Files
renderdoc/renderdoc/core/replay_proxy.h
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2026-01-05 22:51:39 +00:00

741 lines
26 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2026 Baldur Karlsson
* 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.
******************************************************************************/
#pragma once
#include "os/os_specific.h"
#include "replay/replay_driver.h"
#include "serialise/serialiser.h"
// turns on/off the feature to transfer resource contents (cached textures and buffers) as a series
// of deltas to a shared view of the previous resource contents.
#define TRANSFER_RESOURCE_CONTENTS_DELTAS OPTION_ON
enum ReplayProxyPacket
{
// we offset these packet numbers so that it can co-exist
// peacefully with remote server packet numbers
eReplayProxy_First = 0x1000,
eReplayProxy_RemoteExecutionKeepAlive = eReplayProxy_First,
eReplayProxy_RemoteExecutionFinished,
eReplayProxy_ReplayLog,
eReplayProxy_CacheBufferData,
eReplayProxy_CacheTextureData,
eReplayProxy_GetAPIProperties,
eReplayProxy_FetchStructuredFile,
eReplayProxy_GetPassEvents,
eReplayProxy_GetResources,
eReplayProxy_GetTextures,
eReplayProxy_GetTexture,
eReplayProxy_GetBuffers,
eReplayProxy_GetBuffer,
eReplayProxy_GetShaderEntryPoints,
eReplayProxy_GetShader,
eReplayProxy_GetDebugMessages,
eReplayProxy_GetBufferData,
eReplayProxy_GetTextureData,
eReplayProxy_SavePipelineState,
eReplayProxy_GetUsage,
eReplayProxy_GetFrameRecord,
eReplayProxy_IsRenderOutput,
eReplayProxy_NeedRemapForFetch,
eReplayProxy_FreeTargetResource,
eReplayProxy_FetchCounters,
eReplayProxy_EnumerateCounters,
eReplayProxy_DescribeCounter,
eReplayProxy_FillCBufferVariables,
eReplayProxy_InitPostVS,
eReplayProxy_InitPostVSVec,
eReplayProxy_GetPostVS,
eReplayProxy_BuildTargetShader,
eReplayProxy_ReplaceResource,
eReplayProxy_RemoveReplacement,
eReplayProxy_DebugVertex,
eReplayProxy_DebugPixel,
eReplayProxy_DebugThread,
eReplayProxy_DebugMeshThread,
eReplayProxy_RenderOverlay,
eReplayProxy_PixelHistory,
eReplayProxy_DisassembleShader,
eReplayProxy_GetDisassemblyTargets,
eReplayProxy_GetTargetShaderEncodings,
eReplayProxy_GetDriverInfo,
eReplayProxy_GetAvailableGPUs,
eReplayProxy_ContinueDebug,
eReplayProxy_FreeDebugger,
eReplayProxy_FatalErrorCheck,
eReplayProxy_GetDescriptors,
eReplayProxy_GetSamplerDescriptors,
eReplayProxy_GetDescriptorAccess,
eReplayProxy_GetDescriptorLocations,
eReplayProxy_GetDescriptorStores,
eReplayProxy_ClearReplayCache,
};
DECLARE_REFLECTION_ENUM(ReplayProxyPacket);
#define IMPLEMENT_FUNCTION_PROXIED(rettype, name, ...) \
rettype name(__VA_ARGS__); \
template <typename ParamSerialiser, typename ReturnSerialiser> \
rettype CONCAT(Proxied_, name)(ParamSerialiser & paramser, ReturnSerialiser & retser, \
##__VA_ARGS__);
// This class implements IReplayDriver. On the local machine where the UI is, this can then act like
// a full local replay by farming out over the network to a remote replay where necessary to
// implement some functions, and using a local proxy where necessary.
