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renderdoc/qrenderdoc/Windows/PipelineState/D3D11PipelineStateViewer.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2016-2017 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 "D3D11PipelineStateViewer.h"
#include <float.h>
#include <QMouseEvent>
#include <QScrollBar>
#include "3rdparty/toolwindowmanager/ToolWindowManager.h"
#include "Code/Resources.h"
#include "PipelineStateViewer.h"
#include "ui_D3D11PipelineStateViewer.h"
Q_DECLARE_METATYPE(ResourceId);
struct VBIBTag
{
VBIBTag() { offset = 0; }
VBIBTag(ResourceId i, uint64_t offs)
{
id = i;
offset = offs;
}
ResourceId id;
uint64_t offset;
};
Q_DECLARE_METATYPE(VBIBTag);
struct ViewTag
{
enum ResType
{
SRV,
UAV,
OMTarget,
OMDepth,
};
ViewTag() {}
ViewTag(ResType t, int i, const D3D11Pipe::View &r) : type(t), index(i), res(r) {}
ResType type;
int index;
D3D11Pipe::View res;
};
Q_DECLARE_METATYPE(ViewTag);
D3D11PipelineStateViewer::D3D11PipelineStateViewer(ICaptureContext &ctx,
PipelineStateViewer &common, QWidget *parent)
: QFrame(parent), ui(new Ui::D3D11PipelineStateViewer), m_Ctx(ctx), m_Common(common)
{
ui->setupUi(this);
RDLabel *shaderLabels[] = {
ui->vsShader, ui->hsShader, ui->dsShader, ui->gsShader,
ui->psShader, ui->csShader, ui->iaBytecode,
};
QToolButton *viewButtons[] = {
ui->vsShaderViewButton, ui->hsShaderViewButton, ui->dsShaderViewButton,
ui->gsShaderViewButton, ui->psShaderViewButton, ui->csShaderViewButton,
ui->iaBytecodeViewButton,
};
QToolButton *editButtons[] = {
ui->vsShaderEditButton, ui->hsShaderEditButton, ui->dsShaderEditButton,
ui->gsShaderEditButton, ui->psShaderEditButton, ui->csShaderEditButton,
};
QToolButton *saveButtons[] = {
ui->vsShaderSaveButton, ui->hsShaderSaveButton, ui->dsShaderSaveButton,
ui->gsShaderSaveButton, ui->psShaderSaveButton, ui->csShaderSaveButton,
};
RDTreeWidget *resources[] = {
ui->vsResources, ui->hsResources, ui->dsResources,
ui->gsResources, ui->psResources, ui->csResources,
};
RDTreeWidget *samplers[] = {
ui->vsSamplers, ui->hsSamplers, ui->dsSamplers,
ui->gsSamplers, ui->psSamplers, ui->csSamplers,
};
RDTreeWidget *cbuffers[] = {
ui->vsCBuffers, ui->hsCBuffers, ui->dsCBuffers,
ui->gsCBuffers, ui->psCBuffers, ui->csCBuffers,
};
RDTreeWidget *classes[] = {
ui->vsClasses, ui->hsClasses, ui->dsClasses, ui->gsClasses, ui->psClasses, ui->csClasses,
};
for(QToolButton *b : viewButtons)
QObject::connect(b, &QToolButton::clicked, this, &D3D11PipelineStateViewer::shaderView_clicked);
for(RDLabel *b : shaderLabels)
QObject::connect(b, &RDLabel::clicked, [this](QMouseEvent *) { shaderView_clicked(); });
for(QToolButton *b : editButtons)
QObject::connect(b, &QToolButton::clicked, this, &D3D11PipelineStateViewer::shaderEdit_clicked);
for(QToolButton *b : saveButtons)
QObject::connect(b, &QToolButton::clicked, this, &D3D11PipelineStateViewer::shaderSave_clicked);
QObject::connect(ui->iaLayouts, &RDTreeWidget::leave, this,
&D3D11PipelineStateViewer::vertex_leave);
QObject::connect(ui->iaBuffers, &RDTreeWidget::leave, this,
&D3D11PipelineStateViewer::vertex_leave);
QObject::connect(ui->targetOutputs, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::resource_itemActivated);
QObject::connect(ui->csUAVs, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::resource_itemActivated);
for(RDTreeWidget *res : resources)
QObject::connect(res, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::resource_itemActivated);
for(RDTreeWidget *cbuffer : cbuffers)
QObject::connect(cbuffer, &RDTreeWidget::itemActivated, this,
&D3D11PipelineStateViewer::cbuffer_itemActivated);
addGridLines(ui->rasterizerGridLayout);
addGridLines(ui->blendStateGridLayout);
addGridLines(ui->depthStateGridLayout);
// no way to set this up in the UI :(
{
// Slot | Semantic | Index | Format | Input Slot | Offset | Class | Step Rate | Go
ui->iaLayouts->header()->resizeSection(0, 75);
ui->iaLayouts->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->iaLayouts->header()->setSectionResizeMode(1, QHeaderView::Stretch);
ui->iaLayouts->header()->setSectionResizeMode(2, QHeaderView::Stretch);
ui->iaLayouts->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->iaLayouts->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->iaLayouts->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->iaLayouts->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
ui->iaLayouts->header()->setSectionResizeMode(7, QHeaderView::ResizeToContents);
ui->iaLayouts->header()->setSectionResizeMode(8, QHeaderView::ResizeToContents);
ui->iaLayouts->setHoverIconColumn(8);
}
{
// Slot | Buffer | Stride | Offset | Byte Length | Go
ui->iaBuffers->header()->resizeSection(0, 75);
ui->iaBuffers->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->iaBuffers->header()->setSectionResizeMode(1, QHeaderView::Stretch);
ui->iaBuffers->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->iaBuffers->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->iaBuffers->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->iaBuffers->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->iaBuffers->setHoverIconColumn(5);
}
for(RDTreeWidget *tex : resources)
{
// Slot | Resource | Type | Width | Height | Depth | Array Size | Format | Go
tex->header()->resizeSection(0, 120);
tex->header()->setSectionResizeMode(0, QHeaderView::Interactive);
tex->header()->setSectionResizeMode(1, QHeaderView::Stretch);
tex->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(7, QHeaderView::ResizeToContents);
tex->header()->setSectionResizeMode(8, QHeaderView::ResizeToContents);
tex->setHoverIconColumn(8);
tex->setDefaultHoverColor(ui->targetOutputs->palette().color(QPalette::Window));
}
for(RDTreeWidget *samp : samplers)
{
// Slot | Addressing | Filter | LOD Clamp | LOD Bias
samp->header()->resizeSection(0, 120);
samp->header()->setSectionResizeMode(0, QHeaderView::Interactive);
samp->header()->setSectionResizeMode(1, QHeaderView::Stretch);
samp->header()->setSectionResizeMode(2, QHeaderView::Stretch);
samp->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
samp->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
}
for(RDTreeWidget *cbuffer : cbuffers)
{
// Slot | Buffer | Byte Range | Size | Go
cbuffer->header()->resizeSection(0, 120);
cbuffer->header()->setSectionResizeMode(0, QHeaderView::Interactive);
cbuffer->header()->setSectionResizeMode(1, QHeaderView::Stretch);
cbuffer->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
cbuffer->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
cbuffer->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
cbuffer->setHoverIconColumn(4);
cbuffer->setDefaultHoverColor(ui->targetOutputs->palette().color(QPalette::Window));
}
for(RDTreeWidget *cl : classes)
{
// Slot | Interface | Instance
cl->header()->resizeSection(0, 120);
cl->header()->setSectionResizeMode(0, QHeaderView::Interactive);
cl->header()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
cl->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
}
{
// Slot | X | Y | Width | Height | MinDepth | MaxDepth
ui->viewports->header()->resizeSection(0, 75);
ui->viewports->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->viewports->header()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
ui->viewports->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->viewports->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->viewports->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->viewports->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->viewports->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
}
{
// Slot | X | Y | Width | Height
ui->scissors->header()->resizeSection(0, 100);
ui->scissors->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->scissors->header()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
ui->scissors->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->scissors->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->scissors->header()->setSectionResizeMode(4, QHeaderView::Stretch);
}
{
// Slot | Resource | Type | Width | Height | Depth | Array Size | Format | Go
ui->targetOutputs->header()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(1, QHeaderView::Stretch);
ui->targetOutputs->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(7, QHeaderView::ResizeToContents);
ui->targetOutputs->header()->setSectionResizeMode(8, QHeaderView::ResizeToContents);
ui->targetOutputs->setHoverIconColumn(8);
ui->targetOutputs->setDefaultHoverColor(ui->targetOutputs->palette().color(QPalette::Window));
}
{
// Slot | Enabled | Col Src | Col Dst | Col Op | Alpha Src | Alpha Dst | Alpha Op | Write Mask
ui->blends->header()->resizeSection(0, 75);
ui->blends->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->blends->header()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(7, QHeaderView::ResizeToContents);
ui->blends->header()->setSectionResizeMode(8, QHeaderView::ResizeToContents);
}
{
// Face | Func | Fail Op | Depth Fail Op | Pass Op
ui->stencils->header()->resizeSection(0, 50);
ui->stencils->header()->setSectionResizeMode(0, QHeaderView::Interactive);
ui->stencils->header()->setSectionResizeMode(1, QHeaderView::ResizeToContents);
ui->stencils->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->stencils->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->stencils->header()->setSectionResizeMode(4, QHeaderView::Stretch);
}
{
// Slot | Resource | Type | Width | Height | Depth | Array Size | Format | Go
ui->csUAVs->header()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(1, QHeaderView::Stretch);
ui->csUAVs->header()->setSectionResizeMode(2, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(3, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(4, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(5, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(6, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(7, QHeaderView::ResizeToContents);
ui->csUAVs->header()->setSectionResizeMode(8, QHeaderView::ResizeToContents);
ui->csUAVs->setHoverIconColumn(8);
ui->csUAVs->setDefaultHoverColor(ui->targetOutputs->palette().color(QPalette::Window));
}
// this is often changed just because we're changing some tab in the designer.
