Files
renderdoc/qrenderdoc/Windows/PipelineState/GLPipelineStateViewer.h
T
baldurk 3c7b420e59 Expand SPIR-V disassemblers to general shader processing tools
* Instead of just configuring SPIR-V disassemblers and picking only the first
  one when we need to edit SPIR-V, we allow setting up any shader processor that
  goes between two shader encodings.
* When editing, the default will still be to use embedded source, and then after
  that the first tool that goes from the native shader format to a text format,
  but the drop-down allows you to pick any of them.
* Similarly in the shader viewer you can configure the compilation options and
  method, to choose the compiler you want to use. Embedded command line
  parameters in the shader are automatically appended.
2018-08-09 16:56:53 +01:00

117 lines
4.2 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2016-2018 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 GLPipelineStateViewer;
}
class QXmlStreamWriter;
class RDLabel;
class RDTreeWidget;
class RDTreeWidgetItem;
class PipelineStateViewer;
class GLPipelineStateViewer : public QFrame, public ICaptureViewer
{
Q_OBJECT
public:
explicit GLPipelineStateViewer(ICaptureContext &ctx, PipelineStateViewer &common,
QWidget *parent = 0);
~GLPipelineStateViewer();
// ICaptureViewer
void OnCaptureLoaded() override;
void OnCaptureClosed() override;
void OnSelectedEventChanged(uint32_t eventId) override {}
void OnEventChanged(uint32_t eventId) override;
private slots:
// automatic slots
void on_showDisabled_toggled(bool checked);
void on_showEmpty_toggled(bool checked);
void on_exportHTML_clicked();
void on_meshView_clicked();
void on_viAttrs_itemActivated(RDTreeWidgetItem *item, int column);
void on_viBuffers_itemActivated(RDTreeWidgetItem *item, int column);
void on_viAttrs_mouseMove(QMouseEvent *event);
void on_viBuffers_mouseMove(QMouseEvent *event);
void on_pipeFlow_stageSelected(int index);
// manual slots
void shaderView_clicked();
void shaderSave_clicked();
void resource_itemActivated(RDTreeWidgetItem *item, int column);
void ubo_itemActivated(RDTreeWidgetItem *item, int column);
void vertex_leave(QEvent *e);
private:
Ui::GLPipelineStateViewer *ui;
ICaptureContext &m_Ctx;
PipelineStateViewer &m_Common;
enum class GLReadWriteType
{
Atomic,
SSBO,
Image,
};
QString MakeGenericValueString(uint32_t compCount, CompType compType,
const GLPipe::VertexAttribute &val);
GLReadWriteType GetGLReadWriteType(ShaderResource res);
void setShaderState(const GLPipe::Shader &stage, RDLabel *shader, RDTreeWidget *tex,
RDTreeWidget *samp, RDTreeWidget *ubo, RDTreeWidget *sub, RDTreeWidget *rw);
void clearShaderState(RDLabel *shader, RDTreeWidget *tex, RDTreeWidget *samp, RDTreeWidget *ubo,
RDTreeWidget *sub, RDTreeWidget *rw);
void setState();
void clearState();
void setInactiveRow(RDTreeWidgetItem *node);
void setEmptyRow(RDTreeWidgetItem *node);
void highlightIABind(int slot);
QString formatMembers(int indent, const QString &nameprefix, const rdcarray<ShaderConstant> &vars);
const GLPipe::Shader *stageForSender(QWidget *widget);
bool showNode(bool usedSlot, bool filledSlot);
void exportHTML(QXmlStreamWriter &xml, const GLPipe::VertexInput &vtx);
void exportHTML(QXmlStreamWriter &xml, const GLPipe::Shader &sh);
void exportHTML(QXmlStreamWriter &xml, const GLPipe::Feedback &xfb);
void exportHTML(QXmlStreamWriter &xml, const GLPipe::Rasterizer &rs);
void exportHTML(QXmlStreamWriter &xml, const GLPipe::FrameBuffer &fb);
// keep track of the VB nodes (we want to be able to highlight them easily on hover)
QList<RDTreeWidgetItem *> m_VBNodes;
};