//
// This class is also used on the remote replay just so we can re-use the serialisation logic across
// the network before and after implementing the IRemoteDriver parts.
class ReplayProxy : public IReplayDriver
{
public:
ReplayProxy(ReadSerialiser &reader, WriteSerialiser &writer, IReplayDriver *proxy);
ReplayProxy(ReadSerialiser &reader, WriteSerialiser &writer, IRemoteDriver *remoteDriver,
IReplayDriver *replayDriver, RENDERDOC_PreviewWindowCallback previewWindow);
virtual ~ReplayProxy();
void InitPreviewWindow();
void ShutdownPreviewWindow();
void RefreshPreviewWindow();
void InitRemoteExecutionThread();
void ShutdownRemoteExecutionThread();
void BeginRemoteExecution();
void EndRemoteExecution();
void RemoteExecutionThreadEntry();
bool IsRemoteProxy() { return !m_RemoteServer; }
RDResult FatalErrorCheck();
IReplayDriver *MakeDummyDriver();
void Shutdown() { delete this; }
RDResult ReadLogInitialisation(RDCFile *rdc, bool storeStructuredBuffers)
{
return ResultCode::Succeeded;
}
AMDRGPControl *GetRGPControl() { return NULL; }
rdcarray<WindowingSystem> GetSupportedWindowSystems()
{
if(m_Proxy)
return m_Proxy->GetSupportedWindowSystems();
return rdcarray<WindowingSystem>();
}
uint64_t MakeOutputWindow(WindowingData window, bool depth)
{
if(m_Proxy)
return m_Proxy->MakeOutputWindow(window, depth);
return 0;
}
void DestroyOutputWindow(uint64_t id)
{
if(m_Proxy)
return m_Proxy->DestroyOutputWindow(id);
}
bool CheckResizeOutputWindow(uint64_t id)
{
if(m_Proxy)
return m_Proxy->CheckResizeOutputWindow(id);
return false;
}
void GetOutputWindowDimensions(uint64_t id, int32_t &w, int32_t &h)
{
if(m_Proxy)
return m_Proxy->GetOutputWindowDimensions(id, w, h);
}
void GetOutputWindowData(uint64_t id, bytebuf &retData)
{
if(m_Proxy)
m_Proxy->GetOutputWindowData(id, retData);
}
void ClearOutputWindowColor(uint64_t id, FloatVector col)
{
if(m_Proxy)
return m_Proxy->ClearOutputWindowColor(id, col);
}
void ClearOutputWindowDepth(uint64_t id, float depth, uint8_t stencil)
{
if(m_Proxy)
return m_Proxy->ClearOutputWindowDepth(id, depth, stencil);
}
void BindOutputWindow(uint64_t id, bool depth)
{
if(m_Proxy)
return m_Proxy->BindOutputWindow(id, depth);
}
bool IsOutputWindowVisible(uint64_t id)
{
if(m_Proxy)
return m_Proxy->IsOutputWindowVisible(id);
return false;
}
void FlipOutputWindow(uint64_t id)
{
if(m_Proxy)
return m_Proxy->FlipOutputWindow(id);
}
void RenderCheckerboard(FloatVector dark, FloatVector light)
{
if(m_Proxy)
return m_Proxy->RenderCheckerboard(dark, light);
}
void RenderHighlightBox(float w, float h, float scale)
{
if(m_Proxy)
return m_Proxy->RenderHighlightBox(w, h, scale);
}
bool RenderTexture(TextureDisplay cfg)
{
if(m_Proxy)
{
EnsureTexCached(cfg.resourceId, cfg.typeCast, cfg.subresource);
if(cfg.resourceId == ResourceId())
return false;
// due to OpenGL having origin bottom-left compared to the rest of the world,
// we need to flip going in or out of GL.
if((m_APIProps.pipelineType == GraphicsAPI::OpenGL) !=
(m_APIProps.localRenderer == GraphicsAPI::OpenGL))
{
cfg.flipY = !cfg.flipY;
}
return m_Proxy->RenderTexture(cfg);
}
return false;
}
void PickPixel(ResourceId texture, uint32_t x, uint32_t y, const Subresource &sub,
CompType typeCast, float pixel[4])
{
if(m_Proxy)
{
EnsureTexCached(texture, typeCast, sub);
if(texture == ResourceId())
return;
// due to OpenGL having origin bottom-left compared to the rest of the world,
// we need to flip going in or out of GL.