ui->stagesTabs->setCurrentIndex(0);
ui->stagesTabs->tabBar()->setVisible(false);
ui->pipeFlow->setStages(
{
"IA", "VS", "HS", "DS", "GS", "RS", "PS", "OM", "CS",
},
{
"Input Assembler", "Vertex Shader", "Hull Shader", "Domain Shader", "Geometry Shader",
"Rasterizer", "Pixel Shader", "Output Merger", "Compute Shader",
});
ui->pipeFlow->setIsolatedStage(8); // compute shader isolated
ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true});
// reset everything back to defaults
clearState();
}
D3D11PipelineStateViewer::~D3D11PipelineStateViewer()
{
delete ui;
}
void D3D11PipelineStateViewer::OnLogfileLoaded()
{
OnEventChanged(m_Ctx.CurEvent());
}
void D3D11PipelineStateViewer::OnLogfileClosed()
{
ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true});
clearState();
}
void D3D11PipelineStateViewer::OnEventChanged(uint32_t eventID)
{
setState();
}
void D3D11PipelineStateViewer::on_showDisabled_toggled(bool checked)
{
setState();
}
void D3D11PipelineStateViewer::on_showEmpty_toggled(bool checked)
{
setState();
}
void D3D11PipelineStateViewer::setInactiveRow(QTreeWidgetItem *node)
{
for(int i = 0; i < node->columnCount(); i++)
{
QFont f = node->font(i);
f.setItalic(true);
node->setFont(i, f);
}
}
void D3D11PipelineStateViewer::setEmptyRow(QTreeWidgetItem *node)
{
for(int i = 0; i < node->columnCount(); i++)
node->setBackgroundColor(i, QColor(255, 70, 70));
}
bool D3D11PipelineStateViewer::HasImportantViewParams(const D3D11Pipe::View &view,
TextureDescription *tex)
{
// we don't count 'upgrade typeless to typed' as important, we just display the typed format
// in the row since there's no real hidden important information there. The formats can't be
// different for any other reason (if the SRV format differs from the texture format, the
// texture must have been typeless.
if(view.HighestMip > 0 || view.FirstArraySlice > 0 ||
(view.NumMipLevels < tex->mips && tex->mips > 1) ||
(view.ArraySize < tex->arraysize && tex->arraysize > 1))
return true;
// in the case of the swapchain case, types can be different and it won't have shown
// up as taking the view's format because the swapchain already has one. Make sure to mark it
// as important
if(view.Format.compType != CompType::Typeless && view.Format != tex->format)
return true;
return false;
}
bool D3D11PipelineStateViewer::HasImportantViewParams(const D3D11Pipe::View &view,
BufferDescription *buf)
{
if(view.FirstElement > 0 || view.NumElements * view.ElementSize < buf->length)
return true;
return false;
}
void D3D11PipelineStateViewer::setViewDetails(QTreeWidgetItem *node, const ViewTag &view,
TextureDescription *tex)
{
if(tex == NULL)
return;
QString text;
const D3D11Pipe::View &res = view.res;
bool viewdetails = false;
if(res.Format != tex->format)
{
text += tr("The texture is format %1, the view treats it as %2.\n")
.arg(ToQStr(tex->format.strname))
.arg(ToQStr(res.Format.strname));
viewdetails = true;
}
if(view.type == ViewTag::OMDepth)
{
if(m_Ctx.CurD3D11PipelineState().m_OM.DepthReadOnly)
text += tr("Depth component is read-only\n");
if(m_Ctx.CurD3D11PipelineState().m_OM.StencilReadOnly)
text += tr("Stencil component is read-only\n");
}
if(tex->mips > 1 && (tex->mips != res.NumMipLevels || res.HighestMip > 0))
{
if(res.NumMipLevels == 1)
text +=
tr("The texture has %1 mips, the view covers mip %2.\n").arg(tex->mips).arg(res.HighestMip);
else
text += tr("The texture has %1 mips, the view covers mips %2-%3.\n")
.arg(tex->mips)
.arg(res.HighestMip)
.arg(res.HighestMip + res.NumMipLevels - 1);
viewdetails = true;
}
if(tex->arraysize > 1 && (tex->arraysize != res.ArraySize || res.FirstArraySlice > 0))
{
if(res.ArraySize == 1)
text += tr("The texture has %1 array slices, the view covers slice %2.\n")
.arg(tex->arraysize)
.arg(res.FirstArraySlice);
else
text += tr("The texture has %1 array slices, the view covers slices %2-%3.\n")
.arg(tex->arraysize)
.arg(res.FirstArraySlice)
.arg(res.FirstArraySlice + res.ArraySize);
viewdetails = true;
}
text = text.trimmed();
for(int i = 0; i < node->columnCount(); i++)
{
node->setToolTip(i, text);
if(viewdetails)
{
node->setBackgroundColor(i, QColor(127, 255, 212));
node->setForeground(i, QBrush(QColor(0, 0, 0)));
}
}
}
void D3D11PipelineStateViewer::setViewDetails(QTreeWidgetItem *node, const ViewTag &view,
BufferDescription *buf)
{
if(buf == NULL)
return;
QString text;
const D3D11Pipe::View &res = view.res;
if((res.FirstElement * res.ElementSize) > 0 || (res.NumElements * res.ElementSize) < buf->length)
{
text += tr("The view covers bytes %1-%2 (%3 elements).\nThe buffer is %4 bytes in length (%5 "
"elements).")
