNewList();
if(!list)
return ResourceId();
// clear all mips and all slices first
for(UINT mip = 0; mip < overlayTexDesc.MipLevels; mip++)
{
SetRTVDesc(rtDesc, overlayTexDesc,
RenderOutputSubresource(mip, 0, overlayTexDesc.DepthOrArraySize));
m_pDevice->CreateRenderTargetView(wrappedCustomRenderTex, &rtDesc, rtv);
FLOAT black[] = {0.0f, 0.0f, 0.0f, 0.0f};
list->ClearRenderTargetView(rtv, black, 0, NULL);
}
SetRTVDesc(rtDesc, overlayTexDesc, sub);
m_pDevice->CreateRenderTargetView(wrappedCustomRenderTex, &rtDesc, rtv);
D3D12_CPU_DESCRIPTOR_HANDLE dsv = {};
if(renderDepth)
{
dsv = GetDebugManager()->GetCPUHandle(OVERLAY_DSV);
m_pDevice->CreateDepthStencilView(
renderDepth, dsViewDesc.Format == DXGI_FORMAT_UNKNOWN ? NULL : &dsViewDesc, dsv);
}
WrappedID3D12PipelineState *pipe = NULL;
if(rs.pipe != ResourceId())
pipe = m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
if(overlay == DebugOverlay::NaN || overlay == DebugOverlay::Clipping)
{
// just need the basic texture
}
else if(overlay == DebugOverlay::Drawcall)
{
if(pipe && pipe->IsGraphics())
{
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC psoDesc;
pipe->Fill(psoDesc);
bool dxil =
psoDesc.MS.BytecodeLength > 0 ||
DXBC::DXBCContainer::CheckForDXIL(psoDesc.VS.pShaderBytecode, psoDesc.VS.BytecodeLength);
ID3DBlob *ps =
m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::HIGHLIGHT, dxil);
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.DepthStencilState.DepthBoundsTestEnable = FALSE;
psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
psoDesc.BlendState.IndependentBlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
RDCEraseEl(psoDesc.RTVFormats.RTFormats);
psoDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
psoDesc.RTVFormats.NumRenderTargets = 1;
psoDesc.SampleMask = ~0U;
psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count);
psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
psoDesc.RasterizerState.DepthClipEnable = FALSE;
psoDesc.RasterizerState.LineRasterizationMode = D3D12_LINE_RASTERIZATION_MODE_ALIASED;
float clearColour[] = {0.0f, 0.0f, 0.0f, 0.5f};
list->ClearRenderTargetView(rtv, clearColour, 0, NULL);
list->Close();
list = NULL;
if(!ps)
{
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
MessageSource::UnsupportedConfiguration,
"No DXIL shader available for overlay");
return m_Overlay.resourceId;
}
psoDesc.PS.pShaderBytecode = ps->GetBufferPointer();
psoDesc.PS.BytecodeLength = ps->GetBufferSize();
ID3D12PipelineState *pso = NULL;
HRESULT hr = m_pDevice->CreatePipeState(psoDesc, &pso);
if(FAILED(hr))
{
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(ps);
return m_Overlay.resourceId;
}
D3D12RenderState prev = rs;
rs.pipe = GetResID(pso);
rs.rts.resize(1);
rs.rts[0] = *GetWrapped(rtv);
RDCEraseEl(rs.dsv);
for(D3D12_RECT &r : rs.scissors)
r = {0, 0, 32768, 32768};
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
rs = prev;
m_pDevice->ExecuteLists();
m_pDevice->FlushLists();
SAFE_RELEASE(pso);
SAFE_RELEASE(ps);
}
}
else if(overlay == DebugOverlay::BackfaceCull)
{
if(pipe && pipe->IsGraphics())
{
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC psoDesc;
pipe->Fill(psoDesc);
D3D12_CULL_MODE origCull = psoDesc.RasterizerState.CullMode;
BOOL origFrontCCW = psoDesc.RasterizerState.FrontCounterClockwise;
bool dxil =
psoDesc.MS.BytecodeLength > 0 ||
DXBC::DXBCContainer::CheckForDXIL(psoDesc.VS.pShaderBytecode, psoDesc.VS.BytecodeLength);
ID3DBlob *red = m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::RED, dxil);
ID3DBlob *green =
m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::GREEN, dxil);
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
psoDesc.BlendState.IndependentBlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
RDCEraseEl(psoDesc.RTVFormats.RTFormats);
psoDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
psoDesc.RTVFormats.NumRenderTargets = 1;
psoDesc.SampleMask = ~0U;
psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count);
psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
psoDesc.RasterizerState.DepthClipEnable = FALSE;
psoDesc.RasterizerState.LineRasterizationMode = D3D12_LINE_RASTERIZATION_MODE_ALIASED;
float clearColour[] = {0.0f, 0.0f, 0.0f, 0.0f};
list->ClearRenderTargetView(rtv, clearColour, 0, NULL);
list->Close();
list = NULL;
if(!red || !green)
{
SAFE_RELEASE(red);
SAFE_RELEASE(green);
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
MessageSource::UnsupportedConfiguration,
"No DXIL shader available for overlay");
return m_Overlay.resourceId;
