Files
renderdoc/renderdocui/Windows/PipelineState/D3D11PipelineStateViewer.cs
T
baldurk ad805e8117 Allow excess VS sig system value elements versus IA bytecode. Refs #167
* The VS can consume system value semantics at the end of the signature
  that weren't present in the IA layout's bytecode. Note that if the
  order changes (ie. the system value element is first) then that's not
  OK. Only trailing elements are allowed.
2015-10-26 19:13:08 +01:00

3385 lines
134 KiB
C#

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Linq;
using System.Text;
using System.IO;
using System.Xml;
using System.Windows.Forms;
using WeifenLuo.WinFormsUI.Docking;
using renderdocui.Code;
using renderdocui.Controls;
using renderdoc;
namespace renderdocui.Windows.PipelineState
{
public partial class D3D11PipelineStateViewer : UserControl, ILogViewerForm
{
private Core m_Core;
private DockContent m_DockContent;
// keep track of the VB nodes (we want to be able to highlight them easily on hover)
private List<TreelistView.Node> m_VBNodes = new List<TreelistView.Node>();
public D3D11PipelineStateViewer(Core core, DockContent c)
{
InitializeComponent();
m_DockContent = c;
inputLayouts.Font = core.Config.PreferredFont;
iabuffers.Font = core.Config.PreferredFont;
csUAVs.Font = core.Config.PreferredFont;
gsStreams.Font = core.Config.PreferredFont;
groupX.Font = groupY.Font = groupZ.Font = core.Config.PreferredFont;
threadX.Font = threadY.Font = threadZ.Font = core.Config.PreferredFont;
vsShader.Font = vsResources.Font = vsSamplers.Font = vsCBuffers.Font = vsClasses.Font = core.Config.PreferredFont;
gsShader.Font = gsResources.Font = gsSamplers.Font = gsCBuffers.Font = gsClasses.Font = core.Config.PreferredFont;
hsShader.Font = hsResources.Font = hsSamplers.Font = hsCBuffers.Font = hsClasses.Font = core.Config.PreferredFont;
dsShader.Font = dsResources.Font = dsSamplers.Font = dsCBuffers.Font = dsClasses.Font = core.Config.PreferredFont;
psShader.Font = psResources.Font = psSamplers.Font = psCBuffers.Font = psClasses.Font = core.Config.PreferredFont;
csShader.Font = csResources.Font = csSamplers.Font = csCBuffers.Font = csClasses.Font = core.Config.PreferredFont;
viewports.Font = core.Config.PreferredFont;
scissors.Font = core.Config.PreferredFont;
targetOutputs.Font = core.Config.PreferredFont;
blendOperations.Font = core.Config.PreferredFont;
pipeFlow.Font = new System.Drawing.Font(core.Config.PreferredFont.FontFamily, 11.25F,
System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
pipeFlow.SetStages(new KeyValuePair<string, string>[] {
new KeyValuePair<string,string>("IA", "Input Assembler"),
new KeyValuePair<string,string>("VS", "Vertex Shader"),
new KeyValuePair<string,string>("HS", "Hull Shader"),
new KeyValuePair<string,string>("DS", "Domain Shader"),
new KeyValuePair<string,string>("GS", "Geometry Shader"),
new KeyValuePair<string,string>("RS", "Rasterizer"),
new KeyValuePair<string,string>("PS", "Pixel Shader"),
new KeyValuePair<string,string>("OM", "Output Merger"),
new KeyValuePair<string,string>("CS", "Compute Shader"),
});
pipeFlow.IsolateStage(8); // compute shader isolated
pipeFlow.SetStagesEnabled(new bool[] { true, true, true, true, true, true, true, true, true });
//Icon = global::renderdocui.Properties.Resources.icon;
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
iaBytecodeMismatch.Text = "";
iaBytecodeMismatch.Visible = false;
toolTip.SetToolTip(vsShaderCog, "Open Shader Source");
toolTip.SetToolTip(dsShaderCog, "Open Shader Source");
toolTip.SetToolTip(hsShaderCog, "Open Shader Source");
toolTip.SetToolTip(gsShaderCog, "Open Shader Source");
toolTip.SetToolTip(psShaderCog, "Open Shader Source");
toolTip.SetToolTip(csShaderCog, "Open Shader Source");
toolTip.SetToolTip(vsShader, "Open Shader Source");
toolTip.SetToolTip(dsShader, "Open Shader Source");
toolTip.SetToolTip(hsShader, "Open Shader Source");
toolTip.SetToolTip(gsShader, "Open Shader Source");
toolTip.SetToolTip(psShader, "Open Shader Source");
toolTip.SetToolTip(csShader, "Open Shader Source");
OnLogfileClosed();
m_Core = core;
}
public void OnLogfileClosed()
{
inputLayouts.Nodes.Clear();
iabuffers.Nodes.Clear();
topology.Text = "";
topologyDiagram.Image = null;
iaBytecodeMismatch.Text = "";
iaBytecodeMismatch.Visible = false;
iaBytecode.Text = "";
ClearShaderState(vsShader, vsResources, vsSamplers, vsCBuffers, vsClasses);
ClearShaderState(gsShader, gsResources, gsSamplers, gsCBuffers, gsClasses);
ClearShaderState(hsShader, hsResources, hsSamplers, hsCBuffers, hsClasses);
ClearShaderState(dsShader, dsResources, dsSamplers, dsCBuffers, dsClasses);
ClearShaderState(psShader, psResources, psSamplers, psCBuffers, psClasses);
ClearShaderState(csShader, csResources, csSamplers, csCBuffers, csClasses);
csUAVs.Nodes.Clear();
gsStreams.Nodes.Clear();
var tick = global::renderdocui.Properties.Resources.tick;
fillMode.Text = "Solid";
cullMode.Text = "Front";