.arg(res.FirstElement * res.ElementSize)
.arg((res.FirstElement + res.NumElements) * res.ElementSize)
.arg(res.NumElements)
.arg(buf->length)
.arg(buf->length / res.ElementSize);
}
else
{
return;
}
for(int i = 0; i < node->columnCount(); i++)
{
node->setToolTip(i, text);
node->setBackgroundColor(i, QColor(127, 255, 212));
node->setForeground(i, QBrush(QColor(0, 0, 0)));
}
}
void D3D11PipelineStateViewer::addResourceRow(const ViewTag &view, const ShaderResource *shaderInput,
RDTreeWidget *resources)
{
const QIcon &action = Icons::action();
const QIcon &action_hover = Icons::action_hover();
const D3D11Pipe::View &r = view.res;
bool viewDetails = false;
if(view.type == ViewTag::OMDepth)
viewDetails = m_Ctx.CurD3D11PipelineState().m_OM.DepthReadOnly ||
m_Ctx.CurD3D11PipelineState().m_OM.StencilReadOnly;
bool filledSlot = (r.Resource != ResourceId());
bool usedSlot = (shaderInput);
// if a target is set to RTVs or DSV, it is implicitly used
if(filledSlot)
usedSlot = usedSlot || view.type == ViewTag::OMTarget || view.type == ViewTag::OMDepth;
if(showNode(usedSlot, filledSlot))
{
QString slotname = view.type == ViewTag::OMDepth ? "Depth" : QString::number(view.index);
if(shaderInput && !shaderInput->name.empty())
slotname += ": " + ToQStr(shaderInput->name);
uint32_t w = 1, h = 1, d = 1;
uint32_t a = 1;
QString format = "Unknown";
QString name = "Shader Resource " + ToQStr(r.Resource);
QString typeName = "Unknown";
if(!filledSlot)
{
name = "Empty";
format = "-";
typeName = "-";
w = h = d = a = 0;
}
TextureDescription *tex = m_Ctx.GetTexture(r.Resource);
if(tex)
{
w = tex->width;
h = tex->height;
d = tex->depth;
a = tex->arraysize;
format = ToQStr(tex->format.strname);
name = tex->name;
typeName = ToQStr(tex->resType);
if(tex->resType == TextureDim::Texture2DMS || tex->resType == TextureDim::Texture2DMSArray)
{
typeName += QString(" %1x").arg(tex->msSamp);
}
if(tex->format != r.Format)
format = tr("Viewed as %1").arg(ToQStr(r.Format.strname));
if(HasImportantViewParams(r, tex))
viewDetails = true;
}
BufferDescription *buf = m_Ctx.GetBuffer(r.Resource);
if(buf)
{
w = buf->length;
h = 0;
d = 0;
a = 0;
format = "";
name = buf->name;
typeName = "Buffer";
if(r.Flags & D3DBufferViewFlags::Raw)
{
typeName = QString("%1ByteAddressBuffer").arg(view.type == ViewTag::UAV ? "RW" : "");
}
else if(r.ElementSize > 0)
{
// for structured buffers, display how many 'elements' there are in the buffer
typeName = QString("%1StructuredBuffer[%2]")
.arg(view.type == ViewTag::UAV ? "RW" : "")
.arg(buf->length / r.ElementSize);
}
if(r.Flags & (D3DBufferViewFlags::Append | D3DBufferViewFlags::Counter))
{
typeName += QString(" (Count: %1)").arg(r.BufferStructCount);
}
// get the buffer type, whether it's just a basic type or a complex struct
if(shaderInput && !shaderInput->IsTexture)
{
if(r.Format.compType == CompType::Typeless)
{
if(!shaderInput->variableType.members.empty())
format = "struct " + ToQStr(shaderInput->variableType.descriptor.name);
else
format = ToQStr(shaderInput->variableType.descriptor.name);
}
else
{
format = r.Format.strname;
}
}
if(HasImportantViewParams(r, buf))
viewDetails = true;
}
QTreeWidgetItem *node = makeTreeNode({slotname, name, typeName, w, h, d, a, format, ""});
node->setData(0, Qt::UserRole, QVariant::fromValue(view));
resources->setHoverIcons(node, action, action_hover);
if(viewDetails)
{
if(tex)
setViewDetails(node, view, tex);
else if(buf)
setViewDetails(node, view, buf);
}
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
resources->addTopLevelItem(node);
}
}
bool D3D11PipelineStateViewer::showNode(bool usedSlot, bool filledSlot)
{
const bool showDisabled = ui->showDisabled->isChecked();
const bool showEmpty = ui->showEmpty->isChecked();
// show if it's referenced by the shader - regardless of empty or not
if(usedSlot)
return true;
// it's bound, but not referenced, and we have "show disabled"
if(showDisabled && !usedSlot && filledSlot)
return true;
// it's empty, and we have "show empty"
if(showEmpty && !filledSlot)
return true;
return false;
}
const D3D11Pipe::Shader *D3D11PipelineStateViewer::stageForSender(QWidget *widget)
{
if(!m_Ctx.LogLoaded())
return NULL;
while(widget)
{
if(widget == ui->stagesTabs->widget(0))
return &m_Ctx.CurD3D11PipelineState().m_VS;
if(widget == ui->stagesTabs->widget(1))
return &m_Ctx.CurD3D11PipelineState().m_VS;
if(widget == ui->stagesTabs->widget(2))
return &m_Ctx.CurD3D11PipelineState().m_HS;
if(widget == ui->stagesTabs->widget(3))
return &m_Ctx.CurD3D11PipelineState().m_DS;
if(widget == ui->stagesTabs->widget(4))
return &m_Ctx.CurD3D11PipelineState().m_GS;
if(widget == ui->stagesTabs->widget(5))
return &m_Ctx.CurD3D11PipelineState().m_PS;
if(widget == ui->stagesTabs->widget(6))
return &m_Ctx.CurD3D11PipelineState().m_PS;
if(widget == ui->stagesTabs->widget(7))
return &m_Ctx.CurD3D11PipelineState().m_PS;
if(widget == ui->stagesTabs->widget(8))
return &m_Ctx.CurD3D11PipelineState().m_CS;
widget = widget->parentWidget();
}
qCritical() << "Unrecognised control calling event handler";
return NULL;
}
void D3D11PipelineStateViewer::clearShaderState(QLabel *shader, RDTreeWidget *tex, RDTreeWidget *samp,
RDTreeWidget *cbuffer, RDTreeWidget *sub)
{
shader->setText(tr("Unbound Shader"));
tex->clear();
samp->clear();
sub->clear();
cbuffer->clear();
}
void D3D11PipelineStateViewer::clearState()
{
m_VBNodes.clear();
ui->iaLayouts->clear();
ui->iaBuffers->clear();
ui->iaBytecodeMismatch->setVisible(false);
ui->topology->setText("");
ui->topologyDiagram->setPixmap(QPixmap());
clearShaderState(ui->vsShader, ui->vsResources, ui->vsSamplers, ui->vsCBuffers, ui->vsClasses);
clearShaderState(ui->gsShader, ui->gsResources, ui->gsSamplers, ui->gsCBuffers, ui->gsClasses);
clearShaderState(ui->hsShader, ui->hsResources, ui->hsSamplers, ui->hsCBuffers, ui->hsClasses);
clearShaderState(ui->dsShader, ui->dsResources, ui->dsSamplers, ui->dsCBuffers, ui->dsClasses);
clearShaderState(ui->psShader, ui->psResources, ui->psSamplers, ui->psCBuffers, ui->psClasses);
clearShaderState(ui->csShader, ui->csResources, ui->csSamplers, ui->csCBuffers, ui->csClasses);
ui->csUAVs->clear();
const QPixmap &tick = Pixmaps::tick();
const QPixmap &cross = Pixmaps::cross();
ui->fillMode->setText(tr("Solid", "Fill Mode"));
ui->cullMode->setText(tr("Front", "Cull Mode"));
ui->frontCCW->setPixmap(tick);
ui->conservativeRaster->setPixmap(cross);
ui->depthBias->setText("0.0");
ui->depthBiasClamp->setText("0.0");
ui->slopeScaledBias->setText("0.0");
ui->forcedSampleCount->setText("0");
ui->depthClip->setPixmap(tick);
ui->scissorEnabled->setPixmap(tick);
ui->multisample->setPixmap(tick);
ui->lineAA->setPixmap(tick);
ui->independentBlend->setPixmap(cross);
ui->alphaToCoverage->setPixmap(tick);
ui->blendFactor->setText("0.00, 0.00, 0.00, 0.00");
ui->sampleMask->setText("FFFFFFFF");
ui->viewports->clear();
ui->scissors->clear();
ui->targetOutputs->clear();
ui->blends->clear();
ui->depthEnabled->setPixmap(tick);
ui->depthFunc->setText("GREATER_EQUAL");
ui->depthWrite->setPixmap(tick);
ui->stencilEnabled->setPixmap(cross);
ui->stencilReadMask->setText("FF");
ui->stencilWriteMask->setText("FF");
ui->stencilRef->setText("FF");
ui->stencils->clear();
}
