Files
renderdoc/renderdocui/Windows/PipelineState/D3D11PipelineStateViewer.cs
T

2157 lines
86 KiB
C#

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 Crytek
*
* 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.
******************************************************************************/
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Linq;
using System.Text;
using System.IO;
using System.Windows.Forms;
using WeifenLuo.WinFormsUI.Docking;
using renderdocui.Code;
using renderdocui.Controls;
using renderdoc;
namespace renderdocui.Windows.PipelineState
{
public partial class D3D11PipelineStateViewer : UserControl, ILogViewerForm
{
private Core m_Core;
private DockContent m_DockContent;
// keep track of the VB nodes (we want to be able to highlight them easily on hover)
private List<TreelistView.Node> m_VBNodes = new List<TreelistView.Node>();
public D3D11PipelineStateViewer(Core core, DockContent c)
{
InitializeComponent();
m_DockContent = c;
pipeFlow.SetStages(new KeyValuePair<string, string>[] {
new KeyValuePair<string,string>("IA", "Input Assembler"),
new KeyValuePair<string,string>("VS", "Vertex Shader"),
new KeyValuePair<string,string>("HS", "Hull Shader"),
new KeyValuePair<string,string>("DS", "Domain Shader"),
new KeyValuePair<string,string>("GS", "Geometry Shader"),
new KeyValuePair<string,string>("RS", "Rasterizer"),
new KeyValuePair<string,string>("PS", "Pixel Shader"),
new KeyValuePair<string,string>("OM", "Output Merger"),
new KeyValuePair<string,string>("CS", "Compute Shader"),
});
pipeFlow.IsolateStage(8); // compute shader isolated
pipeFlow.SetStagesEnabled(new bool[] { true, true, true, true, true, true, true, true, true });
//Icon = global::renderdocui.Properties.Resources.icon;
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
iaBytecodeMismatch.Text = "";
iaBytecodeMismatch.Visible = false;
toolTip.SetToolTip(vsShaderCog, "Open Shader Source");
toolTip.SetToolTip(dsShaderCog, "Open Shader Source");
toolTip.SetToolTip(hsShaderCog, "Open Shader Source");
toolTip.SetToolTip(gsShaderCog, "Open Shader Source");
toolTip.SetToolTip(psShaderCog, "Open Shader Source");
toolTip.SetToolTip(csShaderCog, "Open Shader Source");
toolTip.SetToolTip(vsShader, "Open Shader Source");
toolTip.SetToolTip(dsShader, "Open Shader Source");
toolTip.SetToolTip(hsShader, "Open Shader Source");
toolTip.SetToolTip(gsShader, "Open Shader Source");
toolTip.SetToolTip(psShader, "Open Shader Source");
toolTip.SetToolTip(csShader, "Open Shader Source");
OnLogfileClosed();
m_Core = core;
}
public void OnLogfileClosed()
{
inputLayouts.Nodes.Clear();
iabuffers.Nodes.Clear();
topology.Text = "";
topologyDiagram.Image = null;
iaBytecodeMismatch.Text = "";
iaBytecodeMismatch.Visible = false;
iaBytecode.Text = "";
ClearShaderState(vsShader, vsResources, vsSamplers, vsCBuffers, vsClasses);
ClearShaderState(gsShader, gsResources, gsSamplers, gsCBuffers, gsClasses);
ClearShaderState(hsShader, hsResources, hsSamplers, hsCBuffers, hsClasses);
ClearShaderState(dsShader, dsResources, dsSamplers, dsCBuffers, dsClasses);
ClearShaderState(psShader, psResources, psSamplers, psCBuffers, psClasses);
ClearShaderState(csShader, csResources, csSamplers, csCBuffers, csClasses);
csUAVs.Nodes.Clear();
gsStreams.Nodes.Clear();
var tick = global::renderdocui.Properties.Resources.tick;
var cross = global::renderdocui.Properties.Resources.cross;
fillMode.Text = "Solid";
cullMode.Text = "Front";
frontCCW.Image = tick;
scissorEnable.Image = tick;
lineAAEnable.Image = tick;
multisampleEnable.Image = tick;
depthClip.Image = tick;
depthBias.Text = "0";
depthBiasClamp.Text = "0.0";
slopeScaledBias.Text = "0.0";
viewports.Nodes.Clear();
scissors.Nodes.Clear();
targetOutputs.Nodes.Clear();
blendOperations.Nodes.Clear();
alphaToCoverage.Image = tick;
independentBlend.Image = tick;
blendFactor.Text = "0.00, 0.00, 0.00, 0.00";
sampleMask.Text = "FFFFFFFF";
depthEnable.Image = tick;
depthFunc.Text = "GREATER_EQUAL";
depthWrite.Image = tick;
stencilEnable.Image = tick;
stencilReadMask.Text = "FF";
stencilWriteMask.Text = "FF";
stencilRef.Text = "FF";
pipeFlow.SetStagesEnabled(new bool[] { true, true, true, true, true, true, true, true, true });
}
public void OnLogfileLoaded()
{
OnEventSelected(m_Core.CurFrame, m_Core.CurEvent);
}
private void EmptyRow(TreelistView.Node node)
{
node.BackColor = Color.Firebrick;
}
private void InactiveRow(TreelistView.Node node)
{
node.Italic = true;
}
private void ClearShaderState(Label shader, TreelistView.TreeListView resources, TreelistView.TreeListView samplers,
TreelistView.TreeListView cbuffers, TreelistView.TreeListView classes)
{
shader.Text = "Unbound";
resources.Nodes.Clear();
samplers.Nodes.Clear();
cbuffers.Nodes.Clear();
classes.Nodes.Clear();
}
// Set a shader stage's resources and values
private void SetShaderState(FetchTexture[] texs, FetchBuffer[] bufs,
D3D11PipelineState.ShaderStage stage,
Label shader, TreelistView.TreeListView resources, TreelistView.TreeListView samplers,
TreelistView.TreeListView cbuffers, TreelistView.TreeListView classes)
{
ShaderReflection shaderDetails = stage.ShaderDetails;
if (stage.Shader == ResourceId.Null)
shader.Text = "Unbound";
else
shader.Text = "Shader " + stage.Shader.ToString();
if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc != "" && shaderDetails.DebugInfo.files.Length > 0)
shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " +
Path.GetFileName(shaderDetails.DebugInfo.files[0].filename);
resources.BeginUpdate();
resources.Nodes.Clear();
if (stage.SRVs != null)
{
int i = 0;
foreach (var r in stage.SRVs)
{
ShaderResource shaderInput = null;
if (shaderDetails != null)
{
foreach (var bind in shaderDetails.Resources)
{
if (bind.IsSRV && bind.bindPoint == i)
shaderInput = bind;
}
}
bool filledSlot = (r.Resource != ResourceId.Null);
bool usedSlot = (shaderInput != null);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
string slotname = i.ToString();
if (shaderInput != null && shaderInput.name != "")
slotname += ": " + shaderInput.name;
UInt32 w = 1, h = 1, d = 1;
UInt32 a = 1;
string format = "Unknown";
string name = "Shader Resource " + r.Resource.ToString();
string typename = "Unknown";
object tag = null;
if (!filledSlot)
{
name = "Empty";
