Files
renderdoc/renderdoc/driver/vulkan/vk_overlay.cpp
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2019-05-17 16:32:56 +01:00

2328 lines
84 KiB
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2019 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 <float.h>
#include "3rdparty/glslang/SPIRV/spirv.hpp"
#include "data/glsl_shaders.h"
#include "driver/shaders/spirv/spirv_common.h"
#include "maths/camera.h"
#include "maths/formatpacking.h"
#include "maths/matrix.h"
#include "strings/string_utils.h"
#include "vk_core.h"
#include "vk_debug.h"
#include "vk_shader_cache.h"
#define VULKAN 1
#include "data/glsl/glsl_ubos_cpp.h"
struct VulkanQuadOverdrawCallback : public VulkanDrawcallCallback
{
VulkanQuadOverdrawCallback(WrappedVulkan *vk, VkDescriptorSetLayout descSetLayout,
VkDescriptorSet descSet, const std::vector<uint32_t> &events)
: m_pDriver(vk),
m_DescSetLayout(descSetLayout),
m_DescSet(descSet),
m_Events(events),
m_PrevState(vk, NULL)
{
m_pDriver->SetDrawcallCB(this);
}
~VulkanQuadOverdrawCallback() { m_pDriver->SetDrawcallCB(NULL); }
void PreDraw(uint32_t eid, VkCommandBuffer cmd)
{
if(std::find(m_Events.begin(), m_Events.end(), eid) == m_Events.end())
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 descriptor set.
VkResult vkr = VK_SUCCESS;
m_PrevState = m_pDriver->GetRenderState();
VulkanRenderState &pipestate = m_pDriver->GetRenderState();
// check cache first
rdcpair<uint32_t, VkPipeline> pipe = m_PipelineCache[pipestate.graphics.pipeline];
// if we don't get a hit, create a modified pipeline
if(pipe.second == VK_NULL_HANDLE)
{
VulkanCreationInfo &c = *pipestate.m_CreationInfo;
VulkanCreationInfo::Pipeline &p = c.m_Pipeline[pipestate.graphics.pipeline];
VkDescriptorSetLayout *descSetLayouts;
// descSet will be the index of our new descriptor set
uint32_t descSet = (uint32_t)c.m_PipelineLayout[p.layout].descSetLayouts.size();
descSetLayouts = new VkDescriptorSetLayout[descSet + 1];
for(uint32_t i = 0; i < descSet; i++)
descSetLayouts[i] = m_pDriver->GetResourceManager()->GetCurrentHandle<VkDescriptorSetLayout>(
c.m_PipelineLayout[p.layout].descSetLayouts[i]);
// this layout has storage image and
descSetLayouts[descSet] = m_DescSetLayout;
const std::vector<VkPushConstantRange> &push = c.m_PipelineLayout[p.layout].pushRanges;
VkPipelineLayoutCreateInfo pipeLayoutInfo = {
VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
NULL,
0,
descSet + 1,
descSetLayouts,
(uint32_t)push.size(),
push.empty() ? NULL : &push[0],
};
// create pipeline layout with same descriptor set layouts, plus our mesh output set
VkPipelineLayout pipeLayout;
vkr =
m_pDriver->vkCreatePipelineLayout(m_pDriver->GetDev(), &pipeLayoutInfo, NULL, &pipeLayout);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
SAFE_DELETE_ARRAY(descSetLayouts);
VkGraphicsPipelineCreateInfo pipeCreateInfo;
m_pDriver->GetShaderCache()->MakeGraphicsPipelineInfo(pipeCreateInfo,
pipestate.graphics.pipeline);
// repoint pipeline layout
pipeCreateInfo.layout = pipeLayout;
// disable colour writes/blends
VkPipelineColorBlendStateCreateInfo *cb =
(VkPipelineColorBlendStateCreateInfo *)pipeCreateInfo.pColorBlendState;
for(uint32_t i = 0; i < cb->attachmentCount; i++)
{
VkPipelineColorBlendAttachmentState *att =
(VkPipelineColorBlendAttachmentState *)&cb->pAttachments[i];
att->blendEnable = false;
att->colorWriteMask = 0x0;
}
// disable depth/stencil writes but keep any tests enabled
VkPipelineDepthStencilStateCreateInfo *ds =
(VkPipelineDepthStencilStateCreateInfo *)pipeCreateInfo.pDepthStencilState;
ds->depthWriteEnable = false;
ds->front.passOp = ds->front.failOp = ds->front.depthFailOp = VK_STENCIL_OP_KEEP;
ds->back.passOp = ds->back.failOp = ds->back.depthFailOp = VK_STENCIL_OP_KEEP;
// don't discard
VkPipelineRasterizationStateCreateInfo *rs =
(VkPipelineRasterizationStateCreateInfo *)pipeCreateInfo.pRasterizationState;
rs->rasterizerDiscardEnable = false;
std::vector<uint32_t> spirv =
*m_pDriver->GetShaderCache()->GetBuiltinBlob(BuiltinShader::QuadWriteFS);
// patch spirv, change descriptor set to descSet value
size_t it = 5;
while(it < spirv.size())
{
uint16_t WordCount = spirv[it] >> spv::WordCountShift;
spv::Op opcode = spv::Op(spirv[it] & spv::OpCodeMask);
if(opcode == spv::OpDecorate && spirv[it + 2] == spv::DecorationDescriptorSet)
{
spirv[it + 3] = descSet;
break;
}
it += WordCount;
}
VkShaderModuleCreateInfo modinfo = {
VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
NULL,
0,
spirv.size() * sizeof(uint32_t),
&spirv[0],
};
VkShaderModule module;
VkDevice dev = m_pDriver->GetDev();
vkr = ObjDisp(dev)->CreateShaderModule(Unwrap(dev), &modinfo, NULL, &module);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
m_pDriver->GetResourceManager()->WrapResource(Unwrap(dev), module);
m_pDriver->GetResourceManager()->AddLiveResource(GetResID(module), module);
bool found = false;
for(uint32_t i = 0; i < pipeCreateInfo.stageCount; i++)
{
VkPipelineShaderStageCreateInfo &sh =
(VkPipelineShaderStageCreateInfo &)pipeCreateInfo.pStages[i];
if(sh.stage == VK_SHADER_STAGE_FRAGMENT_BIT)
{
sh.module = module;
sh.pName = "main";
found = true;
break;
}
}
if(!found)
{
// we know this is safe because it's pointing to a static array that's
// big enough for all shaders
VkPipelineShaderStageCreateInfo &sh =
(VkPipelineShaderStageCreateInfo &)pipeCreateInfo.pStages[pipeCreateInfo.stageCount++];
sh.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
sh.pNext = NULL;
sh.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
sh.module = module;
sh.pName = "main";
sh.pSpecializationInfo = NULL;
}
vkr = m_pDriver->vkCreateGraphicsPipelines(dev, VK_NULL_HANDLE, 1, &pipeCreateInfo, NULL,
&pipe.second);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
ObjDisp(dev)->DestroyShaderModule(Unwrap(dev), Unwrap(module), NULL);
m_pDriver->GetResourceManager()->ReleaseWrappedResource(module);
pipe.first = descSet;
m_PipelineCache[pipestate.graphics.pipeline] = pipe;
}
// modify state for first draw call
pipestate.graphics.pipeline = GetResID(pipe.second);
RDCASSERT(pipestate.graphics.descSets.size() >= pipe.first);
pipestate.graphics.descSets.resize(pipe.first + 1);
pipestate.graphics.descSets[pipe.first].descSet = GetResID(m_DescSet);
if(cmd)
pipestate.BindPipeline(cmd, VulkanRenderState::BindGraphics, false);
}
bool PostDraw(uint32_t eid, VkCommandBuffer cmd)
{
if(std::find(m_Events.begin(), m_Events.end(), eid) == m_Events.end())
return false;
// restore the render state and go ahead with the real draw
m_pDriver->GetRenderState() = m_PrevState;
RDCASSERT(cmd);
m_pDriver->GetRenderState().BindPipeline(cmd, VulkanRenderState::BindGraphics, false);
return true;
}
void PostRedraw(uint32_t eid, VkCommandBuffer cmd)
{
// nothing to do
}
// Dispatches don't rasterize, so do nothing
void PreDispatch(uint32_t eid, VkCommandBuffer cmd) {}
bool PostDispatch(uint32_t eid, VkCommandBuffer cmd) { return false; }
void PostRedispatch(uint32_t eid, VkCommandBuffer cmd) {}
// Ditto copy/etc
void PreMisc(uint32_t eid, DrawFlags flags, VkCommandBuffer cmd) {}
bool PostMisc(uint32_t eid, DrawFlags flags, VkCommandBuffer cmd) { return false; }
void PostRemisc(uint32_t eid, DrawFlags flags, VkCommandBuffer cmd) {}
void PreEndCommandBuffer(VkCommandBuffer cmd) {}
void AliasEvent(uint32_t primary, uint32_t alias)
{
// don't care
}
WrappedVulkan *m_pDriver;
VkDescriptorSetLayout m_DescSetLayout;
VkDescriptorSet m_DescSet;
const std::vector<uint32_t> &m_Events;
// cache modified pipelines
std::map<ResourceId, rdcpair<uint32_t, VkPipeline> > m_PipelineCache;
VulkanRenderState m_PrevState;
};
void VulkanDebugManager::PatchFixedColShader(VkShaderModule &mod, float col[4])
{
union
{
uint32_t *spirv;
float *data;
} alias;
std::vector<uint32_t> spv = *m_pDriver->GetShaderCache()->GetBuiltinBlob(BuiltinShader::FixedColFS);
alias.spirv = &spv[0];
size_t spirvLength = spv.size();
int patched = 0;
size_t it = 5;
while(it < spirvLength)
{
uint16_t WordCount = alias.spirv[it] >> spv::WordCountShift;
spv::Op opcode = spv::Op(alias.spirv[it] & spv::OpCodeMask);
if(opcode == spv::OpConstant)
{
if(alias.data[it + 3] >= 1.0f && alias.data[it + 3] <= 1.5f)
alias.data[it + 3] = col[0];
else if(alias.data[it + 3] >= 2.0f && alias.data[it + 3] <= 2.5f)
alias.data[it + 3] = col[1];
else if(alias.data[it + 3] >= 3.0f && alias.data[it + 3] <= 3.5f)
alias.data[it + 3] = col[2];
else if(alias.data[it + 3] >= 4.0f && alias.data[it + 3] <= 4.5f)
alias.data[it + 3] = col[3];
else
RDCERR("Unexpected constant value");
patched++;
}
it += WordCount;
}
if(patched != 4)
RDCERR("Didn't patch all constants");
VkShaderModuleCreateInfo modinfo = {
VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
NULL,
0,
spv.size() * sizeof(uint32_t),
alias.spirv,
};
VkResult vkr = m_pDriver->vkCreateShaderModule(m_Device, &modinfo, NULL, &mod);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
}
void VulkanDebugManager::PatchLineStripIndexBuffer(const DrawcallDescription *draw,
GPUBuffer &indexBuffer, uint32_t &indexCount)
{
VulkanRenderState &rs = m_pDriver->m_RenderState;
bytebuf indices;
uint16_t *idx16 = NULL;
uint32_t *idx32 = NULL;
if(draw->flags & DrawFlags::Indexed)
{
GetBufferData(rs.ibuffer.buf,
rs.ibuffer.offs + uint64_t(draw->indexOffset) * draw->indexByteWidth,
uint64_t(draw->numIndices) * draw->indexByteWidth, indices);
if(rs.ibuffer.bytewidth == 2)
idx16 = (uint16_t *)indices.data();
else
idx32 = (uint32_t *)indices.data();
}
// we just patch up to 32-bit since we'll be adding more indices and we might overflow 16-bit.