void D3D11PipelineStateViewer::setShaderState(const D3D11Pipe::Shader &stage, QLabel *shader,
RDTreeWidget *resources, RDTreeWidget *samplers,
RDTreeWidget *cbuffers, RDTreeWidget *classes)
{
ShaderReflection *shaderDetails = stage.ShaderDetails;
if(stage.Object == ResourceId())
shader->setText(tr("Unbound Shader"));
else
shader->setText(ToQStr(stage.name));
if(shaderDetails && !shaderDetails->DebugInfo.entryFunc.empty() &&
!shaderDetails->DebugInfo.files.empty())
{
QString shaderfn;
int entryFile = shaderDetails->DebugInfo.entryFile;
if(entryFile < 0 || entryFile >= shaderDetails->DebugInfo.files.count)
entryFile = 0;
shaderfn = QFileInfo(ToQStr(shaderDetails->DebugInfo.files[entryFile].first)).fileName();
shader->setText(ToQStr(shaderDetails->DebugInfo.entryFunc) + "()" + " - " + shaderfn);
}
int vs = 0;
vs = resources->verticalScrollBar()->value();
resources->setUpdatesEnabled(false);
resources->clear();
for(int i = 0; i < stage.SRVs.count; i++)
{
const ShaderResource *shaderInput = NULL;
if(shaderDetails)
{
for(const ShaderResource &bind : shaderDetails->ReadOnlyResources)
{
if(bind.IsReadOnly && bind.bindPoint == i)
{
shaderInput = &bind;
break;
}
}
}
addResourceRow(ViewTag(ViewTag::SRV, i, stage.SRVs[i]), shaderInput, resources);
}
resources->clearSelection();
resources->setUpdatesEnabled(true);
resources->verticalScrollBar()->setValue(vs);
vs = samplers->verticalScrollBar()->value();
samplers->setUpdatesEnabled(false);
samplers->clear();
for(int i = 0; i < stage.Samplers.count; i++)
{
const D3D11Pipe::Sampler &s = stage.Samplers[i];
const ShaderResource *shaderInput = NULL;
if(shaderDetails)
{
for(const ShaderResource &bind : shaderDetails->ReadOnlyResources)
{
if(bind.IsSampler && bind.bindPoint == i)
{
shaderInput = &bind;
break;
}
}
}
bool filledSlot = s.Samp != ResourceId();
bool usedSlot = (shaderInput);
if(showNode(usedSlot, filledSlot))
{
QString slotname = QString::number(i);
if(shaderInput && !shaderInput->name.empty())
slotname += ": " + ToQStr(shaderInput->name);
if(s.customName)
slotname += "(" + ToQStr(s.name) + ")";
QString borderColor =
QString::number(s.BorderColor[0]) + ", " + QString::number(s.BorderColor[1]) + ", " +
QString::number(s.BorderColor[2]) + ", " + QString::number(s.BorderColor[3]);
QString addressing = "";
QString addPrefix = "";
QString addVal = "";
QString addr[] = {ToQStr(s.AddressU), ToQStr(s.AddressV), ToQStr(s.AddressW)};
// arrange like either UVW: WRAP or UV: WRAP, W: CLAMP
for(int a = 0; a < 3; a++)
{
const QString str[] = {"U", "V", "W"};
QString prefix = str[a];
if(a == 0 || addr[a] == addr[a - 1])
{
addPrefix += prefix;
}
else
{
addressing += addPrefix + ": " + addVal + ", ";
addPrefix = prefix;
}
addVal = addr[a];
}
addressing += addPrefix + ": " + addVal;
if(s.UseBorder())
addressing += QString("<%1>").arg(borderColor);
QString filter = ToQStr(s.Filter);
if(s.MaxAniso > 1)
filter += QString(" %1x").arg(s.MaxAniso);
if(s.Filter.func == FilterFunc::Comparison)
filter = QString(" (%1)").arg(ToQStr(s.Comparison));
else if(s.Filter.func != FilterFunc::Normal)
filter = QString(" (%1)").arg(ToQStr(s.Filter.func));
QTreeWidgetItem *node =
makeTreeNode({slotname, addressing, filter,
(s.MinLOD == -FLT_MAX ? "0" : QString::number(s.MinLOD)) + " - " +
(s.MaxLOD == FLT_MAX ? "FLT_MAX" : QString::number(s.MaxLOD)),
s.MipLODBias});
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
samplers->addTopLevelItem(node);
}
}
samplers->clearSelection();
samplers->setUpdatesEnabled(true);
samplers->verticalScrollBar()->setValue(vs);
vs = cbuffers->verticalScrollBar()->value();
cbuffers->setUpdatesEnabled(false);
cbuffers->clear();
for(int i = 0; i < stage.ConstantBuffers.count; i++)
{
const D3D11Pipe::CBuffer &b = stage.ConstantBuffers[i];
const ConstantBlock *shaderCBuf = NULL;
if(shaderDetails)
{
for(const ConstantBlock &bind : shaderDetails->ConstantBlocks)
{
if(bind.bindPoint == i)
{
shaderCBuf = &bind;
break;
}
}
}
bool filledSlot = b.Buffer != ResourceId();
bool usedSlot = shaderCBuf;
if(showNode(usedSlot, filledSlot))
{
QString name = QString("Constant Buffer %1").arg(ToQStr(b.Buffer));
ulong length = 1;
int numvars = shaderCBuf ? shaderCBuf->variables.count : 0;
uint32_t bytesize = shaderCBuf ? shaderCBuf->byteSize : 0;
if(!filledSlot)
{
name = "Empty";
length = 0;
}
BufferDescription *buf = m_Ctx.GetBuffer(b.Buffer);
if(buf)
{
name = buf->name;
length = buf->length;
}
QString slotname = QString::number(i);
if(shaderCBuf && !shaderCBuf->name.empty())
slotname += ": " + ToQStr(shaderCBuf->name);
QString sizestr;
if(bytesize == (uint32_t)length)
sizestr = tr("%1 Variables, %2 bytes").arg(numvars).arg(length);
else
sizestr =
tr("%1 Variables, %2 bytes needed, %3 provided").arg(numvars).arg(bytesize).arg(length);
if(length < bytesize)
filledSlot = false;
QString vecrange = QString("%1 - %2").arg(b.VecOffset).arg(b.VecOffset + b.VecCount);
QTreeWidgetItem *node = makeTreeNode({slotname, name, vecrange, sizestr, ""});
node->setData(0, Qt::UserRole, QVariant::fromValue(i));
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
cbuffers->addTopLevelItem(node);
}
}
cbuffers->clearSelection();
cbuffers->setUpdatesEnabled(true);
cbuffers->verticalScrollBar()->setValue(vs);
vs = classes->verticalScrollBar()->value();
classes->setUpdatesEnabled(false);
classes->clear();
for(int i = 0; i < stage.ClassInstances.count; i++)
{
QString interfaceName = QString("Interface %1").arg(i);
if(shaderDetails && i < shaderDetails->Interfaces.count)
interfaceName = ToQStr(shaderDetails->Interfaces[i]);
classes->addTopLevelItem(makeTreeNode({i, interfaceName, ToQStr(stage.ClassInstances[i])}));
}
classes->clearSelection();
classes->setUpdatesEnabled(true);
classes->verticalScrollBar()->setValue(vs);
classes->parentWidget()->setVisible(!stage.ClassInstances.empty());
}
void D3D11PipelineStateViewer::setState()
{
if(!m_Ctx.LogLoaded())
{
clearState();
return;
}
const D3D11Pipe::State &state = m_Ctx.CurD3D11PipelineState();
const DrawcallDescription *draw = m_Ctx.CurDrawcall();
const QPixmap &tick = Pixmaps::tick();
const QPixmap &cross = Pixmaps::cross();
const QIcon &action = Icons::action();
const QIcon &action_hover = Icons::action_hover();
////////////////////////////////////////////////
// Vertex Input
if(state.m_IA.Bytecode)
{
QString layout = ToQStr(state.m_IA.name);
if(state.m_IA.Bytecode && !state.m_IA.Bytecode->DebugInfo.entryFunc.empty())
layout += " (" + ToQStr(state.m_IA.Bytecode->DebugInfo.entryFunc) + ")";
ui->iaBytecode->setText(layout);
}
else
{
ui->iaBytecode->setText(tr("None"));
}
ui->iaBytecodeMismatch->setVisible(false);
// check for IA-VS mismatches here.
// This should be moved to a "Render Doctor" window reporting problems
if(state.m_IA.Bytecode && state.m_VS.ShaderDetails)
{
QString mismatchDetails = "";
// VS wants more elements
if(state.m_IA.Bytecode->InputSig.count < state.m_VS.ShaderDetails->InputSig.count)
{
int excess = state.m_VS.ShaderDetails->InputSig.count - state.m_IA.Bytecode->InputSig.count;
bool allSystem = true;
// The VS signature can consume more elements as long as they are all system value types
// (ie. SV_VertexID or SV_InstanceID)
for(int e = 0; e < excess; e++)
{
if(state.m_VS.ShaderDetails->InputSig[state.m_VS.ShaderDetails->InputSig.count - 1 - e]
