mirror of
https://github.com/baldurk/renderdoc.git
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1407 lines
46 KiB
C++
1407 lines
46 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018 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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#include "driver/dxgi/dxgi_common.h"
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#include "strings/string_utils.h"
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#include "d3d12_command_list.h"
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#include "d3d12_command_queue.h"
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#include "d3d12_debug.h"
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#include "d3d12_device.h"
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#include "d3d12_shader_cache.h"
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void D3D12Replay::CreateSOBuffers()
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{
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HRESULT hr = S_OK;
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SAFE_RELEASE(m_SOBuffer);
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SAFE_RELEASE(m_SOStagingBuffer);
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SAFE_RELEASE(m_SOPatchedIndexBuffer);
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SAFE_RELEASE(m_SOQueryHeap);
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D3D12_RESOURCE_DESC soBufDesc;
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soBufDesc.Alignment = 0;
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soBufDesc.DepthOrArraySize = 1;
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soBufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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// need to allow UAV access to reset the counter each time
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soBufDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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soBufDesc.Format = DXGI_FORMAT_UNKNOWN;
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soBufDesc.Height = 1;
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soBufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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soBufDesc.MipLevels = 1;
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soBufDesc.SampleDesc.Count = 1;
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soBufDesc.SampleDesc.Quality = 0;
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// add 64 bytes for the counter at the start
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soBufDesc.Width = m_SOBufferSize + 64;
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D3D12_HEAP_PROPERTIES heapProps;
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heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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heapProps.CreationNodeMask = 1;
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heapProps.VisibleNodeMask = 1;
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hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &soBufDesc,
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D3D12_RESOURCE_STATE_STREAM_OUT, NULL,
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__uuidof(ID3D12Resource), (void **)&m_SOBuffer);
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m_SOBuffer->SetName(L"m_SOBuffer");
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if(FAILED(hr))
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{
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RDCERR("Failed to create SO output buffer, HRESULT: %s", ToStr(hr).c_str());
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return;
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}
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soBufDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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heapProps.Type = D3D12_HEAP_TYPE_READBACK;
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hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &soBufDesc,
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D3D12_RESOURCE_STATE_COPY_DEST, NULL,
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__uuidof(ID3D12Resource), (void **)&m_SOStagingBuffer);
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m_SOStagingBuffer->SetName(L"m_SOStagingBuffer");
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if(FAILED(hr))
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{
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RDCERR("Failed to create readback buffer, HRESULT: %s", ToStr(hr).c_str());
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return;
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}
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// this is a buffer of unique indices, so it allows for
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// the worst case - float4 per vertex, all unique indices.
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soBufDesc.Width = m_SOBufferSize / sizeof(Vec4f);
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heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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hr = m_pDevice->CreateCommittedResource(
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&heapProps, D3D12_HEAP_FLAG_NONE, &soBufDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
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__uuidof(ID3D12Resource), (void **)&m_SOPatchedIndexBuffer);
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m_SOPatchedIndexBuffer->SetName(L"m_SOPatchedIndexBuffer");
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if(FAILED(hr))
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{
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RDCERR("Failed to create SO index buffer, HRESULT: %s", ToStr(hr).c_str());
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return;
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}
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D3D12_QUERY_HEAP_DESC queryDesc;
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queryDesc.Count = 16;
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queryDesc.NodeMask = 1;
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queryDesc.Type = D3D12_QUERY_HEAP_TYPE_SO_STATISTICS;
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hr = m_pDevice->CreateQueryHeap(&queryDesc, __uuidof(m_SOQueryHeap), (void **)&m_SOQueryHeap);
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if(FAILED(hr))
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{
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RDCERR("Failed to create SO query heap, HRESULT: %s", ToStr(hr).c_str());
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return;
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}
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D3D12_UNORDERED_ACCESS_VIEW_DESC counterDesc = {};
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counterDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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counterDesc.Format = DXGI_FORMAT_R32_UINT;
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counterDesc.Buffer.FirstElement = 0;
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counterDesc.Buffer.NumElements = UINT(m_SOBufferSize / sizeof(UINT));
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m_pDevice->CreateUnorderedAccessView(m_SOBuffer, NULL, &counterDesc,
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GetDebugManager()->GetCPUHandle(STREAM_OUT_UAV));
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m_pDevice->CreateUnorderedAccessView(m_SOBuffer, NULL, &counterDesc,
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GetDebugManager()->GetUAVClearHandle(STREAM_OUT_UAV));
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}
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void D3D12Replay::ClearPostVSCache()
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{
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for(auto it = m_PostVSData.begin(); it != m_PostVSData.end(); ++it)
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{
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SAFE_RELEASE(it->second.vsout.buf);
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SAFE_RELEASE(it->second.vsout.idxBuf);
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SAFE_RELEASE(it->second.gsout.buf);
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SAFE_RELEASE(it->second.gsout.idxBuf);
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}
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m_PostVSData.clear();
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}
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void D3D12Replay::InitPostVSBuffers(uint32_t eventId)
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{
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// go through any aliasing
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if(m_PostVSAlias.find(eventId) != m_PostVSAlias.end())
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eventId = m_PostVSAlias[eventId];
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if(m_PostVSData.find(eventId) != m_PostVSData.end())
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return;
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D3D12CommandData *cmd = m_pDevice->GetQueue()->GetCommandData();
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const D3D12RenderState &rs = cmd->m_RenderState;
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if(rs.pipe == ResourceId())
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return;
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WrappedID3D12PipelineState *origPSO =
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m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);
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if(!origPSO->IsGraphics())
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return;
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D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC psoDesc;
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origPSO->Fill(psoDesc);
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if(psoDesc.VS.BytecodeLength == 0)
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return;
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WrappedID3D12Shader *vs = origPSO->VS();
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D3D_PRIMITIVE_TOPOLOGY topo = rs.topo;
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const DrawcallDescription *drawcall = m_pDevice->GetDrawcall(eventId);
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if(drawcall->numIndices == 0 || drawcall->numInstances == 0)
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return;
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DXBC::DXBCFile *dxbcVS = vs->GetDXBC();
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RDCASSERT(dxbcVS);
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DXBC::DXBCFile *dxbcGS = NULL;
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WrappedID3D12Shader *gs = origPSO->GS();
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if(gs)
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{
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dxbcGS = gs->GetDXBC();
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RDCASSERT(dxbcGS);
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}
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DXBC::DXBCFile *dxbcDS = NULL;
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WrappedID3D12Shader *ds = origPSO->DS();
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if(ds)
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{
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dxbcDS = ds->GetDXBC();
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RDCASSERT(dxbcDS);
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}
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ID3D12RootSignature *soSig = NULL;
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HRESULT hr = S_OK;
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{
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WrappedID3D12RootSignature *sig =
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m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(rs.graphics.rootsig);
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D3D12RootSignature rootsig = sig->sig;
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// create a root signature that allows stream out, if necessary
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if((rootsig.Flags & D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT) == 0)
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{
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rootsig.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT;
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ID3DBlob *blob = m_pDevice->GetShaderCache()->MakeRootSig(rootsig);
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hr = m_pDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(),