}
psoDesc.PS.pShaderBytecode = red->GetBufferPointer();
psoDesc.PS.BytecodeLength = red->GetBufferSize();
ID3D12PipelineState *redPSO = NULL;
HRESULT hr = m_pDevice->CreatePipeState(psoDesc, &redPSO);
if(FAILED(hr))
{
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(red);
SAFE_RELEASE(green);
return m_Overlay.resourceId;
}
psoDesc.RasterizerState.CullMode = origCull;
psoDesc.RasterizerState.FrontCounterClockwise = origFrontCCW;
psoDesc.PS.pShaderBytecode = green->GetBufferPointer();
psoDesc.PS.BytecodeLength = green->GetBufferSize();
ID3D12PipelineState *greenPSO = NULL;
hr = m_pDevice->CreatePipeState(psoDesc, &greenPSO);
if(FAILED(hr))
{
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(red);
SAFE_RELEASE(redPSO);
SAFE_RELEASE(green);
return m_Overlay.resourceId;
}
D3D12RenderState prev = rs;
rs.pipe = GetResID(redPSO);
rs.rts.resize(1);
rs.rts[0] = *GetWrapped(rtv);
RDCEraseEl(rs.dsv);
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
rs.pipe = GetResID(greenPSO);
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
rs = prev;
m_pDevice->ExecuteLists();
m_pDevice->FlushLists();
SAFE_RELEASE(red);
SAFE_RELEASE(green);
SAFE_RELEASE(redPSO);
SAFE_RELEASE(greenPSO);
}
}
else if(overlay == DebugOverlay::Wireframe)
{
if(pipe && pipe->IsGraphics())
{
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC psoDesc;
pipe->Fill(psoDesc);
bool dxil =
psoDesc.MS.BytecodeLength > 0 ||
DXBC::DXBCContainer::CheckForDXIL(psoDesc.VS.pShaderBytecode, psoDesc.VS.BytecodeLength);
ID3DBlob *ps =
m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::WIREFRAME, dxil);
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
psoDesc.BlendState.IndependentBlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
RDCEraseEl(psoDesc.RTVFormats.RTFormats);
psoDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
psoDesc.RTVFormats.NumRenderTargets = 1;
psoDesc.SampleMask = ~0U;
psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count);
psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_WIREFRAME;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
psoDesc.RasterizerState.DepthClipEnable = FALSE;
psoDesc.RasterizerState.LineRasterizationMode = D3D12_LINE_RASTERIZATION_MODE_ALIASED;
float wireClearCol[4] = {200.0f / 255.0f, 255.0f / 255.0f, 0.0f / 255.0f, 0.0f};
list->ClearRenderTargetView(rtv, wireClearCol, 0, NULL);
list->Close();
list = NULL;
if(!ps)
{
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
MessageSource::UnsupportedConfiguration,
"No DXIL shader available for overlay");
return m_Overlay.resourceId;
}
psoDesc.PS.pShaderBytecode = ps->GetBufferPointer();
psoDesc.PS.BytecodeLength = ps->GetBufferSize();
ID3D12PipelineState *pso = NULL;
HRESULT hr = m_pDevice->CreatePipeState(psoDesc, &pso);
if(FAILED(hr))
{
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(ps);
return m_Overlay.resourceId;
}
D3D12RenderState prev = rs;
rs.pipe = GetResID(pso);
rs.rts.resize(1);
rs.rts[0] = *GetWrapped(rtv);
RDCEraseEl(rs.dsv);
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
rs = prev;
m_pDevice->ExecuteLists();
m_pDevice->FlushLists();
SAFE_RELEASE(pso);
SAFE_RELEASE(ps);
}
}
else if(overlay == DebugOverlay::ClearBeforePass || overlay == DebugOverlay::ClearBeforeDraw)
{
rdcarray<uint32_t> events = passEvents;
if(overlay == DebugOverlay::ClearBeforeDraw)
events.clear();
events.push_back(eventId);
if(!events.empty())
{
list->Close();
list = NULL;
rdcarray<D3D12Descriptor> rts = rs.rts;
if(overlay == DebugOverlay::ClearBeforePass)
m_pDevice->ReplayLog(0, events[0], eReplay_WithoutDraw);
list = m_pDevice->GetNewList();
if(!list)
return ResourceId();
for(size_t i = 0; i < rts.size(); i++)
{
const D3D12Descriptor &desc = rts[i];
if(desc.GetResResourceId() != ResourceId())
Unwrap(list)->ClearRenderTargetView(Unwrap(GetDebugManager()->GetTempDescriptor(desc)),
&clearCol.x, 0, NULL);
}
// Try to clear depth as well, to help debug shadow rendering
if(rs.dsv.GetResResourceId() != ResourceId() && IsDepthFormat(resourceDesc.Format))
{
WrappedID3D12PipelineState *origPSO =
m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
if(origPSO && origPSO->IsGraphics())
{
D3D12_COMPARISON_FUNC depthFunc = origPSO->graphics->DepthStencilState.DepthFunc;
// If the depth func is equal or not equal, don't clear at all since the output would be
// altered in an way that would cause replay to produce mostly incorrect results.
// Similarly, skip if the depth func is always, as we'd have a 50% chance of guessing the
// wrong clear value.