std::vector<uint32_t> patchedIndices;
::PatchLineStripIndexBuffer(draw, NULL, idx16, idx32, patchedIndices);
indexBuffer.Create(m_pDriver, m_Device, patchedIndices.size() * sizeof(uint32_t), 1,
GPUBuffer::eGPUBufferIBuffer);
void *ptr = indexBuffer.Map(0, patchedIndices.size() * sizeof(uint32_t));
memcpy(ptr, patchedIndices.data(), patchedIndices.size() * sizeof(uint32_t));
indexBuffer.Unmap();
rs.ibuffer.offs = 0;
rs.ibuffer.bytewidth = 4;
rs.ibuffer.buf = GetResID(indexBuffer.buf);
VkBufferMemoryBarrier uploadbarrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
NULL,
VK_ACCESS_HOST_WRITE_BIT,
VK_ACCESS_INDEX_READ_BIT,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(indexBuffer.buf),
0,
indexBuffer.totalsize,
};
VkCommandBuffer cmd = m_pDriver->GetNextCmd();
VkCommandBufferBeginInfo beginInfo = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, NULL,
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT};
VkResult vkr = ObjDisp(m_Device)->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// ensure host writes finish before using as index buffer
DoPipelineBarrier(cmd, 1, &uploadbarrier);
ObjDisp(m_Device)->EndCommandBuffer(Unwrap(cmd));
indexCount = (uint32_t)patchedIndices.size();
}
ResourceId VulkanReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOverlay overlay,
uint32_t eventId, const std::vector<uint32_t> &passEvents)
{
const VkLayerDispatchTable *vt = ObjDisp(m_Device);
VulkanShaderCache *shaderCache = m_pDriver->GetShaderCache();
VulkanCreationInfo::Image &iminfo = m_pDriver->m_CreationInfo.m_Image[texid];
// bail out if the framebuffer dimensions don't match the current framebuffer, or draws will fail.
// This is an order-of-operations problem, if the overlay is set when the event is changed it is
// refreshed before the UI layer can update the current texture.
{
const VulkanCreationInfo::Framebuffer &fb =
m_pDriver->m_CreationInfo.m_Framebuffer[m_pDriver->m_RenderState.framebuffer];
if(fb.width != iminfo.extent.width || fb.height != iminfo.extent.height)
return GetResID(m_Overlay.Image);
}
VkCommandBuffer cmd = m_pDriver->GetNextCmd();
VkCommandBufferBeginInfo beginInfo = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, NULL,
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT};
VkResult vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
VkMarkerRegion::Begin(StringFormat::Fmt("RenderOverlay %d", overlay), cmd);
// if the overlay image is the wrong size, free it
if(m_Overlay.Image != VK_NULL_HANDLE && (iminfo.extent.width != m_Overlay.ImageDim.width ||
iminfo.extent.height != m_Overlay.ImageDim.height))
{
m_pDriver->vkDestroyRenderPass(m_Device, m_Overlay.NoDepthRP, NULL);
m_pDriver->vkDestroyFramebuffer(m_Device, m_Overlay.NoDepthFB, NULL);
m_pDriver->vkDestroyImageView(m_Device, m_Overlay.ImageView, NULL);
m_pDriver->vkDestroyImage(m_Device, m_Overlay.Image, NULL);
m_Overlay.Image = VK_NULL_HANDLE;
m_Overlay.ImageView = VK_NULL_HANDLE;
m_Overlay.NoDepthRP = VK_NULL_HANDLE;
m_Overlay.NoDepthFB = VK_NULL_HANDLE;
}
// create the overlay image if we don't have one already
// we go through the driver's creation functions so creation info
// is saved and the resources are registered as live resources for
// their IDs.
if(m_Overlay.Image == VK_NULL_HANDLE)
{
m_Overlay.ImageDim.width = iminfo.extent.width;
m_Overlay.ImageDim.height = iminfo.extent.height;
VkImageCreateInfo imInfo = {
VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
NULL,
0,
VK_IMAGE_TYPE_2D,
VK_FORMAT_R16G16B16A16_SFLOAT,
{m_Overlay.ImageDim.width, m_Overlay.ImageDim.height, 1},
1,
1,
iminfo.samples,
VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT,
VK_SHARING_MODE_EXCLUSIVE,
0,
NULL,
VK_IMAGE_LAYOUT_UNDEFINED,
};
vkr = m_pDriver->vkCreateImage(m_Device, &imInfo, NULL, &m_Overlay.Image);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
VkMemoryRequirements mrq = {0};
m_pDriver->vkGetImageMemoryRequirements(m_Device, m_Overlay.Image, &mrq);
// if no memory is allocated, or it's not enough,
// then allocate
if(m_Overlay.ImageMem == VK_NULL_HANDLE || mrq.size > m_Overlay.ImageMemSize)
{
if(m_Overlay.ImageMem != VK_NULL_HANDLE)
{
m_pDriver->vkFreeMemory(m_Device, m_Overlay.ImageMem, NULL);
}
VkMemoryAllocateInfo allocInfo = {
VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, NULL, mrq.size,
m_pDriver->GetGPULocalMemoryIndex(mrq.memoryTypeBits),
};
vkr = m_pDriver->vkAllocateMemory(m_Device, &allocInfo, NULL, &m_Overlay.ImageMem);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
m_Overlay.ImageMemSize = mrq.size;
}
vkr = m_pDriver->vkBindImageMemory(m_Device, m_Overlay.Image, m_Overlay.ImageMem, 0);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
VkImageViewCreateInfo viewInfo = {
VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
NULL,
0,
m_Overlay.Image,
VK_IMAGE_VIEW_TYPE_2D,
imInfo.format,
{VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY},
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1},
};
vkr = m_pDriver->vkCreateImageView(m_Device, &viewInfo, NULL, &m_Overlay.ImageView);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// need to update image layout into valid state
VkImageMemoryBarrier barrier = {
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
NULL,
0,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(m_Overlay.Image),
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1},
};
m_pDriver->m_ImageLayouts[GetResID(m_Overlay.Image)].subresourceStates[0].newLayout =
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
DoPipelineBarrier(cmd, 1, &barrier);
VkAttachmentDescription colDesc = {
0,
imInfo.format,
imInfo.samples,
VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE,
VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_DONT_CARE,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
};
VkAttachmentReference colRef = {0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
VkSubpassDescription sub = {
0, VK_PIPELINE_BIND_POINT_GRAPHICS,
0, NULL, // inputs
1, &colRef, // color
NULL, // resolve
NULL, // depth-stencil
0, NULL, // preserve
};
VkRenderPassCreateInfo rpinfo = {
VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
NULL,
0,
1,
&colDesc,
1,
&sub,
0,
NULL, // dependencies
};
vkr = m_pDriver->vkCreateRenderPass(m_Device, &rpinfo, NULL, &m_Overlay.NoDepthRP);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// Create framebuffer rendering just to overlay image, no depth
VkFramebufferCreateInfo fbinfo = {
VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
NULL,
0,
m_Overlay.NoDepthRP,
1,
&m_Overlay.ImageView,
(uint32_t)m_Overlay.ImageDim.width,
(uint32_t)m_Overlay.ImageDim.height,
1,
};
vkr = m_pDriver->vkCreateFramebuffer(m_Device, &fbinfo, NULL, &m_Overlay.NoDepthFB);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// can't create a framebuffer or renderpass for overlay image + depth as that
// needs to match the depth texture type wherever our draw is.