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__uuidof(ID3D12RootSignature), (void **)&soSig);
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if(FAILED(hr))
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{
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RDCERR("Couldn't enable stream-out in root signature: HRESULT: %s", ToStr(hr).c_str());
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return;
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}
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SAFE_RELEASE(blob);
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}
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}
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vector<D3D12_SO_DECLARATION_ENTRY> sodecls;
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UINT stride = 0;
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int posidx = -1;
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int numPosComponents = 0;
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if(!dxbcVS->m_OutputSig.empty())
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{
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for(const SigParameter &sign : dxbcVS->m_OutputSig)
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{
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D3D12_SO_DECLARATION_ENTRY decl;
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decl.Stream = 0;
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decl.OutputSlot = 0;
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decl.SemanticName = sign.semanticName.c_str();
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decl.SemanticIndex = sign.semanticIndex;
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decl.StartComponent = 0;
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decl.ComponentCount = sign.compCount & 0xff;
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if(sign.systemValue == ShaderBuiltin::Position)
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{
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posidx = (int)sodecls.size();
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numPosComponents = decl.ComponentCount = 4;
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}
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stride += decl.ComponentCount * sizeof(float);
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sodecls.push_back(decl);
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}
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if(stride == 0)
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{
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RDCERR("Didn't get valid stride! Setting to 4 bytes");
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stride = 4;
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}
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// shift position attribute up to first, keeping order otherwise
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// the same
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if(posidx > 0)
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{
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D3D12_SO_DECLARATION_ENTRY pos = sodecls[posidx];
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sodecls.erase(sodecls.begin() + posidx);
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sodecls.insert(sodecls.begin(), pos);
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}
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// set up stream output entries and buffers
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psoDesc.StreamOutput.NumEntries = (UINT)sodecls.size();
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psoDesc.StreamOutput.pSODeclaration = &sodecls[0];
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psoDesc.StreamOutput.NumStrides = 1;
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psoDesc.StreamOutput.pBufferStrides = &stride;
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psoDesc.StreamOutput.RasterizedStream = D3D12_SO_NO_RASTERIZED_STREAM;
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// disable all other shader stages
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psoDesc.HS.BytecodeLength = 0;
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psoDesc.HS.pShaderBytecode = NULL;
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psoDesc.DS.BytecodeLength = 0;
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psoDesc.DS.pShaderBytecode = NULL;
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psoDesc.GS.BytecodeLength = 0;
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psoDesc.GS.pShaderBytecode = NULL;
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psoDesc.PS.BytecodeLength = 0;
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psoDesc.PS.pShaderBytecode = NULL;
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// disable any rasterization/use of output targets
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psoDesc.DepthStencilState.DepthEnable = FALSE;
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psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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psoDesc.DepthStencilState.StencilEnable = FALSE;
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if(soSig)
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psoDesc.pRootSignature = soSig;
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// render as points
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
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// disable outputs
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RDCEraseEl(psoDesc.RTVFormats);
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psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
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ID3D12PipelineState *pipe = NULL;
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hr = m_pDevice->CreatePipeState(psoDesc, &pipe);
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if(FAILED(hr))
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{
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RDCERR("Couldn't create patched graphics pipeline: HRESULT: %s", ToStr(hr).c_str());
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SAFE_RELEASE(soSig);
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return;
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}
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ID3D12Resource *idxBuf = NULL;
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bool recreate = false;
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// we add 64 to account for the stream-out data counter
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uint64_t outputSize = uint64_t(drawcall->numIndices) * drawcall->numInstances * stride + 64;
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if(m_SOBufferSize < outputSize)
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{
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uint64_t oldSize = m_SOBufferSize;
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while(m_SOBufferSize < outputSize)
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m_SOBufferSize *= 2;
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RDCWARN("Resizing stream-out buffer from %llu to %llu for output data", oldSize,
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m_SOBufferSize);
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recreate = true;
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}
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ID3D12GraphicsCommandList2 *list = NULL;
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if(!(drawcall->flags & DrawFlags::Indexed))
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{
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if(recreate)
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{
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m_pDevice->GPUSync();
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CreateSOBuffers();
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}
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list = GetDebugManager()->ResetDebugList();
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rs.ApplyState(m_pDevice, list);
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list->SetPipelineState(pipe);
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if(soSig)
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{
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list->SetGraphicsRootSignature(soSig);
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rs.ApplyGraphicsRootElements(list);
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}
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D3D12_STREAM_OUTPUT_BUFFER_VIEW view;
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view.BufferFilledSizeLocation = m_SOBuffer->GetGPUVirtualAddress();
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view.BufferLocation = m_SOBuffer->GetGPUVirtualAddress() + 64;
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view.SizeInBytes = m_SOBufferSize - 64;
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list->SOSetTargets(0, 1, &view);
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list->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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list->DrawInstanced(drawcall->numIndices, drawcall->numInstances, drawcall->vertexOffset,
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drawcall->instanceOffset);
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}
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else // drawcall is indexed
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{
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bytebuf idxdata;
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GetBufferData(rs.ibuffer.buf, rs.ibuffer.offs + drawcall->indexOffset * rs.ibuffer.bytewidth,
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RDCMIN(drawcall->numIndices * rs.ibuffer.bytewidth, rs.ibuffer.size), idxdata);
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vector<uint32_t> indices;
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uint16_t *idx16 = (uint16_t *)&idxdata[0];
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uint32_t *idx32 = (uint32_t *)&idxdata[0];
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// only read as many indices as were available in the buffer
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uint32_t numIndices =
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RDCMIN(uint32_t(idxdata.size() / rs.ibuffer.bytewidth), drawcall->numIndices);
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uint32_t idxclamp = 0;
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if(drawcall->baseVertex < 0)
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idxclamp = uint32_t(-drawcall->baseVertex);
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// grab all unique vertex indices referenced
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for(uint32_t i = 0; i < numIndices; i++)
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{
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uint32_t i32 = rs.ibuffer.bytewidth == 2 ? uint32_t(idx16[i]) : idx32[i];
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// apply baseVertex but clamp to 0 (don't allow index to become negative)
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if(i32 < idxclamp)
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i32 = 0;
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else if(drawcall->baseVertex < 0)
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i32 -= idxclamp;
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else if(drawcall->baseVertex > 0)
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i32 += drawcall->baseVertex;
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auto it = std::lower_bound(indices.begin(), indices.end(), i32);
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if(it != indices.end() && *it == i32)
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continue;
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indices.insert(it, i32);
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}
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// if we read out of bounds, we'll also have a 0 index being referenced
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// (as 0 is read). Don't insert 0 if we already have 0 though
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if(numIndices < drawcall->numIndices && (indices.empty() || indices[0] != 0))
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indices.insert(indices.begin(), 0);
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// An index buffer could be something like: 500, 501, 502, 501, 503, 502
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// in which case we can't use the existing index buffer without filling 499 slots of vertex
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// data with padding. Instead we rebase the indices based on the smallest vertex so it becomes
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// 0, 1, 2, 1, 3, 2 and then that matches our stream-out'd buffer.