format = "-";
typename = "-";
w = h = d = a = 0;
}
// check to see if it's a texture
for (int t = 0; t < texs.Length; t++)
{
if (texs[t].ID == r.Resource)
{
w = texs[t].width;
h = texs[t].height;
d = texs[t].depth;
a = texs[t].arraysize;
format = texs[t].format.ToString();
name = texs[t].name;
typename = string.Format("Texture{0}D", texs[t].dimension);
if(texs[t].cubemap)
typename = "TexCube";
tag = texs[t];
}
}
// if not a texture, it must be a buffer
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == r.Resource)
{
w = bufs[t].length;
h = 0;
d = 0;
a = 0;
format = "";
name = bufs[t].name;
typename = "Buffer";
// for structured buffers, display how many 'elements' there are in the buffer
if (bufs[t].structureSize > 0)
typename = "StructuredBuffer[" + (bufs[t].length / bufs[t].structureSize) + "]";
// get the buffer type, whether it's just a basic type or a complex struct
if (shaderInput != null && !shaderInput.IsTexture)
{
if (r.Format.compType == FormatComponentType.None)
{
if (shaderInput.variableType.members.Length > 0)
format = "struct " + shaderInput.variableType.Name;
else
format = shaderInput.variableType.Name;
}
else
{
format = r.Format.ToString();
}
}
tag = bufs[t];
}
}
var node = resources.Nodes.Add(new object[] { slotname, name, typename, w, h, d, a, format });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = tag;
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
resources.EndUpdate();
resources.NodesSelection.Clear();
samplers.BeginUpdate();
samplers.Nodes.Clear();
if (stage.Samplers != null)
{
int i = 0;
foreach (var s in stage.Samplers)
{
ShaderResource shaderInput = null;
if (shaderDetails != null)
{
foreach (var bind in shaderDetails.Resources)
{
if (bind.IsSampler && bind.bindPoint == i)
shaderInput = bind;
}
}
bool filledSlot = (s.AddressU != "");
bool usedSlot = (shaderInput != null);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
string slotname = i.ToString();
if (shaderInput != null && shaderInput.name != "")
slotname += ": " + shaderInput.name;
string borderColor = s.BorderColor[0].ToString() + ", " +
s.BorderColor[1].ToString() + ", " +
s.BorderColor[2].ToString() + ", " +
s.BorderColor[3].ToString();
string addressing = "";
string addPrefix = "";
string addVal = "";
string[] addr = { s.AddressU, s.AddressV, s.AddressW };
// arrange like either UVW: WRAP or UV: WRAP, W: CLAMP
for (int a = 0; a < 3; a++)
{
string prefix = "" + "UVW"[a];
if (a == 0 || addr[a] == addr[a - 1])
{
addPrefix += prefix;
}
else
{
addressing += addPrefix + ": " + addVal + ", ";
addPrefix = prefix;
}
addVal = addr[a];
}
addressing += addPrefix + ": " + addVal;
var node = samplers.Nodes.Add(new object[] { slotname, addressing, borderColor,
s.Comparison, s.Filter, s.MaxAniso.ToString(),
s.MinLOD == -float.MaxValue ? "-FLT_MAX" : s.MinLOD.ToString(),
s.MaxLOD == float.MaxValue ? "FLT_MAX" : s.MaxLOD.ToString(),
s.MipLODBias.ToString() });
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
samplers.EndUpdate();
samplers.NodesSelection.Clear();
cbuffers.BeginUpdate();
cbuffers.Nodes.Clear();
if (stage.ConstantBuffers != null)
{
UInt32 i = 0;
foreach (var b in stage.ConstantBuffers)
{
ConstantBlock shaderCBuf = null;
if (shaderDetails != null && i < shaderDetails.ConstantBlocks.Length && shaderDetails.ConstantBlocks[i].name != "")
shaderCBuf = shaderDetails.ConstantBlocks[i];
bool filledSlot = (b.Buffer != ResourceId.Null);
bool usedSlot = (shaderCBuf != null);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
string name = "Constant Buffer " + b.Buffer.ToString();
UInt32 length = 1;
int numvars = shaderCBuf != null ? shaderCBuf.variables.Length : 0;
if (!filledSlot)
{
name = "Empty";
length = 0;
}
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == b.Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
}
}
string slotname = i.ToString();
if (shaderCBuf != null && shaderCBuf.name != "")
slotname += ": " + shaderCBuf.name;
var node = cbuffers.Nodes.Add(new object[] { slotname, name, b.VecOffset, b.VecCount, numvars, length });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = i;
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
cbuffers.EndUpdate();
cbuffers.NodesSelection.Clear();
classes.BeginUpdate();
classes.Nodes.Clear();
{
UInt32 i = 0;
foreach (var inst in stage.ClassInstances)
{
string interfaceName = String.Format("Interface {0}", i);
if (shaderDetails != null && i < shaderDetails.Interfaces.Length)
interfaceName = shaderDetails.Interfaces[i].Name;
classes.Nodes.Add(new object[] { i.ToString(), interfaceName, inst });
i++;
}
}
classes.EndUpdate();
classes.NodesSelection.Clear();
}
// from https://gist.github.com/mjijackson/5311256
private float CalcHue(float p, float q, float t)
{
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1.0f / 6.0f)
return p + (q - p) * 6.0f * t;
if (t < 0.5f)
return q;
if (t < 2.0f / 3.0f)
return p + (q - p) * (2.0f / 3.0f - t) * 6.0f;
return p;
}
private Color HSLColor(float h, float s, float l)
{
float r, g, b;
if (s == 0)
{
r = g = b = l; // achromatic
}
else
{
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = CalcHue(p, q, h + 1.0f / 3.0f);
g = CalcHue(p, q, h);
b = CalcHue(p, q, h - 1.0f / 3.0f);
}
return Color.FromArgb(255, (int)(r * 255), (int)(g * 255), (int)(b * 255));
}
private void UpdateState()
{
if (!m_Core.LogLoaded)
return;
FetchTexture[] texs = m_Core.CurTextures;
FetchBuffer[] bufs = m_Core.CurBuffers;
D3D11PipelineState state = m_Core.CurD3D11PipelineState;
FetchDrawcall draw = m_Core.CurDrawcall;
var tick = global::renderdocui.Properties.Resources.tick;
var cross = global::renderdocui.Properties.Resources.cross;
bool[] usedVBuffers = new bool[128];
UInt32[] layoutOffs = new UInt32[128];
for (int i = 0; i < 128; i++)
{
usedVBuffers[i] = false;
layoutOffs[i] = 0;
}
////////////////////////////////////////////////
// Input Assembler
if(state.m_IA.Bytecode == null)
iaBytecode.Text = "None";
else if(state.m_IA.Bytecode.DebugInfo == null || state.m_IA.Bytecode.DebugInfo.entryFunc == "")
iaBytecode.Text = "Layout " + state.m_IA.layout.ToString();
else
iaBytecode.Text = state.m_IA.Bytecode.DebugInfo.entryFunc;
iaBytecodeMismatch.Text = "";
iaBytecodeMismatch.Visible = false;
// check for IA-VS mismatches here.