// This is a bit more annoying here as we don't have a bool to flip, we need to
// manually adjust y
if((m_APIProps.pipelineType == GraphicsAPI::OpenGL) !=
(m_APIProps.localRenderer == GraphicsAPI::OpenGL))
{
TextureDescription tex = m_Proxy->GetTexture(texture);
uint32_t mipHeight = RDCMAX(1U, tex.height >> sub.mip);
y = (mipHeight - 1) - y;
}
m_Proxy->PickPixel(texture, x, y, sub, typeCast, pixel);
}
}
bool GetMinMax(ResourceId texid, const Subresource &sub, CompType typeCast, float *minval,
float *maxval)
{
if(m_Proxy)
{
EnsureTexCached(texid, typeCast, sub);
if(texid == ResourceId())
return false;
return m_Proxy->GetMinMax(texid, sub, typeCast, minval, maxval);
}
return false;
}
bool GetHistogram(ResourceId texid, const Subresource &sub, CompType typeCast, float minval,
float maxval, const rdcfixedarray<bool, 4> &channels,
rdcarray<uint32_t> &histogram)
{
if(m_Proxy)
{
EnsureTexCached(texid, typeCast, sub);
if(texid == ResourceId())
return false;
return m_Proxy->GetHistogram(texid, sub, typeCast, minval, maxval, channels, histogram);
}
return false;
}
void RenderMesh(uint32_t eventId, const rdcarray<MeshFormat> &secondaryDraws, const MeshDisplay &cfg)
{
if(m_Proxy && cfg.position.vertexResourceId != ResourceId())
{
MeshDisplay proxiedCfg = cfg;
EnsureBufCached(proxiedCfg.position.vertexResourceId);
if(proxiedCfg.position.vertexResourceId == ResourceId() ||
m_ProxyBufferIds[proxiedCfg.position.vertexResourceId] == ResourceId())
return;
proxiedCfg.position.vertexResourceId = m_ProxyBufferIds[proxiedCfg.position.vertexResourceId];
if(proxiedCfg.second.vertexResourceId != ResourceId())
{
EnsureBufCached(proxiedCfg.second.vertexResourceId);
proxiedCfg.second.vertexResourceId = m_ProxyBufferIds[proxiedCfg.second.vertexResourceId];
}
if(proxiedCfg.position.indexResourceId != ResourceId())
{
EnsureBufCached(proxiedCfg.position.indexResourceId);
proxiedCfg.position.indexResourceId = m_ProxyBufferIds[proxiedCfg.position.indexResourceId];
}
rdcarray<MeshFormat> secDraws = secondaryDraws;
for(size_t i = 0; i < secDraws.size(); i++)
{
if(secDraws[i].vertexResourceId != ResourceId())
{
EnsureBufCached(secDraws[i].vertexResourceId);
secDraws[i].vertexResourceId = m_ProxyBufferIds[secDraws[i].vertexResourceId];
}
if(secDraws[i].indexResourceId != ResourceId())
{
EnsureBufCached(secDraws[i].indexResourceId);
secDraws[i].indexResourceId = m_ProxyBufferIds[secDraws[i].indexResourceId];
}
}
m_Proxy->RenderMesh(eventId, secDraws, proxiedCfg);
}
}
uint32_t PickVertex(uint32_t eventId, int32_t width, int32_t height, const MeshDisplay &cfg,
uint32_t x, uint32_t y)
{
if(m_Proxy && cfg.position.vertexResourceId != ResourceId())
{
MeshDisplay proxiedCfg = cfg;
EnsureBufCached(proxiedCfg.position.vertexResourceId);
if(proxiedCfg.position.vertexResourceId == ResourceId() ||
m_ProxyBufferIds[proxiedCfg.position.vertexResourceId] == ResourceId())
return ~0U;
proxiedCfg.position.vertexResourceId = m_ProxyBufferIds[proxiedCfg.position.vertexResourceId];
if(proxiedCfg.second.vertexResourceId != ResourceId())
{
EnsureBufCached(proxiedCfg.second.vertexResourceId);
proxiedCfg.second.vertexResourceId = m_ProxyBufferIds[proxiedCfg.second.vertexResourceId];
}
if(proxiedCfg.position.indexResourceId != ResourceId())
{
EnsureBufCached(proxiedCfg.position.indexResourceId);
proxiedCfg.position.indexResourceId = m_ProxyBufferIds[proxiedCfg.position.indexResourceId];