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//
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// Note that there could also be gaps, like: 500, 501, 502, 510, 511, 512
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// which would become 0, 1, 2, 3, 4, 5 and so the old index buffer would no longer be valid.
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// We just stream-out a tightly packed list of unique indices, and then remap the index buffer
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// so that what did point to 500 points to 0 (accounting for rebasing), and what did point
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// to 510 now points to 3 (accounting for the unique sort).
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// we use a map here since the indices may be sparse. Especially considering if an index
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// is 'invalid' like 0xcccccccc then we don't want an array of 3.4 billion entries.
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map<uint32_t, size_t> indexRemap;
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for(size_t i = 0; i < indices.size(); i++)
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{
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// by definition, this index will only appear once in indices[]
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indexRemap[indices[i]] = i;
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}
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if(m_SOBufferSize / sizeof(Vec4f) < indices.size() * sizeof(uint32_t))
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{
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uint64_t oldSize = m_SOBufferSize;
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while(m_SOBufferSize / sizeof(Vec4f) < indices.size() * sizeof(uint32_t))
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m_SOBufferSize *= 2;
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RDCWARN("Resizing stream-out buffer from %llu to %llu for indices", oldSize, m_SOBufferSize);
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recreate = true;
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}
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if(recreate)
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{
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m_pDevice->GPUSync();
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CreateSOBuffers();
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}
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GetDebugManager()->FillBuffer(m_SOPatchedIndexBuffer, 0, &indices[0],
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indices.size() * sizeof(uint32_t));
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D3D12_INDEX_BUFFER_VIEW patchedIB;
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patchedIB.BufferLocation = m_SOPatchedIndexBuffer->GetGPUVirtualAddress();
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patchedIB.Format = DXGI_FORMAT_R32_UINT;
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patchedIB.SizeInBytes = UINT(indices.size() * sizeof(uint32_t));
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list = GetDebugManager()->ResetDebugList();
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rs.ApplyState(m_pDevice, list);
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list->SetPipelineState(pipe);
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list->IASetIndexBuffer(&patchedIB);
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if(soSig)
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{
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list->SetGraphicsRootSignature(soSig);
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rs.ApplyGraphicsRootElements(list);
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}
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D3D12_STREAM_OUTPUT_BUFFER_VIEW view;
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view.BufferFilledSizeLocation = m_SOBuffer->GetGPUVirtualAddress();
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view.BufferLocation = m_SOBuffer->GetGPUVirtualAddress() + 64;
|
|
view.SizeInBytes = m_SOBufferSize - 64;
|
|
list->SOSetTargets(0, 1, &view);
|
|
|
|
list->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
|
|
|
|
list->DrawIndexedInstanced((UINT)indices.size(), drawcall->numInstances, 0, 0,
|
|
drawcall->instanceOffset);
|
|
|
|
uint32_t stripCutValue = 0;
|
|
if(psoDesc.IBStripCutValue == D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF)
|
|
stripCutValue = 0xffff;
|
|
else if(psoDesc.IBStripCutValue == D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF)
|
|
stripCutValue = 0xffffffff;
|
|
|
|
// rebase existing index buffer to point to the right elements in our stream-out'd
|
|
// vertex buffer
|
|
for(uint32_t i = 0; i < numIndices; i++)
|
|
{
|
|
uint32_t i32 = rs.ibuffer.bytewidth == 2 ? uint32_t(idx16[i]) : idx32[i];
|
|
|
|
// preserve primitive restart indices
|
|
if(stripCutValue && i32 == stripCutValue)
|
|
continue;
|
|
|
|
// apply baseVertex but clamp to 0 (don't allow index to become negative)
|
|
if(i32 < idxclamp)
|
|
i32 = 0;
|
|
else if(drawcall->baseVertex < 0)
|
|
i32 -= idxclamp;
|
|
else if(drawcall->baseVertex > 0)
|
|
i32 += drawcall->baseVertex;
|
|
|
|
if(rs.ibuffer.bytewidth == 2)
|
|
idx16[i] = uint16_t(indexRemap[i32]);
|
|
else
|
|
idx32[i] = uint32_t(indexRemap[i32]);
|
|
}
|
|
|
|
idxBuf = NULL;
|
|
|
|
if(!idxdata.empty())
|
|
{
|
|
D3D12_RESOURCE_DESC idxBufDesc;
|
|
idxBufDesc.Alignment = 0;
|
|
idxBufDesc.DepthOrArraySize = 1;
|
|
idxBufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
idxBufDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
idxBufDesc.Format = DXGI_FORMAT_UNKNOWN;
|
|
idxBufDesc.Height = 1;
|
|
idxBufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
idxBufDesc.MipLevels = 1;
|
|
idxBufDesc.SampleDesc.Count = 1;
|
|
idxBufDesc.SampleDesc.Quality = 0;
|
|
idxBufDesc.Width = idxdata.size();
|
|
|
|
D3D12_HEAP_PROPERTIES heapProps;
|
|
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
|
|
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
heapProps.CreationNodeMask = 1;
|
|
heapProps.VisibleNodeMask = 1;
|
|
|
|
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &idxBufDesc,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&idxBuf);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