}
VkImageSubresourceRange subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
const DrawcallDescription *mainDraw = m_pDriver->GetDrawcall(eventId);
// Secondary commands can't have render passes
if((mainDraw && !(mainDraw->flags & DrawFlags::Drawcall)) ||
!m_pDriver->m_Partial[WrappedVulkan::Primary].renderPassActive)
{
// don't do anything, no drawcall capable of making overlays selected
float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
VkImageMemoryBarrier barrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
NULL,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(m_Overlay.Image),
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}};
DoPipelineBarrier(cmd, 1, &barrier);
vt->CmdClearColorImage(Unwrap(cmd), Unwrap(m_Overlay.Image), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
(VkClearColorValue *)black, 1, &subresourceRange);
std::swap(barrier.oldLayout, barrier.newLayout);
std::swap(barrier.srcAccessMask, barrier.dstAccessMask);
barrier.dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
DoPipelineBarrier(cmd, 1, &barrier);
}
else if(overlay == DebugOverlay::NaN || overlay == DebugOverlay::Clipping)
{
float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
VkImageMemoryBarrier barrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
NULL,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(m_Overlay.Image),
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}};
DoPipelineBarrier(cmd, 1, &barrier);
vt->CmdClearColorImage(Unwrap(cmd), Unwrap(m_Overlay.Image), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
(VkClearColorValue *)black, 1, &subresourceRange);
std::swap(barrier.oldLayout, barrier.newLayout);
std::swap(barrier.srcAccessMask, barrier.dstAccessMask);
barrier.dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
DoPipelineBarrier(cmd, 1, &barrier);
}
else if(overlay == DebugOverlay::Drawcall || overlay == DebugOverlay::Wireframe)
{
float highlightCol[] = {0.8f, 0.1f, 0.8f, 1.0f};
float clearCol[] = {0.0f, 0.0f, 0.0f, 0.5f};
if(overlay == DebugOverlay::Wireframe)
{
highlightCol[0] = 200 / 255.0f;
highlightCol[1] = 1.0f;
highlightCol[2] = 0.0f;
clearCol[0] = 200 / 255.0f;
clearCol[1] = 1.0f;
clearCol[2] = 0.0f;
clearCol[3] = 0.0f;
}
VkImageMemoryBarrier barrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
NULL,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(m_Overlay.Image),
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}};
DoPipelineBarrier(cmd, 1, &barrier);
vt->CmdClearColorImage(Unwrap(cmd), Unwrap(m_Overlay.Image), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
(VkClearColorValue *)clearCol, 1, &subresourceRange);
std::swap(barrier.oldLayout, barrier.newLayout);
std::swap(barrier.srcAccessMask, barrier.dstAccessMask);
barrier.dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
DoPipelineBarrier(cmd, 1, &barrier);
vkr = vt->EndCommandBuffer(Unwrap(cmd));
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// backup state
VulkanRenderState prevstate = m_pDriver->m_RenderState;
// make patched shader
VkShaderModule mod = VK_NULL_HANDLE;
GetDebugManager()->PatchFixedColShader(mod, highlightCol);
// make patched pipeline
VkGraphicsPipelineCreateInfo pipeCreateInfo;
m_pDriver->GetShaderCache()->MakeGraphicsPipelineInfo(pipeCreateInfo,
prevstate.graphics.pipeline);
// disable all tests possible
VkPipelineDepthStencilStateCreateInfo *ds =
(VkPipelineDepthStencilStateCreateInfo *)pipeCreateInfo.pDepthStencilState;
ds->depthTestEnable = false;
ds->depthWriteEnable = false;
ds->stencilTestEnable = false;
ds->depthBoundsTestEnable = false;
VkPipelineRasterizationStateCreateInfo *rs =
(VkPipelineRasterizationStateCreateInfo *)pipeCreateInfo.pRasterizationState;
rs->cullMode = VK_CULL_MODE_NONE;
rs->rasterizerDiscardEnable = false;
if(m_pDriver->GetDeviceFeatures().depthClamp)
{
rs->depthClampEnable = true;
}
uint32_t patchedIndexCount = 0;
GPUBuffer patchedIB;
if(overlay == DebugOverlay::Wireframe)
{
rs->lineWidth = 1.0f;
if(mainDraw == NULL)
{
// do nothing
}
else if(m_pDriver->GetDeviceFeatures().fillModeNonSolid)
{
rs->polygonMode = VK_POLYGON_MODE_LINE;
}
else if(mainDraw->topology == Topology::TriangleList ||
mainDraw->topology == Topology::TriangleStrip ||
mainDraw->topology == Topology::TriangleFan ||
mainDraw->topology == Topology::TriangleList_Adj ||
mainDraw->topology == Topology::TriangleStrip_Adj)
{
// bad drivers (aka mobile) won't have non-solid fill mode, so we have to fall back to
// manually patching the index buffer and using a line list. This doesn't work with
// adjacency or patchlist topologies since those imply a vertex processing pipeline that
// requires a particular topology, or can't be implicitly converted to lines at input stage.
// It's unlikely those features will be used on said poor hw, so this should still catch
// most cases.
VkPipelineInputAssemblyStateCreateInfo *ia =
(VkPipelineInputAssemblyStateCreateInfo *)pipeCreateInfo.pInputAssemblyState;
ia->topology = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP;
// thankfully, primitive restart is always supported! This makes the index buffer a bit more
// compact in the common cases where we don't need to repeat two indices for a triangle's
// three lines, instead we have a single restart index after each triangle.
ia->primitiveRestartEnable = true;
GetDebugManager()->PatchLineStripIndexBuffer(mainDraw, patchedIB, patchedIndexCount);
}
else
{
RDCWARN("Unable to draw wireframe overlay for %s topology draw via software patching",
ToStr(mainDraw->topology).c_str());
}
}
VkPipelineColorBlendStateCreateInfo *cb =
(VkPipelineColorBlendStateCreateInfo *)pipeCreateInfo.pColorBlendState;
cb->logicOpEnable = false;
cb->attachmentCount = 1; // only one colour attachment
for(uint32_t i = 0; i < cb->attachmentCount; i++)
{
VkPipelineColorBlendAttachmentState *att =
(VkPipelineColorBlendAttachmentState *)&cb->pAttachments[i];
att->blendEnable = false;
att->colorWriteMask = 0xf;
}
// set scissors to max
for(size_t i = 0; i < pipeCreateInfo.pViewportState->scissorCount; i++)
{
VkRect2D &sc = (VkRect2D &)pipeCreateInfo.pViewportState->pScissors[i];
sc.offset.x = 0;
sc.offset.y = 0;
sc.extent.width = 16384;
sc.extent.height = 16384;
}
// set our renderpass and shader
pipeCreateInfo.renderPass = m_Overlay.NoDepthRP;
pipeCreateInfo.subpass = 0;
bool found = false;
for(uint32_t i = 0; i < pipeCreateInfo.stageCount; i++)
{
VkPipelineShaderStageCreateInfo &sh =
(VkPipelineShaderStageCreateInfo &)pipeCreateInfo.pStages[i];
if(sh.stage == VK_SHADER_STAGE_FRAGMENT_BIT)
{
sh.module = mod;
sh.pName = "main";
found = true;
break;
}
}
if(!found)
{
// we know this is safe because it's pointing to a static array that's
// big enough for all shaders
VkPipelineShaderStageCreateInfo &sh =
(VkPipelineShaderStageCreateInfo &)pipeCreateInfo.pStages[pipeCreateInfo.stageCount++];
sh.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
sh.pNext = NULL;
sh.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
sh.module = mod;
sh.pName = "main";
sh.pSpecializationInfo = NULL;
}
VkPipeline pipe = VK_NULL_HANDLE;
vkr = m_pDriver->vkCreateGraphicsPipelines(m_Device, VK_NULL_HANDLE, 1, &pipeCreateInfo, NULL,
&pipe);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// modify state
m_pDriver->m_RenderState.renderPass = GetResID(m_Overlay.NoDepthRP);
m_pDriver->m_RenderState.subpass = 0;
m_pDriver->m_RenderState.framebuffer = GetResID(m_Overlay.NoDepthFB);
m_pDriver->m_RenderState.graphics.pipeline = GetResID(pipe);
// set dynamic scissors in case pipeline was using them
for(size_t i = 0; i < m_pDriver->m_RenderState.scissors.size(); i++)
{
m_pDriver->m_RenderState.scissors[i].offset.x = 0;
m_pDriver->m_RenderState.scissors[i].offset.x = 0;
m_pDriver->m_RenderState.scissors[i].extent.width = 16384;
m_pDriver->m_RenderState.scissors[i].extent.height = 16384;
}
if(overlay == DebugOverlay::Wireframe)
m_pDriver->m_RenderState.lineWidth = 1.0f;
if(overlay == DebugOverlay::Drawcall || overlay == DebugOverlay::Wireframe)
m_pDriver->m_RenderState.conditionalRendering.forceDisable = true;
if(patchedIndexCount == 0)
{
m_pDriver->ReplayLog(0, eventId, eReplay_OnlyDraw);
}
else
{
// if we patched the index buffer we need to manually play the draw with a higher index count
// and no index offset.