// This should be moved to a "Render Doctor" window reporting problems
if (state.m_IA.Bytecode != null && state.m_VS.ShaderDetails != null)
{
string mismatchDetails = "";
// VS wants more elements
if (state.m_IA.Bytecode.InputSig.Length < state.m_VS.ShaderDetails.InputSig.Length)
mismatchDetails += "IA bytecode provides fewer elements than VS wants.\n";
{
var IA = state.m_IA.Bytecode.InputSig;
var VS = state.m_VS.ShaderDetails.InputSig;
int count = Math.Min(IA.Length, VS.Length);
for (int i = 0; i < count; i++)
{
// misorder or misnamed semantics
if (IA[i].semanticIdxName.ToLowerInvariant() != VS[i].semanticIdxName.ToLowerInvariant())
mismatchDetails += String.Format("IA bytecode semantic {0}: {1} != VS bytecode semantic {0}: {2}\n", i,
IA[i].semanticIdxName, VS[i].semanticIdxName);
// VS wants more components
if (IA[i].compCount < VS[i].compCount)
mismatchDetails += String.Format("IA bytecode semantic {0} ({1}) is {3}-wide, VS bytecode semantic {0} ({1}) {2} is {4}-wide\n", i,
IA[i].semanticIdxName, VS[i].semanticIdxName,
IA[i].compCount, VS[i].compCount);
// VS wants different types
if (IA[i].compType != VS[i].compType)
mismatchDetails += String.Format("IA bytecode semantic {0} ({1}) is {3}, VS bytecode semantic {0} ({2}) is {4}\n", i,
IA[i].semanticIdxName, VS[i].semanticIdxName,
IA[i].compType, VS[i].compType);
}
}
if (mismatchDetails.Length != 0)
{
iaBytecodeMismatch.Text = "Warning: Mismatch detected between bytecode used to create IA and currently bound VS inputs";
toolTip.SetToolTip(iaBytecodeMismatch, mismatchDetails.Trim());
iaBytecodeMismatch.Visible = true;
}
}
inputLayouts.Nodes.Clear();
inputLayouts.BeginUpdate();
if (state.m_IA.layouts != null)
{
int i = 0;
foreach (var l in state.m_IA.layouts)
{
string byteOffs = l.ByteOffset.ToString();
// D3D11 specific value
if (l.ByteOffset == uint.MaxValue)
{
byteOffs = String.Format("APPEND_ALIGNED ({0})", layoutOffs[l.InputSlot]);
}
else
{
layoutOffs[l.InputSlot] = l.ByteOffset;
}
layoutOffs[l.InputSlot] += l.Format.compByteWidth * l.Format.compCount;
var node = inputLayouts.Nodes.Add(new object[] {
i, l.SemanticName, l.SemanticIndex.ToString(), l.Format, l.InputSlot.ToString(), byteOffs,
l.PerInstance ? "PER_INSTANCE" : "PER_VERTEX", l.InstanceDataStepRate.ToString() });
usedVBuffers[l.InputSlot] = true;
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
i++;
}
}
inputLayouts.NodesSelection.Clear();
inputLayouts.EndUpdate();
topology.Text = state.m_IA.Topology.ToString();
if (state.m_IA.Topology > PrimitiveTopology.PatchList)
{
int numCPs = (int)state.m_IA.Topology - (int)PrimitiveTopology.PatchList + 1;
topology.Text = string.Format("PatchList ({0} Control Points)", numCPs);
}
switch (state.m_IA.Topology)
{
case PrimitiveTopology.PointList:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_pointlist;
break;
case PrimitiveTopology.LineList:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linelist;
break;
case PrimitiveTopology.LineStrip:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linestrip;
break;
case PrimitiveTopology.TriangleList:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_trilist;
break;
case PrimitiveTopology.TriangleStrip:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_tristrip;
break;
case PrimitiveTopology.LineList_Adj:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linelist_adj;
break;
case PrimitiveTopology.LineStrip_Adj:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linestrip_adj;
break;
case PrimitiveTopology.TriangleList_Adj:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_trilist_adj;
break;
case PrimitiveTopology.TriangleStrip_Adj:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_tristrip_adj;
break;
default:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_patch;
break;
}
iabuffers.Nodes.Clear();
iabuffers.BeginUpdate();
bool ibufferUsed = draw != null && (draw.flags & DrawcallFlags.UseIBuffer) != 0;
if (state.m_IA.ibuffer != null)
{
if (ibufferUsed || showDisabled.Checked)
{
string ptr = "Buffer " + state.m_IA.ibuffer.Buffer.ToString();
string name = ptr;
UInt32 length = 1;
if (!ibufferUsed)
{
length = 0;
}
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == state.m_IA.ibuffer.Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
}
}
var node = iabuffers.Nodes.Add(new object[] { "Index", name, state.m_IA.ibuffer.Format.compByteWidth, state.m_IA.ibuffer.Offset, length });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = state.m_IA.ibuffer.Buffer;
if (!ibufferUsed)
InactiveRow(node);
if (state.m_IA.ibuffer.Buffer == ResourceId.Null)
EmptyRow(node);
}
}
else
{
if (showEmpty.Checked &&
(ibufferUsed || showDisabled.Checked))
{
var node = iabuffers.Nodes.Add(new object[] { "Index", "-", "-", "-", "-" });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = state.m_IA.ibuffer.Buffer;
EmptyRow(node);
if (!ibufferUsed)
InactiveRow(node);
}
}
m_VBNodes.Clear();
if (state.m_IA.vbuffers != null)
{
int i = 0;
foreach (var v in state.m_IA.vbuffers)
{
bool filledSlot = (v.Buffer != ResourceId.Null);
bool usedSlot = (usedVBuffers[i]);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
string name = "Buffer " + v.Buffer.ToString();
UInt32 length = 1;
if (!filledSlot)
{
name = "Empty";
length = 0;
}
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == v.Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
}
}
var node = iabuffers.Nodes.Add(new object[] { i, name, v.Stride, v.Offset, length });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = v.Buffer;
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
m_VBNodes.Add(node);
}
i++;
}
}
iabuffers.NodesSelection.Clear();
iabuffers.EndUpdate();
SetShaderState(texs, bufs, state.m_VS, vsShader, vsResources, vsSamplers, vsCBuffers, vsClasses);
SetShaderState(texs, bufs, state.m_GS, gsShader, gsResources, gsSamplers, gsCBuffers, gsClasses);
SetShaderState(texs, bufs, state.m_HS, hsShader, hsResources, hsSamplers, hsCBuffers, hsClasses);
SetShaderState(texs, bufs, state.m_DS, dsShader, dsResources, dsSamplers, dsCBuffers, dsClasses);
SetShaderState(texs, bufs, state.m_PS, psShader, psResources, psSamplers, psCBuffers, psClasses);