|
|
SetObjName(idxBuf, StringFormat::Fmt("PostVS idxBuf for %u", eventId));
|
|
|
|
GetDebugManager()->FillBuffer(idxBuf, 0, &idxdata[0], idxdata.size());
|
|
}
|
|
}
|
|
|
|
D3D12_RESOURCE_BARRIER sobarr = {};
|
|
sobarr.Transition.pResource = m_SOBuffer;
|
|
sobarr.Transition.StateBefore = D3D12_RESOURCE_STATE_STREAM_OUT;
|
|
sobarr.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
|
|
list->ResourceBarrier(1, &sobarr);
|
|
|
|
list->CopyResource(m_SOStagingBuffer, m_SOBuffer);
|
|
|
|
// we're done with this after the copy, so we can discard it and reset
|
|
// the counter for the next stream-out
|
|
sobarr.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
sobarr.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
|
list->DiscardResource(m_SOBuffer, NULL);
|
|
list->ResourceBarrier(1, &sobarr);
|
|
|
|
UINT zeroes[4] = {0, 0, 0, 0};
|
|
list->ClearUnorderedAccessViewUint(GetDebugManager()->GetGPUHandle(STREAM_OUT_UAV),
|
|
GetDebugManager()->GetUAVClearHandle(STREAM_OUT_UAV),
|
|
m_SOBuffer, zeroes, 0, NULL);
|
|
|
|
list->Close();
|
|
|
|
ID3D12CommandList *l = list;
|
|
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
|
|
m_pDevice->GPUSync();
|
|
|
|
GetDebugManager()->ResetDebugAlloc();
|
|
|
|
SAFE_RELEASE(pipe);
|
|
|
|
byte *byteData = NULL;
|
|
D3D12_RANGE range = {0, (SIZE_T)m_SOBufferSize};
|
|
hr = m_SOStagingBuffer->Map(0, &range, (void **)&byteData);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to map sobuffer HRESULT: %s", ToStr(hr).c_str());
|
|
SAFE_RELEASE(idxBuf);
|
|
SAFE_RELEASE(soSig);
|
|
return;
|
|
}
|
|
|
|
range.End = 0;
|
|
|
|
uint64_t numBytesWritten = *(uint64_t *)byteData;
|
|
|
|
if(numBytesWritten == 0)
|
|
{
|
|
m_PostVSData[eventId] = D3D12PostVSData();
|
|
SAFE_RELEASE(idxBuf);
|
|
SAFE_RELEASE(soSig);
|
|
return;
|
|
}
|
|
|
|
// skip past the counter
|
|
byteData += 64;
|
|
|
|
uint64_t numPrims = numBytesWritten / stride;
|
|
|
|
ID3D12Resource *vsoutBuffer = NULL;
|
|
|
|
{
|
|
D3D12_RESOURCE_DESC vertBufDesc;
|
|
vertBufDesc.Alignment = 0;
|
|
vertBufDesc.DepthOrArraySize = 1;
|
|
vertBufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
vertBufDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
vertBufDesc.Format = DXGI_FORMAT_UNKNOWN;
|
|
vertBufDesc.Height = 1;
|
|
vertBufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
vertBufDesc.MipLevels = 1;
|
|
vertBufDesc.SampleDesc.Count = 1;
|
|
vertBufDesc.SampleDesc.Quality = 0;
|
|
vertBufDesc.Width = numBytesWritten;
|
|
|
|
D3D12_HEAP_PROPERTIES heapProps;
|
|
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
|
|
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
heapProps.CreationNodeMask = 1;
|
|
heapProps.VisibleNodeMask = 1;
|
|
|
|
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &vertBufDesc,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&vsoutBuffer);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
|
|
if(vsoutBuffer)
|
|
{
|
|
SetObjName(vsoutBuffer, StringFormat::Fmt("PostVS vsoutBuffer for %u", eventId));
|
|
GetDebugManager()->FillBuffer(vsoutBuffer, 0, byteData, (size_t)numBytesWritten);
|
|
}
|
|
}
|
|
|
|
float nearp = 0.1f;
|
|
float farp = 100.0f;
|
|
|
|
Vec4f *pos0 = (Vec4f *)byteData;
|
|
|
|
bool found = false;
|
|
|
|
for(uint64_t i = 1; numPosComponents == 4 && i < numPrims; i++)
|
|
{
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
// derive near/far, assuming a standard perspective matrix
|
|
//
|
|
// the transformation from from pre-projection {Z,W} to post-projection {Z,W}
|
|
// is linear. So we can say Zpost = Zpre*m + c . Here we assume Wpre = 1
|
|
// and we know Wpost = Zpre from the perspective matrix.
|
|
// we can then see from the perspective matrix that
|
|
// m = F/(F-N)
|
|
// c = -(F*N)/(F-N)
|
|
//
|
|
// with re-arranging and substitution, we then get:
|
|
// N = -c/m
|
|
// F = c/(1-m)
|
|
//
|
|
// so if we can derive m and c then we can determine N and F. We can do this with
|
|
// two points, and we pick them reasonably distinct on z to reduce floating-point
|
|
// error
|
|
|
|
Vec4f *pos = (Vec4f *)(byteData + i * stride);
|
|
|
|
if(fabs(pos->w - pos0->w) > 0.01f && fabs(pos->z - pos0->z) > 0.01f)
|
|
{
|
|
Vec2f A(pos0->w, pos0->z);
|
|
Vec2f B(pos->w, pos->z);
|
|
|
|
float m = (B.y - A.y) / (B.x - A.x);
|
|
float c = B.y - B.x * m;
|
|
|
|
if(m == 1.0f)
|
|
continue;
|
|
|
|
nearp = -c / m;
|
|
farp = c / (1 - m);
|
|
|
|
found = true;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if we didn't find anything, all z's and w's were identical.
|
|
// If the z is positive and w greater for the first element then
|
|
// we detect this projection as reversed z with infinite far plane
|
|
if(!found && pos0->z > 0.0f && pos0->w > pos0->z)
|
|
{
|
|
nearp = pos0->z;
|
|
farp = FLT_MAX;
|
|
}
|
|
|
|
m_SOStagingBuffer->Unmap(0, &range);
|
|
|
|
m_PostVSData[eventId].vsin.topo = topo;
|
|
m_PostVSData[eventId].vsout.buf = vsoutBuffer;
|
|
m_PostVSData[eventId].vsout.vertStride = stride;
|
|
m_PostVSData[eventId].vsout.nearPlane = nearp;
|
|
m_PostVSData[eventId].vsout.farPlane = farp;
|
|
|
|
m_PostVSData[eventId].vsout.useIndices = bool(drawcall->flags & DrawFlags::Indexed);
|
|
m_PostVSData[eventId].vsout.numVerts = drawcall->numIndices;
|
|
|
|
m_PostVSData[eventId].vsout.instStride = 0;
|
|
if(drawcall->flags & DrawFlags::Instanced)
|
|
m_PostVSData[eventId].vsout.instStride =
|
|
uint32_t(numBytesWritten / RDCMAX(1U, drawcall->numInstances));
|
|
|
|
m_PostVSData[eventId].vsout.idxBuf = NULL;
|
|
if(m_PostVSData[eventId].vsout.useIndices && idxBuf)
|
|
{
|
|
m_PostVSData[eventId].vsout.idxBuf = idxBuf;
|
|
m_PostVSData[eventId].vsout.idxFmt =
|
|
rs.ibuffer.bytewidth == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
|
}
|
|
|
|
m_PostVSData[eventId].vsout.hasPosOut = posidx >= 0;
|
|
|
|
m_PostVSData[eventId].vsout.topo = topo;
|
|
}
|
|
else
|
|
{
|
|
// empty vertex output signature
|
|
m_PostVSData[eventId].vsin.topo = topo;
|
|
m_PostVSData[eventId].vsout.buf = NULL;
|
|
m_PostVSData[eventId].vsout.instStride = 0;
|
|
m_PostVSData[eventId].vsout.vertStride = 0;
|
|
m_PostVSData[eventId].vsout.nearPlane = 0.0f;
|
|
m_PostVSData[eventId].vsout.farPlane = 0.0f;
|
|
m_PostVSData[eventId].vsout.useIndices = false;
|
|
m_PostVSData[eventId].vsout.hasPosOut = false;
|
|
m_PostVSData[eventId].vsout.idxBuf = NULL;
|
|
|
|
m_PostVSData[eventId].vsout.topo = topo;