if(depthFunc != D3D12_COMPARISON_FUNC_EQUAL &&
depthFunc != D3D12_COMPARISON_FUNC_NOT_EQUAL &&
depthFunc != D3D12_COMPARISON_FUNC_ALWAYS)
{
// If the depth func is less or less equal, clear to 1 instead of 0
bool depthFuncLess = depthFunc == D3D12_COMPARISON_FUNC_LESS ||
depthFunc == D3D12_COMPARISON_FUNC_LESS_EQUAL;
float depthClear = depthFuncLess ? 1.0f : 0.0f;
Unwrap(list)->ClearDepthStencilView(Unwrap(GetDebugManager()->GetTempDescriptor(rs.dsv)),
D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL,
depthClear, 0, 0, NULL);
}
}
}
list->Close();
list = NULL;
for(size_t i = 0; i < events.size(); i++)
{
m_pDevice->ReplayLog(events[i], events[i], eReplay_OnlyDraw);
if(overlay == DebugOverlay::ClearBeforePass && i + 1 < events.size())
m_pDevice->ReplayLog(events[i] + 1, events[i + 1], eReplay_WithoutDraw);
}
}
}
else if(overlay == DebugOverlay::ViewportScissor)
{
if(pipe && pipe->IsGraphics() && !rs.views.empty())
{
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC psoDesc;
pipe->Fill(psoDesc);
bool dxil =
psoDesc.MS.BytecodeLength > 0 ||
DXBC::DXBCContainer::CheckForDXIL(psoDesc.VS.pShaderBytecode, psoDesc.VS.BytecodeLength);
ID3DBlob *red = m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::RED, dxil);
ID3DBlob *green =
m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::GREEN, dxil);
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
psoDesc.BlendState.IndependentBlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
RDCEraseEl(psoDesc.RTVFormats.RTFormats);
psoDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
psoDesc.RTVFormats.NumRenderTargets = 1;
psoDesc.SampleMask = ~0U;
psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count);
psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
psoDesc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
psoDesc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
psoDesc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
psoDesc.RasterizerState.DepthClipEnable = FALSE;
psoDesc.RasterizerState.LineRasterizationMode = D3D12_LINE_RASTERIZATION_MODE_ALIASED;
psoDesc.PS.pShaderBytecode = red->GetBufferPointer();
psoDesc.PS.BytecodeLength = red->GetBufferSize();
ID3D12PipelineState *redPSO = NULL;
HRESULT hr = m_pDevice->CreatePipeState(psoDesc, &redPSO);
if(FAILED(hr))
{
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(red);
SAFE_RELEASE(redPSO);
SAFE_RELEASE(green);
return m_Overlay.resourceId;
}
psoDesc.PS.pShaderBytecode = green->GetBufferPointer();
psoDesc.PS.BytecodeLength = green->GetBufferSize();
ID3D12PipelineState *greenPSO = NULL;
hr = m_pDevice->CreatePipeState(psoDesc, &greenPSO);
if(FAILED(hr))
{
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(red);
SAFE_RELEASE(redPSO);
SAFE_RELEASE(green);
SAFE_RELEASE(greenPSO);
return m_Overlay.resourceId;
}
list->Close();
list = NULL;
D3D12_RECT scissor = {0, 0, 16384, 16384};
D3D12RenderState prev = rs;
rs.rts = {*GetWrapped(rtv)};
for(D3D12_RECT &s : rs.scissors)
s = scissor;
rs.pipe = GetResID(redPSO);
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
rs.scissors = prev.scissors;
rs.pipe = GetResID(greenPSO);
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
rs = prev;
list = m_pDevice->GetNewList();
if(!list)
return ResourceId();
rs.ApplyState(m_pDevice, list);
list->OMSetRenderTargets(1, &rtv, TRUE, NULL);
D3D12_VIEWPORT viewport = rs.views[0];
list->RSSetViewports(1, &viewport);
list->RSSetScissorRects(1, &scissor);
list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
list->SetPipelineState(
m_General.CheckerboardF16Pipe[Log2Floor(overlayTexDesc.SampleDesc.Count)]);
list->SetGraphicsRootSignature(m_General.CheckerboardRootSig);
CheckerboardCBuffer pixelData = {0};
pixelData.BorderWidth = 3;
pixelData.CheckerSquareDimension = 16.0f;
// set primary/secondary to the same to 'disable' checkerboard
pixelData.PrimaryColor = pixelData.SecondaryColor = Vec4f(0.1f, 0.1f, 0.1f, 1.0f);
pixelData.InnerColor = Vec4f(0.2f, 0.2f, 0.9f, 0.4f);
// set viewport rect
pixelData.RectPosition = Vec2f(viewport.TopLeftX, viewport.TopLeftY);
pixelData.RectSize = Vec2f(viewport.Width, viewport.Height);
D3D12_GPU_VIRTUAL_ADDRESS viewCB =
GetDebugManager()->UploadConstants(&pixelData, sizeof(pixelData));
list->SetGraphicsRootConstantBufferView(0, viewCB);
float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
list->OMSetBlendFactor(factor);
list->DrawInstanced(3, 1, 0, 0);
if(rs.scissors.empty())
{
viewport = {};
}
else
{
viewport.TopLeftX = (float)rs.scissors[0].left;
viewport.TopLeftY = (float)rs.scissors[0].top;
viewport.Width = (float)(rs.scissors[0].right - rs.scissors[0].left);
viewport.Height = (float)(rs.scissors[0].bottom - rs.scissors[0].top);
}
list->RSSetViewports(1, &viewport);
// black/white checkered border
pixelData.PrimaryColor = Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
pixelData.SecondaryColor = Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
// nothing at all inside
pixelData.InnerColor = Vec4f(0.0f, 0.0f, 0.0f, 0.0f);
// set scissor rect
pixelData.RectPosition = Vec2f(viewport.TopLeftX, viewport.TopLeftY);
pixelData.RectSize = Vec2f(viewport.Width, viewport.Height);
D3D12_GPU_VIRTUAL_ADDRESS scissorCB =
GetDebugManager()->UploadConstants(&pixelData, sizeof(pixelData));
list->SetGraphicsRootConstantBufferView(0, scissorCB);
list->DrawInstanced(3, 1, 0, 0);
list->Close();
list = NULL;
m_pDevice->ExecuteLists();
m_pDevice->FlushLists();
SAFE_RELEASE(red);
SAFE_RELEASE(redPSO);
SAFE_RELEASE(green);
SAFE_RELEASE(greenPSO);
}
}
else if(overlay == DebugOverlay::TriangleSizeDraw || overlay == DebugOverlay::TriangleSizePass)
{
if(pipe && pipe->IsGraphics())
{
SCOPED_TIMER("Triangle size");
rdcarray<uint32_t> events = passEvents;
if(overlay == DebugOverlay::TriangleSizeDraw)
events.clear();
while(!events.empty())
{
const ActionDescription *action = m_pDevice->GetAction(events[0]);
// remove any non-drawcalls, like the pass boundary.
