Files
renderdoc/qrenderdoc/Windows/PipelineState/D3D12PipelineStateViewer.h
T
Steve Karolewics 1137c4694c Make D3D12Pipe root element centric instead of shader centric
D3D12Pipe now stores an array of root elements, each one corresponding
to a root element or range in the root signature. Migrated usage in the
D3D12 pipeline state viewer and PipeState retrieval of resources.
Restricted number of resource array textures displayed in the texture
viewer to prevent app hangs.
2020-04-08 18:38:38 +01:00

122 lines
4.7 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
#include <QFrame>
#include "Code/Interface/QRDInterface.h"
namespace Ui
{
class D3D12PipelineStateViewer;
}
class QXmlStreamWriter;
class RDLabel;
class RDTreeWidget;
class RDTreeWidgetItem;
struct D3D12ViewTag;
class PipelineStateViewer;
class D3D12PipelineStateViewer : public QFrame, public ICaptureViewer
{
Q_OBJECT
public:
explicit D3D12PipelineStateViewer(ICaptureContext &ctx, PipelineStateViewer &common,
QWidget *parent = 0);
~D3D12PipelineStateViewer();
// ICaptureViewer
void OnCaptureLoaded() override;
void OnCaptureClosed() override;
void OnSelectedEventChanged(uint32_t eventId) override {}
void OnEventChanged(uint32_t eventId) override;
private slots:
// automatic slots
void on_showUnused_toggled(bool checked);
void on_showEmpty_toggled(bool checked);
void on_exportHTML_clicked();
void on_meshView_clicked();
void on_iaLayouts_itemActivated(RDTreeWidgetItem *item, int column);
void on_iaBuffers_itemActivated(RDTreeWidgetItem *item, int column);
void on_iaLayouts_mouseMove(QMouseEvent *event);
void on_iaBuffers_mouseMove(QMouseEvent *event);
void on_pipeFlow_stageSelected(int index);
// manual slots
void shaderView_clicked();
void shaderSave_clicked();
void resource_itemActivated(RDTreeWidgetItem *item, int column);
void cbuffer_itemActivated(RDTreeWidgetItem *item, int column);
void vertex_leave(QEvent *e);
void on_debugThread_clicked();
private:
Ui::D3D12PipelineStateViewer *ui;
ICaptureContext &m_Ctx;
PipelineStateViewer &m_Common;
void setShaderState(const rdcarray<D3D12Pipe::RootSignatureRange> &rootElements,
const D3D12Pipe::Shader &stage, RDLabel *shader, RDLabel *rootSig,
RDTreeWidget *tex, RDTreeWidget *samp, RDTreeWidget *cbuffer,
RDTreeWidget *uavs);
void addResourceRow(const D3D12ViewTag &view, const D3D12Pipe::Shader *stage,
RDTreeWidget *resources);
void clearShaderState(RDLabel *shader, RDLabel *rootSig, RDTreeWidget *tex, RDTreeWidget *samp,
RDTreeWidget *cbuffer, RDTreeWidget *uavs);
void setState();
void clearState();
void setInactiveRow(RDTreeWidgetItem *node);
void setEmptyRow(RDTreeWidgetItem *node);
void highlightIABind(int slot);
const D3D12Pipe::Shader *stageForSender(QWidget *widget);
void setViewDetails(RDTreeWidgetItem *node, const D3D12ViewTag &view, TextureDescription *tex);
void setViewDetails(RDTreeWidgetItem *node, const D3D12ViewTag &view, BufferDescription *buf);
bool showNode(bool usedSlot, bool filledSlot);
QVariantList exportViewHTML(const D3D12Pipe::View &view, bool rw,
const ShaderResource *shaderInput, const QString &extraParams);
void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::InputAssembly &ia);
void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::Shader &sh,
const rdcarray<D3D12Pipe::RootSignatureRange> &els);
void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::StreamOut &so);
void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::Rasterizer &rs);
void exportHTML(QXmlStreamWriter &xml, const D3D12Pipe::OM &om);
// keep track of the VB nodes (we want to be able to highlight them easily on hover)
QList<RDTreeWidgetItem *> m_VBNodes;
// list of empty VB nodes that shouldn't be highlighted on hover
QList<RDTreeWidgetItem *> m_EmptyNodes;
};