|
|
}
|
|
|
|
if(dxbcGS || dxbcDS)
|
|
{
|
|
stride = 0;
|
|
posidx = -1;
|
|
numPosComponents = 0;
|
|
|
|
DXBC::DXBCFile *lastShader = dxbcGS;
|
|
if(dxbcDS)
|
|
lastShader = dxbcDS;
|
|
|
|
sodecls.clear();
|
|
for(const SigParameter &sign : lastShader->m_OutputSig)
|
|
{
|
|
D3D12_SO_DECLARATION_ENTRY decl;
|
|
|
|
// for now, skip streams that aren't stream 0
|
|
if(sign.stream != 0)
|
|
continue;
|
|
|
|
decl.Stream = 0;
|
|
decl.OutputSlot = 0;
|
|
|
|
decl.SemanticName = sign.semanticName.c_str();
|
|
decl.SemanticIndex = sign.semanticIndex;
|
|
decl.StartComponent = 0;
|
|
decl.ComponentCount = sign.compCount & 0xff;
|
|
|
|
if(sign.systemValue == ShaderBuiltin::Position)
|
|
{
|
|
posidx = (int)sodecls.size();
|
|
numPosComponents = decl.ComponentCount = 4;
|
|
}
|
|
|
|
stride += decl.ComponentCount * sizeof(float);
|
|
sodecls.push_back(decl);
|
|
}
|
|
|
|
// shift position attribute up to first, keeping order otherwise
|
|
// the same
|
|
if(posidx > 0)
|
|
{
|
|
D3D12_SO_DECLARATION_ENTRY pos = sodecls[posidx];
|
|
sodecls.erase(sodecls.begin() + posidx);
|
|
sodecls.insert(sodecls.begin(), pos);
|
|
}
|
|
|
|
// enable the other shader stages again
|
|
if(origPSO->DS())
|
|
psoDesc.DS = origPSO->DS()->GetDesc();
|
|
if(origPSO->HS())
|
|
psoDesc.HS = origPSO->HS()->GetDesc();
|
|
if(origPSO->GS())
|
|
psoDesc.GS = origPSO->GS()->GetDesc();
|
|
|
|
// configure new SO declarations
|
|
psoDesc.StreamOutput.NumEntries = (UINT)sodecls.size();
|
|
psoDesc.StreamOutput.pSODeclaration = &sodecls[0];
|
|
psoDesc.StreamOutput.NumStrides = 1;
|
|
psoDesc.StreamOutput.pBufferStrides = &stride;
|
|
|
|
// we're using the same topology this time
|
|
psoDesc.PrimitiveTopologyType = origPSO->graphics->PrimitiveTopologyType;
|
|
|
|
ID3D12PipelineState *pipe = NULL;
|
|
hr = m_pDevice->CreatePipeState(psoDesc, &pipe);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Couldn't create patched graphics pipeline: HRESULT: %s", ToStr(hr).c_str());
|
|
SAFE_RELEASE(soSig);
|
|
return;
|
|
}
|
|
|
|
D3D12_STREAM_OUTPUT_BUFFER_VIEW view;
|
|
|
|
ID3D12GraphicsCommandList2 *list = NULL;
|
|
|
|
view.BufferFilledSizeLocation = m_SOBuffer->GetGPUVirtualAddress();
|
|
view.BufferLocation = m_SOBuffer->GetGPUVirtualAddress() + 64;
|
|
view.SizeInBytes = m_SOBufferSize - 64;
|
|
// draws with multiple instances must be replayed one at a time so we can record the number of
|
|
// primitives from each drawcall, as due to expansion this can vary per-instance.
|
|
if(drawcall->numInstances > 1)
|
|
{
|
|
list = GetDebugManager()->ResetDebugList();
|
|
|
|
rs.ApplyState(m_pDevice, list);
|
|
|
|
list->SetPipelineState(pipe);
|
|
|
|
if(soSig)
|
|
{
|
|
list->SetGraphicsRootSignature(soSig);
|
|
rs.ApplyGraphicsRootElements(list);
|
|
}
|
|
|
|
view.BufferFilledSizeLocation = m_SOBuffer->GetGPUVirtualAddress();
|
|
view.BufferLocation = m_SOBuffer->GetGPUVirtualAddress() + 64;
|
|
view.SizeInBytes = m_SOBufferSize - 64;
|
|
|
|
// do a dummy draw to make sure we have enough space in the output buffer
|
|
list->SOSetTargets(0, 1, &view);
|
|
|
|
list->BeginQuery(m_SOQueryHeap, D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0, 0);
|
|
|
|
// because the result is expanded we don't have to remap index buffers or anything
|
|
if(drawcall->flags & DrawFlags::Indexed)
|
|
{
|
|
list->DrawIndexedInstanced(drawcall->numIndices, drawcall->numInstances,
|
|
drawcall->indexOffset, drawcall->baseVertex,
|
|
drawcall->instanceOffset);
|
|
}
|
|
else
|
|
{
|
|
list->DrawInstanced(drawcall->numIndices, drawcall->numInstances, drawcall->vertexOffset,
|
|
drawcall->instanceOffset);
|
|
}
|
|
|
|
list->EndQuery(m_SOQueryHeap, D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0, 0);
|
|
|
|
list->ResolveQueryData(m_SOQueryHeap, D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0, 0, 1,
|
|
m_SOStagingBuffer, 0);
|
|
|
|
list->Close();
|
|
|
|
ID3D12CommandList *l = list;
|
|
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
|
|
m_pDevice->GPUSync();
|
|
|
|
// check that things are OK, and resize up if needed
|
|
D3D12_RANGE range;
|
|
range.Begin = 0;
|
|
range.End = (SIZE_T)sizeof(D3D12_QUERY_DATA_SO_STATISTICS);
|
|
|
|
D3D12_QUERY_DATA_SO_STATISTICS *data;
|
|
hr = m_SOStagingBuffer->Map(0, &range, (void **)&data);
|
|
|
|
D3D12_QUERY_DATA_SO_STATISTICS result = *data;
|
|
|
|
range.End = 0;
|
|
m_SOStagingBuffer->Unmap(0, &range);
|
|
|
|
if(m_SOBufferSize < data->PrimitivesStorageNeeded * 3 * stride)
|
|
{
|
|
uint64_t oldSize = m_SOBufferSize;
|
|
while(m_SOBufferSize < data->PrimitivesStorageNeeded * 3 * stride)
|
|
m_SOBufferSize *= 2;
|
|
RDCWARN("Resizing stream-out buffer from %llu to %llu for output", oldSize, m_SOBufferSize);
|
|
CreateSOBuffers();
|
|
}
|
|
|
|
GetDebugManager()->ResetDebugAlloc();
|
|
|
|
// now do the actual stream out
|
|
list = GetDebugManager()->ResetDebugList();
|
|
|
|
// first need to reset the counter byte values which may have either been written to above, or
|
|
// are newly created
|
|
{
|
|
D3D12_RESOURCE_BARRIER sobarr = {};
|
|
sobarr.Transition.pResource = m_SOBuffer;
|
|
sobarr.Transition.StateBefore = D3D12_RESOURCE_STATE_STREAM_OUT;
|
|
sobarr.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
|
|
|
list->ResourceBarrier(1, &sobarr);
|
|
|
|
UINT zeroes[4] = {0, 0, 0, 0};
|
|
list->ClearUnorderedAccessViewUint(GetDebugManager()->GetGPUHandle(STREAM_OUT_UAV),
|
|
GetDebugManager()->GetUAVClearHandle(STREAM_OUT_UAV),
|
|
m_SOBuffer, zeroes, 0, NULL);
|
|
|
|
std::swap(sobarr.Transition.StateBefore, sobarr.Transition.StateAfter);
|
|
list->ResourceBarrier(1, &sobarr);
|
|
}
|
|
|
|
rs.ApplyState(m_pDevice, list);
|
|
|
|
list->SetPipelineState(pipe);
|
|
|
|
if(soSig)
|
|
{
|
|
list->SetGraphicsRootSignature(soSig);
|
|
rs.ApplyGraphicsRootElements(list);
|
|
}
|
|
|
|
// reserve space for enough 'buffer filled size' locations
|
|
UINT64 SizeCounterBytes = AlignUp(uint64_t(drawcall->numInstances * sizeof(UINT64)), 64ULL);
|
|
view.BufferLocation = m_SOBuffer->GetGPUVirtualAddress() + SizeCounterBytes;
|
|
view.SizeInBytes = m_SOBufferSize - SizeCounterBytes;
|
|
|
|
// do incremental draws to get the output size. We have to do this O(N^2) style because
|
|
// there's no way to replay only a single instance. We have to replay 1, 2, 3, ... N instances
|
|
// and count the total number of verts each time, then we can see from the difference how much
|
|
// each instance wrote.