if(!(action->flags & (ActionFlags::MeshDispatch | ActionFlags::Drawcall)))
events.erase(0);
else
break;
}
events.push_back(eventId);
if(overlay == DebugOverlay::TriangleSizePass)
{
list->Close();
list = NULL;
m_pDevice->ReplayLog(0, events[0], eReplay_WithoutDraw);
}
pipe = m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC pipeDesc;
pipe->Fill(pipeDesc);
pipeDesc.pRootSignature = GetDebugManager()->GetMeshRootSig();
pipeDesc.SampleMask = 0xFFFFFFFF;
pipeDesc.SampleDesc = overlayTexDesc.SampleDesc;
pipeDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
RDCEraseEl(pipeDesc.RTVFormats.RTFormats);
pipeDesc.RTVFormats.NumRenderTargets = 1;
pipeDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
pipeDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
pipeDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
pipeDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
pipeDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
D3D12_INPUT_ELEMENT_DESC ia[2] = {};
ia[0].SemanticName = "pos";
ia[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
ia[1].SemanticName = "sec";
ia[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
ia[1].InputSlot = 1;
ia[1].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
pipeDesc.InputLayout.NumElements = 2;
pipeDesc.InputLayout.pInputElementDescs = ia;
pipeDesc.VS.BytecodeLength = m_Overlay.MeshVS->GetBufferSize();
pipeDesc.VS.pShaderBytecode = m_Overlay.MeshVS->GetBufferPointer();
RDCEraseEl(pipeDesc.HS);
RDCEraseEl(pipeDesc.DS);
RDCEraseEl(pipeDesc.AS);
RDCEraseEl(pipeDesc.MS);
pipeDesc.GS.BytecodeLength = m_Overlay.TriangleSizeGS->GetBufferSize();
pipeDesc.GS.pShaderBytecode = m_Overlay.TriangleSizeGS->GetBufferPointer();
pipeDesc.PS.BytecodeLength = m_Overlay.TriangleSizePS->GetBufferSize();
pipeDesc.PS.pShaderBytecode = m_Overlay.TriangleSizePS->GetBufferPointer();
pipeDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
if(pipeDesc.DepthStencilState.DepthFunc == D3D12_COMPARISON_FUNC_GREATER)
pipeDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_GREATER_EQUAL;
if(pipeDesc.DepthStencilState.DepthFunc == D3D12_COMPARISON_FUNC_LESS)
pipeDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
// enough for all primitive topology types
ID3D12PipelineState *pipes[D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH + 1] = {};
MeshVertexCBuffer vertexData = {};
vertexData.ModelViewProj = Matrix4f::Identity();
vertexData.SpriteSize = Vec2f();
vertexData.homogenousInput = 1U;
D3D12RenderState::SignatureElement vertexElem(eRootCBV, ResourceId(), 0);
WrappedID3D12Resource::GetResIDFromAddr(
GetDebugManager()->UploadConstants(&vertexData, sizeof(vertexData)), vertexElem.id,
vertexElem.offset);
for(size_t i = 0; i < events.size(); i++)
{
D3D12RenderState prevState = rs;
Vec4f viewport;
if(!rs.views.empty())
viewport = Vec4f(rs.views[0].Width, rs.views[0].Height);
D3D12RenderState::SignatureElement viewportElem(eRootCBV, ResourceId(), 0);
WrappedID3D12Resource::GetResIDFromAddr(
GetDebugManager()->UploadConstants(&viewport, sizeof(viewport)), viewportElem.id,
viewportElem.offset);
D3D12RenderState::SignatureElement viewportConstElem(eRootConst, ResourceId(), 0);
viewportConstElem.SetConstants(4, &viewport, 0);
rs.graphics.rootsig = GetResID(GetDebugManager()->GetMeshRootSig());
rs.graphics.sigelems = {
vertexElem,
viewportElem,
viewportConstElem,
};
rs.rts = {*(D3D12Descriptor *)rtv.ptr};
if(list == NULL)
list = m_pDevice->GetNewList();
if(!list)
return ResourceId();
rs.ApplyState(m_pDevice, list);
const ActionDescription *action = m_pDevice->GetAction(events[i]);
for(uint32_t inst = 0; action && inst < RDCMAX(1U, action->numInstances); inst++)
{
MeshFormat fmt = GetPostVSBuffers(events[i], inst, 0, MeshDataStage::GSOut);
if(fmt.vertexResourceId == ResourceId())
fmt = GetPostVSBuffers(events[i], inst, 0, MeshDataStage::VSOut);
if(fmt.vertexResourceId != ResourceId())
{
D3D_PRIMITIVE_TOPOLOGY topo = MakeD3DPrimitiveTopology(fmt.topology);
// can't show triangle size for points or lines
if(topo == D3D_PRIMITIVE_TOPOLOGY_POINTLIST ||
topo >= D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST)
continue;
else if(topo == D3D_PRIMITIVE_TOPOLOGY_LINESTRIP ||
topo == D3D_PRIMITIVE_TOPOLOGY_LINELIST ||
topo == D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ ||
topo == D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ)
continue;
else
pipeDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
list->IASetPrimitiveTopology(topo);
if(pipes[pipeDesc.PrimitiveTopologyType] == NULL)
{
HRESULT hr =
m_pDevice->CreatePipeState(pipeDesc, &pipes[pipeDesc.PrimitiveTopologyType]);
RDCASSERTEQUAL(hr, S_OK);
}
ID3D12Resource *vb =