SetShaderState(texs, bufs, state.m_CS, csShader, csResources, csSamplers, csCBuffers, csClasses);
csUAVs.Nodes.Clear();
csUAVs.BeginUpdate();
if (state.m_CS.UAVs != null)
{
int i = 0;
foreach (var r in state.m_CS.UAVs)
{
ShaderResource shaderInput = null;
if (state.m_CS.ShaderDetails != null)
{
foreach (var bind in state.m_CS.ShaderDetails.Resources)
{
if (bind.IsUAV && bind.bindPoint == i)
shaderInput = bind;
}
}
bool filledSlot = (r.Resource != ResourceId.Null);
bool usedSlot = (shaderInput != null);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
UInt32 w = 1, h = 1, d = 1;
UInt32 a = 1;
string format = "Unknown";
string name = "UAV " + r.Resource.ToString();
string typename = "Unknown";
object tag = null;
if (!filledSlot)
{
name = "Empty";
format = "-";
typename = "-";
w = h = d = a = 0;
}
for (int t = 0; t < texs.Length; t++)
{
if (texs[t].ID == r.Resource)
{
w = texs[t].width;
h = texs[t].height;
d = texs[t].depth;
a = texs[t].arraysize;
format = texs[t].format.ToString();
name = texs[t].name;
typename = string.Format("Texture{0}D", texs[t].dimension);
if (texs[t].cubemap)
typename = "TexCube";
tag = texs[t];
}
}
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == r.Resource)
{
w = bufs[t].length;
h = 0;
d = 0;
a = 0;
format = "";
name = bufs[t].name;
typename = "Buffer";
if (bufs[t].structureSize > 0)
typename = "StructuredBuffer[" + (bufs[t].length / bufs[t].structureSize) + "]";
if (r.Structured)
{
typename += " (Count: " + r.BufferStructCount + ")";
}
if (shaderInput != null && !shaderInput.IsTexture)
{
if (r.Format.compType == FormatComponentType.None)
{
if (shaderInput.variableType.members.Length > 0)
format = "struct " + shaderInput.variableType.Name;
else
format = shaderInput.variableType.Name;
}
else
{
format = r.Format.ToString();
}
}
tag = bufs[t];
}
}
var node = csUAVs.Nodes.Add(new object[] { i, name, typename, w, h, d, a, format });
node.Tag = tag;
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
csUAVs.NodesSelection.Clear();
csUAVs.EndUpdate();
gsStreams.BeginUpdate();
gsStreams.Nodes.Clear();
if (state.m_SO.Outputs != null)
{
int i = 0;
foreach (var s in state.m_SO.Outputs)
{
bool filledSlot = (s.Buffer != ResourceId.Null);
bool usedSlot = (filledSlot);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
string name = "Buffer " + s.Buffer.ToString();
uint length = 0;
if (!filledSlot)
{
name = "Empty";
}
FetchBuffer fetch = null;
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == s.Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
fetch = bufs[t];
}
}
var node = gsStreams.Nodes.Add(new object[] { i, name, length, s.Offset });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = fetch;
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
gsStreams.EndUpdate();
gsStreams.NodesSelection.Clear();
////////////////////////////////////////////////
// Rasterizer
viewports.BeginUpdate();
viewports.Nodes.Clear();
if (state.m_RS.Viewports != null)
{
int i = 0;
foreach (var v in state.m_RS.Viewports)
{
if (v.Width != v.Height || v.Width != 0 || v.Height != 0 || showEmpty.Checked)
{
var node = viewports.Nodes.Add(new object[] { i, v.TopLeft[0], v.TopLeft[1], v.Width, v.Height, v.MinDepth, v.MaxDepth });
if (v.Width == v.Height && v.Width == 0 && v.Height == 0)
EmptyRow(node);
}
i++;
}
}
viewports.NodesSelection.Clear();
viewports.EndUpdate();
scissors.BeginUpdate();
scissors.Nodes.Clear();
if (state.m_RS.Scissors != null)
{
int i = 0;
foreach (var s in state.m_RS.Scissors)
{
if (s.right != 0 || s.bottom != 0 || showEmpty.Checked)
{
var node = scissors.Nodes.Add(new object[] { i, s.left, s.top, s.right - s.left, s.bottom - s.top });
if (s.right == 0 && s.bottom == 0)
EmptyRow(node);
}
i++;
}
}
scissors.NodesSelection.Clear();
scissors.EndUpdate();
fillMode.Text = state.m_RS.m_State.FillMode.ToString();
cullMode.Text = state.m_RS.m_State.CullMode.ToString();
frontCCW.Image = state.m_RS.m_State.FrontCCW ? tick : cross;
scissorEnable.Image = state.m_RS.m_State.ScissorEnable ? tick : cross;
lineAAEnable.Image = state.m_RS.m_State.AntialiasedLineEnable ? tick : cross;
multisampleEnable.Image = state.m_RS.m_State.MultisampleEnable ? tick : cross;
depthClip.Image = state.m_RS.m_State.DepthClip ? tick : cross;
depthBias.Text = state.m_RS.m_State.DepthBias.ToString();
depthBiasClamp.Text = Formatter.Format(state.m_RS.m_State.DepthBiasClamp);
slopeScaledBias.Text = Formatter.Format(state.m_RS.m_State.SlopeScaledDepthBias);
forcedSampleCount.Text = state.m_RS.m_State.ForcedSampleCount.ToString();
////////////////////////////////////////////////
// Output Merger
bool[] targets = new bool[8];
for (int i = 0; i < 8; i++)
targets[i] = false;
targetOutputs.BeginUpdate();
targetOutputs.Nodes.Clear();
if (state.m_OM.RenderTargets != null)
{
int i = 0;
foreach (var p in state.m_OM.RenderTargets)
{
if (p.Resource != ResourceId.Null || showEmpty.Checked)
{
UInt32 w = 1, h = 1, d = 1;
UInt32 a = 1;
string format = "Unknown";
string name = "Texture " + p.ToString();
string typename = "Unknown";
object tag = null;
if (p.Resource == ResourceId.Null)
{
name = "Empty";
format = "-";
typename = "-";
w = h = d = a = 0;
}
for (int t = 0; t < texs.Length; t++)
{
if (texs[t].ID == p.Resource)
{
w = texs[t].width;
h = texs[t].height;
d = texs[t].depth;
a = texs[t].arraysize;
format = texs[t].format.ToString();
name = texs[t].name;
typename = string.Format("Texture{0}D", texs[t].dimension);
if (texs[t].cubemap)
typename = "TexCube";
tag = texs[t];
}
}
var node = targetOutputs.Nodes.Add(new object[] { i, name, typename, w, h, d, a, format });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = tag;
if (p.Resource == ResourceId.Null)
{
EmptyRow(node);
}
else
{
targets[i] = true;
}
}
i++;
}
}
if (state.m_OM.UAVs != null)
{
int i = 0;
foreach (var r in state.m_OM.UAVs)
{
ShaderResource shaderInput = null;
if (state.m_PS.ShaderDetails != null)
{
foreach (var bind in state.m_PS.ShaderDetails.Resources)
{
if (bind.IsUAV && bind.bindPoint == i + state.m_OM.UAVStartSlot)
shaderInput = bind;
}
}
bool filledSlot = (r.Resource != ResourceId.Null);
bool usedSlot = (shaderInput != null);
// note: we don't show empty UAVs as these "slots" are already showed as empty RTs.
