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138 lines
5.1 KiB
C++
138 lines
5.1 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2024 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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#include <QFrame>
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#include "Code/Interface/QRDInterface.h"
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namespace Ui
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{
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class D3D12PipelineStateViewer;
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}
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class QXmlStreamWriter;
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class ComputeDebugSelector;
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class RDLabel;
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class RDTreeWidget;
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class RDTreeWidgetItem;
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struct D3D12ViewTag;
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class PipelineStateViewer;
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class D3D12PipelineStateViewer : public QFrame, public ICaptureViewer
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{
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Q_OBJECT
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public:
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explicit D3D12PipelineStateViewer(ICaptureContext &ctx, PipelineStateViewer &common,
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QWidget *parent = 0);
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~D3D12PipelineStateViewer();
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// ICaptureViewer
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void OnCaptureLoaded() override;
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void OnCaptureClosed() override;
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void OnSelectedEventChanged(uint32_t eventId) override {}
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void OnEventChanged(uint32_t eventId) override;
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void SelectPipelineStage(PipelineStage stage);
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ResourceId GetResource(RDTreeWidgetItem *item);
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private slots:
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// automatic slots
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void on_showUnused_toggled(bool checked);
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void on_showEmpty_toggled(bool checked);
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void on_exportHTML_clicked();
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void on_meshView_clicked();
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void on_msMeshButton_clicked();
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void on_iaLayouts_itemActivated(RDTreeWidgetItem *item, int column);
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void on_iaBuffers_itemActivated(RDTreeWidgetItem *item, int column);
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void on_iaLayouts_mouseMove(QMouseEvent *event);
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void on_iaBuffers_mouseMove(QMouseEvent *event);
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void on_pipeFlow_stageSelected(int index);
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// manual slots
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void shaderView_clicked();
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void rootSigView_clicked();
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void shaderSave_clicked();
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void resource_itemActivated(RDTreeWidgetItem *item, int column);
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void cbuffer_itemActivated(RDTreeWidgetItem *item, int column);
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void vertex_leave(QEvent *e);
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void on_computeDebugSelector_clicked();
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void computeDebugSelector_beginDebug(const rdcfixedarray<uint32_t, 3> &group,
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const rdcfixedarray<uint32_t, 3> &thread);
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private:
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Ui::D3D12PipelineStateViewer *ui;
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ICaptureContext &m_Ctx;
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PipelineStateViewer &m_Common;
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ComputeDebugSelector *m_ComputeDebugSelector;
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void setOldMeshPipeFlow();
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void setNewMeshPipeFlow();
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void setShaderState(const D3D12Pipe::Shader &stage, RDLabel *shader, RDLabel *rootSig);
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void addResourceRow(const D3D12ViewTag &view, const ShaderResource *shaderInput, bool spacesUsed,
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RDTreeWidget *resources);
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void clearShaderState(RDLabel *shader, RDLabel *rootSig, RDTreeWidget *tex, RDTreeWidget *samp,
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RDTreeWidget *cbuffer, RDTreeWidget *uavs);
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void setState();
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void clearState();
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void setInactiveRow(RDTreeWidgetItem *node);
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void setEmptyRow(RDTreeWidgetItem *node);
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void highlightIABind(int slot);
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const D3D12Pipe::Shader *stageForSender(QWidget *widget);
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void setViewDetails(RDTreeWidgetItem *node, const D3D12ViewTag &view, TextureDescription *tex);
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void setViewDetails(RDTreeWidgetItem *node, const D3D12ViewTag &view, BufferDescription *buf);
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bool isByteAddress(const Descriptor &r, const ShaderResource *shaderInput);
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bool showNode(bool usedSlot, bool filledSlot);
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bool m_ShowUnused = false;
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bool m_ShowEmpty = false;
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QVariantList exportViewHTML(const Descriptor &descriptor, bool rw,
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const ShaderResource *shaderInput, const QString &extraParams);
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void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::InputAssembly &ia);
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void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::Shader &sh);
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void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::StreamOut &so);
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void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::Rasterizer &rs);
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void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::OM &om);
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QMap<QPair<ResourceId, uint32_t>, DescriptorLogicalLocation> m_Locations;
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// keep track of the VB nodes (we want to be able to highlight them easily on hover)
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QList<RDTreeWidgetItem *> m_VBNodes;
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// list of empty VB nodes that shouldn't be highlighted on hover
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QList<RDTreeWidgetItem *> m_EmptyNodes;
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bool m_MeshPipe = false;
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};
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