m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(fmt.vertexResourceId);
D3D12_VERTEX_BUFFER_VIEW vbView = {};
vbView.BufferLocation = vb->GetGPUVirtualAddress() + fmt.vertexByteOffset;
vbView.StrideInBytes = fmt.vertexByteStride;
vbView.SizeInBytes = UINT(vb->GetDesc().Width - fmt.vertexByteOffset);
// second bind is just a dummy, so we don't have to make a shader
// that doesn't accept the secondary stream
list->IASetVertexBuffers(0, 1, &vbView);
list->IASetVertexBuffers(1, 1, &vbView);
list->SetPipelineState(pipes[pipeDesc.PrimitiveTopologyType]);
if(fmt.indexByteStride && fmt.indexResourceId != ResourceId())
{
ID3D12Resource *ib =
m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(fmt.indexResourceId);
D3D12_INDEX_BUFFER_VIEW view;
view.BufferLocation = ib->GetGPUVirtualAddress() + fmt.indexByteOffset;
view.SizeInBytes = UINT(ib->GetDesc().Width - fmt.indexByteOffset);
view.Format = fmt.indexByteStride == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
list->IASetIndexBuffer(&view);
list->DrawIndexedInstanced(fmt.numIndices, 1, 0, fmt.baseVertex, 0);
}
else
{
list->DrawInstanced(fmt.numIndices, 1, 0, 0);
}
}
}
list->Close();
list = NULL;
rs = prevState;
if(overlay == DebugOverlay::TriangleSizePass)
{
m_pDevice->ReplayLog(events[i], events[i], eReplay_OnlyDraw);
if(i + 1 < events.size())
m_pDevice->ReplayLog(events[i], events[i + 1], eReplay_WithoutDraw);
}
}
m_pDevice->ExecuteLists();
m_pDevice->FlushLists();
for(size_t i = 0; i < ARRAY_COUNT(pipes); i++)
SAFE_RELEASE(pipes[i]);
}
// restore back to normal
m_pDevice->ReplayLog(0, eventId, eReplay_WithoutDraw);
}
else if(overlay == DebugOverlay::QuadOverdrawPass || overlay == DebugOverlay::QuadOverdrawDraw)
{
SCOPED_TIMER("Quad Overdraw");
rdcarray<uint32_t> events = passEvents;
if(overlay == DebugOverlay::QuadOverdrawDraw)
events.clear();
events.push_back(eventId);
if(!events.empty())
{
if(overlay == DebugOverlay::QuadOverdrawPass)
{
list->Close();
m_pDevice->ReplayLog(0, events[0], eReplay_WithoutDraw);
list = m_pDevice->GetNewList();
if(!list)
return ResourceId();
}
uint32_t width = uint32_t(RDCMAX(1ULL, overlayTexDesc.Width >> (sub.mip + 1)));
uint32_t height = RDCMAX(1U, overlayTexDesc.Height >> (sub.mip + 1));
width = RDCMAX(1U, width);
height = RDCMAX(1U, height);
D3D12_RESOURCE_DESC uavTexDesc = {};
uavTexDesc.Alignment = 0;
uavTexDesc.DepthOrArraySize = 4;
uavTexDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
uavTexDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
uavTexDesc.Format = DXGI_FORMAT_R32_UINT;
uavTexDesc.Height = height;
uavTexDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
uavTexDesc.MipLevels = 1;
uavTexDesc.SampleDesc.Count = 1;
uavTexDesc.SampleDesc.Quality = 0;
uavTexDesc.Width = width;
ID3D12Resource *overdrawTex = NULL;
HRESULT hr = m_pDevice->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &uavTexDesc, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
NULL, __uuidof(ID3D12Resource), (void **)&overdrawTex);
if(FAILED(hr))
{
RDCERR("Failed to create overdrawTex HRESULT: %s", ToStr(hr).c_str());
list->Close();
list = NULL;
return m_Overlay.resourceId;
}
m_pDevice->CreateShaderResourceView(overdrawTex, NULL,
GetDebugManager()->GetCPUHandle(OVERDRAW_SRV));
m_pDevice->CreateUnorderedAccessView(overdrawTex, NULL, NULL,
GetDebugManager()->GetCPUHandle(OVERDRAW_UAV));
m_pDevice->CreateUnorderedAccessView(overdrawTex, NULL, NULL,
GetDebugManager()->GetUAVClearHandle(OVERDRAW_UAV));
GetDebugManager()->SetDescriptorHeaps(list, true, false);
UINT zeroes[4] = {0, 0, 0, 0};
list->ClearUnorderedAccessViewUint(GetDebugManager()->GetGPUHandle(OVERDRAW_UAV),
GetDebugManager()->GetUAVClearHandle(OVERDRAW_UAV),
overdrawTex, zeroes, 0, NULL);
list->Close();
list = NULL;
if(D3D12_Debug_SingleSubmitFlushing())
{
m_pDevice->ExecuteLists();
m_pDevice->FlushLists();
}
m_pDevice->ReplayLog(0, events[0], eReplay_WithoutDraw);
ID3D12Resource *overrideDepth = NULL;
ResourceId res = rs.GetDSVID();
ID3D12Resource *curDepth = m_pDevice->GetResourceManager()->GetCurrentAs<ID3D12Resource>(res);
D3D12_RESOURCE_DESC curDepthDesc = curDepth ? curDepth->GetDesc() : D3D12_RESOURCE_DESC();
if(curDepthDesc.SampleDesc.Count > 1)
{
curDepthDesc.Alignment = 0;
curDepthDesc.DepthOrArraySize *= (UINT16)curDepthDesc.SampleDesc.Count;
curDepthDesc.SampleDesc.Count = 1;
curDepthDesc.SampleDesc.Quality = 0;
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &curDepthDesc,
D3D12_RESOURCE_STATE_COMMON, NULL,
__uuidof(ID3D12Resource), (void **)&overrideDepth);
if(FAILED(hr))
{
RDCERR("Failed to create overrideDepth HRESULT: %s", ToStr(hr).c_str());
return m_Overlay.resourceId;
}
dsv = GetDebugManager()->GetCPUHandle(OVERLAY_DSV);