frontCCW.Image = tick;
scissorEnable.Image = tick;
lineAAEnable.Image = tick;
multisampleEnable.Image = tick;
depthClip.Image = tick;
depthBias.Text = "0";
depthBiasClamp.Text = "0.0";
slopeScaledBias.Text = "0.0";
viewports.Nodes.Clear();
scissors.Nodes.Clear();
targetOutputs.Nodes.Clear();
blendOperations.Nodes.Clear();
alphaToCoverage.Image = tick;
independentBlend.Image = tick;
blendFactor.Text = "0.00, 0.00, 0.00, 0.00";
sampleMask.Text = "FFFFFFFF";
depthEnable.Image = tick;
depthFunc.Text = "GREATER_EQUAL";
depthWrite.Image = tick;
stencilEnable.Image = tick;
stencilReadMask.Text = "FF";
stencilWriteMask.Text = "FF";
stencilRef.Text = "FF";
stencilFuncs.Nodes.Clear();
pipeFlow.SetStagesEnabled(new bool[] { true, true, true, true, true, true, true, true, true });
}
public void OnLogfileLoaded()
{
OnEventSelected(m_Core.CurFrame, m_Core.CurEvent);
}
private void EmptyRow(TreelistView.Node node)
{
node.BackColor = Color.Firebrick;
}
private void InactiveRow(TreelistView.Node node)
{
node.Italic = true;
}
private void ClearShaderState(Label shader, TreelistView.TreeListView resources, TreelistView.TreeListView samplers,
TreelistView.TreeListView cbuffers, TreelistView.TreeListView classes)
{
shader.Text = "Unbound";
resources.Nodes.Clear();
samplers.Nodes.Clear();
cbuffers.Nodes.Clear();
classes.Nodes.Clear();
}
// Set a shader stage's resources and values
private void SetShaderState(FetchTexture[] texs, FetchBuffer[] bufs,
D3D11PipelineState.ShaderStage stage,
Label shader, TreelistView.TreeListView resources, TreelistView.TreeListView samplers,
TreelistView.TreeListView cbuffers, TreelistView.TreeListView classes)
{
ShaderReflection shaderDetails = stage.ShaderDetails;
if (stage.Shader == ResourceId.Null)
shader.Text = "Unbound";
else
shader.Text = stage.ShaderName;
if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc.Length > 0 && shaderDetails.DebugInfo.files.Length > 0)
{
string shaderfn = "";
int entryFile = shaderDetails.DebugInfo.entryFile;
if (entryFile < 0 || entryFile >= shaderDetails.DebugInfo.files.Length)
entryFile = 0;
shaderfn = shaderDetails.DebugInfo.files[entryFile].BaseFilename;
shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " + shaderfn;
}
int vs = 0;
vs = resources.VScrollValue();
resources.BeginUpdate();
resources.Nodes.Clear();
if (stage.SRVs != null)
{
int i = 0;
foreach (var r in stage.SRVs)
{
ShaderResource shaderInput = null;
if (shaderDetails != null)
{
foreach (var bind in shaderDetails.Resources)
{
if (bind.IsSRV && bind.bindPoint == i)
{
shaderInput = bind;
break;
}
}
}
bool filledSlot = (r.Resource != ResourceId.Null);
bool usedSlot = (shaderInput != null);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
string slotname = i.ToString();
if (shaderInput != null && shaderInput.name.Length > 0)
slotname += ": " + shaderInput.name;
UInt32 w = 1, h = 1, d = 1;
UInt32 a = 1;
string format = "Unknown";
string name = "Shader Resource " + r.Resource.ToString();
string typename = "Unknown";
object tag = null;
if (!filledSlot)
{
name = "Empty";
format = "-";
typename = "-";
w = h = d = a = 0;
}
// check to see if it's a texture
for (int t = 0; t < texs.Length; t++)
{
if (texs[t].ID == r.Resource)
{
w = texs[t].width;
h = texs[t].height;
d = texs[t].depth;
a = texs[t].arraysize;
format = texs[t].format.ToString();
name = texs[t].name;
typename = texs[t].resType.Str();
tag = texs[t];
}
}
// if not a texture, it must be a buffer
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == r.Resource)
{
w = bufs[t].length;
h = 0;
d = 0;
a = 0;
format = "";
name = bufs[t].name;
typename = "Buffer";
// for structured buffers, display how many 'elements' there are in the buffer
if (bufs[t].structureSize > 0)
typename = "StructuredBuffer[" + (bufs[t].length / bufs[t].structureSize) + "]";
// get the buffer type, whether it's just a basic type or a complex struct
if (shaderInput != null && !shaderInput.IsTexture)
{
if (r.Format.compType == FormatComponentType.None)
{
if (shaderInput.variableType.members.Length > 0)
format = "struct " + shaderInput.variableType.Name;
else
format = shaderInput.variableType.Name;
}
else
{
format = r.Format.ToString();
}
}
tag = bufs[t];
}
}
var node = resources.Nodes.Add(new object[] { slotname, name, typename, w, h, d, a, format });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = tag;
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
resources.EndUpdate();
resources.NodesSelection.Clear();
resources.SetVScrollValue(vs);
vs = samplers.VScrollValue();
samplers.BeginUpdate();
samplers.Nodes.Clear();
if (stage.Samplers != null)
{
int i = 0;
foreach (var s in stage.Samplers)
{
ShaderResource shaderInput = null;
if (shaderDetails != null)
{
foreach (var bind in shaderDetails.Resources)
{
if (bind.IsSampler && bind.bindPoint == i)
{
shaderInput = bind;
break;
}
}
}
bool filledSlot = (s.AddressU.Length > 0);
bool usedSlot = (shaderInput != null);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