.systemValue == ShaderBuiltin::Undefined)
{
allSystem = false;
break;
}
}
if(!allSystem)
mismatchDetails += "IA bytecode provides fewer elements than VS wants.\n";
}
{
const rdctype::array<SigParameter> &IA = state.m_IA.Bytecode->InputSig;
const rdctype::array<SigParameter> &VS = state.m_VS.ShaderDetails->InputSig;
int count = qMin(IA.count, VS.count);
for(int i = 0; i < count; i++)
{
QString IAname = ToQStr(IA[i].semanticIdxName);
QString VSname = ToQStr(VS[i].semanticIdxName);
// misorder or misnamed semantics
if(IAname.toUpper() != VSname.toUpper())
mismatchDetails += tr("IA bytecode semantic %1: %2 != VS bytecode semantic %1: %3\n")
.arg(i)
.arg(IAname)
.arg(VSname);
// VS wants more components
if(IA[i].compCount < VS[i].compCount)
mismatchDetails += tr("IA bytecode semantic %1 (%2) is %4-wide).arg(VS bytecode semantic "
"%1 (%2) %3 is %5-wide\n")
.arg(i)
.arg(IAname)
.arg(VSname)
.arg(IA[i].compCount)
.arg(VS[i].compCount);
// VS wants different types
if(IA[i].compType != VS[i].compType)
mismatchDetails +=
tr("IA bytecode semantic %1 (%2) is %4).arg(VS bytecode semantic %1 (%3) is %5\n")
.arg(i)
.arg(IAname)
.arg(VSname)
.arg(ToQStr(IA[i].compType))
.arg(ToQStr(VS[i].compType));
}
}
if(!mismatchDetails.isEmpty())
{
ui->iaBytecodeMismatch->setText(
tr("Warning: Mismatch detected between bytecode used to create IA and currently bound VS "
"inputs"));
ui->iaBytecodeMismatch->setToolTip(mismatchDetails.trimmed());
ui->iaBytecodeMismatch->setVisible(true);
}
}
int vs = 0;
bool usedVBuffers[128] = {};
uint32_t layoutOffs[128] = {};
vs = ui->iaLayouts->verticalScrollBar()->value();
ui->iaLayouts->setUpdatesEnabled(false);
ui->iaLayouts->clear();
{
int i = 0;
for(const D3D11Pipe::Layout &l : state.m_IA.layouts)
{
QString byteOffs = QString::number(l.ByteOffset);
// D3D11 specific value
if(l.ByteOffset == ~0U)
{
byteOffs = QString("APPEND_ALIGNED (%1)").arg(layoutOffs[l.InputSlot]);
}
else
{
layoutOffs[l.InputSlot] = l.ByteOffset;
}
layoutOffs[l.InputSlot] += l.Format.compByteWidth * l.Format.compCount;
bool filledSlot = true;
bool usedSlot = false;
for(int ia = 0; state.m_IA.Bytecode && ia < state.m_IA.Bytecode->InputSig.count; ia++)
{
if(ToQStr(state.m_IA.Bytecode->InputSig[ia].semanticName).toUpper() ==
ToQStr(l.SemanticName).toUpper() &&
state.m_IA.Bytecode->InputSig[ia].semanticIndex == l.SemanticIndex)
{
usedSlot = true;
break;
}
}
if(showNode(usedSlot, filledSlot))
{
QTreeWidgetItem *node = makeTreeNode(
{i, ToQStr(l.SemanticName), l.SemanticIndex, ToQStr(l.Format.strname), l.InputSlot,
byteOffs, l.PerInstance ? "PER_INSTANCE" : "PER_VERTEX", l.InstanceDataStepRate, ""});
if(usedSlot)
usedVBuffers[l.InputSlot] = true;
ui->iaLayouts->setHoverIcons(node, action, action_hover);
if(!usedSlot)
setInactiveRow(node);
ui->iaLayouts->addTopLevelItem(node);
}
i++;
}
}
ui->iaLayouts->clearSelection();
ui->iaLayouts->setUpdatesEnabled(true);
ui->iaLayouts->verticalScrollBar()->setValue(vs);
Topology topo = draw ? draw->topology : Topology::Unknown;
int numCPs = PatchList_Count(topo);
if(numCPs > 0)
{
ui->topology->setText(QString("PatchList (%1 Control Points)").arg(numCPs));
}
else
{
ui->topology->setText(ToQStr(topo));
}
switch(topo)
{
case Topology::PointList: ui->topologyDiagram->setPixmap(Pixmaps::topo_pointlist()); break;
case Topology::LineList: ui->topologyDiagram->setPixmap(Pixmaps::topo_linelist()); break;
case Topology::LineStrip: ui->topologyDiagram->setPixmap(Pixmaps::topo_linestrip()); break;
case Topology::TriangleList: ui->topologyDiagram->setPixmap(Pixmaps::topo_trilist()); break;
case Topology::TriangleStrip: ui->topologyDiagram->setPixmap(Pixmaps::topo_tristrip()); break;
case Topology::LineList_Adj:
ui->topologyDiagram->setPixmap(Pixmaps::topo_linelist_adj());
break;
case Topology::LineStrip_Adj:
ui->topologyDiagram->setPixmap(Pixmaps::topo_linestrip_adj());
break;
case Topology::TriangleList_Adj:
ui->topologyDiagram->setPixmap(Pixmaps::topo_trilist_adj());
break;
case Topology::TriangleStrip_Adj:
ui->topologyDiagram->setPixmap(Pixmaps::topo_tristrip_adj());
break;
default: ui->topologyDiagram->setPixmap(Pixmaps::topo_patch()); break;
}
bool ibufferUsed = draw && (draw->flags & DrawFlags::UseIBuffer);
vs = ui->iaBuffers->verticalScrollBar()->value();
ui->iaBuffers->setUpdatesEnabled(false);
ui->iaBuffers->clear();
if(state.m_IA.ibuffer.Buffer != ResourceId())
{
if(ibufferUsed || ui->showDisabled->isChecked())
{
QString name = "Buffer " + ToQStr(state.m_IA.ibuffer.Buffer);
uint64_t length = 1;
if(!ibufferUsed)
length = 0;
BufferDescription *buf = m_Ctx.GetBuffer(state.m_IA.ibuffer.Buffer);
if(buf)
{
name = buf->name;
length = buf->length;
}
QTreeWidgetItem *node = makeTreeNode({"Index", name, draw ? draw->indexByteWidth : 0,
state.m_IA.ibuffer.Offset, (qulonglong)length, ""});
ui->iaBuffers->setHoverIcons(node, action, action_hover);
node->setData(0, Qt::UserRole, QVariant::fromValue(VBIBTag(state.m_IA.ibuffer.Buffer,
draw ? draw->indexOffset : 0)));
if(!ibufferUsed)
setInactiveRow(node);
if(state.m_IA.ibuffer.Buffer == ResourceId())
setEmptyRow(node);
ui->iaBuffers->addTopLevelItem(node);
}
}
else
{
if(ibufferUsed || ui->showEmpty->isChecked())
{
QTreeWidgetItem *node = makeTreeNode({"Index", tr("No Buffer Set"), "-", "-", "-", ""});
ui->iaBuffers->setHoverIcons(node, action, action_hover);
node->setData(0, Qt::UserRole, QVariant::fromValue(VBIBTag(state.m_IA.ibuffer.Buffer,
draw ? draw->indexOffset : 0)));
setEmptyRow(node);
if(!ibufferUsed)
setInactiveRow(node);
ui->iaBuffers->addTopLevelItem(node);
}
}
m_VBNodes.clear();
for(int i = 0; i < state.m_IA.vbuffers.count; i++)
{
const D3D11Pipe::VB &v = state.m_IA.vbuffers[i];
bool filledSlot = (v.Buffer != ResourceId());
bool usedSlot = (usedVBuffers[i]);
if(showNode(usedSlot, filledSlot))
{
QString name = "Buffer " + ToQStr(v.Buffer);
qulonglong length = 1;
if(!filledSlot)
{
name = "Empty";
length = 0;
}
BufferDescription *buf = m_Ctx.GetBuffer(v.Buffer);
if(buf)
{
name = buf->name;
length = buf->length;
}
QTreeWidgetItem *node = NULL;
if(filledSlot)
node = makeTreeNode({i, name, v.Stride, v.Offset, length, ""});
else
node = makeTreeNode({i, "No Buffer Set", "-", "-", "-", ""});
ui->iaBuffers->setHoverIcons(node, action, action_hover);
node->setData(0, Qt::UserRole, QVariant::fromValue(VBIBTag(v.Buffer, v.Offset)));
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
m_VBNodes.push_back(node);
ui->iaBuffers->addTopLevelItem(node);
}
}
ui->iaBuffers->clearSelection();
ui->iaBuffers->setUpdatesEnabled(true);
ui->iaBuffers->verticalScrollBar()->setValue(vs);
setShaderState(state.m_VS, ui->vsShader, ui->vsResources, ui->vsSamplers, ui->vsCBuffers,
ui->vsClasses);
setShaderState(state.m_GS, ui->gsShader, ui->gsResources, ui->gsSamplers, ui->gsCBuffers,
ui->gsClasses);
setShaderState(state.m_HS, ui->hsShader, ui->hsResources, ui->hsSamplers, ui->hsCBuffers,
ui->hsClasses);
setShaderState(state.m_DS, ui->dsShader, ui->dsResources, ui->dsSamplers, ui->dsCBuffers,
ui->dsClasses);
setShaderState(state.m_PS, ui->psShader, ui->psResources, ui->psSamplers, ui->psCBuffers,
ui->psClasses);
setShaderState(state.m_CS, ui->csShader, ui->csResources, ui->csSamplers, ui->csCBuffers,
ui->csClasses);