cmd = m_pDriver->GetNextCmd();
vkr = ObjDisp(cmd)->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// do single draw
m_pDriver->m_RenderState.BeginRenderPassAndApplyState(cmd, VulkanRenderState::BindGraphics);
ObjDisp(cmd)->CmdDrawIndexed(Unwrap(cmd), patchedIndexCount, mainDraw->numInstances, 0, 0,
mainDraw->instanceOffset);
m_pDriver->m_RenderState.EndRenderPass(cmd);
vkr = ObjDisp(cmd)->EndCommandBuffer(Unwrap(cmd));
RDCASSERTEQUAL(vkr, VK_SUCCESS);
}
// submit & flush so that we don't have to keep pipeline around for a while
m_pDriver->SubmitCmds();
m_pDriver->FlushQ();
cmd = m_pDriver->GetNextCmd();
vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// restore state
m_pDriver->m_RenderState = prevstate;
patchedIB.Destroy();
m_pDriver->vkDestroyPipeline(m_Device, pipe, NULL);
m_pDriver->vkDestroyShaderModule(m_Device, mod, NULL);
}
else if(overlay == DebugOverlay::ViewportScissor)
{
// clear the whole image to opaque black. We'll overwite the render area with transparent black
// before rendering the viewport/scissors
float black[] = {0.0f, 0.0f, 0.0f, 1.0f};
VkImageMemoryBarrier barrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
NULL,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(m_Overlay.Image),
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}};
DoPipelineBarrier(cmd, 1, &barrier);
vt->CmdClearColorImage(Unwrap(cmd), Unwrap(m_Overlay.Image), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
(VkClearColorValue *)black, 1, &subresourceRange);
std::swap(barrier.oldLayout, barrier.newLayout);
std::swap(barrier.srcAccessMask, barrier.dstAccessMask);
barrier.dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
DoPipelineBarrier(cmd, 1, &barrier);
black[3] = 0.0f;
{
VkClearValue clearval = {};
VkRenderPassBeginInfo rpbegin = {
VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
NULL,
Unwrap(m_Overlay.NoDepthRP),
Unwrap(m_Overlay.NoDepthFB),
m_pDriver->m_RenderState.renderArea,
1,
&clearval,
};
vt->CmdBeginRenderPass(Unwrap(cmd), &rpbegin, VK_SUBPASS_CONTENTS_INLINE);
VkClearRect rect = {
{
{
m_pDriver->m_RenderState.renderArea.offset.x,
m_pDriver->m_RenderState.renderArea.offset.y,
},
{
m_pDriver->m_RenderState.renderArea.extent.width,
m_pDriver->m_RenderState.renderArea.extent.height,
},
},
0,
1,
};
VkClearAttachment blackclear = {VK_IMAGE_ASPECT_COLOR_BIT, 0, {}};
vt->CmdClearAttachments(Unwrap(cmd), 1, &blackclear, 1, &rect);
VkViewport viewport = m_pDriver->m_RenderState.views[0];
vt->CmdSetViewport(Unwrap(cmd), 0, 1, &viewport);
uint32_t uboOffs = 0;
CheckerboardUBOData *ubo = (CheckerboardUBOData *)m_Overlay.m_CheckerUBO.Map(&uboOffs);
ubo->BorderWidth = 3;
ubo->CheckerSquareDimension = 16.0f;
// set primary/secondary to the same to 'disable' checkerboard
ubo->PrimaryColor = ubo->SecondaryColor = Vec4f(0.1f, 0.1f, 0.1f, 1.0f);
ubo->InnerColor = Vec4f(0.2f, 0.2f, 0.9f, 0.7f);
// set viewport rect
ubo->RectPosition = Vec2f(viewport.x, viewport.y);
ubo->RectSize = Vec2f(viewport.width, viewport.height);
if(m_pDriver->m_ExtensionsEnabled[VkCheckExt_AMD_neg_viewport] ||
m_pDriver->m_ExtensionsEnabled[VkCheckExt_KHR_maintenance1])
ubo->RectSize.y = fabs(viewport.height);
m_Overlay.m_CheckerUBO.Unmap();
vt->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
Unwrap(m_Overlay.m_CheckerF16Pipeline[SampleIndex(iminfo.samples)]));
vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
Unwrap(m_Overlay.m_CheckerPipeLayout), 0, 1,
UnwrapPtr(m_Overlay.m_CheckerDescSet), 1, &uboOffs);
vt->CmdDraw(Unwrap(cmd), 4, 1, 0, 0);
if(!m_pDriver->m_RenderState.scissors.empty())
{
Vec4f scissor((float)m_pDriver->m_RenderState.scissors[0].offset.x,
(float)m_pDriver->m_RenderState.scissors[0].offset.y,
(float)m_pDriver->m_RenderState.scissors[0].extent.width,
(float)m_pDriver->m_RenderState.scissors[0].extent.height);
ubo = (CheckerboardUBOData *)m_Overlay.m_CheckerUBO.Map(&uboOffs);
ubo->BorderWidth = 3;
ubo->CheckerSquareDimension = 16.0f;
// black/white checkered border
ubo->PrimaryColor = Vec4f(1.0f, 1.0f, 1.0f, 1.0f);
ubo->SecondaryColor = Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
// nothing at all inside
ubo->InnerColor = Vec4f(0.0f, 0.0f, 0.0f, 0.0f);
ubo->RectPosition = Vec2f(scissor.x, scissor.y);
ubo->RectSize = Vec2f(scissor.z, scissor.w);
m_Overlay.m_CheckerUBO.Unmap();
viewport.x = scissor.x;
viewport.y = scissor.y;
viewport.width = scissor.z;
viewport.height = scissor.w;
vt->CmdSetViewport(Unwrap(cmd), 0, 1, &viewport);
vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
Unwrap(m_Overlay.m_CheckerPipeLayout), 0, 1,
UnwrapPtr(m_Overlay.m_CheckerDescSet), 1, &uboOffs);
vt->CmdDraw(Unwrap(cmd), 4, 1, 0, 0);
}
vt->CmdEndRenderPass(Unwrap(cmd));
}
}
else if(overlay == DebugOverlay::BackfaceCull)
{
float highlightCol[] = {0.0f, 0.0f, 0.0f, 0.0f};
VkImageMemoryBarrier barrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
NULL,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(m_Overlay.Image),
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}};
DoPipelineBarrier(cmd, 1, &barrier);
vt->CmdClearColorImage(Unwrap(cmd), Unwrap(m_Overlay.Image), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
(VkClearColorValue *)highlightCol, 1, &subresourceRange);
std::swap(barrier.oldLayout, barrier.newLayout);
std::swap(barrier.srcAccessMask, barrier.dstAccessMask);
barrier.dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
DoPipelineBarrier(cmd, 1, &barrier);
highlightCol[0] = 1.0f;
highlightCol[3] = 1.0f;
// backup state
VulkanRenderState prevstate = m_pDriver->m_RenderState;
// make patched shader
VkShaderModule mod[2] = {0};
VkPipeline pipe[2] = {0};
// first shader, no culling, writes red
GetDebugManager()->PatchFixedColShader(mod[0], highlightCol);
highlightCol[0] = 0.0f;
highlightCol[1] = 1.0f;
// second shader, normal culling, writes green
GetDebugManager()->PatchFixedColShader(mod[1], highlightCol);
// make patched pipeline
VkGraphicsPipelineCreateInfo pipeCreateInfo;
m_pDriver->GetShaderCache()->MakeGraphicsPipelineInfo(pipeCreateInfo,
prevstate.graphics.pipeline);
// disable all tests possible
VkPipelineDepthStencilStateCreateInfo *ds =
(VkPipelineDepthStencilStateCreateInfo *)pipeCreateInfo.pDepthStencilState;
ds->depthTestEnable = false;
ds->depthWriteEnable = false;
ds->stencilTestEnable = false;
ds->depthBoundsTestEnable = false;
VkPipelineRasterizationStateCreateInfo *rs =
(VkPipelineRasterizationStateCreateInfo *)pipeCreateInfo.pRasterizationState;
VkCullModeFlags origCullMode = rs->cullMode;
rs->cullMode = VK_CULL_MODE_NONE; // first render without any culling
rs->rasterizerDiscardEnable = false;
if(m_pDriver->GetDeviceFeatures().depthClamp)
rs->depthClampEnable = true;
VkPipelineColorBlendStateCreateInfo *cb =
(VkPipelineColorBlendStateCreateInfo *)pipeCreateInfo.pColorBlendState;
cb->logicOpEnable = false;
cb->attachmentCount = 1; // only one colour attachment
for(uint32_t i = 0; i < cb->attachmentCount; i++)
{
VkPipelineColorBlendAttachmentState *att =
(VkPipelineColorBlendAttachmentState *)&cb->pAttachments[i];
att->blendEnable = false;
att->colorWriteMask = 0xf;
}
// set scissors to max
for(size_t i = 0; i < pipeCreateInfo.pViewportState->scissorCount; i++)
{
VkRect2D &sc = (VkRect2D &)pipeCreateInfo.pViewportState->pScissors[i];
sc.offset.x = 0;
sc.offset.y = 0;
sc.extent.width = 16384;
sc.extent.height = 16384;
}
// set our renderpass and shader
pipeCreateInfo.renderPass = m_Overlay.NoDepthRP;
pipeCreateInfo.subpass = 0;
VkPipelineShaderStageCreateInfo *fragShader = NULL;
for(uint32_t i = 0; i < pipeCreateInfo.stageCount; i++)
{
VkPipelineShaderStageCreateInfo &sh =
(VkPipelineShaderStageCreateInfo &)pipeCreateInfo.pStages[i];
if(sh.stage == VK_SHADER_STAGE_FRAGMENT_BIT)
{
sh.module = mod[0];
sh.pName = "main";
fragShader = &sh;
break;
}
}
if(fragShader == NULL)
{
// we know this is safe because it's pointing to a static array that's