}
return m_Proxy->PickVertex(eventId, width, height, proxiedCfg, x, y);
}
return ~0U;
}
void SetCustomShaderIncludes(const rdcarray<rdcstr> &directories)
{
if(m_Proxy)
m_Proxy->SetCustomShaderIncludes(directories);
}
void BuildCustomShader(ShaderEncoding sourceEncoding, const bytebuf &source, const rdcstr &entry,
const ShaderCompileFlags &compileFlags, ShaderStage type, ResourceId &id,
rdcstr &errors)
{
if(m_Proxy)
{
m_Proxy->BuildCustomShader(sourceEncoding, source, entry, compileFlags, type, id, errors);
}
else
{
id = ResourceId();
errors = "Unsupported BuildShader call on proxy without local renderer";
}
}
rdcarray<ShaderEncoding> GetCustomShaderEncodings()
{
if(m_Proxy)
return m_Proxy->GetCustomShaderEncodings();
return {};
}
rdcarray<ShaderSourcePrefix> GetCustomShaderSourcePrefixes()
{
if(m_Proxy)
return m_Proxy->GetCustomShaderSourcePrefixes();
return {};
}
void FreeCustomShader(ResourceId id)
{
if(m_Proxy)
m_Proxy->FreeTargetResource(id);
}
ResourceId ApplyCustomShader(TextureDisplay &display)
{
if(m_Proxy)
{
Subresource customShaderSubresource = display.subresource;
// fetch all subsamples in case the custom shader wants to fetch more than simply the active
// subsample
customShaderSubresource.sample = ~0U;
EnsureTexCached(display.resourceId, display.typeCast, customShaderSubresource);
if(display.resourceId == ResourceId())
return ResourceId();
ResourceId customResourceId = m_Proxy->ApplyCustomShader(display);
m_LocalTextures.insert(customResourceId);
m_ProxyTextures[customResourceId] = customResourceId;
return customResourceId;
}
return ResourceId();
}
bool Tick(int type);
void SetPipelineStates(D3D11Pipe::State *d3d11, D3D12Pipe::State *d3d12, GLPipe::State *gl,
VKPipe::State *vk)
{
m_D3D11PipelineState = d3d11;
m_D3D12PipelineState = d3d12;
m_GLPipelineState = gl;
m_VulkanPipelineState = vk;
}
SDFile *GetStructuredFile() { return m_StructuredFile; }
IMPLEMENT_FUNCTION_PROXIED(void, FetchStructuredFile);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<ResourceDescription>, GetResources);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<DescriptorStoreDescription>, GetDescriptorStores);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<BufferDescription>, GetBuffers);
IMPLEMENT_FUNCTION_PROXIED(BufferDescription, GetBuffer, ResourceId id);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<TextureDescription>, GetTextures);
IMPLEMENT_FUNCTION_PROXIED(TextureDescription, GetTexture, ResourceId id);
IMPLEMENT_FUNCTION_PROXIED(APIProperties, GetAPIProperties);
IMPLEMENT_FUNCTION_PROXIED(DriverInformation, GetDriverInfo);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<GPUDevice>, GetAvailableGPUs);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<DebugMessage>, GetDebugMessages);
IMPLEMENT_FUNCTION_PROXIED(void, SavePipelineState, uint32_t eventId);
IMPLEMENT_FUNCTION_PROXIED(void, ReplayLog, uint32_t endEventID, ReplayLogType replayType);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<Descriptor>, GetDescriptors, ResourceId descriptorStore,
const rdcarray<DescriptorRange> &ranges);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<SamplerDescriptor>, GetSamplerDescriptors,
ResourceId descriptorStore, const rdcarray<DescriptorRange> &ranges);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<DescriptorAccess>, GetDescriptorAccess, uint32_t eventId);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<DescriptorLogicalLocation>, GetDescriptorLocations,