vs = ui->csUAVs->verticalScrollBar()->value();
ui->csUAVs->setUpdatesEnabled(false);
ui->csUAVs->clear();
for(int i = 0; i < state.m_CS.UAVs.count; i++)
{
const ShaderResource *shaderInput = NULL;
if(state.m_CS.ShaderDetails)
{
for(const ShaderResource &bind : state.m_CS.ShaderDetails->ReadWriteResources)
{
if(bind.bindPoint == i)
{
shaderInput = &bind;
break;
}
}
}
addResourceRow(ViewTag(ViewTag::UAV, i, state.m_CS.UAVs[i]), shaderInput, ui->csUAVs);
}
ui->csUAVs->clearSelection();
ui->csUAVs->setUpdatesEnabled(true);
ui->csUAVs->verticalScrollBar()->setValue(vs);
bool streamoutSet = false;
vs = ui->gsStreamOut->verticalScrollBar()->value();
ui->gsStreamOut->setUpdatesEnabled(false);
ui->gsStreamOut->clear();
for(int i = 0; i < state.m_SO.Outputs.count; i++)
{
const D3D11Pipe::SOBind &s = state.m_SO.Outputs[i];
bool filledSlot = (s.Buffer != ResourceId());
bool usedSlot = (filledSlot);
if(showNode(usedSlot, filledSlot))
{
QString name = "Buffer " + ToQStr(s.Buffer);
qulonglong length = 0;
if(!filledSlot)
{
name = "Empty";
}
BufferDescription *buf = m_Ctx.GetBuffer(s.Buffer);
if(buf)
{
name = buf->name;
if(length == 0)
length = buf->length;
}
QTreeWidgetItem *node = makeTreeNode({i, name, length, s.Offset, ""});
ui->gsStreamOut->setHoverIcons(node, action, action_hover);
node->setData(0, Qt::UserRole, QVariant::fromValue(s.Buffer));
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
ui->gsStreamOut->addTopLevelItem(node);
}
}
ui->gsStreamOut->verticalScrollBar()->setValue(vs);
ui->gsStreamOut->clearSelection();
ui->gsStreamOut->setUpdatesEnabled(true);
ui->gsStreamOut->setVisible(streamoutSet);
ui->soGroup->setVisible(streamoutSet);
////////////////////////////////////////////////
// Rasterizer
vs = ui->viewports->verticalScrollBar()->value();
ui->viewports->setUpdatesEnabled(false);
ui->viewports->clear();
for(int i = 0; i < state.m_RS.Viewports.count; i++)
{
const D3D11Pipe::Viewport &v = state.m_RS.Viewports[i];
if(v.Enabled || ui->showEmpty->isChecked())
{
QTreeWidgetItem *node = makeTreeNode({i, v.X, v.Y, v.Width, v.Height, v.MinDepth, v.MaxDepth});
if(v.Width == 0 || v.Height == 0 || v.MinDepth == v.MaxDepth)
setEmptyRow(node);
if(!v.Enabled)
setInactiveRow(node);
ui->viewports->addTopLevelItem(node);
}
}
ui->viewports->verticalScrollBar()->setValue(vs);
ui->viewports->clearSelection();
ui->viewports->setUpdatesEnabled(true);
vs = ui->scissors->verticalScrollBar()->value();
ui->scissors->setUpdatesEnabled(false);
ui->scissors->clear();
for(int i = 0; i < state.m_RS.Scissors.count; i++)
{
const D3D11Pipe::Scissor &s = state.m_RS.Scissors[i];
if(s.Enabled || ui->showEmpty->isChecked())
{
QTreeWidgetItem *node = makeTreeNode({i, s.left, s.top, s.right - s.left, s.bottom - s.top});
if(s.right == s.left || s.bottom == s.top)
setEmptyRow(node);
if(!s.Enabled)
setInactiveRow(node);
ui->scissors->addTopLevelItem(node);
}
}
ui->scissors->clearSelection();
ui->scissors->verticalScrollBar()->setValue(vs);
ui->scissors->setUpdatesEnabled(true);
ui->fillMode->setText(ToQStr(state.m_RS.m_State.fillMode));
ui->cullMode->setText(ToQStr(state.m_RS.m_State.cullMode));
ui->frontCCW->setPixmap(state.m_RS.m_State.FrontCCW ? tick : cross);
ui->scissorEnabled->setPixmap(state.m_RS.m_State.ScissorEnable ? tick : cross);
ui->lineAA->setPixmap(state.m_RS.m_State.AntialiasedLineEnable ? tick : cross);
ui->multisample->setPixmap(state.m_RS.m_State.MultisampleEnable ? tick : cross);
ui->depthClip->setPixmap(state.m_RS.m_State.DepthClip ? tick : cross);
ui->depthBias->setText(Formatter::Format(state.m_RS.m_State.DepthBias));
ui->depthBiasClamp->setText(Formatter::Format(state.m_RS.m_State.DepthBiasClamp));
ui->slopeScaledBias->setText(Formatter::Format(state.m_RS.m_State.SlopeScaledDepthBias));
ui->forcedSampleCount->setText(QString::number(state.m_RS.m_State.ForcedSampleCount));
ui->conservativeRaster->setPixmap(state.m_RS.m_State.ConservativeRasterization ? tick : cross);
////////////////////////////////////////////////
// Output Merger
bool targets[32] = {};
vs = ui->targetOutputs->verticalScrollBar()->value();
ui->targetOutputs->setUpdatesEnabled(false);
ui->targetOutputs->clear();
{
for(int i = 0; i < state.m_OM.RenderTargets.count; i++)
{
addResourceRow(ViewTag(ViewTag::OMTarget, i, state.m_OM.RenderTargets[i]), NULL,
ui->targetOutputs);
if(state.m_OM.RenderTargets[i].Resource != ResourceId())
targets[i] = true;
}
for(int i = 0; i < state.m_OM.UAVs.count; i++)
{
const ShaderResource *shaderInput = NULL;
// any non-CS shader can use these. When that's not supported (Before feature level 11.1)
// this search will just boil down to only PS.
// When multiple stages use the UAV, we allow the last stage to 'win' and define its type,
// although it would be very surprising if the types were actually different anyway.
const D3D11Pipe::Shader *nonCS[] = {&state.m_VS, &state.m_DS, &state.m_HS, &state.m_GS,
&state.m_PS};
for(const D3D11Pipe::Shader *stage : nonCS)
{
if(stage->ShaderDetails)
{
for(const ShaderResource &bind : stage->ShaderDetails->ReadWriteResources)
{
if(bind.bindPoint == i + (int)state.m_OM.UAVStartSlot)
{
shaderInput = &bind;
break;
}
}
}
}
addResourceRow(ViewTag(ViewTag::UAV, i, state.m_OM.UAVs[i]), shaderInput, ui->targetOutputs);
}
addResourceRow(ViewTag(ViewTag::OMDepth, 0, state.m_OM.DepthTarget), NULL, ui->targetOutputs);
}
ui->targetOutputs->clearSelection();
ui->targetOutputs->setUpdatesEnabled(true);
ui->targetOutputs->verticalScrollBar()->setValue(vs);
vs = ui->blends->verticalScrollBar()->value();
ui->blends->setUpdatesEnabled(false);
ui->blends->clear();
{
int i = 0;
for(const D3D11Pipe::Blend &blend : state.m_OM.m_BlendState.Blends)
{
bool filledSlot = (blend.Enabled || targets[i]);
bool usedSlot = (targets[i]);
if(showNode(usedSlot, filledSlot))
{
QTreeWidgetItem *node = NULL;
node =
makeTreeNode({i, blend.Enabled ? tr("True") : tr("False"),
blend.LogicEnabled ? tr("True") : tr("False"),
ToQStr(blend.m_Blend.Source), ToQStr(blend.m_Blend.Destination),
ToQStr(blend.m_Blend.Operation),
ToQStr(blend.m_AlphaBlend.Source), ToQStr(blend.m_AlphaBlend.Destination),
ToQStr(blend.m_AlphaBlend.Operation),
ToQStr(blend.Logic),
QString("%1%2%3%4")
.arg((blend.WriteMask & 0x1) == 0 ? "_" : "R")
.arg((blend.WriteMask & 0x2) == 0 ? "_" : "G")
.arg((blend.WriteMask & 0x4) == 0 ? "_" : "B")
.arg((blend.WriteMask & 0x8) == 0 ? "_" : "A")});
if(!filledSlot)
setEmptyRow(node);
if(!usedSlot)
setInactiveRow(node);
ui->blends->addTopLevelItem(node);
}
i++;
}
}
ui->blends->clearSelection();
ui->blends->setUpdatesEnabled(true);
ui->blends->verticalScrollBar()->setValue(vs);
ui->alphaToCoverage->setPixmap(state.m_OM.m_BlendState.AlphaToCoverage ? tick : cross);
ui->independentBlend->setPixmap(state.m_OM.m_BlendState.IndependentBlend ? tick : cross);
ui->sampleMask->setText(
QString("%1").arg(state.m_OM.m_BlendState.SampleMask, 8, 16, QChar('0')).toUpper());
ui->blendFactor->setText(QString("%1, %2, %3, %4")
.arg(state.m_OM.m_BlendState.BlendFactor[0], 2)
.arg(state.m_OM.m_BlendState.BlendFactor[1], 2)
.arg(state.m_OM.m_BlendState.BlendFactor[2], 2)
.arg(state.m_OM.m_BlendState.BlendFactor[3], 2));
ui->depthEnabled->setPixmap(state.m_OM.m_State.DepthEnable ? tick : cross);