string slotname = i.ToString();
if (shaderInput != null && shaderInput.name.Length > 0)
slotname += ": " + shaderInput.name;
string borderColor = s.BorderColor[0].ToString() + ", " +
s.BorderColor[1].ToString() + ", " +
s.BorderColor[2].ToString() + ", " +
s.BorderColor[3].ToString();
string addressing = "";
string addPrefix = "";
string addVal = "";
string[] addr = { s.AddressU, s.AddressV, s.AddressW };
// arrange like either UVW: WRAP or UV: WRAP, W: CLAMP
for (int a = 0; a < 3; a++)
{
string prefix = "" + "UVW"[a];
if (a == 0 || addr[a] == addr[a - 1])
{
addPrefix += prefix;
}
else
{
addressing += addPrefix + ": " + addVal + ", ";
addPrefix = prefix;
}
addVal = addr[a];
}
addressing += addPrefix + ": " + addVal;
if(s.UseBorder)
addressing += String.Format("<{0}>", borderColor);
string filter = s.Filter;
if (s.MaxAniso > 0)
filter += String.Format(" {0}x", s.MaxAniso);
if (s.UseComparison)
filter += String.Format(" ({0})", s.Comparison);
var node = samplers.Nodes.Add(new object[] { slotname, addressing,
filter,
(s.MinLOD == -float.MaxValue ? "0" : s.MinLOD.ToString()) + " - " +
(s.MaxLOD == float.MaxValue ? "FLT_MAX" : s.MaxLOD.ToString()),
s.MipLODBias.ToString() });
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
samplers.EndUpdate();
samplers.NodesSelection.Clear();
samplers.SetVScrollValue(vs);
vs = cbuffers.VScrollValue();
cbuffers.BeginUpdate();
cbuffers.Nodes.Clear();
if (stage.ConstantBuffers != null)
{
UInt32 i = 0;
foreach (var b in stage.ConstantBuffers)
{
ConstantBlock shaderCBuf = null;
if (shaderDetails != null && i < shaderDetails.ConstantBlocks.Length && shaderDetails.ConstantBlocks[i].name.Length > 0)
shaderCBuf = shaderDetails.ConstantBlocks[i];
bool filledSlot = (b.Buffer != ResourceId.Null);
bool usedSlot = (shaderCBuf != null);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
string name = "Constant Buffer " + b.Buffer.ToString();
UInt32 length = 1;
int numvars = shaderCBuf != null ? shaderCBuf.variables.Length : 0;
if (!filledSlot)
{
name = "Empty";
length = 0;
}
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == b.Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
}
}
string slotname = i.ToString();
if (shaderCBuf != null && shaderCBuf.name.Length > 0)
slotname += ": " + shaderCBuf.name;
string sizestr = String.Format("{0} Variables, {1} bytes", numvars, length);
string vecrange = String.Format("{0} - {1}", b.VecOffset, b.VecOffset + b.VecCount);
var node = cbuffers.Nodes.Add(new object[] { slotname, name, vecrange, sizestr });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = i;
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
cbuffers.EndUpdate();
cbuffers.NodesSelection.Clear();
cbuffers.SetVScrollValue(vs);
vs = classes.VScrollValue();
classes.BeginUpdate();
classes.Nodes.Clear();
{
UInt32 i = 0;
foreach (var inst in stage.ClassInstances)
{
string interfaceName = String.Format("Interface {0}", i);
if (shaderDetails != null && i < shaderDetails.Interfaces.Length)
interfaceName = shaderDetails.Interfaces[i].Name;
classes.Nodes.Add(new object[] { i.ToString(), interfaceName, inst });
i++;
}
}
classes.EndUpdate();
classes.NodesSelection.Clear();
classes.SetVScrollValue(vs);
classes.Visible = classes.Parent.Visible = (stage.ClassInstances.Length > 0);
}
// from https://gist.github.com/mjijackson/5311256
private float CalcHue(float p, float q, float t)
{
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1.0f / 6.0f)
return p + (q - p) * 6.0f * t;
if (t < 0.5f)
return q;
if (t < 2.0f / 3.0f)
return p + (q - p) * (2.0f / 3.0f - t) * 6.0f;
return p;
}
private Color HSLColor(float h, float s, float l)
{
float r, g, b;
if (s == 0)
{
r = g = b = l; // achromatic
}
else
{
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = CalcHue(p, q, h + 1.0f / 3.0f);
g = CalcHue(p, q, h);
b = CalcHue(p, q, h - 1.0f / 3.0f);
}
return Color.FromArgb(255, (int)(r * 255), (int)(g * 255), (int)(b * 255));
}
private void UpdateState()
{
if (!m_Core.LogLoaded)
return;
FetchTexture[] texs = m_Core.CurTextures;
FetchBuffer[] bufs = m_Core.CurBuffers;
D3D11PipelineState state = m_Core.CurD3D11PipelineState;
FetchDrawcall draw = m_Core.CurDrawcall;
var tick = global::renderdocui.Properties.Resources.tick;
var cross = global::renderdocui.Properties.Resources.cross;
bool[] usedVBuffers = new bool[128];
UInt32[] layoutOffs = new UInt32[128];
for (int i = 0; i < 128; i++)
{
usedVBuffers[i] = false;
layoutOffs[i] = 0;
}
////////////////////////////////////////////////
// Input Assembler
if(state.m_IA.Bytecode == null)
iaBytecode.Text = "None";
else if (state.m_IA.Bytecode.DebugInfo == null || state.m_IA.Bytecode.DebugInfo.entryFunc.Length == 0)
iaBytecode.Text = "Layout " + state.m_IA.layout.ToString();
else
iaBytecode.Text = state.m_IA.Bytecode.DebugInfo.entryFunc;
iaBytecodeMismatch.Text = "";
iaBytecodeMismatch.Visible = false;
// check for IA-VS mismatches here.