ResourceId descriptorStore, const rdcarray<DescriptorRange> &ranges);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<uint32_t>, GetPassEvents, uint32_t eventId);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<EventUsage>, GetUsage, ResourceId id);
IMPLEMENT_FUNCTION_PROXIED(FrameRecord, GetFrameRecord);
IMPLEMENT_FUNCTION_PROXIED(bool, IsRenderOutput, ResourceId id);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<GPUCounter>, EnumerateCounters);
IMPLEMENT_FUNCTION_PROXIED(CounterDescription, DescribeCounter, GPUCounter counterID);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<CounterResult>, FetchCounters,
const rdcarray<GPUCounter> &counterID);
IMPLEMENT_FUNCTION_PROXIED(void, FillCBufferVariables, ResourceId pipeline, ResourceId shader,
ShaderStage stage, rdcstr entryPoint, uint32_t cbufSlot,
rdcarray<ShaderVariable> &outvars, const bytebuf &data);
IMPLEMENT_FUNCTION_PROXIED(void, GetBufferData, ResourceId buff, uint64_t offset, uint64_t len,
bytebuf &retData);
IMPLEMENT_FUNCTION_PROXIED(void, GetTextureData, ResourceId tex, const Subresource &sub,
const GetTextureDataParams &params, bytebuf &data);
IMPLEMENT_FUNCTION_PROXIED(void, InitPostVSBuffers, uint32_t eventId);
IMPLEMENT_FUNCTION_PROXIED(void, InitPostVSBuffers, const rdcarray<uint32_t> &passEvents);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<MeshFormat>, GetBatchPostVSBuffers, uint32_t eventId,
const rdcarray<uint32_t> &instIDs, uint32_t viewID, MeshDataStage stage);
// if this gets called individually, just forward to the batch implementation for simplicity
MeshFormat GetPostVSBuffers(uint32_t eventId, uint32_t instID, uint32_t viewID, MeshDataStage stage)
{
return GetBatchPostVSBuffers(eventId, {instID}, viewID, stage)[0];
}
IMPLEMENT_FUNCTION_PROXIED(ResourceId, RenderOverlay, ResourceId texid, FloatVector clearCol,
DebugOverlay overlay, uint32_t eventId,
const rdcarray<uint32_t> &passEvents);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<ShaderEntryPoint>, GetShaderEntryPoints, ResourceId shader);
IMPLEMENT_FUNCTION_PROXIED(const ShaderReflection *, GetShader, ResourceId pipeline, ResourceId,
ShaderEntryPoint entry);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<rdcstr>, GetDisassemblyTargets, bool withPipeline);
IMPLEMENT_FUNCTION_PROXIED(rdcstr, DisassembleShader, ResourceId pipeline,
const ShaderReflection *refl, const rdcstr &target);
IMPLEMENT_FUNCTION_PROXIED(void, FreeTargetResource, ResourceId id);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<PixelModification>, PixelHistory, rdcarray<EventUsage> events,
ResourceId target, uint32_t x, uint32_t y, const Subresource &sub,
CompType typeCast);
IMPLEMENT_FUNCTION_PROXIED(ShaderDebugTrace *, DebugVertex, uint32_t eventId, uint32_t vertid,
uint32_t instid, uint32_t idx, uint32_t view);
IMPLEMENT_FUNCTION_PROXIED(ShaderDebugTrace *, DebugPixel, uint32_t eventId, uint32_t x,
uint32_t y, const DebugPixelInputs &inputs);
IMPLEMENT_FUNCTION_PROXIED(ShaderDebugTrace *, DebugThread, uint32_t eventId,
const rdcfixedarray<uint32_t, 3> &groupid,
const rdcfixedarray<uint32_t, 3> &threadid);
IMPLEMENT_FUNCTION_PROXIED(ShaderDebugTrace *, DebugMeshThread, uint32_t eventId,
const rdcfixedarray<uint32_t, 3> &groupid,
