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renderdoc/qrenderdoc/Windows/PipelineState/D3D12PipelineStateViewer.h
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2024 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.
******************************************************************************/
#pragma once
#include <QFrame>
#include "Code/Interface/QRDInterface.h"
namespace Ui
{
class D3D12PipelineStateViewer;
}
class QXmlStreamWriter;
class ComputeDebugSelector;
class RDLabel;
class RDTreeWidget;
class RDTreeWidgetItem;
struct D3D12ViewTag;
class PipelineStateViewer;
class D3D12PipelineStateViewer : public QFrame, public ICaptureViewer
{
Q_OBJECT
public:
explicit D3D12PipelineStateViewer(ICaptureContext &ctx, PipelineStateViewer &common,
QWidget *parent = 0);
~D3D12PipelineStateViewer();
// ICaptureViewer
void OnCaptureLoaded() override;
void OnCaptureClosed() override;
void OnSelectedEventChanged(uint32_t eventId) override {}
void OnEventChanged(uint32_t eventId) override;
void SelectPipelineStage(PipelineStage stage);
ResourceId GetResource(RDTreeWidgetItem *item);
private slots:
// automatic slots
void on_showUnused_toggled(bool checked);
void on_showEmpty_toggled(bool checked);
void on_exportHTML_clicked();
void on_meshView_clicked();
void on_msMeshButton_clicked();
void on_iaLayouts_itemActivated(RDTreeWidgetItem *item, int column);
void on_iaBuffers_itemActivated(RDTreeWidgetItem *item, int column);
void on_iaLayouts_mouseMove(QMouseEvent *event);
void on_iaBuffers_mouseMove(QMouseEvent *event);
void on_pipeFlow_stageSelected(int index);
// manual slots
void shaderView_clicked();
void rootSigView_clicked();
void shaderSave_clicked();
void resource_itemActivated(RDTreeWidgetItem *item, int column);
void cbuffer_itemActivated(RDTreeWidgetItem *item, int column);
void vertex_leave(QEvent *e);
void on_computeDebugSelector_clicked();
void computeDebugSelector_beginDebug(const rdcfixedarray<uint32_t, 3> &group,
const rdcfixedarray<uint32_t, 3> &thread);
private:
Ui::D3D12PipelineStateViewer *ui;
ICaptureContext &m_Ctx;
PipelineStateViewer &m_Common;
ComputeDebugSelector *m_ComputeDebugSelector;
void setOldMeshPipeFlow();
void setNewMeshPipeFlow();
void setShaderState(const D3D12Pipe::Shader &stage, RDLabel *shader, RDLabel *rootSig);
void addResourceRow(const D3D12ViewTag &view, const ShaderResource *shaderInput, bool spacesUsed,
RDTreeWidget *resources);
void clearShaderState(RDLabel *shader, RDLabel *rootSig, RDTreeWidget *tex, RDTreeWidget *samp,
RDTreeWidget *cbuffer, RDTreeWidget *uavs);
void setState();
void clearState();
void setInactiveRow(RDTreeWidgetItem *node);
void setEmptyRow(RDTreeWidgetItem *node);
void highlightIABind(int slot);
const D3D12Pipe::Shader *stageForSender(QWidget *widget);
void setViewDetails(RDTreeWidgetItem *node, const D3D12ViewTag &view, TextureDescription *tex);
void setViewDetails(RDTreeWidgetItem *node, const D3D12ViewTag &view, BufferDescription *buf);
bool isByteAddress(const Descriptor &r, const ShaderResource *shaderInput);
bool showNode(bool usedSlot, bool filledSlot);
bool m_ShowUnused = false;
bool m_ShowEmpty = false;
QVariantList exportViewHTML(const Descriptor &descriptor, bool rw,
const ShaderResource *shaderInput, const QString &extraParams);
void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::InputAssembly &ia);
void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::Shader &sh);
void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::StreamOut &so);
void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::Rasterizer &rs);
void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::OM &om);
QMap<QPair<ResourceId, uint32_t>, DescriptorLogicalLocation> m_Locations;
// keep track of the VB nodes (we want to be able to highlight them easily on hover)
QList<RDTreeWidgetItem *> m_VBNodes;
// list of empty VB nodes that shouldn't be highlighted on hover
QList<RDTreeWidgetItem *> m_EmptyNodes;
bool m_MeshPipe = false;
};