D3D12_DEPTH_STENCIL_VIEW_DESC viewDesc = rs.dsv.GetDSV();
viewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
viewDesc.Texture2DArray.ArraySize = 1;
viewDesc.Texture2DArray.FirstArraySlice = 0;
viewDesc.Texture2DArray.MipSlice = 0;
m_pDevice->CreateDepthStencilView(overrideDepth, &viewDesc, dsv);
}
// declare callback struct here
D3D12QuadOverdrawCallback cb(m_pDevice, events, overrideDepth, overrideDepth ? curDepth : NULL,
overrideDepth ? ToPortableHandle(dsv) : PortableHandle(),
ToPortableHandle(GetDebugManager()->GetCPUHandle(OVERDRAW_UAV)));
m_pDevice->ReplayLog(events.front(), events.back(), eReplay_Full);
// resolve pass
{
list = m_pDevice->GetNewList();
if(!list)
return ResourceId();
D3D12_RESOURCE_BARRIER overdrawBarriers[2] = {};
// make sure UAV work is done then prepare for reading in PS
overdrawBarriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
overdrawBarriers[0].UAV.pResource = overdrawTex;
overdrawBarriers[1].Transition.pResource = overdrawTex;
overdrawBarriers[1].Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
overdrawBarriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
overdrawBarriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
// prepare tex resource for copying
list->ResourceBarrier(2, overdrawBarriers);
list->OMSetRenderTargets(1, &rtv, TRUE, NULL);
D3D12_VIEWPORT view = {0.0f, 0.0f, (float)resourceDesc.Width, (float)resourceDesc.Height,
0.0f, 1.0f};
list->RSSetViewports(1, &view);
D3D12_RECT scissor = {0, 0, 16384, 16384};
list->RSSetScissorRects(1, &scissor);
list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
list->SetPipelineState(m_Overlay.QuadResolvePipe[Log2Floor(overlayTexDesc.SampleDesc.Count)]);
list->SetGraphicsRootSignature(m_Overlay.QuadResolveRootSig);
GetDebugManager()->SetDescriptorHeaps(list, true, false);
list->SetGraphicsRootDescriptorTable(0, GetDebugManager()->GetGPUHandle(OVERDRAW_SRV));
list->DrawInstanced(3, 1, 0, 0);
list->Close();
list = NULL;
}
m_pDevice->ExecuteLists();
m_pDevice->FlushLists();
for(auto it = cb.m_PipelineCache.begin(); it != cb.m_PipelineCache.end(); ++it)
{
SAFE_RELEASE(it->second.pipe);
SAFE_RELEASE(it->second.sig);
}
SAFE_RELEASE(overdrawTex);
SAFE_RELEASE(overrideDepth);
}
if(overlay == DebugOverlay::QuadOverdrawPass)
m_pDevice->ReplayLog(0, eventId, eReplay_WithoutDraw);
}
else if(overlay == DebugOverlay::Depth || overlay == DebugOverlay::Stencil)
{
if(pipe && pipe->IsGraphics())
{
ID3D12Resource *renderDepthStencil = NULL;
bool useDepthWriteStencilPass = (overlay == DebugOverlay::Depth) && renderDepth;
if(useDepthWriteStencilPass)
{
useDepthWriteStencilPass = false;
WrappedID3D12PipelineState::ShaderEntry *wrappedPS = pipe->PS();
if(wrappedPS)
{
ShaderReflection &reflection = pipe->PS()->GetDetails();
for(SigParameter &output : reflection.outputSignature)
{
if(output.systemValue == ShaderBuiltin::DepthOutput)
useDepthWriteStencilPass = true;
}
}
}
HRESULT hr;
DXGI_FORMAT dsFmt = dsViewDesc.Format;
// the depth overlay uses stencil buffer as a mask for the passing pixels
DXGI_FORMAT dsNewFmt = dsFmt;
size_t fmtIndex = ARRAY_COUNT(m_Overlay.DepthCopyPipe);
size_t sampleIndex = Log2Floor(overlayTexDesc.SampleDesc.Count);
if(useDepthWriteStencilPass)
{
if(dsFmt == DXGI_FORMAT_D32_FLOAT_S8X24_UINT)
dsNewFmt = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
else if(dsFmt == DXGI_FORMAT_D24_UNORM_S8_UINT)
dsNewFmt = DXGI_FORMAT_D24_UNORM_S8_UINT;
else if(dsFmt == DXGI_FORMAT_D32_FLOAT)
dsNewFmt = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
else if(dsFmt == DXGI_FORMAT_D16_UNORM)
dsNewFmt = DXGI_FORMAT_D24_UNORM_S8_UINT;
else
dsNewFmt = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
RDCASSERT((dsNewFmt == DXGI_FORMAT_D24_UNORM_S8_UINT) ||
(dsNewFmt == DXGI_FORMAT_D32_FLOAT_S8X24_UINT));
fmtIndex = (dsNewFmt == DXGI_FORMAT_D24_UNORM_S8_UINT) ? 0 : 1;
if(m_Overlay.DepthResolvePipe[fmtIndex][sampleIndex] == NULL)
{
RDCERR("Unhandled depth resolve format : %s", ToStr(dsNewFmt).c_str());
useDepthWriteStencilPass = false;
}
if(m_Overlay.DepthCopyPipe[fmtIndex][sampleIndex] == NULL)
{
RDCERR("Unhandled depth copy format : %s", ToStr(dsNewFmt).c_str());
useDepthWriteStencilPass = false;
}
// Currently depth-copy is only supported for Texture2D and Texture2DMS
if(dsFmt != dsNewFmt)
{
if(depthTexDesc.DepthOrArraySize > 1)
useDepthWriteStencilPass = false;
if((dsViewDesc.ViewDimension != D3D12_DSV_DIMENSION_TEXTURE2D) &&
(dsViewDesc.ViewDimension != D3D12_DSV_DIMENSION_TEXTURE2DMS))
useDepthWriteStencilPass = false;
}
if(!useDepthWriteStencilPass)
{
RDCWARN("Depth overlay using fallback method instead of stencil mask");
dsNewFmt = dsFmt;
}
}
if(useDepthWriteStencilPass)
{