|
|
for(uint32_t inst = 1; inst <= drawcall->numInstances; inst++)
|
|
{
|
|
if(drawcall->flags & DrawFlags::Indexed)
|
|
{
|
|
view.BufferFilledSizeLocation =
|
|
m_SOBuffer->GetGPUVirtualAddress() + (inst - 1) * sizeof(UINT64);
|
|
list->SOSetTargets(0, 1, &view);
|
|
list->DrawIndexedInstanced(drawcall->numIndices, inst, drawcall->indexOffset,
|
|
drawcall->baseVertex, drawcall->instanceOffset);
|
|
}
|
|
else
|
|
{
|
|
view.BufferFilledSizeLocation =
|
|
m_SOBuffer->GetGPUVirtualAddress() + (inst - 1) * sizeof(UINT64);
|
|
list->SOSetTargets(0, 1, &view);
|
|
list->DrawInstanced(drawcall->numIndices, inst, drawcall->vertexOffset,
|
|
drawcall->instanceOffset);
|
|
}
|
|
}
|
|
|
|
list->Close();
|
|
|
|
l = list;
|
|
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
|
|
m_pDevice->GPUSync();
|
|
|
|
GetDebugManager()->ResetDebugAlloc();
|
|
|
|
// the last draw will have written the actual data we want into the buffer
|
|
}
|
|
else
|
|
{
|
|
// this only loops if we find from a query that we need to resize up
|
|
while(true)
|
|
{
|
|
list = GetDebugManager()->ResetDebugList();
|
|
|
|
rs.ApplyState(m_pDevice, list);
|
|
|
|
list->SetPipelineState(pipe);
|
|
|
|
if(soSig)
|
|
{
|
|
list->SetGraphicsRootSignature(soSig);
|
|
rs.ApplyGraphicsRootElements(list);
|
|
}
|
|
|
|
view.BufferFilledSizeLocation = m_SOBuffer->GetGPUVirtualAddress();
|
|
view.BufferLocation = m_SOBuffer->GetGPUVirtualAddress() + 64;
|
|
view.SizeInBytes = m_SOBufferSize - 64;
|
|
|
|
list->SOSetTargets(0, 1, &view);
|
|
|
|
list->BeginQuery(m_SOQueryHeap, D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0, 0);
|
|
|
|
// because the result is expanded we don't have to remap index buffers or anything
|
|
if(drawcall->flags & DrawFlags::Indexed)
|
|
{
|
|
list->DrawIndexedInstanced(drawcall->numIndices, drawcall->numInstances,
|
|
drawcall->indexOffset, drawcall->baseVertex,
|
|
drawcall->instanceOffset);
|
|
}
|
|
else
|
|
{
|
|
list->DrawInstanced(drawcall->numIndices, drawcall->numInstances, drawcall->vertexOffset,
|
|
drawcall->instanceOffset);
|
|
}
|
|
|
|
list->EndQuery(m_SOQueryHeap, D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0, 0);
|
|
|
|
list->ResolveQueryData(m_SOQueryHeap, D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0, 0, 1,
|
|
m_SOStagingBuffer, 0);
|
|
|
|
list->Close();
|
|
|
|
ID3D12CommandList *l = list;
|
|
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
|
|
m_pDevice->GPUSync();
|
|
|
|
// check that things are OK, and resize up if needed
|
|
D3D12_RANGE range;
|
|
range.Begin = 0;
|
|
range.End = (SIZE_T)sizeof(D3D12_QUERY_DATA_SO_STATISTICS);
|
|
|
|
D3D12_QUERY_DATA_SO_STATISTICS *data;
|
|
hr = m_SOStagingBuffer->Map(0, &range, (void **)&data);
|
|
|
|
if(m_SOBufferSize < data->PrimitivesStorageNeeded * 3 * stride)
|
|
{
|
|
uint64_t oldSize = m_SOBufferSize;
|
|
while(m_SOBufferSize < data->PrimitivesStorageNeeded * 3 * stride)
|
|
m_SOBufferSize *= 2;
|
|
RDCWARN("Resizing stream-out buffer from %llu to %llu for output", oldSize, m_SOBufferSize);
|
|
CreateSOBuffers();
|
|
|
|
continue;
|
|
}
|
|
|
|
range.End = 0;
|
|
m_SOStagingBuffer->Unmap(0, &range);
|
|
|
|
GetDebugManager()->ResetDebugAlloc();
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
list = GetDebugManager()->ResetDebugList();
|
|
|
|
D3D12_RESOURCE_BARRIER sobarr = {};
|
|
sobarr.Transition.pResource = m_SOBuffer;
|
|
sobarr.Transition.StateBefore = D3D12_RESOURCE_STATE_STREAM_OUT;
|
|
sobarr.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
|
|
list->ResourceBarrier(1, &sobarr);
|
|
|
|
list->CopyResource(m_SOStagingBuffer, m_SOBuffer);
|
|
|
|
// we're done with this after the copy, so we can discard it and reset
|
|
// the counter for the next stream-out
|
|
sobarr.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE;
|
|
sobarr.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
|
list->DiscardResource(m_SOBuffer, NULL);
|
|
list->ResourceBarrier(1, &sobarr);
|
|
|
|
UINT zeroes[4] = {0, 0, 0, 0};
|
|
list->ClearUnorderedAccessViewUint(GetDebugManager()->GetGPUHandle(STREAM_OUT_UAV),
|
|