const rdcfixedarray<uint32_t, 3> &threadid);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<ShaderDebugState>, ContinueDebug, ShaderDebugger *debugger);
IMPLEMENT_FUNCTION_PROXIED(void, FreeDebugger, ShaderDebugger *debugger);
IMPLEMENT_FUNCTION_PROXIED(rdcarray<ShaderEncoding>, GetTargetShaderEncodings);
IMPLEMENT_FUNCTION_PROXIED(void, BuildTargetShader, ShaderEncoding sourceEncoding,
const bytebuf &source, const rdcstr &entry,
const ShaderCompileFlags &compileFlags, ShaderStage type,
ResourceId &id, rdcstr &errors);
IMPLEMENT_FUNCTION_PROXIED(void, ReplaceResource, ResourceId from, ResourceId to);
IMPLEMENT_FUNCTION_PROXIED(void, RemoveReplacement, ResourceId id);
IMPLEMENT_FUNCTION_PROXIED(void, ClearReplayCache);
// these functions are not part of the replay driver interface - they are similar to GetBufferData
// and GetTextureData, but they do extra work to try and optimise transfer by delta-encoding the
// difference in the returned data to the last time the resource was cached
IMPLEMENT_FUNCTION_PROXIED(void, CacheBufferData, ResourceId buff);
IMPLEMENT_FUNCTION_PROXIED(void, CacheTextureData, ResourceId tex, const Subresource &sub,
const GetTextureDataParams &params);
// utility function to serialise the contents of a byte array given the previous contents that's
// available on both sides of the communication.
template <typename SerialiserType>
void DeltaTransferBytes(SerialiserType &xferser, bytebuf &referenceData, bytebuf &newData);
void FileChanged() {}
// will never be used
ResourceId CreateProxyTexture(const TextureDescription &templateTex)
{
RDCERR("Calling proxy-render functions on a proxy serialiser");
return ResourceId();
}
void SetProxyTextureData(ResourceId texid, const Subresource &sub, byte *data, size_t dataSize)
{
RDCERR("Calling proxy-render functions on a proxy serialiser");
}
bool IsTextureSupported(const TextureDescription &tex) { return true; }
ResourceId CreateProxyBuffer(const BufferDescription &templateBuf)
{
RDCERR("Calling proxy-render functions on a proxy serialiser");
return ResourceId();
}
void SetProxyBufferData(ResourceId bufid, byte *data, size_t dataSize)
{
RDCERR("Calling proxy-render functions on a proxy serialiser");
}
private:
void EnsureTexCached(ResourceId &texid, CompType &typeCast, const Subresource &sub);
void RemapProxyTextureIfNeeded(TextureDescription &tex, GetTextureDataParams &params);
void EnsureBufCached(ResourceId bufid);
IMPLEMENT_FUNCTION_PROXIED(bool, NeedRemapForFetch, const ResourceFormat &format);
const ActionDescription *FindAction(const rdcarray<ActionDescription> &actionList,
uint32_t eventId);
bool CheckError(ReplayProxyPacket receivedPacket, ReplayProxyPacket expectedPacket);
struct TextureCacheEntry
{
ResourceId replayid;
Subresource sub;
bool operator<(const TextureCacheEntry &o) const
{
if(replayid != o.replayid)
return replayid < o.replayid;
return sub < o.sub;
}
};
// this cache only exists on the client side, with the proxy renderer. This denotes cases where we
// already have up-to-date texture data for the current event so we don't need to check for any
// deltas. It is cleared any time we set event.
std::set<TextureCacheEntry> m_TextureProxyCache;
std::set<ResourceId> m_BufferProxyCache;
struct ProxyTextureProperties
{
ResourceId id;
uint32_t msSamp;
GetTextureDataParams params;
ProxyTextureProperties() {}
// Create a proxy Id with the default get-data parameters.