// This should be moved to a "Render Doctor" window reporting problems
if (state.m_IA.Bytecode != null && state.m_VS.ShaderDetails != null)
{
string mismatchDetails = "";
// VS wants more elements
if (state.m_IA.Bytecode.InputSig.Length < state.m_VS.ShaderDetails.InputSig.Length)
{
int excess = state.m_VS.ShaderDetails.InputSig.Length - state.m_IA.Bytecode.InputSig.Length;
bool allSystem = true;
// The VS signature can consume more elements as long as they are all system value types
// (ie. SV_VertexID or SV_InstanceID)
for (int e = 0; e < excess; e++)
{
if(state.m_VS.ShaderDetails.InputSig[state.m_VS.ShaderDetails.InputSig.Length - 1 - e].systemValue == SystemAttribute.None)
{
allSystem = false;
break;
}
}
if (!allSystem)
mismatchDetails += "IA bytecode provides fewer elements than VS wants.\n";
}
{
var IA = state.m_IA.Bytecode.InputSig;
var VS = state.m_VS.ShaderDetails.InputSig;
int count = Math.Min(IA.Length, VS.Length);
for (int i = 0; i < count; i++)
{
// misorder or misnamed semantics
if (IA[i].semanticIdxName.ToUpperInvariant() != VS[i].semanticIdxName.ToUpperInvariant())
mismatchDetails += String.Format("IA bytecode semantic {0}: {1} != VS bytecode semantic {0}: {2}\n", i,
IA[i].semanticIdxName, VS[i].semanticIdxName);
// VS wants more components
if (IA[i].compCount < VS[i].compCount)
mismatchDetails += String.Format("IA bytecode semantic {0} ({1}) is {3}-wide, VS bytecode semantic {0} ({1}) {2} is {4}-wide\n", i,
IA[i].semanticIdxName, VS[i].semanticIdxName,
IA[i].compCount, VS[i].compCount);
// VS wants different types
if (IA[i].compType != VS[i].compType)
mismatchDetails += String.Format("IA bytecode semantic {0} ({1}) is {3}, VS bytecode semantic {0} ({2}) is {4}\n", i,
IA[i].semanticIdxName, VS[i].semanticIdxName,
IA[i].compType, VS[i].compType);
}
}
if (mismatchDetails.Length != 0)
{
iaBytecodeMismatch.Text = "Warning: Mismatch detected between bytecode used to create IA and currently bound VS inputs";
toolTip.SetToolTip(iaBytecodeMismatch, mismatchDetails.Trim());
iaBytecodeMismatch.Visible = true;
}
}
int vs = 0;
vs = inputLayouts.VScrollValue();
inputLayouts.Nodes.Clear();
inputLayouts.BeginUpdate();
if (state.m_IA.layouts != null)
{
int i = 0;
foreach (var l in state.m_IA.layouts)
{
string byteOffs = l.ByteOffset.ToString();
// D3D11 specific value
if (l.ByteOffset == uint.MaxValue)
{
byteOffs = String.Format("APPEND_ALIGNED ({0})", layoutOffs[l.InputSlot]);
}
else
{
layoutOffs[l.InputSlot] = l.ByteOffset;
}
layoutOffs[l.InputSlot] += l.Format.compByteWidth * l.Format.compCount;
bool iaUsed = false;
if (state.m_IA.Bytecode != null)
{
for (int ia = 0; ia < state.m_IA.Bytecode.InputSig.Length; ia++)
{
if (state.m_IA.Bytecode.InputSig[ia].semanticName.ToUpperInvariant() == l.SemanticName.ToUpperInvariant() &&
state.m_IA.Bytecode.InputSig[ia].semanticIndex == l.SemanticIndex)
{
iaUsed = true;
break;
}
}
}
i++;
if(!iaUsed && !showDisabled.Checked)
continue;
var node = inputLayouts.Nodes.Add(new object[] {
i, l.SemanticName, l.SemanticIndex.ToString(), l.Format, l.InputSlot.ToString(), byteOffs,
l.PerInstance ? "PER_INSTANCE" : "PER_VERTEX", l.InstanceDataStepRate.ToString() });
if (iaUsed)
usedVBuffers[l.InputSlot] = true;
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
if (!iaUsed)
InactiveRow(node);
}
}
inputLayouts.NodesSelection.Clear();
inputLayouts.EndUpdate();
inputLayouts.SetVScrollValue(vs);
PrimitiveTopology topo = draw != null ? draw.topology : PrimitiveTopology.Unknown;
topology.Text = topo.ToString();
if (topo > PrimitiveTopology.PatchList)
{
int numCPs = (int)topo - (int)PrimitiveTopology.PatchList + 1;
topology.Text = string.Format("PatchList ({0} Control Points)", numCPs);
}
switch (topo)
{
case PrimitiveTopology.PointList:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_pointlist;
break;
case PrimitiveTopology.LineList:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linelist;
break;
case PrimitiveTopology.LineStrip:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linestrip;
break;
case PrimitiveTopology.TriangleList:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_trilist;
break;
case PrimitiveTopology.TriangleStrip:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_tristrip;
break;
case PrimitiveTopology.LineList_Adj:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linelist_adj;
break;
case PrimitiveTopology.LineStrip_Adj:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_linestrip_adj;
break;
case PrimitiveTopology.TriangleList_Adj:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_trilist_adj;
break;
case PrimitiveTopology.TriangleStrip_Adj:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_tristrip_adj;
break;