// big enough for all shaders
VkPipelineShaderStageCreateInfo &sh =
(VkPipelineShaderStageCreateInfo &)pipeCreateInfo.pStages[pipeCreateInfo.stageCount++];
sh.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
sh.pNext = NULL;
sh.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
sh.module = mod[0];
sh.pName = "main";
sh.pSpecializationInfo = NULL;
fragShader = &sh;
}
vkr = vt->EndCommandBuffer(Unwrap(cmd));
RDCASSERTEQUAL(vkr, VK_SUCCESS);
vkr = m_pDriver->vkCreateGraphicsPipelines(m_Device, VK_NULL_HANDLE, 1, &pipeCreateInfo, NULL,
&pipe[0]);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
fragShader->module = mod[1];
rs->cullMode = origCullMode;
vkr = m_pDriver->vkCreateGraphicsPipelines(m_Device, VK_NULL_HANDLE, 1, &pipeCreateInfo, NULL,
&pipe[1]);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// modify state
m_pDriver->m_RenderState.renderPass = GetResID(m_Overlay.NoDepthRP);
m_pDriver->m_RenderState.subpass = 0;
m_pDriver->m_RenderState.framebuffer = GetResID(m_Overlay.NoDepthFB);
m_pDriver->m_RenderState.graphics.pipeline = GetResID(pipe[0]);
// set dynamic scissors in case pipeline was using them
for(size_t i = 0; i < m_pDriver->m_RenderState.scissors.size(); i++)
{
m_pDriver->m_RenderState.scissors[i].offset.x = 0;
m_pDriver->m_RenderState.scissors[i].offset.x = 0;
m_pDriver->m_RenderState.scissors[i].extent.width = 16384;
m_pDriver->m_RenderState.scissors[i].extent.height = 16384;
}
m_pDriver->ReplayLog(0, eventId, eReplay_OnlyDraw);
m_pDriver->m_RenderState.graphics.pipeline = GetResID(pipe[1]);
m_pDriver->ReplayLog(0, eventId, eReplay_OnlyDraw);
// submit & flush so that we don't have to keep pipeline around for a while
m_pDriver->SubmitCmds();
m_pDriver->FlushQ();
cmd = m_pDriver->GetNextCmd();
vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// restore state
m_pDriver->m_RenderState = prevstate;
for(int i = 0; i < 2; i++)
{
m_pDriver->vkDestroyPipeline(m_Device, pipe[i], NULL);
m_pDriver->vkDestroyShaderModule(m_Device, mod[i], NULL);
}
}
else if(overlay == DebugOverlay::Depth || overlay == DebugOverlay::Stencil)
{
float highlightCol[] = {0.0f, 0.0f, 0.0f, 0.0f};
VkImageMemoryBarrier barrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
NULL,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(m_Overlay.Image),
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}};
DoPipelineBarrier(cmd, 1, &barrier);
vt->CmdClearColorImage(Unwrap(cmd), Unwrap(m_Overlay.Image), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
(VkClearColorValue *)highlightCol, 1, &subresourceRange);
std::swap(barrier.oldLayout, barrier.newLayout);
std::swap(barrier.srcAccessMask, barrier.dstAccessMask);
barrier.dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
DoPipelineBarrier(cmd, 1, &barrier);
VkFramebuffer depthFB = VK_NULL_HANDLE;
VkRenderPass depthRP = VK_NULL_HANDLE;
const VulkanRenderState &state = m_pDriver->m_RenderState;
VulkanCreationInfo &createinfo = m_pDriver->m_CreationInfo;
RDCASSERT(state.subpass < createinfo.m_RenderPass[state.renderPass].subpasses.size());
int32_t dsIdx =
createinfo.m_RenderPass[state.renderPass].subpasses[state.subpass].depthstencilAttachment;
// make a renderpass and framebuffer for rendering to overlay color and using
// depth buffer from the orignial render
if(dsIdx >= 0 && dsIdx < (int32_t)createinfo.m_Framebuffer[state.framebuffer].attachments.size())
{
VkAttachmentDescription attDescs[] = {
{0, VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL},
{0, VK_FORMAT_UNDEFINED, VK_SAMPLE_COUNT_1_BIT, // will patch this just below
VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL},
};
ResourceId depthView = createinfo.m_Framebuffer[state.framebuffer].attachments[dsIdx].view;
VulkanCreationInfo::ImageView &depthViewInfo = createinfo.m_ImageView[depthView];
ResourceId depthIm = depthViewInfo.image;
VulkanCreationInfo::Image &depthImageInfo = createinfo.m_Image[depthIm];
attDescs[1].format = depthImageInfo.format;
attDescs[0].samples = attDescs[1].samples = iminfo.samples;
std::vector<ImageRegionState> &depthStates =
m_pDriver->m_ImageLayouts[depthIm].subresourceStates;
for(ImageRegionState &ds : depthStates)
{
// find the state that overlaps the view's subresource range start. We assume all
// subresources are correctly in the same state (as they should be) so we just need to find
// the first match.
if(ds.subresourceRange.baseArrayLayer <= depthViewInfo.range.baseArrayLayer &&
ds.subresourceRange.baseArrayLayer + 1 > depthViewInfo.range.baseArrayLayer &&
ds.subresourceRange.baseMipLevel <= depthViewInfo.range.baseMipLevel &&
ds.subresourceRange.baseMipLevel + ds.subresourceRange.levelCount + 1 >
depthViewInfo.range.baseMipLevel)
{
attDescs[1].initialLayout = attDescs[1].finalLayout = ds.newLayout;
break;
}
}
VkAttachmentReference colRef = {0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
VkAttachmentReference dsRef = {1, attDescs[1].initialLayout};
VkSubpassDescription sub = {
0, VK_PIPELINE_BIND_POINT_GRAPHICS,
0, NULL, // inputs
1, &colRef, // color
NULL, // resolve
&dsRef, // depth-stencil
0, NULL, // preserve
};
VkRenderPassCreateInfo rpinfo = {
VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
NULL,
0,
2,
attDescs,
1,
&sub,
0,
NULL, // dependencies
};
vkr = m_pDriver->vkCreateRenderPass(m_Device, &rpinfo, NULL, &depthRP);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
VkImageView views[] = {
m_Overlay.ImageView,
m_pDriver->GetResourceManager()->GetCurrentHandle<VkImageView>(depthView),
};
// Create framebuffer rendering just to overlay image, no depth
VkFramebufferCreateInfo fbinfo = {
VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
NULL,
0,
depthRP,
2,
views,
(uint32_t)m_Overlay.ImageDim.width,
(uint32_t)m_Overlay.ImageDim.height,
1,
};
vkr = m_pDriver->vkCreateFramebuffer(m_Device, &fbinfo, NULL, &depthFB);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
}
// if depthRP is NULL, so is depthFB, and it means no depth buffer was
// bound, so we just render green.
highlightCol[0] = 1.0f;
highlightCol[3] = 1.0f;
// backup state
VulkanRenderState prevstate = m_pDriver->m_RenderState;
// make patched shader
VkShaderModule failmod = {}, passmod = {};
VkPipeline failpipe = {}, passpipe = {};
// first shader, no depth/stencil testing, writes red
GetDebugManager()->PatchFixedColShader(failmod, highlightCol);
highlightCol[0] = 0.0f;
highlightCol[1] = 1.0f;
// second shader, enabled depth/stencil testing, writes green
GetDebugManager()->PatchFixedColShader(passmod, highlightCol);
// make patched pipeline
VkGraphicsPipelineCreateInfo pipeCreateInfo;
m_pDriver->GetShaderCache()->MakeGraphicsPipelineInfo(pipeCreateInfo,
prevstate.graphics.pipeline);
// disable all tests possible
VkPipelineDepthStencilStateCreateInfo *ds =
(VkPipelineDepthStencilStateCreateInfo *)pipeCreateInfo.pDepthStencilState;
VkBool32 origDepthTest = ds->depthTestEnable;
ds->depthTestEnable = false;
ds->depthWriteEnable = false;
VkBool32 origStencilTest = ds->stencilTestEnable;
ds->stencilTestEnable = false;
ds->depthBoundsTestEnable = false;
VkPipelineColorBlendStateCreateInfo *cb =
(VkPipelineColorBlendStateCreateInfo *)pipeCreateInfo.pColorBlendState;
cb->logicOpEnable = false;
cb->attachmentCount = 1; // only one colour attachment
for(uint32_t i = 0; i < cb->attachmentCount; i++)
{
VkPipelineColorBlendAttachmentState *att =
(VkPipelineColorBlendAttachmentState *)&cb->pAttachments[i];
att->blendEnable = false;
att->colorWriteMask = 0xf;
}
// set scissors to max
for(size_t i = 0; i < pipeCreateInfo.pViewportState->scissorCount; i++)
{
VkRect2D &sc = (VkRect2D &)pipeCreateInfo.pViewportState->pScissors[i];
sc.offset.x = 0;
sc.offset.y = 0;
sc.extent.width = 16384;
sc.extent.height = 16384;
}
// subpass 0 in either render pass
pipeCreateInfo.subpass = 0;
VkPipelineShaderStageCreateInfo *fragShader = NULL;