ProxyTextureProperties(ResourceId proxyid) : id(proxyid) {}
bool operator==(const ResourceId &other) const { return id == other; }
};
// this cache only exists on the client side, with the proxy renderer. It contains the created
// proxy textures to stand-in for remote real textures.
std::map<ResourceId, ProxyTextureProperties> m_ProxyTextures;
std::map<ResourceId, ResourceId> m_ProxyBufferIds;
// this cache exists on *both* sides of the proxy connection, and must be kept in sync. It is used
// on the remote side to determine which deltas are necessary, and then each time on the client
// side the data is uploaded into the proxy textures above.
std::map<TextureCacheEntry, bytebuf> m_ProxyTextureData;
std::map<ResourceId, bytebuf> m_ProxyBufferData;
// this lists any textures which are only created locally (e.g. custom visualisation shaders) and
// should not be treated as proxied.
std::set<ResourceId> m_LocalTextures;
struct ShaderReflKey
{
ShaderReflKey() {}
ShaderReflKey(ResourceId p, ResourceId s, ShaderEntryPoint e) : pipeline(p), shader(s), entry(e)
{
}
ResourceId pipeline, shader;
ShaderEntryPoint entry;
bool operator<(const ShaderReflKey &o) const
{
if(pipeline != o.pipeline)
return pipeline < o.pipeline;
if(shader != o.shader)
return shader < o.shader;
return entry < o.entry;
}
};
std::map<ShaderReflKey, const ShaderReflection *> m_ShaderReflectionCache;
// reader from the other side of the host <-> remote connection
ReadSerialiser &m_Reader;
// writer to the other side of the host <-> remote connection
WriteSerialiser &m_Writer;
// the local proxy replay driver when on the host side, NULL on the remote server
IReplayDriver *m_Proxy;
// the remote driver on the remote server, NULL on the host side
IRemoteDriver *m_Remote;
// an *optional* replay driver on the remote server, could be NULL if not supported by the system
// on the remote server. Always NULL on the host side.
// This allows us to do some extra things on the remote server such as displaying a preview window
IReplayDriver *m_Replay;
// true if we're the remote server, false if we're the host
bool m_RemoteServer;
// The callback (if provided) that handles creating and ticking a preview window on the remote
// host.
RENDERDOC_PreviewWindowCallback m_PreviewWindow;
// the ID of the output window to use for previewing on the remote host. Only valid/useful if
// m_Replay is set
uint64_t m_PreviewOutput = 0;
// The previous windowing data, so we can detect changes and recreate the window
WindowingData m_PreviewWindowingData = {WindowingSystem::Unknown};
uint32_t m_EventID = 0;
enum RemoteExecutionState
{
RemoteExecution_Inactive = 0,
RemoteExecution_ThreadIdle = 1,
RemoteExecution_ThreadActive = 2,
};
int32_t m_RemoteExecutionKill = 0;
int32_t m_RemoteExecutionState = RemoteExecution_Inactive;
bool IsThreadIdle()
{
return Atomic::CmpExch32(&m_RemoteExecutionState, RemoteExecution_ThreadIdle,
RemoteExecution_ThreadIdle) == RemoteExecution_ThreadIdle;
}
Threading::ThreadHandle m_RemoteExecutionThread = 0;
bool m_IsErrored = false;
RDResult m_FatalError = ResultCode::Succeeded;
FrameRecord m_FrameRecord;
APIProperties m_APIProps;
std::map<ResourceId, TextureDescription> m_TextureInfo;
rdcarray<ActionDescription *> m_Actions;
SDFile *m_StructuredFile;
D3D11Pipe::State *m_D3D11PipelineState = NULL;
D3D12Pipe::State *m_D3D12PipelineState = NULL;
GLPipe::State *m_GLPipelineState = NULL;
VKPipe::State *m_VulkanPipelineState = NULL;
};