ui->depthFunc->setText(ToQStr(state.m_OM.m_State.DepthFunc));
ui->depthWrite->setPixmap(state.m_OM.m_State.DepthWrites ? tick : cross);
ui->stencilEnabled->setPixmap(state.m_OM.m_State.StencilEnable ? tick : cross);
ui->stencilReadMask->setText(
QString("%1").arg(state.m_OM.m_State.StencilReadMask, 2, 16, QChar('0')).toUpper());
ui->stencilWriteMask->setText(
QString("%1").arg(state.m_OM.m_State.StencilWriteMask, 2, 16, QChar('0')).toUpper());
ui->stencilRef->setText(
QString("%1").arg(state.m_OM.m_State.StencilRef, 2, 16, QChar('0')).toUpper());
ui->stencils->setUpdatesEnabled(false);
ui->stencils->clear();
ui->stencils->addTopLevelItems({makeTreeNode({"Front", ToQStr(state.m_OM.m_State.m_FrontFace.Func),
ToQStr(state.m_OM.m_State.m_FrontFace.FailOp),
ToQStr(state.m_OM.m_State.m_FrontFace.DepthFailOp),
ToQStr(state.m_OM.m_State.m_FrontFace.PassOp)}),
makeTreeNode({"Back", ToQStr(state.m_OM.m_State.m_BackFace.Func),
ToQStr(state.m_OM.m_State.m_BackFace.FailOp),
ToQStr(state.m_OM.m_State.m_BackFace.DepthFailOp),
ToQStr(state.m_OM.m_State.m_BackFace.PassOp)})});
ui->stencils->clearSelection();
ui->stencils->setUpdatesEnabled(true);
// highlight the appropriate stages in the flowchart
if(draw == NULL)
{
ui->pipeFlow->setStagesEnabled({true, true, true, true, true, true, true, true, true});
}
else if(draw->flags & DrawFlags::Dispatch)
{
ui->pipeFlow->setStagesEnabled({false, false, false, false, false, false, false, false, true});
}
else
{
ui->pipeFlow->setStagesEnabled(
{true, true, state.m_HS.Object != ResourceId(), state.m_DS.Object != ResourceId(),
state.m_GS.Object != ResourceId(), true, state.m_PS.Object != ResourceId(), true, false});
}
}
QString D3D11PipelineStateViewer::formatMembers(int indent, const QString &nameprefix,
const rdctype::array<ShaderConstant> &vars)
{
QString indentstr(indent * 4, QChar(' '));
QString ret = "";
int i = 0;
for(const ShaderConstant &v : vars)
{
if(!v.type.members.empty())
{
if(i > 0)
ret += "\n";
ret += indentstr + QString("// struct %1\n").arg(ToQStr(v.type.descriptor.name));
ret += indentstr + "{\n" + formatMembers(indent + 1, ToQStr(v.name) + "_", v.type.members) +
indentstr + "}\n";
if(i < vars.count - 1)
ret += "\n";
}
else
{
QString arr = "";
if(v.type.descriptor.elements > 1)
arr = QString("[%1]").arg(v.type.descriptor.elements);
ret += indentstr + ToQStr(v.type.descriptor.name) + " " + nameprefix + v.name + arr + ";\n";
}
i++;
}
return ret;
}
void D3D11PipelineStateViewer::resource_itemActivated(QTreeWidgetItem *item, int column)
{
const D3D11Pipe::Shader *stage = stageForSender(item->treeWidget());
if(stage == NULL)
return;
QVariant tag = item->data(0, Qt::UserRole);
TextureDescription *tex = NULL;
BufferDescription *buf = NULL;
if(tag.canConvert<ResourceId>())
{
ResourceId id = tag.value<ResourceId>();
tex = m_Ctx.GetTexture(id);
buf = m_Ctx.GetBuffer(id);
}
else if(tag.canConvert<ViewTag>())
{
ViewTag view = tag.value<ViewTag>();
tex = m_Ctx.GetTexture(view.res.Resource);
buf = m_Ctx.GetBuffer(view.res.Resource);
}
if(tex)
{
if(tex->resType == TextureDim::Buffer)
{
IBufferViewer *viewer = m_Ctx.ViewTextureAsBuffer(0, 0, tex->ID);
m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this);
}
else
{
if(!m_Ctx.HasTextureViewer())
m_Ctx.ShowTextureViewer();
ITextureViewer *viewer = m_Ctx.GetTextureViewer();
viewer->ViewTexture(tex->ID, true);
}
return;
}
else if(buf)
{
ViewTag view;
if(tag.canConvert<ViewTag>())
view = tag.value<ViewTag>();
uint64_t offs = 0;
uint64_t size = buf->length;
if(view.res.Resource != ResourceId())
{
offs = view.res.FirstElement * view.res.ElementSize;
size = view.res.NumElements * view.res.ElementSize;
}
else
{
// last thing, see if it's a streamout buffer
if(stage->stage == ShaderStage::Geometry)
{
for(int i = 0; i < m_Ctx.CurD3D11PipelineState().m_SO.Outputs.count; i++)
{
if(buf->ID == m_Ctx.CurD3D11PipelineState().m_SO.Outputs[i].Buffer)
{
size -= m_Ctx.CurD3D11PipelineState().m_SO.Outputs[i].Offset;
offs += m_Ctx.CurD3D11PipelineState().m_SO.Outputs[i].Offset;
break;
}
}
}
}
QString format = "";
const ShaderResource *shaderRes = NULL;
int bind = view.index;
// for OM UAVs these can be bound to any non-CS stage, so make sure
// we have the right shader details for it.
// This search allows later stage bindings to override earlier stage bindings,
// which is a reasonable behaviour when the same resource can be referenced
// in multiple places. Most likely the bindings are equivalent anyway.
// The main point is that it allows us to pick up the binding if it's not
// bound in the PS but only in an earlier stage.
if(view.type == ViewTag::UAV && stage->stage != ShaderStage::Compute)
{
const D3D11Pipe::State &state = m_Ctx.CurD3D11PipelineState();
const D3D11Pipe::Shader *nonCS[] = {&state.m_VS, &state.m_DS, &state.m_HS, &state.m_GS,
&state.m_PS};
bind += state.m_OM.UAVStartSlot;
for(const D3D11Pipe::Shader *searchstage : nonCS)
{
if(searchstage->ShaderDetails)
{
for(const ShaderResource &res : searchstage->ShaderDetails->ReadWriteResources)
{
if(!res.IsTexture && !res.IsSampler && res.bindPoint == bind)
{
stage = searchstage;
break;
}
}
}
}
}
if(stage->ShaderDetails)
{
const rdctype::array<ShaderResource> &resArray =
view.type == ViewTag::SRV ? stage->ShaderDetails->ReadOnlyResources
: stage->ShaderDetails->ReadWriteResources;
for(const ShaderResource &res : resArray)
{
if(!res.IsTexture && !res.IsSampler && res.bindPoint == bind)
{
shaderRes = &res;
break;
}
}
}
if(shaderRes)
{
const ShaderResource &res = *shaderRes;
if(!res.variableType.members.empty())
{
format = QString("// struct %1\n{\n%2}")
.arg(ToQStr(res.variableType.descriptor.name))
.arg(formatMembers(1, "", res.variableType.members));
}
else
{
const auto &desc = res.variableType.descriptor;
if(view.res.Format.strname.empty())
{
format = "";
if(desc.rowMajorStorage)
format += "row_major ";
format += ToQStr(desc.type);
if(desc.rows > 1 && desc.cols > 1)
format += QString("%1x%2").arg(desc.rows).arg(desc.cols);
else if(desc.cols > 1)
format += QString::number(desc.cols);
if(!desc.name.empty())
format += " " + ToQStr(desc.name);
if(desc.elements > 1)
format += QString("[%1]").arg(desc.elements);
}
else
{
const ResourceFormat &fmt = view.res.Format;
if(fmt.special)
{
if(fmt.specialFormat == SpecialFormat::R10G10B10A2)
{
if(fmt.compType == CompType::UInt)
format = "uintten";
if(fmt.compType == CompType::UNorm)
format = "unormten";
}
else if(fmt.specialFormat == SpecialFormat::R11G11B10)
{
format = "floateleven";
}
}
else
{
switch(fmt.compByteWidth)
{
case 1:
{
if(fmt.compType == CompType::UNorm)
format = "unormb";
if(fmt.compType == CompType::SNorm)
format = "snormb";
if(fmt.compType == CompType::UInt)
format = "ubyte";
if(fmt.compType == CompType::SInt)
format = "byte";
break;
}
case 2:
{
if(fmt.compType == CompType::UNorm)
format = "unormh";
if(fmt.compType == CompType::SNorm)
format = "snormh";
if(fmt.compType == CompType::UInt)
format = "ushort";
if(fmt.compType == CompType::SInt)
format = "short";
if(fmt.compType == CompType::Float)
format = "half";
break;
}
case 4:
{
if(fmt.compType == CompType::UNorm)
format = "unormf";
if(fmt.compType == CompType::SNorm)
format = "snormf";
if(fmt.compType == CompType::UInt)
format = "uint";