for(uint32_t i = 0; i < pipeCreateInfo.stageCount; i++)
{
VkPipelineShaderStageCreateInfo &sh =
(VkPipelineShaderStageCreateInfo &)pipeCreateInfo.pStages[i];
if(sh.stage == VK_SHADER_STAGE_FRAGMENT_BIT)
{
sh.pName = "main";
fragShader = &sh;
break;
}
}
if(fragShader == NULL)
{
// we know this is safe because it's pointing to a static array that's
// big enough for all shaders
VkPipelineShaderStageCreateInfo &sh =
(VkPipelineShaderStageCreateInfo &)pipeCreateInfo.pStages[pipeCreateInfo.stageCount++];
sh.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
sh.pNext = NULL;
sh.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
sh.pName = "main";
sh.pSpecializationInfo = NULL;
fragShader = &sh;
}
fragShader->module = passmod;
if(depthRP != VK_NULL_HANDLE)
{
if(overlay == DebugOverlay::Depth)
ds->depthTestEnable = origDepthTest;
else
ds->stencilTestEnable = origStencilTest;
pipeCreateInfo.renderPass = depthRP;
}
else
{
pipeCreateInfo.renderPass = m_Overlay.NoDepthRP;
}
vkr = m_pDriver->vkCreateGraphicsPipelines(m_Device, VK_NULL_HANDLE, 1, &pipeCreateInfo, NULL,
&passpipe);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
fragShader->module = failmod;
// set our renderpass and shader
pipeCreateInfo.renderPass = m_Overlay.NoDepthRP;
// disable culling/discard and enable depth clamp. That way we show any failures due to these
VkPipelineRasterizationStateCreateInfo *rs =
(VkPipelineRasterizationStateCreateInfo *)pipeCreateInfo.pRasterizationState;
rs->cullMode = VK_CULL_MODE_NONE;
rs->rasterizerDiscardEnable = false;
if(m_pDriver->GetDeviceFeatures().depthClamp)
rs->depthClampEnable = true;
vkr = m_pDriver->vkCreateGraphicsPipelines(m_Device, VK_NULL_HANDLE, 1, &pipeCreateInfo, NULL,
&failpipe);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// modify state
m_pDriver->m_RenderState.renderPass = GetResID(m_Overlay.NoDepthRP);
m_pDriver->m_RenderState.subpass = 0;
m_pDriver->m_RenderState.framebuffer = GetResID(m_Overlay.NoDepthFB);
m_pDriver->m_RenderState.graphics.pipeline = GetResID(failpipe);
// set dynamic scissors in case pipeline was using them
for(size_t i = 0; i < m_pDriver->m_RenderState.scissors.size(); i++)
{
m_pDriver->m_RenderState.scissors[i].offset.x = 0;
m_pDriver->m_RenderState.scissors[i].offset.x = 0;
m_pDriver->m_RenderState.scissors[i].extent.width = 16384;
m_pDriver->m_RenderState.scissors[i].extent.height = 16384;
}
vkr = vt->EndCommandBuffer(Unwrap(cmd));
RDCASSERTEQUAL(vkr, VK_SUCCESS);
m_pDriver->ReplayLog(0, eventId, eReplay_OnlyDraw);
m_pDriver->m_RenderState.graphics.pipeline = GetResID(passpipe);
if(depthRP != VK_NULL_HANDLE)
{
m_pDriver->m_RenderState.renderPass = GetResID(depthRP);
m_pDriver->m_RenderState.framebuffer = GetResID(depthFB);
}
m_pDriver->ReplayLog(0, eventId, eReplay_OnlyDraw);
// submit & flush so that we don't have to keep pipeline around for a while
m_pDriver->SubmitCmds();
m_pDriver->FlushQ();
cmd = m_pDriver->GetNextCmd();
vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// restore state
m_pDriver->m_RenderState = prevstate;
m_pDriver->vkDestroyPipeline(m_Device, failpipe, NULL);
m_pDriver->vkDestroyShaderModule(m_Device, failmod, NULL);
m_pDriver->vkDestroyPipeline(m_Device, passpipe, NULL);
m_pDriver->vkDestroyShaderModule(m_Device, passmod, NULL);
if(depthRP != VK_NULL_HANDLE)
{
m_pDriver->vkDestroyRenderPass(m_Device, depthRP, NULL);
m_pDriver->vkDestroyFramebuffer(m_Device, depthFB, NULL);
}
}
else if(overlay == DebugOverlay::ClearBeforeDraw || overlay == DebugOverlay::ClearBeforePass)
{
// clear the overlay image itself
float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
VkImageMemoryBarrier barrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
NULL,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(m_Overlay.Image),
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}};
DoPipelineBarrier(cmd, 1, &barrier);
vt->CmdClearColorImage(Unwrap(cmd), Unwrap(m_Overlay.Image), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
(VkClearColorValue *)black, 1, &subresourceRange);
std::swap(barrier.oldLayout, barrier.newLayout);
std::swap(barrier.srcAccessMask, barrier.dstAccessMask);
barrier.dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
DoPipelineBarrier(cmd, 1, &barrier);
std::vector<uint32_t> events = passEvents;
if(overlay == DebugOverlay::ClearBeforeDraw)
events.clear();
events.push_back(eventId);
{
vkr = vt->EndCommandBuffer(Unwrap(cmd));
RDCASSERTEQUAL(vkr, VK_SUCCESS);
#if ENABLED(SINGLE_FLUSH_VALIDATE)
m_pDriver->SubmitCmds();
#endif
size_t startEvent = 0;
// if we're ClearBeforePass the first event will be a vkBeginRenderPass.
// if there are any other events, we need to play up to right before them
// so that we have all the render state set up to do
// BeginRenderPassAndApplyState and a clear. If it's just the begin, we
// just play including it, do the clear, then we won't replay anything
// in the loop below
if(overlay == DebugOverlay::ClearBeforePass)
{
const DrawcallDescription *draw = m_pDriver->GetDrawcall(events[0]);
if(draw && draw->flags & DrawFlags::BeginPass)
{
if(events.size() == 1)
{
m_pDriver->ReplayLog(0, events[0], eReplay_Full);
}
else
{
startEvent = 1;
m_pDriver->ReplayLog(0, events[1], eReplay_WithoutDraw);
}
}
}
else
{
m_pDriver->ReplayLog(0, events[0], eReplay_WithoutDraw);
}
cmd = m_pDriver->GetNextCmd();
vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
m_pDriver->m_RenderState.BeginRenderPassAndApplyState(cmd, VulkanRenderState::BindGraphics);
VkClearAttachment blackclear = {VK_IMAGE_ASPECT_COLOR_BIT, 0, {}};
std::vector<VkClearAttachment> atts;
VulkanCreationInfo::Framebuffer &fb =
m_pDriver->m_CreationInfo.m_Framebuffer[m_pDriver->m_RenderState.framebuffer];
VulkanCreationInfo::RenderPass &rp =
m_pDriver->m_CreationInfo.m_RenderPass[m_pDriver->m_RenderState.renderPass];
for(size_t i = 0; i < rp.subpasses[m_pDriver->m_RenderState.subpass].colorAttachments.size();
i++)
{
blackclear.colorAttachment = (uint32_t)i;
atts.push_back(blackclear);
}
VkClearRect rect = {
{{0, 0}, {fb.width, fb.height}}, 0, 1,
};
vt->CmdClearAttachments(Unwrap(cmd), (uint32_t)atts.size(), &atts[0], 1, &rect);
m_pDriver->m_RenderState.EndRenderPass(cmd);
vkr = vt->EndCommandBuffer(Unwrap(cmd));
RDCASSERTEQUAL(vkr, VK_SUCCESS);
for(size_t i = startEvent; i < events.size(); i++)
{
m_pDriver->ReplayLog(events[i], events[i], eReplay_OnlyDraw);
if(overlay == DebugOverlay::ClearBeforePass && i + 1 < events.size())
m_pDriver->ReplayLog(events[i] + 1, events[i + 1], eReplay_WithoutDraw);
}
cmd = m_pDriver->GetNextCmd();
vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
}
}
else if(overlay == DebugOverlay::QuadOverdrawPass || overlay == DebugOverlay::QuadOverdrawDraw)
{
VulkanRenderState prevstate = m_pDriver->m_RenderState;
if(m_Overlay.m_QuadResolvePipeline[0] != VK_NULL_HANDLE)
{
SCOPED_TIMER("Quad Overdraw");
float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
VkImageMemoryBarrier barrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
NULL,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(m_Overlay.Image),
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}};
DoPipelineBarrier(cmd, 1, &barrier);
vt->CmdClearColorImage(Unwrap(cmd), Unwrap(m_Overlay.Image),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, (VkClearColorValue *)black, 1,
&subresourceRange);
std::swap(barrier.oldLayout, barrier.newLayout);
std::swap(barrier.srcAccessMask, barrier.dstAccessMask);
barrier.dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
DoPipelineBarrier(cmd, 1, &barrier);
std::vector<uint32_t> events = passEvents;
if(overlay == DebugOverlay::QuadOverdrawDraw)
events.clear();
events.push_back(eventId);
// if we're rendering the whole pass, and the first draw is a BeginRenderPass, don't include
// it in the list. We want to start by replaying into the renderpass so that we have the
// correct state being applied.