default:
topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_patch;
break;
}
vs = iabuffers.VScrollValue();
iabuffers.Nodes.Clear();
iabuffers.BeginUpdate();
bool ibufferUsed = draw != null && (draw.flags & DrawcallFlags.UseIBuffer) != 0;
if (state.m_IA.ibuffer != null && state.m_IA.ibuffer.Buffer != ResourceId.Null)
{
if (ibufferUsed || showDisabled.Checked)
{
string ptr = "Buffer " + state.m_IA.ibuffer.Buffer.ToString();
string name = ptr;
UInt32 length = 1;
if (!ibufferUsed)
{
length = 0;
}
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == state.m_IA.ibuffer.Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
}
}
var node = iabuffers.Nodes.Add(new object[] { "Index", name, draw != null ? draw.indexByteWidth : 0, state.m_IA.ibuffer.Offset, length });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = state.m_IA.ibuffer.Buffer;
if (!ibufferUsed)
InactiveRow(node);
if (state.m_IA.ibuffer.Buffer == ResourceId.Null)
EmptyRow(node);
}
}
else
{
if (ibufferUsed || showEmpty.Checked)
{
var node = iabuffers.Nodes.Add(new object[] { "Index", "No Buffer Set", "-", "-", "-" });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = state.m_IA.ibuffer.Buffer;
EmptyRow(node);
if (!ibufferUsed)
InactiveRow(node);
}
}
m_VBNodes.Clear();
if (state.m_IA.vbuffers != null)
{
int i = 0;
foreach (var v in state.m_IA.vbuffers)
{
bool filledSlot = (v.Buffer != ResourceId.Null);
bool usedSlot = (usedVBuffers[i]);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
string name = "Buffer " + v.Buffer.ToString();
UInt32 length = 1;
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == v.Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
}
}
TreelistView.Node node = null;
if(filledSlot)
node = iabuffers.Nodes.Add(new object[] { i, name, v.Stride, v.Offset, length });
else
node = iabuffers.Nodes.Add(new object[] { i, "No Buffer Set", "-", "-", "-" });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = v.Buffer;
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
m_VBNodes.Add(node);
}
i++;
}
}
iabuffers.NodesSelection.Clear();
iabuffers.EndUpdate();
iabuffers.SetVScrollValue(vs);
SetShaderState(texs, bufs, state.m_VS, vsShader, vsResources, vsSamplers, vsCBuffers, vsClasses);
SetShaderState(texs, bufs, state.m_GS, gsShader, gsResources, gsSamplers, gsCBuffers, gsClasses);
SetShaderState(texs, bufs, state.m_HS, hsShader, hsResources, hsSamplers, hsCBuffers, hsClasses);
SetShaderState(texs, bufs, state.m_DS, dsShader, dsResources, dsSamplers, dsCBuffers, dsClasses);
SetShaderState(texs, bufs, state.m_PS, psShader, psResources, psSamplers, psCBuffers, psClasses);
SetShaderState(texs, bufs, state.m_CS, csShader, csResources, csSamplers, csCBuffers, csClasses);
vs = csUAVs.VScrollValue();
csUAVs.Nodes.Clear();
csUAVs.BeginUpdate();
if (state.m_CS.UAVs != null)
{
int i = 0;
foreach (var r in state.m_CS.UAVs)
{
ShaderResource shaderInput = null;
if (state.m_CS.ShaderDetails != null)
{
foreach (var bind in state.m_CS.ShaderDetails.Resources)
{
if (bind.IsReadWrite && bind.bindPoint == i)
{
shaderInput = bind;
break;
}
}
}
bool filledSlot = (r.Resource != ResourceId.Null);
bool usedSlot = (shaderInput != null);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
string slotname = i.ToString();
if (shaderInput != null && shaderInput.name.Length > 0)
slotname += ": " + shaderInput.name;
UInt32 w = 1, h = 1, d = 1;
UInt32 a = 1;
string format = "Unknown";
string name = "UAV " + r.Resource.ToString();
string typename = "Unknown";
object tag = null;
if (!filledSlot)
{
name = "Empty";
format = "-";
typename = "-";
w = h = d = a = 0;
}
for (int t = 0; t < texs.Length; t++)
{
if (texs[t].ID == r.Resource)
{
w = texs[t].width;
h = texs[t].height;
d = texs[t].depth;
a = texs[t].arraysize;
format = texs[t].format.ToString();
name = texs[t].name;
typename = texs[t].resType.Str();
tag = texs[t];
}
}
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == r.Resource)
{
w = bufs[t].length;
h = 0;
d = 0;
a = 0;
format = "";
name = bufs[t].name;
typename = "Buffer";
if (bufs[t].structureSize > 0)
typename = "StructuredBuffer[" + (bufs[t].length / bufs[t].structureSize) + "]";
if (r.Structured)
{
typename += " (Count: " + r.BufferStructCount + ")";
}
if (shaderInput != null && !shaderInput.IsTexture)
{
if (r.Format.compType == FormatComponentType.None)
{
if (shaderInput.variableType.members.Length > 0)
format = "struct " + shaderInput.variableType.Name;
else
format = shaderInput.variableType.Name;
}
else
{
format = r.Format.ToString();
}
}
tag = bufs[t];
}
}
var node = csUAVs.Nodes.Add(new object[] { slotname, name, typename, w, h, d, a, format });
node.Tag = tag;
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