GetDebugManager()->GetUAVClearHandle(STREAM_OUT_UAV),
|
|
m_SOBuffer, zeroes, 0, NULL);
|
|
|
|
list->Close();
|
|
|
|
ID3D12CommandList *l = list;
|
|
m_pDevice->GetQueue()->ExecuteCommandLists(1, &l);
|
|
m_pDevice->GPUSync();
|
|
|
|
GetDebugManager()->ResetDebugAlloc();
|
|
|
|
SAFE_RELEASE(pipe);
|
|
|
|
byte *byteData = NULL;
|
|
D3D12_RANGE range = {0, (SIZE_T)m_SOBufferSize};
|
|
hr = m_SOStagingBuffer->Map(0, &range, (void **)&byteData);
|
|
if(FAILED(hr))
|
|
{
|
|
RDCERR("Failed to map sobuffer HRESULT: %s", ToStr(hr).c_str());
|
|
SAFE_RELEASE(soSig);
|
|
return;
|
|
}
|
|
|
|
range.End = 0;
|
|
|
|
uint64_t *counters = (uint64_t *)byteData;
|
|
|
|
uint64_t numBytesWritten = 0;
|
|
std::vector<D3D12PostVSData::InstData> instData;
|
|
if(drawcall->numInstances > 1)
|
|
{
|
|
uint64_t prevByteCount = 0;
|
|
|
|
for(uint32_t inst = 0; inst < drawcall->numInstances; inst++)
|
|
{
|
|
uint64_t byteCount = counters[inst];
|
|
|
|
D3D12PostVSData::InstData d;
|
|
d.numVerts = uint32_t((byteCount - prevByteCount) / stride);
|
|
d.bufOffset = prevByteCount;
|
|
prevByteCount = byteCount;
|
|
|
|
instData.push_back(d);
|
|
}
|
|
|
|
numBytesWritten = prevByteCount;
|
|
}
|
|
else
|
|
{
|
|
numBytesWritten = counters[0];
|
|
}
|
|
|
|
if(numBytesWritten == 0)
|
|
{
|
|
SAFE_RELEASE(soSig);
|
|
return;
|
|
}
|
|
|
|
// skip past the counter(s)
|
|
byteData += (view.BufferLocation - m_SOBuffer->GetGPUVirtualAddress());
|
|
|
|
uint64_t numVerts = numBytesWritten / stride;
|
|
|
|
ID3D12Resource *gsoutBuffer = NULL;
|
|
|
|
{
|
|
D3D12_RESOURCE_DESC vertBufDesc;
|
|
vertBufDesc.Alignment = 0;
|
|
vertBufDesc.DepthOrArraySize = 1;
|
|
vertBufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
vertBufDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
vertBufDesc.Format = DXGI_FORMAT_UNKNOWN;
|
|
vertBufDesc.Height = 1;
|
|
vertBufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
vertBufDesc.MipLevels = 1;
|
|
vertBufDesc.SampleDesc.Count = 1;
|
|
vertBufDesc.SampleDesc.Quality = 0;
|
|
vertBufDesc.Width = numBytesWritten;
|
|
|
|
D3D12_HEAP_PROPERTIES heapProps;
|
|
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
|
|
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
heapProps.CreationNodeMask = 1;
|
|
heapProps.VisibleNodeMask = 1;
|
|
|
|
hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &vertBufDesc,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
|
|
__uuidof(ID3D12Resource), (void **)&gsoutBuffer);
|
|
RDCASSERTEQUAL(hr, S_OK);
|
|
|
|
if(gsoutBuffer)
|
|
{
|
|
SetObjName(gsoutBuffer, StringFormat::Fmt("PostVS gsoutBuffer for %u", eventId));
|
|
GetDebugManager()->FillBuffer(gsoutBuffer, 0, byteData, (size_t)numBytesWritten);
|
|
}
|
|
}
|
|
|
|
float nearp = 0.1f;
|
|
float farp = 100.0f;
|
|
|
|
Vec4f *pos0 = (Vec4f *)byteData;
|
|
|
|
bool found = false;
|
|
|
|
for(UINT64 i = 1; numPosComponents == 4 && i < numVerts; i++)
|
|
{
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
// derive near/far, assuming a standard perspective matrix
|
|
//
|
|
// the transformation from from pre-projection {Z,W} to post-projection {Z,W}
|
|
// is linear. So we can say Zpost = Zpre*m + c . Here we assume Wpre = 1
|
|
// and we know Wpost = Zpre from the perspective matrix.
|
|
// we can then see from the perspective matrix that
|
|
// m = F/(F-N)
|
|
// c = -(F*N)/(F-N)
|
|
//
|
|
// with re-arranging and substitution, we then get:
|
|
// N = -c/m
|
|
// F = c/(1-m)
|
|
//
|
|
// so if we can derive m and c then we can determine N and F. We can do this with
|
|
// two points, and we pick them reasonably distinct on z to reduce floating-point
|
|
// error
|
|
|
|
Vec4f *pos = (Vec4f *)(byteData + i * stride);
|
|
|
|
if(fabs(pos->w - pos0->w) > 0.01f && fabs(pos->z - pos0->z) > 0.01f)
|
|
{
|
|
Vec2f A(pos0->w, pos0->z);
|
|
Vec2f B(pos->w, pos->z);
|
|
|
|
float m = (B.y - A.y) / (B.x - A.x);
|
|
float c = B.y - B.x * m;
|
|
|
|
if(m == 1.0f)
|
|
continue;
|
|
|
|
nearp = -c / m;
|
|
farp = c / (1 - m);
|
|
|
|
found = true;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if we didn't find anything, all z's and w's were identical.