if(overlay == DebugOverlay::QuadOverdrawPass)
{
const DrawcallDescription *draw = m_pDriver->GetDrawcall(events[0]);
if(draw->flags & DrawFlags::BeginPass)
events.erase(events.begin());
}
VkImage quadImg;
VkDeviceMemory quadImgMem;
VkImageView quadImgView;
VkImageCreateInfo imInfo = {
VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
NULL,
0,
VK_IMAGE_TYPE_2D,
VK_FORMAT_R32_UINT,
{RDCMAX(1U, m_Overlay.ImageDim.width >> 1), RDCMAX(1U, m_Overlay.ImageDim.height >> 1), 1},
1,
4,
VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
VK_SHARING_MODE_EXCLUSIVE,
0,
NULL,
VK_IMAGE_LAYOUT_UNDEFINED,
};
vkr = m_pDriver->vkCreateImage(m_Device, &imInfo, NULL, &quadImg);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
VkMemoryRequirements mrq = {0};
m_pDriver->vkGetImageMemoryRequirements(m_Device, quadImg, &mrq);
VkMemoryAllocateInfo allocInfo = {
VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, NULL, mrq.size,
m_pDriver->GetGPULocalMemoryIndex(mrq.memoryTypeBits),
};
vkr = m_pDriver->vkAllocateMemory(m_Device, &allocInfo, NULL, &quadImgMem);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
vkr = m_pDriver->vkBindImageMemory(m_Device, quadImg, quadImgMem, 0);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
VkImageViewCreateInfo viewinfo = {
VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
NULL,
0,
quadImg,
VK_IMAGE_VIEW_TYPE_2D_ARRAY,
VK_FORMAT_R32_UINT,
{VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_ZERO, VK_COMPONENT_SWIZZLE_ZERO,
VK_COMPONENT_SWIZZLE_ONE},
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 4},
};
vkr = m_pDriver->vkCreateImageView(m_Device, &viewinfo, NULL, &quadImgView);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
// update descriptor to point to our R32 result image
VkDescriptorImageInfo imdesc = {0};
imdesc.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
imdesc.sampler = VK_NULL_HANDLE;
imdesc.imageView = Unwrap(quadImgView);
VkWriteDescriptorSet write = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
NULL,
Unwrap(m_Overlay.m_QuadDescSet),
0,
0,
1,
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
&imdesc,
NULL,
NULL};
vt->UpdateDescriptorSets(Unwrap(m_Device), 1, &write, 0, NULL);
VkImageMemoryBarrier quadImBarrier = {
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
NULL,
0,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_GENERAL,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(quadImg),
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 4},
};
// clear all to black
DoPipelineBarrier(cmd, 1, &quadImBarrier);
vt->CmdClearColorImage(Unwrap(cmd), Unwrap(quadImg), VK_IMAGE_LAYOUT_GENERAL,
(VkClearColorValue *)&black, 1, &quadImBarrier.subresourceRange);
quadImBarrier.srcAccessMask = quadImBarrier.dstAccessMask;
quadImBarrier.oldLayout = quadImBarrier.newLayout;
quadImBarrier.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
// set to general layout, for load/store operations
DoPipelineBarrier(cmd, 1, &quadImBarrier);
VkMemoryBarrier memBarrier = {
VK_STRUCTURE_TYPE_MEMORY_BARRIER, NULL, VK_ACCESS_ALL_WRITE_BITS, VK_ACCESS_ALL_READ_BITS,
};
DoPipelineBarrier(cmd, 1, &memBarrier);
// end this cmd buffer so the image is in the right state for the next part
vkr = vt->EndCommandBuffer(Unwrap(cmd));
RDCASSERTEQUAL(vkr, VK_SUCCESS);
#if ENABLED(SINGLE_FLUSH_VALIDATE)
m_pDriver->SubmitCmds();
#endif
m_pDriver->ReplayLog(0, events[0], eReplay_WithoutDraw);
// declare callback struct here
VulkanQuadOverdrawCallback cb(m_pDriver, m_Overlay.m_QuadDescSetLayout,
m_Overlay.m_QuadDescSet, events);
m_pDriver->ReplayLog(events.front(), events.back(), eReplay_Full);
// resolve pass
{
cmd = m_pDriver->GetNextCmd();
vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
quadImBarrier.srcAccessMask = quadImBarrier.dstAccessMask;
quadImBarrier.oldLayout = quadImBarrier.newLayout;
quadImBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
// wait for writing to finish
DoPipelineBarrier(cmd, 1, &quadImBarrier);
VkClearValue clearval = {};
VkRenderPassBeginInfo rpbegin = {
VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
NULL,
Unwrap(m_Overlay.NoDepthRP),
Unwrap(m_Overlay.NoDepthFB),
m_pDriver->m_RenderState.renderArea,
1,
&clearval,
};
vt->CmdBeginRenderPass(Unwrap(cmd), &rpbegin, VK_SUBPASS_CONTENTS_INLINE);
vt->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
Unwrap(m_Overlay.m_QuadResolvePipeline[SampleIndex(iminfo.samples)]));
vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
Unwrap(m_Overlay.m_QuadResolvePipeLayout), 0, 1,
UnwrapPtr(m_Overlay.m_QuadDescSet), 0, NULL);
VkViewport viewport = {
0.0f, 0.0f, (float)m_Overlay.ImageDim.width, (float)m_Overlay.ImageDim.height,
0.0f, 1.0f};
vt->CmdSetViewport(Unwrap(cmd), 0, 1, &viewport);
vt->CmdDraw(Unwrap(cmd), 4, 1, 0, 0);
vt->CmdEndRenderPass(Unwrap(cmd));
vkr = vt->EndCommandBuffer(Unwrap(cmd));
RDCASSERTEQUAL(vkr, VK_SUCCESS);
}
m_pDriver->SubmitCmds();
m_pDriver->FlushQ();
m_pDriver->vkDestroyImageView(m_Device, quadImgView, NULL);
m_pDriver->vkDestroyImage(m_Device, quadImg, NULL);
m_pDriver->vkFreeMemory(m_Device, quadImgMem, NULL);
for(auto it = cb.m_PipelineCache.begin(); it != cb.m_PipelineCache.end(); ++it)
{
m_pDriver->vkDestroyPipeline(m_Device, it->second.second, NULL);
}
}
// restore back to normal
m_pDriver->ReplayLog(0, eventId, eReplay_WithoutDraw);
cmd = m_pDriver->GetNextCmd();
vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
}
else if(overlay == DebugOverlay::TriangleSizePass || overlay == DebugOverlay::TriangleSizeDraw)
{
VulkanRenderState prevstate = m_pDriver->m_RenderState;
{
SCOPED_TIMER("Triangle Size");
float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
VkImageMemoryBarrier barrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
NULL,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED,
VK_QUEUE_FAMILY_IGNORED,
Unwrap(m_Overlay.Image),
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}};
DoPipelineBarrier(cmd, 1, &barrier);
vt->CmdClearColorImage(Unwrap(cmd), Unwrap(m_Overlay.Image),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, (VkClearColorValue *)black, 1,
&subresourceRange);
std::swap(barrier.oldLayout, barrier.newLayout);
std::swap(barrier.srcAccessMask, barrier.dstAccessMask);
barrier.dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
DoPipelineBarrier(cmd, 1, &barrier);
// end this cmd buffer so the image is in the right state for the next part
vkr = vt->EndCommandBuffer(Unwrap(cmd));
RDCASSERTEQUAL(vkr, VK_SUCCESS);
#if ENABLED(SINGLE_FLUSH_VALIDATE)
m_pDriver->SubmitCmds();
#endif
std::vector<uint32_t> events = passEvents;
if(overlay == DebugOverlay::TriangleSizeDraw)
events.clear();
while(!events.empty())
{
const DrawcallDescription *draw = m_pDriver->GetDrawcall(events[0]);
// remove any non-drawcalls, like the pass boundary.
if(!draw || !(draw->flags & DrawFlags::Drawcall))
events.erase(events.begin());
else
break;
}
events.push_back(eventId);
m_pDriver->ReplayLog(0, events[0], eReplay_WithoutDraw);
VulkanRenderState &state = m_pDriver->GetRenderState();
uint32_t meshOffs = 0;
MeshUBOData *data = (MeshUBOData *)m_MeshRender.UBO.Map(&meshOffs);
data->mvp = Matrix4f::Identity();
data->invProj = Matrix4f::Identity();
data->color = Vec4f();
data->homogenousInput = 1;
data->pointSpriteSize = Vec2f(0.0f, 0.0f);
data->displayFormat = 0;
data->rawoutput = 1;
data->padding = Vec3f();
m_MeshRender.UBO.Unmap();
uint32_t viewOffs = 0;
Vec4f *ubo = (Vec4f *)m_Overlay.m_TriSizeUBO.Map(&viewOffs);
*ubo = Vec4f(state.views[0].width, state.views[0].height);
m_Overlay.m_TriSizeUBO.Unmap();
uint32_t offsets[2] = {meshOffs, viewOffs};
VkDescriptorBufferInfo bufdesc;
m_MeshRender.UBO.FillDescriptor(bufdesc);
VkWriteDescriptorSet write = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
NULL,
Unwrap(m_Overlay.m_TriSizeDescSet),
0,
0,
1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
NULL,
&bufdesc,
NULL};
vt->UpdateDescriptorSets(Unwrap(m_Device), 1, &write, 0, NULL);
m_Overlay.m_TriSizeUBO.FillDescriptor(bufdesc);
write.dstBinding = 2;
vt->UpdateDescriptorSets(Unwrap(m_Device), 1, &write, 0, NULL);
VkRenderPass RP = m_Overlay.NoDepthRP;
VkFramebuffer FB = m_Overlay.NoDepthFB;
VulkanCreationInfo &createinfo = m_pDriver->m_CreationInfo;
RDCASSERT(state.subpass < createinfo.m_RenderPass[state.renderPass].subpasses.size());
int32_t dsIdx =
createinfo.m_RenderPass[state.renderPass].subpasses[state.subpass].depthstencilAttachment;
bool depthUsed = false;
// make a renderpass and framebuffer for rendering to overlay color and using
// depth buffer from the orignial render
if(dsIdx >= 0 && dsIdx < (int32_t)createinfo.m_Framebuffer[state.framebuffer].attachments.size())
{
depthUsed = true;
VkAttachmentDescription attDescs[] = {
{0, VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL},
{0, VK_FORMAT_UNDEFINED, VK_SAMPLE_COUNT_1_BIT, // will patch this just below
VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE, VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL},
};
ResourceId depthView = createinfo.m_Framebuffer[state.framebuffer].attachments[dsIdx].view;
VulkanCreationInfo::ImageView &depthViewInfo = createinfo.m_ImageView[depthView];
ResourceId depthIm = depthViewInfo.image;
VulkanCreationInfo::Image &depthImageInfo = createinfo.m_Image[depthIm];
attDescs[1].format = depthImageInfo.format;
attDescs[0].samples = attDescs[1].samples = iminfo.samples;
std::vector<ImageRegionState> &depthStates =
m_pDriver->m_ImageLayouts[depthIm].subresourceStates;
for(ImageRegionState &ds : depthStates)
{
// find the state that overlaps the view's subresource range start. We assume all
// subresources are correctly in the same state (as they should be) so we just need to
// find the first match.