csUAVs.NodesSelection.Clear();
csUAVs.EndUpdate();
csUAVs.SetVScrollValue(vs);
bool streamoutSet = false;
vs = gsStreams.VScrollValue();
gsStreams.BeginUpdate();
gsStreams.Nodes.Clear();
if (state.m_SO.Outputs != null)
{
int i = 0;
foreach (var s in state.m_SO.Outputs)
{
bool filledSlot = (s.Buffer != ResourceId.Null);
bool usedSlot = (filledSlot);
streamoutSet |= filledSlot;
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
string name = "Buffer " + s.Buffer.ToString();
uint length = 0;
if (!filledSlot)
{
name = "Empty";
}
FetchBuffer fetch = null;
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == s.Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
fetch = bufs[t];
}
}
var node = gsStreams.Nodes.Add(new object[] { i, name, length, s.Offset });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = fetch;
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
gsStreams.EndUpdate();
gsStreams.NodesSelection.Clear();
gsStreams.SetVScrollValue(vs);
gsStreams.Visible = gsStreams.Parent.Visible = streamoutSet;
if (streamoutSet)
geomTableLayout.ColumnStyles[1].Width = 50.0f;
else
geomTableLayout.ColumnStyles[1].Width = 0;
////////////////////////////////////////////////
// Rasterizer
vs = viewports.VScrollValue();
viewports.BeginUpdate();
viewports.Nodes.Clear();
if (state.m_RS.Viewports != null)
{
int i = 0;
foreach (var v in state.m_RS.Viewports)
{
if (v.Enabled || showEmpty.Checked)
{
var node = viewports.Nodes.Add(new object[] { i, v.TopLeft[0], v.TopLeft[1], v.Width, v.Height, v.MinDepth, v.MaxDepth });
if (v.Width == 0 || v.Height == 0 || v.MinDepth == v.MaxDepth)
EmptyRow(node);
if (!v.Enabled)
InactiveRow(node);
}
i++;
}
}
viewports.NodesSelection.Clear();
viewports.EndUpdate();
viewports.SetVScrollValue(vs);
vs = scissors.VScrollValue();
scissors.BeginUpdate();
scissors.Nodes.Clear();
if (state.m_RS.Scissors != null)
{
int i = 0;
foreach (var s in state.m_RS.Scissors)
{
if (s.Enabled || showEmpty.Checked)
{
var node = scissors.Nodes.Add(new object[] { i, s.left, s.top, s.right - s.left, s.bottom - s.top });
if (s.right == s.left || s.bottom == s.top)
EmptyRow(node);
if (!s.Enabled)
InactiveRow(node);
}
i++;
}
}
scissors.NodesSelection.Clear();
scissors.EndUpdate();
scissors.SetVScrollValue(vs);
fillMode.Text = state.m_RS.m_State.FillMode.ToString();
cullMode.Text = state.m_RS.m_State.CullMode.ToString();
frontCCW.Image = state.m_RS.m_State.FrontCCW ? tick : cross;
scissorEnable.Image = state.m_RS.m_State.ScissorEnable ? tick : cross;
lineAAEnable.Image = state.m_RS.m_State.AntialiasedLineEnable ? tick : cross;
multisampleEnable.Image = state.m_RS.m_State.MultisampleEnable ? tick : cross;
depthClip.Image = state.m_RS.m_State.DepthClip ? tick : cross;
depthBias.Text = state.m_RS.m_State.DepthBias.ToString();
depthBiasClamp.Text = Formatter.Format(state.m_RS.m_State.DepthBiasClamp);
slopeScaledBias.Text = Formatter.Format(state.m_RS.m_State.SlopeScaledDepthBias);
forcedSampleCount.Text = state.m_RS.m_State.ForcedSampleCount.ToString();
////////////////////////////////////////////////
// Output Merger
bool[] targets = new bool[8];
for (int i = 0; i < 8; i++)
targets[i] = false;
vs = targetOutputs.VScrollValue();
targetOutputs.BeginUpdate();
targetOutputs.Nodes.Clear();
if (state.m_OM.RenderTargets != null)
{
int i = 0;
foreach (var p in state.m_OM.RenderTargets)
{
if (p.Resource != ResourceId.Null || showEmpty.Checked)
{
UInt32 w = 1, h = 1, d = 1;
UInt32 a = 1;
string format = "Unknown";
string name = "Texture " + p.ToString();
string typename = "Unknown";
object tag = null;
if (p.Resource == ResourceId.Null)
{
name = "Empty";
format = "-";
typename = "-";
w = h = d = a = 0;
}
for (int t = 0; t < texs.Length; t++)
{
if (texs[t].ID == p.Resource)
{
w = texs[t].width;
h = texs[t].height;
d = texs[t].depth;
a = texs[t].arraysize;
format = texs[t].format.ToString();
name = texs[t].name;
typename = texs[t].resType.Str();
tag = texs[t];
}
}
var node = targetOutputs.Nodes.Add(new object[] { i, name, typename, w, h, d, a, format });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = tag;
if (p.Resource == ResourceId.Null)
{
EmptyRow(node);
}
else
{
targets[i] = true;
}
}
i++;
}
}
if (state.m_OM.UAVs != null)
{
int i = 0;
foreach (var r in state.m_OM.UAVs)
{
ShaderResource shaderInput = null;
if (state.m_PS.ShaderDetails != null)
{
foreach (var bind in state.m_PS.ShaderDetails.Resources)
{
if (bind.IsReadWrite && bind.bindPoint == i + state.m_OM.UAVStartSlot)
{
shaderInput = bind;
break;
}
}
}
bool filledSlot = (r.Resource != ResourceId.Null);
bool usedSlot = (shaderInput != null);
// note: we don't show empty UAVs as these "slots" are already showed as empty RTs.