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) // it's bound, but not referenced, and we have "show disabled"
)
{
UInt32 w = 1, h = 1, d = 1;
UInt32 a = 1;
string format = "Unknown";
string name = "UAV " + r.Resource.ToString();
string typename = "Unknown";
object tag = null;
if (!filledSlot)
{
name = "Empty";
format = "-";
typename = "-";
w = h = d = a = 0;
}
for (int t = 0; t < texs.Length; t++)
{
if (texs[t].ID == r.Resource)
{
w = texs[t].width;
h = texs[t].height;
d = texs[t].depth;
a = texs[t].arraysize;
format = texs[t].format.ToString();
name = texs[t].name;
typename = string.Format("Texture{0}D", texs[t].dimension);
if (texs[t].cubemap)
typename = "TexCube";
tag = texs[t];
}
}
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == r.Resource)
{
w = bufs[t].length;
h = 0;
d = 0;
a = 0;
format = "";
name = bufs[t].name;
typename = "Buffer";
if (bufs[t].structureSize > 0)
typename = "StructuredBuffer[" + (bufs[t].length / bufs[t].structureSize) + "]";
if (r.Structured)
{
typename += " (Count: " + r.BufferStructCount + ")";
}
if (shaderInput != null && !shaderInput.IsTexture)
{
if (r.Format.compType == FormatComponentType.None)
{
if (shaderInput.variableType.members.Length > 0)
format = "struct " + shaderInput.variableType.Name;
else
format = shaderInput.variableType.Name;
}
else
{
format = r.Format.ToString();
}
}
tag = bufs[t];
}
}
var node = targetOutputs.Nodes.Add(new object[] { i + state.m_OM.UAVStartSlot, name, typename, w, h, d, a, format });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = tag;
if (r.Resource == ResourceId.Null)
EmptyRow(node);
}
i++;
}
}
if (state.m_OM.DepthTarget.Resource != ResourceId.Null || showEmpty.Checked)
{
UInt32 w = 1, h = 1, d = 1;
UInt32 a = 1;
string format = "Unknown";
string name = "Depth Target " + state.m_OM.DepthTarget.Resource.ToString();
string typename = "Unknown";
object tag = null;
if (state.m_OM.DepthTarget.Resource == ResourceId.Null)
{
name = "Empty";
format = "-";
typename = "-";
w = h = d = a = 0;
}
for (int t = 0; t < texs.Length; t++)
{
if (texs[t].ID == state.m_OM.DepthTarget.Resource)
{
w = texs[t].width;
h = texs[t].height;
d = texs[t].depth;
a = texs[t].arraysize;
format = texs[t].format.ToString();
name = texs[t].name;
typename = string.Format("Texture{0}D", texs[t].dimension);
if (texs[t].cubemap)
typename = "TexCube";
tag = texs[t];
}
}
var node = targetOutputs.Nodes.Add(new object[] { "Depth", name, typename, w, h, d, a, format });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = tag;
if (state.m_OM.DepthTarget.Resource == ResourceId.Null)
EmptyRow(node);
}
targetOutputs.EndUpdate();
targetOutputs.NodesSelection.Clear();
blendOperations.BeginUpdate();
blendOperations.Nodes.Clear();
{
int i = 0;
foreach(var blend in state.m_OM.m_BlendState.Blends)
{
bool filledSlot = (blend.Enabled == true || targets[i]);
bool usedSlot = (targets[i]);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
var node = blendOperations.Nodes.Add(new object[] { i,
blend.Enabled,
blend.LogicEnabled,
blend.m_Blend.Source,
blend.m_Blend.Destination,
blend.m_Blend.Operation,
blend.m_AlphaBlend.Source,
blend.m_AlphaBlend.Destination,
blend.m_AlphaBlend.Operation,
blend.LogicOp,
((blend.WriteMask & 0x1) == 0 ? "_" : "R") +
((blend.WriteMask & 0x2) == 0 ? "_" : "G") +
((blend.WriteMask & 0x4) == 0 ? "_" : "B") +
((blend.WriteMask & 0x8) == 0 ? "_" : "A")
});
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
blendOperations.NodesSelection.Clear();
blendOperations.EndUpdate();
alphaToCoverage.Image = state.m_OM.m_BlendState.AlphaToCoverage ? tick : cross;
independentBlend.Image = state.m_OM.m_BlendState.IndependentBlend ? tick : cross;
blendFactor.Text = state.m_OM.m_BlendState.BlendFactor[0].ToString("F2") + ", " +
state.m_OM.m_BlendState.BlendFactor[1].ToString("F2") + ", " +
state.m_OM.m_BlendState.BlendFactor[2].ToString("F2") + ", " +
state.m_OM.m_BlendState.BlendFactor[3].ToString("F2");
sampleMask.Text = state.m_OM.m_BlendState.SampleMask.ToString("X8");
depthEnable.Image = state.m_OM.m_State.DepthEnable ? tick : cross;
depthFunc.Text = state.m_OM.m_State.DepthFunc;
depthWrite.Image = state.m_OM.m_State.DepthWrites ? tick : cross;
stencilEnable.Image = state.m_OM.m_State.StencilEnable ? tick : cross;
stencilReadMask.Text = state.m_OM.m_State.StencilReadMask.ToString("X2");
stencilWriteMask.Text = state.m_OM.m_State.StencilWriteMask.ToString("X2");
stencilRef.Text = state.m_OM.m_State.StencilRef.ToString("X2");
stencilFuncs.BeginUpdate();
stencilFuncs.Nodes.Clear();
stencilFuncs.Nodes.Add(new object[] { "Front", state.m_OM.m_State.m_FrontFace.Func, state.m_OM.m_State.m_FrontFace.FailOp,
state.m_OM.m_State.m_FrontFace.DepthFailOp, state.m_OM.m_State.m_FrontFace.PassOp });
stencilFuncs.Nodes.Add(new object[] { "Back", state.m_OM.m_State.m_BackFace.Func, state.m_OM.m_State.m_BackFace.FailOp,
state.m_OM.m_State.m_BackFace.DepthFailOp, state.m_OM.m_State.m_BackFace.PassOp });
stencilFuncs.EndUpdate();
stencilFuncs.NodesSelection.Clear();
// highlight the appropriate stages in the flowchart
if (draw == null)
{
pipeFlow.SetStagesEnabled(new bool[] { true, true, true, true, true, true, true, true, true });
}
else if ((draw.flags & DrawcallFlags.Dispatch) != 0)
{
pipeFlow.SetStagesEnabled(new bool[] { false, false, false, false, false, false, false, false, true });
}
else
{
pipeFlow.SetStagesEnabled(new bool[] {
true,
true,
state.m_HS.Shader != ResourceId.Null,
state.m_DS.Shader != ResourceId.Null,
state.m_GS.Shader != ResourceId.Null,
true,
state.m_PS.Shader != ResourceId.Null,
true,
false
});
// if(streamout only)
//{
// pipeFlow.Rasterizer = false;
// pipeFlow.OutputMerger = false;
//}
}
}
public void OnEventSelected(UInt32 frameID, UInt32 eventID)