if(fmt.compType == CompType::SInt)
format = "int";
if(fmt.compType == CompType::Float)
format = "float";
break;
}
}
if(view.res.Flags & D3DBufferViewFlags::Raw)
format = "xint";
format += QString::number(fmt.compCount);
}
}
}
}
IBufferViewer *viewer = m_Ctx.ViewBuffer(offs, size, view.res.Resource, format);
m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this);
}
}
void D3D11PipelineStateViewer::cbuffer_itemActivated(QTreeWidgetItem *item, int column)
{
const D3D11Pipe::Shader *stage = stageForSender(item->treeWidget());
if(stage == NULL)
return;
QVariant tag = item->data(0, Qt::UserRole);
if(!tag.canConvert<int>())
return;
int cb = tag.value<int>();
IConstantBufferPreviewer *prev = m_Ctx.ViewConstantBuffer(stage->stage, cb, 0);
m_Ctx.AddDockWindow(prev->Widget(), DockReference::RightOf, this, 0.3f);
}
void D3D11PipelineStateViewer::on_iaLayouts_itemActivated(QTreeWidgetItem *item, int column)
{
on_meshView_clicked();
}
void D3D11PipelineStateViewer::on_iaBuffers_itemActivated(QTreeWidgetItem *item, int column)
{
QVariant tag = item->data(0, Qt::UserRole);
if(tag.canConvert<VBIBTag>())
{
VBIBTag buf = tag.value<VBIBTag>();
if(buf.id != ResourceId())
{
IBufferViewer *viewer = m_Ctx.ViewBuffer(buf.offset, UINT64_MAX, buf.id);
m_Ctx.AddDockWindow(viewer->Widget(), DockReference::AddTo, this);
}
}
}
void D3D11PipelineStateViewer::highlightIABind(int slot)
{
int idx = ((slot + 1) * 21) % 32; // space neighbouring colours reasonably distinctly
const D3D11Pipe::IA &IA = m_Ctx.CurD3D11PipelineState().m_IA;
QColor col = QColor::fromHslF(float(idx) / 32.0f, 1.0f, 0.95f);
ui->iaLayouts->model()->blockSignals(true);
ui->iaBuffers->model()->blockSignals(true);
if(slot < m_VBNodes.count())
{
QTreeWidgetItem *item = m_VBNodes[(int)slot];
for(int c = 0; c < item->columnCount(); c++)
{
item->setBackground(c, QBrush(col));
item->setForeground(c, QBrush(QColor(0, 0, 0)));
}
}
for(int i = 0; i < ui->iaLayouts->topLevelItemCount(); i++)
{
QTreeWidgetItem *item = ui->iaLayouts->topLevelItem(i);
QBrush itemBrush = QBrush(col);
if((int)IA.layouts[i].InputSlot != slot)
itemBrush = QBrush();
for(int c = 0; c < item->columnCount(); c++)
{
item->setBackground(c, itemBrush);
item->setForeground(c, QBrush(QColor(0, 0, 0)));
}
}
ui->iaLayouts->model()->blockSignals(false);
ui->iaBuffers->model()->blockSignals(false);
if(ui->iaLayouts->topLevelItemCount() > 0)
{
ui->iaLayouts->topLevelItem(0)->setDisabled(true);
ui->iaLayouts->topLevelItem(0)->setDisabled(false);
}
if(ui->iaBuffers->topLevelItemCount() > 0)
{
ui->iaBuffers->topLevelItem(0)->setDisabled(true);
ui->iaBuffers->topLevelItem(0)->setDisabled(false);
}
}
void D3D11PipelineStateViewer::on_iaLayouts_mouseMove(QMouseEvent *e)
{
if(!m_Ctx.LogLoaded())
return;
QModelIndex idx = ui->iaLayouts->indexAt(e->pos());
vertex_leave(NULL);
const D3D11Pipe::IA &IA = m_Ctx.CurD3D11PipelineState().m_IA;
if(idx.isValid())
{
if(idx.row() >= 0 && idx.row() < IA.layouts.count)
{
uint32_t buffer = IA.layouts[idx.row()].InputSlot;
highlightIABind((int)buffer);
}
}
}
void D3D11PipelineStateViewer::on_iaBuffers_mouseMove(QMouseEvent *e)
{
if(!m_Ctx.LogLoaded())
return;
QTreeWidgetItem *item = ui->iaBuffers->itemAt(e->pos());
vertex_leave(NULL);
ui->iaLayouts->model()->blockSignals(true);
ui->iaBuffers->model()->blockSignals(true);
if(item)
{
int idx = m_VBNodes.indexOf(item);
if(idx >= 0)
{
highlightIABind(idx);
}
else
{
for(int c = 0; c < item->columnCount(); c++)
{
item->setBackground(c, QBrush(ui->iaBuffers->palette().color(QPalette::Window)));
item->setForeground(c, QBrush());
}
}
}
ui->iaLayouts->model()->blockSignals(false);
ui->iaBuffers->model()->blockSignals(false);
if(ui->iaLayouts->topLevelItemCount() > 0)
{
ui->iaLayouts->topLevelItem(0)->setDisabled(true);
ui->iaLayouts->topLevelItem(0)->setDisabled(false);
}
if(ui->iaBuffers->topLevelItemCount() > 0)
{
ui->iaBuffers->topLevelItem(0)->setDisabled(true);
ui->iaBuffers->topLevelItem(0)->setDisabled(false);
}
}
void D3D11PipelineStateViewer::on_pipeFlow_stageSelected(int index)
{
ui->stagesTabs->setCurrentIndex(index);
}
void D3D11PipelineStateViewer::vertex_leave(QEvent *e)
{
ui->iaLayouts->model()->blockSignals(true);
ui->iaBuffers->model()->blockSignals(true);
for(int i = 0; i < ui->iaLayouts->topLevelItemCount(); i++)
{
QTreeWidgetItem *item = ui->iaLayouts->topLevelItem(i);
for(int c = 0; c < item->columnCount(); c++)
{
item->setBackground(c, QBrush());
item->setForeground(c, QBrush());
}
}
for(int i = 0; i < ui->iaBuffers->topLevelItemCount(); i++)
{
QTreeWidgetItem *item = ui->iaBuffers->topLevelItem(i);
for(int c = 0; c < item->columnCount(); c++)
{
item->setBackground(c, QBrush());
item->setForeground(c, QBrush());
}
}
ui->iaLayouts->model()->blockSignals(false);
ui->iaBuffers->model()->blockSignals(false);
if(ui->iaLayouts->topLevelItemCount() > 0)
{
ui->iaLayouts->topLevelItem(0)->setDisabled(true);
ui->iaLayouts->topLevelItem(0)->setDisabled(false);
}
if(ui->iaBuffers->topLevelItemCount() > 0)
{
ui->iaBuffers->topLevelItem(0)->setDisabled(true);
ui->iaBuffers->topLevelItem(0)->setDisabled(false);
}
}
void D3D11PipelineStateViewer::shaderView_clicked()
{
ShaderStage shaderStage = ShaderStage::Vertex;
ShaderReflection *shaderDetails = NULL;
const ShaderBindpointMapping *bindMap = NULL;
QWidget *sender = qobject_cast<QWidget *>(QObject::sender());
if(sender == ui->iaBytecode || sender == ui->iaBytecodeViewButton)
{
shaderDetails = m_Ctx.CurD3D11PipelineState().m_IA.Bytecode;
bindMap = NULL;
}
else
{
const D3D11Pipe::Shader *stage = stageForSender(sender);
if(stage == NULL || stage->Object == ResourceId())
return;
bindMap = &stage->BindpointMapping;
shaderDetails = stage->ShaderDetails;
shaderStage = stage->stage;
}
IShaderViewer *shad = m_Ctx.ViewShader(bindMap, shaderDetails, shaderStage);
m_Ctx.AddDockWindow(shad->Widget(), DockReference::AddTo, this);
}
void D3D11PipelineStateViewer::shaderEdit_clicked()
{
QWidget *sender = qobject_cast<QWidget *>(QObject::sender());
const D3D11Pipe::Shader *stage = stageForSender(sender);
if(!stage || stage->Object == ResourceId())
return;
const ShaderReflection *shaderDetails = stage->ShaderDetails;
if(!shaderDetails)
return;
QString entryFunc = QString("EditedShader%1S").arg(ToQStr(stage->stage, GraphicsAPI::D3D11)[0]);
QString mainfile = "";
QStringMap files;
bool hasOrigSource = m_Common.PrepareShaderEditing(shaderDetails, entryFunc, files, mainfile);
if(!hasOrigSource)
{
QString hlsl = "// TODO - generate stub HLSL";
mainfile = "generated.hlsl";
files[mainfile] = hlsl;
}
if(files.empty())
return;
m_Common.EditShader(stage->stage, stage->Object, shaderDetails, entryFunc, files, mainfile);
}
void D3D11PipelineStateViewer::shaderSave_clicked()
{
const D3D11Pipe::Shader *stage = stageForSender(qobject_cast<QWidget *>(QObject::sender()));
if(stage == NULL)
return;
ShaderReflection *shaderDetails = stage->ShaderDetails;
if(stage->Object == ResourceId())
return;
m_Common.SaveShaderFile(shaderDetails);
}
void D3D11PipelineStateViewer::on_exportHTML_clicked()
{
}
void D3D11PipelineStateViewer::on_meshView_clicked()
{
if(!m_Ctx.HasMeshPreview())
m_Ctx.ShowMeshPreview();
ToolWindowManager::raiseToolWindow(m_Ctx.GetMeshPreview()->Widget());
}