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) // it's bound, but not referenced, and we have "show disabled"
)
{
UInt32 w = 1, h = 1, d = 1;
UInt32 a = 1;
string format = "Unknown";
string name = "UAV " + r.Resource.ToString();
string typename = "Unknown";
object tag = null;
if (!filledSlot)
{
name = "Empty";
format = "-";
typename = "-";
w = h = d = a = 0;
}
for (int t = 0; t < texs.Length; t++)
{
if (texs[t].ID == r.Resource)
{
w = texs[t].width;
h = texs[t].height;
d = texs[t].depth;
a = texs[t].arraysize;
format = texs[t].format.ToString();
name = texs[t].name;
typename = texs[t].resType.Str();
tag = texs[t];
}
}
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == r.Resource)
{
w = bufs[t].length;
h = 0;
d = 0;
a = 0;
format = "";
name = bufs[t].name;
typename = "Buffer";
if (bufs[t].structureSize > 0)
typename = "StructuredBuffer[" + (bufs[t].length / bufs[t].structureSize) + "]";
if (r.Structured)
{
typename += " (Count: " + r.BufferStructCount + ")";
}
if (shaderInput != null && !shaderInput.IsTexture)
{
if (r.Format.compType == FormatComponentType.None)
{
if (shaderInput.variableType.members.Length > 0)
format = "struct " + shaderInput.variableType.Name;
else
format = shaderInput.variableType.Name;
}
else
{
format = r.Format.ToString();
}
}
tag = bufs[t];
}
}
var node = targetOutputs.Nodes.Add(new object[] { i + state.m_OM.UAVStartSlot, name, typename, w, h, d, a, format });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = tag;
if (r.Resource == ResourceId.Null)
EmptyRow(node);
}
i++;
}
}
if (state.m_OM.DepthTarget.Resource != ResourceId.Null || showEmpty.Checked)
{
UInt32 w = 1, h = 1, d = 1;
UInt32 a = 1;
string format = "Unknown";
string name = "Depth Target " + state.m_OM.DepthTarget.Resource.ToString();
string typename = "Unknown";
object tag = null;
if (state.m_OM.DepthTarget.Resource == ResourceId.Null)
{
name = "Empty";
format = "-";
typename = "-";
w = h = d = a = 0;
}
for (int t = 0; t < texs.Length; t++)
{
if (texs[t].ID == state.m_OM.DepthTarget.Resource)
{
w = texs[t].width;
h = texs[t].height;
d = texs[t].depth;
a = texs[t].arraysize;
format = texs[t].format.ToString();
name = texs[t].name;
typename = texs[t].resType.Str();
tag = texs[t];
}
}
var node = targetOutputs.Nodes.Add(new object[] { "Depth", name, typename, w, h, d, a, format });
node.Image = global::renderdocui.Properties.Resources.action;
node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
node.Tag = tag;
if (state.m_OM.DepthTarget.Resource == ResourceId.Null)
EmptyRow(node);
}
targetOutputs.EndUpdate();
targetOutputs.NodesSelection.Clear();
targetOutputs.SetVScrollValue(vs);
vs = blendOperations.VScrollValue();
blendOperations.BeginUpdate();
blendOperations.Nodes.Clear();
{
int i = 0;
foreach(var blend in state.m_OM.m_BlendState.Blends)
{
bool filledSlot = (blend.Enabled == true || targets[i]);
bool usedSlot = (targets[i]);
// show if
if (usedSlot || // it's referenced by the shader - regardless of empty or not
(showDisabled.Checked && !usedSlot && filledSlot) || // it's bound, but not referenced, and we have "show disabled"
(showEmpty.Checked && !filledSlot) // it's empty, and we have "show empty"
)
{
var node = blendOperations.Nodes.Add(new object[] { i,
blend.Enabled,
blend.LogicEnabled,
blend.m_Blend.Source,
blend.m_Blend.Destination,
blend.m_Blend.Operation,
blend.m_AlphaBlend.Source,
blend.m_AlphaBlend.Destination,
blend.m_AlphaBlend.Operation,
blend.LogicOp,
((blend.WriteMask & 0x1) == 0 ? "_" : "R") +
((blend.WriteMask & 0x2) == 0 ? "_" : "G") +
((blend.WriteMask & 0x4) == 0 ? "_" : "B") +
((blend.WriteMask & 0x8) == 0 ? "_" : "A")
});
if (!filledSlot)
EmptyRow(node);
if (!usedSlot)
InactiveRow(node);
}
i++;
}
}
blendOperations.NodesSelection.Clear();
blendOperations.EndUpdate();
blendOperations.SetVScrollValue(vs);
alphaToCoverage.Image = state.m_OM.m_BlendState.AlphaToCoverage ? tick : cross;
independentBlend.Image = state.m_OM.m_BlendState.IndependentBlend ? tick : cross;
blendFactor.Text = state.m_OM.m_BlendState.BlendFactor[0].ToString("F2") + ", " +
state.m_OM.m_BlendState.BlendFactor[1].ToString("F2") + ", " +
state.m_OM.m_BlendState.BlendFactor[2].ToString("F2") + ", " +
state.m_OM.m_BlendState.BlendFactor[3].ToString("F2");