{
UpdateState();
}
private void hideDisabledEmpty_MouseClick(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Right)
{
rightclickMenu.Show((Control)sender, new Point(e.X, e.Y));
}
}
private void hideDisabled_Click(object sender, EventArgs e)
{
showDisabled.Checked = !showDisabled.Checked;
showDisabledToolitem.Checked = showDisabled.Checked;
UpdateState();
}
private void hideEmpty_Click(object sender, EventArgs e)
{
showEmpty.Checked = !showEmpty.Checked;
showEmptyToolitem.Checked = showEmpty.Checked;
UpdateState();
}
// launch the appropriate kind of viewer, depending on the type of resource that's in this node
private void textureCell_CellDoubleClick(TreelistView.Node node)
{
object tag = node.Tag;
D3D11PipelineState.ShaderStage stage = GetStageForSender(node.OwnerView);
if (stage == null) return;
if (tag is FetchTexture)
{
FetchTexture tex = (FetchTexture)tag;
var viewer = m_Core.GetTextureViewer();
viewer.Show(m_DockContent.DockPanel);
if (!viewer.IsDisposed)
viewer.ViewTexture(tex.ID, true);
}
else if(tag is FetchBuffer)
{
FetchBuffer buf = (FetchBuffer)tag;
string format = "";
var deets = stage.ShaderDetails;
int bind = -1;
bool uav = false;
for (int i = 0; i < stage.SRVs.Length; i++)
{
if (stage.SRVs[i].Resource == buf.ID)
{
bind = i;
break;
}
}
for (int i = 0; i < stage.UAVs.Length; i++)
{
if (stage.UAVs[i].Resource == buf.ID)
{
bind = i;
uav = true;
break;
}
if (stage == m_Core.CurD3D11PipelineState.m_PS &&
m_Core.CurD3D11PipelineState.m_OM.UAVs[i].Resource == buf.ID)
{
bind = i + (int)m_Core.CurD3D11PipelineState.m_OM.UAVStartSlot;
uav = true;
break;
}
}
if (deets != null)
{
foreach (var r in deets.Resources)
{
if(r.IsTexture)
continue;
if ( (r.IsSRV && !uav) || (r.IsUAV && uav) )
{
if (r.bindPoint == bind)
{
if (r.variableType.members.Length == 0)
{
if (r.variableType.Name != "")
format = r.variableType.Name + " " + r.name + ";";
}
else
{
format = "// struct " + r.variableType.Name + Environment.NewLine +
"{" + Environment.NewLine + FormatMembers(1, "", r.variableType.members) + "}";
}
break;
}
}
}
}
if (buf.ID != ResourceId.Null)
{
var viewer = new BufferViewer(m_Core, false);
if (format == "")
viewer.ViewRawBuffer(buf.ID);
else
viewer.ViewRawBuffer(buf.ID, format);
viewer.Show(m_DockContent.DockPanel);
}
}
}
private void disableSelection_Leave(object sender, EventArgs e)
{
if (sender is DataGridView)
((DataGridView)sender).ClearSelection();
else if (sender is TreelistView.TreeListView)
{
((TreelistView.TreeListView)sender).NodesSelection.Clear();
((TreelistView.TreeListView)sender).FocusedNode = null;
}
}
private void disableSelection_VisibleChanged(object sender, EventArgs e)
{
((DataGridView)sender).ClearSelection();
((DataGridView)sender).AutoResizeColumns(DataGridViewAutoSizeColumnsMode.AllCells);
}
private void iabuffers_NodeDoubleClicked(TreelistView.Node node)
{
if (node.Tag is ResourceId)
{
ResourceId id = (ResourceId)node.Tag;
if (id != ResourceId.Null)
{
var viewer = new BufferViewer(m_Core, false);
viewer.ViewRawBuffer(id);
viewer.Show(m_DockContent.DockPanel);
}
}
}
private void inputLayouts_NodeDoubleClick(TreelistView.Node node)
{
(new BufferViewer(m_Core, true)).Show(m_DockContent.DockPanel);
}
private D3D11PipelineState.ShaderStage GetStageForSender(object sender)
{
D3D11PipelineState.ShaderStage stage = null;
if (!m_Core.LogLoaded)
return null;
object cur = sender;
while (cur is Control)
{
if (cur == tabVS)
stage = m_Core.CurD3D11PipelineState.m_VS;
else if (cur == tabGS)
stage = m_Core.CurD3D11PipelineState.m_GS;
else if (cur == tabHS)
stage = m_Core.CurD3D11PipelineState.m_HS;
else if (cur == tabDS)
stage = m_Core.CurD3D11PipelineState.m_DS;
else if (cur == tabPS)
stage = m_Core.CurD3D11PipelineState.m_PS;
else if (cur == tabCS)
stage = m_Core.CurD3D11PipelineState.m_CS;
else if (cur == tabOM)
stage = m_Core.CurD3D11PipelineState.m_PS;
if (stage != null)
return stage;
Control c = (Control)cur;
if(c.Parent == null)
break;
cur = ((Control)cur).Parent;
}
System.Diagnostics.Debug.Fail("Unrecognised control calling event handler");
return null;
}
private void shader_Click(object sender, EventArgs e)
{
if (sender == iaBytecode || sender == iaBytecodeCog)
{
if(m_Core.CurD3D11PipelineState != null &&
m_Core.CurD3D11PipelineState.m_IA.Bytecode != null)
{
(new ShaderViewer(m_Core, m_Core.CurD3D11PipelineState.m_IA.Bytecode, ShaderStageType.Vertex, null))
.Show(m_DockContent.DockPanel);
}
return;
}
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
if (stage == null) return;
ShaderReflection shaderDetails = stage.ShaderDetails;
if (stage.Shader == ResourceId.Null) return;
ShaderViewer s = new ShaderViewer(m_Core, shaderDetails, stage.stage, null);
s.Show(m_DockContent.DockPanel);
}
private void MakeShaderVariablesHLSL(bool cbufferContents, ShaderConstant[] vars, ref string struct_contents, ref string struct_defs)
{
var nl = Environment.NewLine;
var nl2 = Environment.NewLine + Environment.NewLine;
foreach (var v in vars)
{
if (v.type.members.Length > 0)
{
string def = "struct " + v.type.descriptor.name + " {" + nl;
if(!struct_defs.Contains(def))
{
string contents = "";
MakeShaderVariablesHLSL(false, v.type.members, ref contents, ref struct_defs);
struct_defs += def + contents + "};" + nl2;
}
}
struct_contents += "\t" + v.type.descriptor.name + " " + v.name;
char comp = 'x';
if (v.reg.comp == 1) comp = 'y';
if (v.reg.comp == 2) comp = 'z';
if (v.reg.comp == 3) comp = 'w';
if (cbufferContents) struct_contents += String.Format(" : packoffset(c{0}.{1});", v.reg.vec, comp);
else struct_contents += ";";
struct_contents += nl;
}
}
// start a shaderviewer to edit this shader, optionally generating stub HLSL if there isn't
// HLSL source available for this shader.