// copy depth over to a new depth-stencil buffer
if(dsFmt != dsNewFmt)
{
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
if(overlayTexDesc.SampleDesc.Count == 1)
{
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = ~0U;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.PlaneSlice = 0;
srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
}
else
{
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMS;
}
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
switch(dsFmt)
{
case DXGI_FORMAT_D32_FLOAT:
case DXGI_FORMAT_R32_FLOAT:
case DXGI_FORMAT_R32_TYPELESS: srvDesc.Format = DXGI_FORMAT_R32_FLOAT; break;
case DXGI_FORMAT_D32_FLOAT_S8X24_UINT:
case DXGI_FORMAT_R32G8X24_TYPELESS:
case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS:
case DXGI_FORMAT_X32_TYPELESS_G8X24_UINT:
srvDesc.Format = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
break;
case DXGI_FORMAT_D24_UNORM_S8_UINT:
case DXGI_FORMAT_R24G8_TYPELESS:
case DXGI_FORMAT_R24_UNORM_X8_TYPELESS:
case DXGI_FORMAT_X24_TYPELESS_G8_UINT:
srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
break;
case DXGI_FORMAT_D16_UNORM:
case DXGI_FORMAT_R16_TYPELESS: srvDesc.Format = DXGI_FORMAT_R16_UNORM; break;
default: break;
}
if(srvDesc.Format == DXGI_FORMAT_UNKNOWN)
{
RDCERR("Unknown Depth overlay format %s", dsFmt);
SAFE_RELEASE(renderDepth);
return m_Overlay.resourceId;
}
m_pDevice->CreateShaderResourceView(renderDepth, &srvDesc,
GetDebugManager()->GetCPUHandle(DEPTH_COPY_SRV));
// New depth-stencil texture
dsFmt = dsNewFmt;
depthTexDesc.Format = dsFmt;
hr = m_pDevice->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &depthTexDesc, D3D12_RESOURCE_STATE_DEPTH_WRITE,
NULL, __uuidof(ID3D12Resource), (void **)&renderDepthStencil);
if(FAILED(hr))
{
RDCERR("Failed to create renderDepthStencil HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(renderDepth);
return m_Overlay.resourceId;
}
// Copy renderDepth depth data into renderDepthStencil depth data using fullscreen pass
// the shader writes 0 to the stencil during the copy
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = renderDepth;
b.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
list->ResourceBarrier(1, &b);
D3D12_DEPTH_STENCIL_VIEW_DESC dsNewViewDesc = dsViewDesc;
dsNewViewDesc.Format = dsFmt;
m_pDevice->CreateDepthStencilView(renderDepthStencil, &dsNewViewDesc, dsv);
list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D12_VIEWPORT view = {0.0f, 0.0f, (float)resourceDesc.Width, (float)resourceDesc.Height,
0.0f, 1.0f};
list->RSSetViewports(1, &view);
D3D12_RECT scissor = {0, 0, 16384, 16384};
list->RSSetScissorRects(1, &scissor);
list->SetPipelineState(m_Overlay.DepthCopyPipe[fmtIndex][sampleIndex]);
list->SetGraphicsRootSignature(m_Overlay.DepthCopyResolveRootSig);
GetDebugManager()->SetDescriptorHeaps(list, true, false);
list->SetGraphicsRootDescriptorTable(0, GetDebugManager()->GetGPUHandle(DEPTH_COPY_SRV));
list->OMSetRenderTargets(0, NULL, FALSE, &dsv);
list->DrawInstanced(3, 1, 0, 0);
rs.ApplyState(m_pDevice, list);
}
}
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC psoDesc;
pipe->Fill(psoDesc);
bool dxil =
psoDesc.MS.BytecodeLength > 0 ||
DXBC::DXBCContainer::CheckForDXIL(psoDesc.VS.pShaderBytecode, psoDesc.VS.BytecodeLength);
ID3DBlob *red = m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::RED, dxil);
ID3DBlob *green =
m_pDevice->GetShaderCache()->MakeFixedColShader(D3D12ShaderCache::GREEN, dxil);
D3D12_SHADER_BYTECODE originalPS = psoDesc.PS;
// make sure that if a test is disabled, it shows all
// pixels passing
if(!psoDesc.DepthStencilState.DepthEnable)
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
if(!psoDesc.DepthStencilState.StencilEnable)
{
psoDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
psoDesc.DepthStencilState.BackFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
}
if(useDepthWriteStencilPass)
{
// Do not replace shader
// disable colour write
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0x0;
// Write stencil 0x1 for depth passing pixels
psoDesc.DepthStencilState.StencilEnable = TRUE;
psoDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
psoDesc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP_KEEP;
psoDesc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
psoDesc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_REPLACE;
psoDesc.DepthStencilState.FrontFace.StencilReadMask = 0xff;
psoDesc.DepthStencilState.FrontFace.StencilWriteMask = 0xff;
psoDesc.DepthStencilState.BackFace = psoDesc.DepthStencilState.FrontFace;
}
else
{
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
if(overlay == DebugOverlay::Depth)
{
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