|
|
// If the z is positive and w greater for the first element then
|
|
// we detect this projection as reversed z with infinite far plane
|
|
if(!found && pos0->z > 0.0f && pos0->w > pos0->z)
|
|
{
|
|
nearp = pos0->z;
|
|
farp = FLT_MAX;
|
|
}
|
|
|
|
m_SOStagingBuffer->Unmap(0, &range);
|
|
|
|
m_PostVSData[eventId].gsout.buf = gsoutBuffer;
|
|
m_PostVSData[eventId].gsout.instStride = 0;
|
|
if(drawcall->flags & DrawFlags::Instanced)
|
|
m_PostVSData[eventId].gsout.instStride =
|
|
uint32_t(numBytesWritten / RDCMAX(1U, drawcall->numInstances));
|
|
m_PostVSData[eventId].gsout.vertStride = stride;
|
|
m_PostVSData[eventId].gsout.nearPlane = nearp;
|
|
m_PostVSData[eventId].gsout.farPlane = farp;
|
|
m_PostVSData[eventId].gsout.useIndices = false;
|
|
m_PostVSData[eventId].gsout.hasPosOut = posidx >= 0;
|
|
m_PostVSData[eventId].gsout.idxBuf = NULL;
|
|
|
|
topo = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
|
|
|
if(lastShader == dxbcGS)
|
|
{
|
|
for(size_t i = 0; i < dxbcGS->GetNumDeclarations(); i++)
|
|
{
|
|
const DXBC::ASMDecl &decl = dxbcGS->GetDeclaration(i);
|
|
|
|
if(decl.declaration == DXBC::OPCODE_DCL_GS_OUTPUT_PRIMITIVE_TOPOLOGY)
|
|
{
|
|
topo = decl.outTopology;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if(lastShader == dxbcDS)
|
|
{
|
|
for(size_t i = 0; i < dxbcDS->GetNumDeclarations(); i++)
|
|
{
|
|
const DXBC::ASMDecl &decl = dxbcDS->GetDeclaration(i);
|
|
|
|
if(decl.declaration == DXBC::OPCODE_DCL_TESS_DOMAIN)
|
|
{
|
|
if(decl.domain == DXBC::DOMAIN_ISOLINE)
|
|
topo = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
|
|
else
|
|
topo = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_PostVSData[eventId].gsout.topo = topo;
|
|
|
|
// streamout expands strips unfortunately
|
|
if(topo == D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP)
|
|
m_PostVSData[eventId].gsout.topo = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
|
else if(topo == D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP)
|
|
m_PostVSData[eventId].gsout.topo = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
|
|
else if(topo == D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ)
|
|
m_PostVSData[eventId].gsout.topo = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ;
|
|
else if(topo == D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ)
|
|
m_PostVSData[eventId].gsout.topo = D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ;
|
|
|
|
m_PostVSData[eventId].gsout.numVerts = (uint32_t)numVerts;
|
|
|
|
if(drawcall->flags & DrawFlags::Instanced)
|
|
m_PostVSData[eventId].gsout.numVerts /= RDCMAX(1U, drawcall->numInstances);
|
|
|
|
m_PostVSData[eventId].gsout.instData = instData;
|
|
}
|
|
|
|
SAFE_RELEASE(soSig);
|
|
}
|
|
|
|
struct D3D12InitPostVSCallback : public D3D12DrawcallCallback
|
|
{
|
|
D3D12InitPostVSCallback(WrappedID3D12Device *dev, D3D12Replay *replay,
|
|
const vector<uint32_t> &events)
|
|
: m_pDevice(dev), m_Replay(replay), m_Events(events)
|
|
{
|
|
m_pDevice->GetQueue()->GetCommandData()->m_DrawcallCallback = this;
|
|
}
|
|
~D3D12InitPostVSCallback() { m_pDevice->GetQueue()->GetCommandData()->m_DrawcallCallback = NULL; }
|
|
void PreDraw(uint32_t eid, ID3D12GraphicsCommandList2 *cmd) override
|
|
{
|
|
if(std::find(m_Events.begin(), m_Events.end(), eid) != m_Events.end())
|
|
m_Replay->InitPostVSBuffers(eid);
|
|
}
|
|
|
|
bool PostDraw(uint32_t eid, ID3D12GraphicsCommandList2 *cmd) override { return false; }
|
|
void PostRedraw(uint32_t eid, ID3D12GraphicsCommandList2 *cmd) override {}
|
|
// Dispatches don't rasterize, so do nothing
|
|
void PreDispatch(uint32_t eid, ID3D12GraphicsCommandList2 *cmd) override {}
|
|
bool PostDispatch(uint32_t eid, ID3D12GraphicsCommandList2 *cmd) override { return false; }
|
|
void PostRedispatch(uint32_t eid, ID3D12GraphicsCommandList2 *cmd) override {}
|
|
void PreCloseCommandList(ID3D12GraphicsCommandList2 *cmd) override {}
|
|
void AliasEvent(uint32_t primary, uint32_t alias) override
|
|
{
|
|
if(std::find(m_Events.begin(), m_Events.end(), primary) != m_Events.end())
|
|
m_Replay->AliasPostVSBuffers(primary, alias);
|
|
}
|
|
|
|
WrappedID3D12Device *m_pDevice;
|
|
D3D12Replay *m_Replay;
|
|
const vector<uint32_t> &m_Events;
|
|
};
|
|
|
|
void D3D12Replay::InitPostVSBuffers(const vector<uint32_t> &events)
|
|
{
|
|
// first we must replay up to the first event without replaying it. This ensures any
|
|
// non-command buffer calls like memory unmaps etc all happen correctly before this
|
|
// command buffer
|
|
m_pDevice->ReplayLog(0, events.front(), eReplay_WithoutDraw);
|
|
|
|
D3D12InitPostVSCallback cb(m_pDevice, this, events);
|
|
|
|
// now we replay the events, which are guaranteed (because we generated them in
|
|
// GetPassEvents above) to come from the same command buffer, so the event IDs are
|
|
// still locally continuous, even if we jump into replaying.
|
|
m_pDevice->ReplayLog(events.front(), events.back(), eReplay_Full);
|
|
}
|
|
|
|
MeshFormat D3D12Replay::GetPostVSBuffers(uint32_t eventId, uint32_t instID, uint32_t viewID,
|
|
MeshDataStage stage)
|
|
{
|
|
// go through any aliasing
|
|
if(m_PostVSAlias.find(eventId) != m_PostVSAlias.end())
|
|
eventId = m_PostVSAlias[eventId];
|
|
|
|
D3D12PostVSData postvs;
|
|
RDCEraseEl(postvs);
|
|
|
|
// no multiview support
|
|
(void)viewID;
|
|
|
|
if(m_PostVSData.find(eventId) != m_PostVSData.end())
|
|
postvs = m_PostVSData[eventId];
|
|
|
|
const D3D12PostVSData::StageData &s = postvs.GetStage(stage);
|
|
|
|
MeshFormat ret;
|
|
|
|
if(s.useIndices && s.idxBuf != NULL)
|
|
{
|
|
ret.indexResourceId = GetResID(s.idxBuf);
|
|
ret.indexByteStride = s.idxFmt == DXGI_FORMAT_R16_UINT ? 2 : 4;
|
|
}
|
|
else
|
|
{
|
|
ret.indexResourceId = ResourceId();
|
|
ret.indexByteStride = 0;
|
|
}
|
|
ret.indexByteOffset = 0;
|
|
ret.baseVertex = 0;
|
|
|
|
if(s.buf != NULL)
|
|
ret.vertexResourceId = GetResID(s.buf);
|
|
else
|
|
ret.vertexResourceId = ResourceId();
|
|
|
|
ret.vertexByteOffset = s.instStride * instID;
|
|
ret.vertexByteStride = s.vertStride;
|
|
|
|
ret.format.compCount = 4;
|
|
ret.format.compByteWidth = 4;
|
|
ret.format.compType = CompType::Float;
|
|
ret.format.type = ResourceFormatType::Regular;
|
|
ret.format.bgraOrder = false;
|
|
|
|
ret.showAlpha = false;
|
|
|
|
ret.topology = MakePrimitiveTopology(s.topo);
|
|
ret.numIndices = s.numVerts;
|
|
|
|
ret.unproject = s.hasPosOut;
|
|
ret.nearPlane = s.nearPlane;
|
|
ret.farPlane = s.farPlane;
|
|
|
|
if(instID < s.instData.size())
|
|
{
|
|
D3D12PostVSData::InstData inst = s.instData[instID];
|
|
|
|
ret.vertexByteOffset = inst.bufOffset;
|
|
ret.numIndices = inst.numVerts;
|
|
}
|
|
|
|
return ret;
|
|
}
|