private void shaderedit_Click(object sender, EventArgs e)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
if (stage == null) return;
ShaderReflection shaderDetails = stage.ShaderDetails;
if (stage.Shader == ResourceId.Null || shaderDetails == null) return;
var entryFunc = String.Format("EditedShader{0}S", stage.stage.ToString()[0]);
string mainfile = "";
var files = new Dictionary<string, string>();
if (shaderDetails.DebugInfo.entryFunc != "" && shaderDetails.DebugInfo.files.Length > 0)
{
entryFunc = shaderDetails.DebugInfo.entryFunc;
foreach (var s in shaderDetails.DebugInfo.files)
files.Add(Path.GetFileName(s.filename), s.filetext);
mainfile = Path.GetFileName(shaderDetails.DebugInfo.files[0].filename);
}
else
{
var nl = Environment.NewLine;
var nl2 = Environment.NewLine + Environment.NewLine;
string hlsl = "// No HLSL available - function stub generated" + nl2;
var shType = String.Format("{0}S", stage.stage.ToString()[0]);
foreach (var res in shaderDetails.Resources)
{
if (res.IsSampler)
{
hlsl += String.Format("//SamplerComparisonState {0} : register(s{1}); // can't disambiguate", res.name, res.bindPoint) + nl;
hlsl += String.Format("SamplerState {0} : register(s{1}); // can't disambiguate", res.name, res.bindPoint) + nl;
}
else
{
char regChar = 't';
if (res.IsUAV)
{
hlsl += "RW";
regChar = 'u';
}
if (res.IsTexture)
{
hlsl += String.Format("{0}<{1}> {2} : register({3}{4});", res.resType.ToString(), res.variableType.descriptor.name, res.name, regChar, res.bindPoint) + nl;
}
else
{
if (res.variableType.descriptor.rows == 1)
hlsl += String.Format("Buffer<{0}> {1} : register({2}{3});", res.variableType.descriptor.name, res.name, regChar, res.bindPoint) + nl;
else
hlsl += String.Format("StructuredBuffer<{0}> {1} : register({2}{3});", res.variableType.descriptor.name, res.name, regChar, res.bindPoint) + nl;
}
}
}
hlsl += nl2;
string cbuffers = "";
int cbufIdx = 0;
foreach (var cbuf in shaderDetails.ConstantBlocks)
{
if (cbuf.name != "" && cbuf.variables.Length > 0)
{
cbuffers += String.Format("cbuffer {0} : register(b{1}) {{", cbuf.name, cbufIdx) + nl;
MakeShaderVariablesHLSL(true, cbuf.variables, ref cbuffers, ref hlsl);
cbuffers += "};" + nl2;
}
cbufIdx++;
}
hlsl += cbuffers + nl2;
hlsl += String.Format("struct {0}Input{1}{{{1}", shType, nl);
foreach(var sig in shaderDetails.InputSig)
hlsl += String.Format("\t{0} {1} : {2};" + nl, sig.TypeString, sig.varName != "" ? sig.varName : "param" + sig.regIndex, sig.D3D11SemanticString);
hlsl += "};" + nl2;
hlsl += String.Format("struct {0}Output{1}{{{1}", shType, nl);
foreach (var sig in shaderDetails.OutputSig)
hlsl += String.Format("\t{0} {1} : {2};" + nl, sig.TypeString, sig.varName != "" ? sig.varName : "param" + sig.regIndex, sig.D3D11SemanticString);
hlsl += "};" + nl2;
hlsl += String.Format("{0}Output {1}(in {0}Input IN){2}{{{2}\t{0}Output OUT = ({0}Output)0;{2}{2}\t// ...{2}{2}\treturn OUT;{2}}}{2}", shType, entryFunc, nl);
mainfile = "generated.hlsl";
files.Add(mainfile, hlsl);
}
if (files.Count == 0)
return;
ShaderViewer sv = new ShaderViewer(m_Core, false, entryFunc, files,
// Save Callback
(ShaderViewer viewer, Dictionary<string, string> updatedfiles) =>
{
string compileSource = updatedfiles.First().Value;
// try and match up #includes against the files that we have. This isn't always
// possible as fxc only seems to include the source for files if something in
// that file was included in the compiled output. So you might end up with
// dangling #includes - we just have to ignore them
int offs = compileSource.IndexOf("#include");
while(offs >= 0)
{
// search back to ensure this is a valid #include (ie. not in a comment).
// Must only see whitespace before, then a newline.
int ws = offs-1;
while (ws >= 0 && (compileSource[ws] == ' ' || compileSource[ws] == '\t'))
ws--;
// not valid? jump to next.
if (compileSource[ws] != '\n')
{
offs = compileSource.IndexOf("#include", offs + 1);
continue;
}
int start = ws+1;
bool tail = true;
int lineEnd = compileSource.IndexOf("\n", start+1);
if(lineEnd == -1)
{
lineEnd = compileSource.Length;
tail = false;
}
ws = offs + "#include".Length;
while (compileSource[ws] == ' ' || compileSource[ws] == '\t')
ws++;
string line = compileSource.Substring(offs, lineEnd-offs+1);
if (compileSource[ws] != '<' && compileSource[ws] != '"')
{
viewer.ShowErrors("Invalid #include directive found:\r\n" + line);
return;
}
// find matching char, either <> or "";
int end = compileSource.IndexOf(compileSource[ws] == '"' ? '"' : '>', ws + 1);
if (end == -1)
{
viewer.ShowErrors("Invalid #include directive found:\r\n" + line);
return;
}
string fname = compileSource.Substring(ws + 1, end - ws - 1);
string fileText = "";
if (updatedfiles.ContainsKey(fname))
fileText = updatedfiles[fname];
else
fileText = "// Can't find file " + fname + "\n";
compileSource = compileSource.Substring(0, offs) + "\n\n" + fileText + "\n\n" + (tail ? compileSource.Substring(lineEnd + 1) : "");
offs = compileSource.IndexOf("#include", offs);
}
// invoke off to the ReplayRenderer to replace the log's shader
// with our edited one
m_Core.Renderer.BeginInvoke((ReplayRenderer r) =>
{
string errs = "";
uint flags = shaderDetails.DebugInfo.compileFlags;
ResourceId from = stage.Shader;
ResourceId to = r.BuildTargetShader(entryFunc, compileSource, flags, stage.stage, out errs);
viewer.BeginInvoke((MethodInvoker)delegate { viewer.ShowErrors(errs); });
if (to == ResourceId.Null)
{
r.RemoveReplacement(from);
}
else
{
r.ReplaceResource(from, to);
}
});
},
// Close Callback
() =>
{
// remove the replacement on close (we could make this more sophisticated if there
// was a place to control replaced resources/shaders).