psoDesc.DepthStencilState.BackFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
}
else
{
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
psoDesc.DepthStencilState.DepthBoundsTestEnable = FALSE;
}
}
RDCEraseEl(psoDesc.RTVFormats.RTFormats);
psoDesc.RTVFormats.RTFormats[0] = DXGI_FORMAT_R16G16B16A16_FLOAT;
psoDesc.RTVFormats.NumRenderTargets = 1;
psoDesc.SampleMask = ~0U;
psoDesc.SampleDesc.Count = RDCMAX(1U, psoDesc.SampleDesc.Count);
psoDesc.BlendState.AlphaToCoverageEnable = FALSE;
psoDesc.BlendState.IndependentBlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
psoDesc.RasterizerState.LineRasterizationMode = D3D12_LINE_RASTERIZATION_MODE_ALIASED;
float clearColour[] = {0.0f, 0.0f, 0.0f, 0.0f};
list->ClearRenderTargetView(rtv, clearColour, 0, NULL);
list->Close();
list = NULL;
if(!red || !green)
{
SAFE_RELEASE(red);
SAFE_RELEASE(green);
SAFE_RELEASE(renderDepthStencil);
SAFE_RELEASE(renderDepth);
m_pDevice->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
MessageSource::UnsupportedConfiguration,
"No DXIL shader available for overlay");
return m_Overlay.resourceId;
}
psoDesc.PS.pShaderBytecode = green->GetBufferPointer();
psoDesc.PS.BytecodeLength = green->GetBufferSize();
ID3D12PipelineState *greenPSO = NULL;
hr = m_pDevice->CreatePipeState(psoDesc, &greenPSO);
if(FAILED(hr))
{
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(red);
SAFE_RELEASE(green);
SAFE_RELEASE(renderDepthStencil);
SAFE_RELEASE(renderDepth);
return m_Overlay.resourceId;
}
ID3D12PipelineState *depthWriteStencilPSO = NULL;
if(useDepthWriteStencilPass)
{
psoDesc.DSVFormat = dsFmt;
psoDesc.PS = originalPS;
hr = m_pDevice->CreatePipeState(psoDesc, &depthWriteStencilPSO);
if(FAILED(hr))
{
RDCERR("Failed to create depth write overlay pso HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(greenPSO);
SAFE_RELEASE(red);
SAFE_RELEASE(green);
SAFE_RELEASE(renderDepthStencil);
SAFE_RELEASE(renderDepth);
return m_Overlay.resourceId;
}
}
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.DepthStencilState.DepthBoundsTestEnable = FALSE;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
psoDesc.RasterizerState.DepthClipEnable = FALSE;
psoDesc.PS.pShaderBytecode = red->GetBufferPointer();
psoDesc.PS.BytecodeLength = red->GetBufferSize();
ID3D12PipelineState *redPSO = NULL;
hr = m_pDevice->CreatePipeState(psoDesc, &redPSO);
if(FAILED(hr))
{
RDCERR("Failed to create overlay pso HRESULT: %s", ToStr(hr).c_str());
SAFE_RELEASE(depthWriteStencilPSO);
SAFE_RELEASE(greenPSO);
SAFE_RELEASE(red);
SAFE_RELEASE(green);
SAFE_RELEASE(renderDepthStencil);
SAFE_RELEASE(renderDepth);
return m_Overlay.resourceId;
}
D3D12RenderState prev = rs;
rs.pipe = GetResID(redPSO);
rs.rts.resize(1);
rs.rts[0] = *GetWrapped(rtv);
if(dsv.ptr)
rs.dsv = *GetWrapped(dsv);
else
RDCEraseEl(rs.dsv);
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
if(useDepthWriteStencilPass)
{
rs.stencilRefBack = rs.stencilRefFront = 0x1;
rs.pipe = GetResID(depthWriteStencilPSO);
}
else
{
rs.pipe = GetResID(greenPSO);
}
if(useDepthWriteStencilPass)
{
list = m_pDevice->GetNewList();
if(!list)
return ResourceId();
list->ClearDepthStencilView(dsv, D3D12_CLEAR_FLAG_STENCIL, 0.0f, 0, 0, NULL);
list->Close();
list = NULL;
}
m_pDevice->ReplayLog(0, eventId, eReplay_OnlyDraw);
rs = prev;
if(useDepthWriteStencilPass)
{
// Resolve stencil = 0x1 pixels to green
list = m_pDevice->GetNewList();
if(!list)
return ResourceId();
list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D12_VIEWPORT view = {0.0f, 0.0f, (float)resourceDesc.Width, (float)resourceDesc.Height,
0.0f, 1.0f};
list->RSSetViewports(1, &view);
D3D12_RECT scissor = {0, 0, 16384, 16384};
list->RSSetScissorRects(1, &scissor);
RDCASSERT((dsFmt == DXGI_FORMAT_D24_UNORM_S8_UINT) ||
(dsFmt == DXGI_FORMAT_D32_FLOAT_S8X24_UINT));
fmtIndex = (dsFmt == DXGI_FORMAT_D24_UNORM_S8_UINT) ? 0 : 1;
list->SetPipelineState(m_Overlay.DepthResolvePipe[fmtIndex][sampleIndex]);
list->SetGraphicsRootSignature(m_Overlay.DepthCopyResolveRootSig);
GetDebugManager()->SetDescriptorHeaps(list, true, false);
list->SetGraphicsRootDescriptorTable(0, GetDebugManager()->GetGPUHandle(DEPTH_COPY_SRV));
list->OMSetStencilRef(0x1);
list->OMSetRenderTargets(1, &rtv, TRUE, &dsv);
list->DrawInstanced(3, 1, 0, 0);
list->Close();
list = NULL;
}
m_pDevice->ExecuteLists();
m_pDevice->FlushLists();
SAFE_RELEASE(red);
SAFE_RELEASE(green);
SAFE_RELEASE(redPSO);
SAFE_RELEASE(greenPSO);
SAFE_RELEASE(depthWriteStencilPSO);
SAFE_RELEASE(renderDepthStencil);
}
}
else
{
RDCERR("Unhandled overlay case!");
}
if(list)
list->Close();
m_pDevice->ExecuteLists();
m_pDevice->FlushLists();
SAFE_RELEASE(renderDepth);
return m_Overlay.resourceId;
}