if(ds.subresourceRange.baseArrayLayer <= depthViewInfo.range.baseArrayLayer &&
ds.subresourceRange.baseArrayLayer + 1 > depthViewInfo.range.baseArrayLayer &&
ds.subresourceRange.baseMipLevel <= depthViewInfo.range.baseMipLevel &&
ds.subresourceRange.baseMipLevel + ds.subresourceRange.levelCount + 1 >
depthViewInfo.range.baseMipLevel)
{
attDescs[1].initialLayout = attDescs[1].finalLayout = ds.newLayout;
break;
}
}
VkAttachmentReference colRef = {0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
VkAttachmentReference dsRef = {1, attDescs[1].initialLayout};
VkSubpassDescription sub = {
0, VK_PIPELINE_BIND_POINT_GRAPHICS,
0, NULL, // inputs
1, &colRef, // color
NULL, // resolve
&dsRef, // depth-stencil
0, NULL, // preserve
};
VkRenderPassCreateInfo rpinfo = {
VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
NULL,
0,
2,
attDescs,
1,
&sub,
0,
NULL, // dependencies
};
vkr = m_pDriver->vkCreateRenderPass(m_Device, &rpinfo, NULL, &RP);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
VkImageView views[] = {
m_Overlay.ImageView,
m_pDriver->GetResourceManager()->GetCurrentHandle<VkImageView>(depthView),
};
// Create framebuffer rendering just to overlay image, no depth
VkFramebufferCreateInfo fbinfo = {
VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
NULL,
0,
RP,
2,
views,
(uint32_t)m_Overlay.ImageDim.width,
(uint32_t)m_Overlay.ImageDim.height,
1,
};
vkr = m_pDriver->vkCreateFramebuffer(m_Device, &fbinfo, NULL, &FB);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
}
VkGraphicsPipelineCreateInfo pipeCreateInfo;
m_pDriver->GetShaderCache()->MakeGraphicsPipelineInfo(pipeCreateInfo, state.graphics.pipeline);
VkPipelineShaderStageCreateInfo stages[3] = {
{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, NULL, 0, VK_SHADER_STAGE_VERTEX_BIT,
shaderCache->GetBuiltinModule(BuiltinShader::MeshVS), "main", NULL},
{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, NULL, 0, VK_SHADER_STAGE_FRAGMENT_BIT,
shaderCache->GetBuiltinModule(BuiltinShader::TrisizeFS), "main", NULL},
{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, NULL, 0, VK_SHADER_STAGE_GEOMETRY_BIT,
shaderCache->GetBuiltinModule(BuiltinShader::TrisizeGS), "main", NULL},
};
VkPipelineInputAssemblyStateCreateInfo ia = {
VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO};
ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkVertexInputBindingDescription binds[] = {
// primary
{0, 0, VK_VERTEX_INPUT_RATE_VERTEX},
// secondary
{1, 0, VK_VERTEX_INPUT_RATE_VERTEX},
};
VkVertexInputAttributeDescription vertAttrs[] = {
{0, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 0}, {1, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 0},
};
VkPipelineVertexInputStateCreateInfo vi = {
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
NULL,
0,
1,
binds,
2,
vertAttrs,
};
VkPipelineColorBlendAttachmentState attState = {
false,
VK_BLEND_FACTOR_ONE,
VK_BLEND_FACTOR_ZERO,
VK_BLEND_OP_ADD,
VK_BLEND_FACTOR_ONE,
VK_BLEND_FACTOR_ZERO,
VK_BLEND_OP_ADD,
0xf,
};
VkPipelineColorBlendStateCreateInfo cb = {
VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
NULL,
0,
false,
VK_LOGIC_OP_NO_OP,
1,
&attState,
{1.0f, 1.0f, 1.0f, 1.0f},
};
pipeCreateInfo.stageCount = 3;
pipeCreateInfo.pStages = stages;
pipeCreateInfo.pTessellationState = NULL;
pipeCreateInfo.renderPass = RP;
pipeCreateInfo.subpass = 0;
pipeCreateInfo.layout = m_Overlay.m_TriSizePipeLayout;
pipeCreateInfo.basePipelineHandle = VK_NULL_HANDLE;
pipeCreateInfo.basePipelineIndex = 0;
pipeCreateInfo.pInputAssemblyState = &ia;
pipeCreateInfo.pVertexInputState = &vi;
pipeCreateInfo.pColorBlendState = &cb;
typedef rdcpair<uint32_t, Topology> PipeKey;
std::map<PipeKey, VkPipeline> pipes;
cmd = m_pDriver->GetNextCmd();
vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
VkClearValue clearval = {};
VkRenderPassBeginInfo rpbegin = {
VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
NULL,
Unwrap(RP),
Unwrap(FB),
{{0, 0}, m_Overlay.ImageDim},
1,
&clearval,
};
vt->CmdBeginRenderPass(Unwrap(cmd), &rpbegin, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = {
0.0f, 0.0f, (float)m_Overlay.ImageDim.width, (float)m_Overlay.ImageDim.height,
0.0f, 1.0f};
vt->CmdSetViewport(Unwrap(cmd), 0, 1, &viewport);
for(size_t i = 0; i < events.size(); i++)
{
const DrawcallDescription *draw = m_pDriver->GetDrawcall(events[i]);
for(uint32_t inst = 0; draw && inst < RDCMAX(1U, draw->numInstances); inst++)
{
MeshFormat fmt = GetPostVSBuffers(events[i], inst, 0, MeshDataStage::GSOut);
if(fmt.vertexResourceId == ResourceId())
fmt = GetPostVSBuffers(events[i], inst, 0, MeshDataStage::VSOut);
if(fmt.vertexResourceId != ResourceId())
{
ia.topology = MakeVkPrimitiveTopology(fmt.topology);
binds[0].stride = binds[1].stride = fmt.vertexByteStride;
PipeKey key = make_rdcpair(fmt.vertexByteStride, fmt.topology);
VkPipeline pipe = pipes[key];
if(pipe == VK_NULL_HANDLE)
{
vkr = m_pDriver->vkCreateGraphicsPipelines(m_Device, VK_NULL_HANDLE, 1,
&pipeCreateInfo, NULL, &pipe);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
}
VkBuffer vb =
m_pDriver->GetResourceManager()->GetCurrentHandle<VkBuffer>(fmt.vertexResourceId);
VkDeviceSize offs = fmt.vertexByteOffset;
vt->CmdBindVertexBuffers(Unwrap(cmd), 0, 1, UnwrapPtr(vb), &offs);
pipes[key] = pipe;
vt->CmdBindDescriptorSets(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
Unwrap(m_Overlay.m_TriSizePipeLayout), 0, 1,
UnwrapPtr(m_Overlay.m_TriSizeDescSet), 2, offsets);
vt->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS, Unwrap(pipe));
const VkPipelineDynamicStateCreateInfo *dyn = pipeCreateInfo.pDynamicState;
for(uint32_t dynState = 0; dyn && dynState < dyn->dynamicStateCount; dynState++)
{
VkDynamicState d = dyn->pDynamicStates[dynState];
if(!state.views.empty() && d == VK_DYNAMIC_STATE_VIEWPORT)
{
vt->CmdSetViewport(Unwrap(cmd), 0, (uint32_t)state.views.size(), &state.views[0]);
}
else if(!state.scissors.empty() && d == VK_DYNAMIC_STATE_SCISSOR)
{
vt->CmdSetScissor(Unwrap(cmd), 0, (uint32_t)state.scissors.size(),
&state.scissors[0]);
}
else if(d == VK_DYNAMIC_STATE_LINE_WIDTH)
{
vt->CmdSetLineWidth(Unwrap(cmd), state.lineWidth);
}
else if(d == VK_DYNAMIC_STATE_DEPTH_BIAS)
{
vt->CmdSetDepthBias(Unwrap(cmd), state.bias.depth, state.bias.biasclamp,
state.bias.slope);
}
else if(d == VK_DYNAMIC_STATE_BLEND_CONSTANTS)
{
vt->CmdSetBlendConstants(Unwrap(cmd), state.blendConst);
}
else if(d == VK_DYNAMIC_STATE_DEPTH_BOUNDS)
{
vt->CmdSetDepthBounds(Unwrap(cmd), state.mindepth, state.maxdepth);
}
else if(d == VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK)
{
vt->CmdSetStencilCompareMask(Unwrap(cmd), VK_STENCIL_FACE_BACK_BIT,
state.back.compare);
vt->CmdSetStencilCompareMask(Unwrap(cmd), VK_STENCIL_FACE_FRONT_BIT,
state.front.compare);
}
else if(d == VK_DYNAMIC_STATE_STENCIL_WRITE_MASK)
{
vt->CmdSetStencilWriteMask(Unwrap(cmd), VK_STENCIL_FACE_BACK_BIT, state.back.write);
vt->CmdSetStencilWriteMask(Unwrap(cmd), VK_STENCIL_FACE_FRONT_BIT, state.front.write);
}
else if(d == VK_DYNAMIC_STATE_STENCIL_REFERENCE)
{
vt->CmdSetStencilReference(Unwrap(cmd), VK_STENCIL_FACE_BACK_BIT, state.back.ref);
vt->CmdSetStencilReference(Unwrap(cmd), VK_STENCIL_FACE_FRONT_BIT, state.front.ref);
}
}
if(fmt.indexByteStride)
{
VkIndexType idxtype = VK_INDEX_TYPE_UINT16;
if(fmt.indexByteStride == 4)
idxtype = VK_INDEX_TYPE_UINT32;
if(fmt.indexResourceId != ResourceId())
{
VkBuffer ib =
m_pDriver->GetResourceManager()->GetLiveHandle<VkBuffer>(fmt.indexResourceId);
vt->CmdBindIndexBuffer(Unwrap(cmd), Unwrap(ib), fmt.indexByteOffset, idxtype);
vt->CmdDrawIndexed(Unwrap(cmd), fmt.numIndices, 1, 0, fmt.baseVertex, 0);
}
}
else
{
vt->CmdDraw(Unwrap(cmd), fmt.numIndices, 1, 0, 0);
}
}
}
}
vt->CmdEndRenderPass(Unwrap(cmd));
vkr = vt->EndCommandBuffer(Unwrap(cmd));
RDCASSERTEQUAL(vkr, VK_SUCCESS);
m_pDriver->SubmitCmds();
m_pDriver->FlushQ();
if(depthUsed)
{
m_pDriver->vkDestroyFramebuffer(m_Device, FB, NULL);
m_pDriver->vkDestroyRenderPass(m_Device, RP, NULL);
}
for(auto it = pipes.begin(); it != pipes.end(); ++it)
m_pDriver->vkDestroyPipeline(m_Device, it->second, NULL);
}
// restore back to normal
m_pDriver->ReplayLog(0, eventId, eReplay_WithoutDraw);
// restore state
m_pDriver->m_RenderState = prevstate;
cmd = m_pDriver->GetNextCmd();
vkr = vt->BeginCommandBuffer(Unwrap(cmd), &beginInfo);
RDCASSERTEQUAL(vkr, VK_SUCCESS);
}
VkMarkerRegion::End(cmd);
vkr = vt->EndCommandBuffer(Unwrap(cmd));
RDCASSERTEQUAL(vkr, VK_SUCCESS);
#if ENABLED(SINGLE_FLUSH_VALIDATE)
m_pDriver->SubmitCmds();
#endif
return GetResID(m_Overlay.Image);
}