m_Core.Renderer.BeginInvoke((ReplayRenderer r) =>
{
r.RemoveReplacement(stage.Shader);
});
});
sv.Show(m_DockContent.DockPanel);
}
private void ShowCBuffer(D3D11PipelineState.ShaderStage stage, UInt32 slot)
{
if (stage.ShaderDetails != null &&
(stage.ShaderDetails.ConstantBlocks.Length <= slot ||
stage.ShaderDetails.ConstantBlocks[slot].name == "")
)
{
// unused cbuffer, open regular buffer viewer
var viewer = new BufferViewer(m_Core, false);
if (stage.ConstantBuffers.Length < slot)
return;
var buf = stage.ConstantBuffers[slot].Buffer;
viewer.ViewRawBuffer(buf);
viewer.Show(m_DockContent.DockPanel);
return;
}
var existing = ConstantBufferPreviewer.Has(stage.stage, slot);
if (existing != null)
{
existing.Show();
return;
}
var prev = new ConstantBufferPreviewer(m_Core, stage.stage, slot);
var dock = Helpers.WrapDockContent(m_DockContent.DockPanel, prev);
dock.DockState = DockState.DockRight;
dock.DockAreas |= DockAreas.Float;
ConstantBufferPreviewer.ShowDock(dock, m_DockContent.Pane, DockAlignment.Right, 0.3);
}
private void cbuffers_NodeDoubleClicked(TreelistView.Node node)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(node.OwnerView);
if (stage != null && node.Tag is UInt32)
{
ShowCBuffer(stage, (UInt32)node.Tag);
}
}
private void CBuffers_CellDoubleClick(object sender, DataGridViewCellEventArgs e)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
object tag = ((DataGridView)sender).Rows[e.RowIndex].Tag;
if (stage != null && tag is UInt32)
{
ShowCBuffer(stage, (UInt32)tag);
}
}
private string FormatMembers(int indent, string nameprefix, ShaderConstant[] vars)
{
string indentstr = new string(' ', indent*4);
string ret = "";
int i = 0;
foreach (var v in vars)
{
if (v.type.members.Length > 0)
{
if (i > 0)
ret += "\n";
ret += indentstr + "// struct " + v.type.Name + Environment.NewLine;
ret += indentstr + "{" + Environment.NewLine +
FormatMembers(indent + 1, v.name + "_", v.type.members) +
indentstr + "}" + Environment.NewLine;
if (i < vars.Length-1)
ret += Environment.NewLine;
}
else
{
string arr = "";
if (v.type.descriptor.elements > 1)
arr = String.Format("[{0}]", v.type.descriptor.elements);
ret += indentstr + v.type.Name + " " + nameprefix + v.name + arr + ";" + Environment.NewLine;
}
i++;
}
return ret;
}
private void shaderCog_MouseEnter(object sender, EventArgs e)
{
if (sender == iaBytecode || sender == iaBytecodeCog)
{
if (m_Core.CurD3D11PipelineState != null &&
m_Core.CurD3D11PipelineState.m_IA.Bytecode != null)
iaBytecodeCog.Image = global::renderdocui.Properties.Resources.action_hover;
return;
}
if (sender is PictureBox)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
if (stage != null && stage.Shader != ResourceId.Null)
(sender as PictureBox).Image = global::renderdocui.Properties.Resources.action_hover;
}
if (sender is Label)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
if (stage == null) return;
if (stage.stage == ShaderStageType.Vertex) shaderCog_MouseEnter(vsShaderCog, e);
if (stage.stage == ShaderStageType.Domain) shaderCog_MouseEnter(dsShaderCog, e);
if (stage.stage == ShaderStageType.Hull) shaderCog_MouseEnter(hsShaderCog, e);
if (stage.stage == ShaderStageType.Geometry) shaderCog_MouseEnter(gsShaderCog, e);
if (stage.stage == ShaderStageType.Pixel) shaderCog_MouseEnter(psShaderCog, e);
if (stage.stage == ShaderStageType.Compute) shaderCog_MouseEnter(csShaderCog, e);
}
}
private void shaderCog_MouseLeave(object sender, EventArgs e)
{
if (sender == iaBytecode || sender == iaBytecodeCog)
{
iaBytecodeCog.Image = global::renderdocui.Properties.Resources.action;
return;
}
if (sender is PictureBox)
{
(sender as PictureBox).Image = global::renderdocui.Properties.Resources.action;
}
if (sender is Label)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
if (stage == null) return;
if (stage.stage == ShaderStageType.Vertex) shaderCog_MouseLeave(vsShaderCog, e);
if (stage.stage == ShaderStageType.Domain) shaderCog_MouseLeave(dsShaderCog, e);
if (stage.stage == ShaderStageType.Hull) shaderCog_MouseLeave(hsShaderCog, e);
if (stage.stage == ShaderStageType.Geometry) shaderCog_MouseLeave(gsShaderCog, e);
if (stage.stage == ShaderStageType.Pixel) shaderCog_MouseLeave(psShaderCog, e);
if (stage.stage == ShaderStageType.Compute) shaderCog_MouseLeave(csShaderCog, e);
}
}
private void pipeFlow_SelectedStageChanged(object sender, EventArgs e)
{
stageTabControl.SelectedIndex = pipeFlow.SelectedStage;
}
private void csDebug_Click(object sender, EventArgs e)
{
uint gx = 0, gy = 0, gz = 0;
uint tx = 0, ty = 0, tz = 0;
if (m_Core.CurD3D11PipelineState == null ||
m_Core.CurD3D11PipelineState.m_CS.Shader == ResourceId.Null ||
m_Core.CurD3D11PipelineState.m_CS.ShaderDetails == null)
return;
if (uint.TryParse(groupX.Text, out gx) &&
uint.TryParse(groupY.Text, out gy) &&
uint.TryParse(groupZ.Text, out gz) &&
uint.TryParse(threadX.Text, out tx) &&
uint.TryParse(threadY.Text, out ty) &&
uint.TryParse(threadZ.Text, out tz))
{
ShaderDebugTrace trace = null;
ShaderReflection shaderDetails = m_Core.CurD3D11PipelineState.m_CS.ShaderDetails;
m_Core.Renderer.Invoke((ReplayRenderer r) =>
{
trace = r.CSGetDebugStates(new uint[] { gx, gy, gz }, new uint[] { tx, ty, tz });
});
if (trace == null || trace.states.Length == 0)
{
MessageBox.Show("Couldn't debug compute shader.", "Uh Oh!",
MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
this.BeginInvoke(new Action(() =>
{
ShaderViewer s = new ShaderViewer(m_Core, shaderDetails, ShaderStageType.Compute, trace);
s.Show(m_DockContent.DockPanel);
}));
}
else
{
MessageBox.Show("Enter numbers for group and thread ID.", "Invalid thread", MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
private void meshView_MouseEnter(object sender, EventArgs e)
{
meshView.BackColor = Color.LightGray;
}
private void meshView_MouseLeave(object sender, EventArgs e)
{
meshView.BackColor = SystemColors.Control;
}
private void meshView_Click(object sender, EventArgs e)
{
(new BufferViewer(m_Core, true)).Show(m_DockContent.DockPanel);
}
private float GetHueForVB(int i)
{
int idx = ((i+1) * 21) % 32; // space neighbouring colours reasonably distinctly
return (float)(idx) / 32.0f;
}
private void inputLayouts_MouseMove(object sender, MouseEventArgs e)
{
if (m_Core.CurD3D11PipelineState == null) return;
Point mousePoint = inputLayouts.PointToClient(Cursor.Position);
var hoverNode = inputLayouts.CalcHitNode(mousePoint);
ia_MouseLeave(sender, e);
var IA = m_Core.CurD3D11PipelineState.m_IA;
if (hoverNode != null)
{
int index = inputLayouts.Nodes.GetNodeIndex(hoverNode);
if (index >= 0 && index < IA.layouts.Length)
{
uint slot = IA.layouts[index].InputSlot;
HighlightIASlot(slot);
}
}
}
private void HighlightIASlot(uint slot)
{
var IA = m_Core.CurD3D11PipelineState.m_IA;
Color c = HSLColor(GetHueForVB((int)slot), 1.0f, 0.95f);
if (slot < m_VBNodes.Count)
m_VBNodes[(int)slot].DefaultBackColor = c;
for (int i = 0; i < inputLayouts.Nodes.Count; i++)
{
var n = inputLayouts.Nodes[i];
if (IA.layouts[i].InputSlot == slot)
n.DefaultBackColor = c;
else
n.DefaultBackColor = Color.Transparent;
}
inputLayouts.Invalidate();
iabuffers.Invalidate();
}
private void ia_MouseLeave(object sender, EventArgs e)
{
foreach (var n in iabuffers.Nodes)
n.DefaultBackColor = Color.Transparent;
foreach (var n in inputLayouts.Nodes)
n.DefaultBackColor = Color.Transparent;
inputLayouts.Invalidate();
iabuffers.Invalidate();
}
private void iabuffers_MouseMove(object sender, MouseEventArgs e)
{
if (m_Core.CurD3D11PipelineState == null) return;
Point mousePoint = iabuffers.PointToClient(Cursor.Position);
var hoverNode = iabuffers.CalcHitNode(mousePoint);
ia_MouseLeave(sender, e);
if (hoverNode != null)
{
int idx = m_VBNodes.IndexOf(hoverNode);
if (idx >= 0)
HighlightIASlot((uint)idx);
else
hoverNode.DefaultBackColor = SystemColors.ControlLight;
}
}
}
}