sampleMask.Text = state.m_OM.m_BlendState.SampleMask.ToString("X8");
depthEnable.Image = state.m_OM.m_State.DepthEnable ? tick : cross;
depthFunc.Text = state.m_OM.m_State.DepthFunc;
depthWrite.Image = state.m_OM.m_State.DepthWrites ? tick : cross;
stencilEnable.Image = state.m_OM.m_State.StencilEnable ? tick : cross;
stencilReadMask.Text = state.m_OM.m_State.StencilReadMask.ToString("X2");
stencilWriteMask.Text = state.m_OM.m_State.StencilWriteMask.ToString("X2");
stencilRef.Text = state.m_OM.m_State.StencilRef.ToString("X2");
stencilFuncs.BeginUpdate();
stencilFuncs.Nodes.Clear();
stencilFuncs.Nodes.Add(new object[] { "Front", state.m_OM.m_State.m_FrontFace.Func, state.m_OM.m_State.m_FrontFace.FailOp,
state.m_OM.m_State.m_FrontFace.DepthFailOp, state.m_OM.m_State.m_FrontFace.PassOp });
stencilFuncs.Nodes.Add(new object[] { "Back", state.m_OM.m_State.m_BackFace.Func, state.m_OM.m_State.m_BackFace.FailOp,
state.m_OM.m_State.m_BackFace.DepthFailOp, state.m_OM.m_State.m_BackFace.PassOp });
stencilFuncs.EndUpdate();
stencilFuncs.NodesSelection.Clear();
// highlight the appropriate stages in the flowchart
if (draw == null)
{
pipeFlow.SetStagesEnabled(new bool[] { true, true, true, true, true, true, true, true, true });
}
else if ((draw.flags & DrawcallFlags.Dispatch) != 0)
{
pipeFlow.SetStagesEnabled(new bool[] { false, false, false, false, false, false, false, false, true });
}
else
{
pipeFlow.SetStagesEnabled(new bool[] {
true,
true,
state.m_HS.Shader != ResourceId.Null,
state.m_DS.Shader != ResourceId.Null,
state.m_GS.Shader != ResourceId.Null,
true,
state.m_PS.Shader != ResourceId.Null,
true,
false
});
// if(streamout only)
//{
// pipeFlow.Rasterizer = false;
// pipeFlow.OutputMerger = false;
//}
}
}
public void OnEventSelected(UInt32 frameID, UInt32 eventID)
{
UpdateState();
}
private void hideDisabledEmpty_MouseClick(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Right)
{
rightclickMenu.Show((Control)sender, new Point(e.X, e.Y));
}
}
private void hideDisabled_Click(object sender, EventArgs e)
{
showDisabled.Checked = !showDisabled.Checked;
showDisabledToolitem.Checked = showDisabled.Checked;
UpdateState();
}
private void hideEmpty_Click(object sender, EventArgs e)
{
showEmpty.Checked = !showEmpty.Checked;
showEmptyToolitem.Checked = showEmpty.Checked;
UpdateState();
}
// launch the appropriate kind of viewer, depending on the type of resource that's in this node
private void textureCell_CellDoubleClick(TreelistView.Node node)
{
object tag = node.Tag;
D3D11PipelineState.ShaderStage stage = GetStageForSender(node.OwnerView);
if (stage == null) return;
if (tag is FetchTexture)
{
FetchTexture tex = (FetchTexture)tag;
if (tex.resType == ShaderResourceType.Buffer)
{
var viewer = new BufferViewer(m_Core, false);
viewer.ViewRawBuffer(false, tex.ID);
viewer.Show(m_DockContent.DockPanel);
}
else
{
var viewer = m_Core.GetTextureViewer();
viewer.Show(m_DockContent.DockPanel);
if (!viewer.IsDisposed)
viewer.ViewTexture(tex.ID, true);
}
}
else if(tag is FetchBuffer)
{
FetchBuffer buf = (FetchBuffer)tag;
D3D11PipelineState.ShaderStage.ResourceView view = null;
string format = "";
var deets = stage.ShaderDetails;
int bind = -1;
bool uav = false;
for (int i = 0; i < stage.SRVs.Length; i++)
{
if (stage.SRVs[i].Resource == buf.ID)
{
bind = i;
view = stage.SRVs[i];
break;
}
}
for (int i = 0; i < stage.UAVs.Length; i++)
{
if (stage.UAVs[i].Resource == buf.ID)
{
bind = i;
uav = true;
view = stage.UAVs[i];
break;
}
if (stage == m_Core.CurD3D11PipelineState.m_PS &&
m_Core.CurD3D11PipelineState.m_OM.UAVs[i].Resource == buf.ID)
{
bind = i + (int)m_Core.CurD3D11PipelineState.m_OM.UAVStartSlot;
uav = true;
view = m_Core.CurD3D11PipelineState.m_OM.UAVs[i];
break;
}
}
if (deets != null)
{
foreach (var r in deets.Resources)
{
if(r.IsTexture)
continue;
if ((r.IsSRV && !uav) || (r.IsReadWrite && uav))
{
if (r.bindPoint == bind)
{
if (r.variableType.members.Length == 0)
{
if (view != null)
{
if (view.Format.special && view.Format.specialFormat == SpecialFormat.R10G10B10A2)
{
if (view.Format.compType == FormatComponentType.UInt) format = "uintten";
if (view.Format.compType == FormatComponentType.UNorm) format = "unormten";
}
else if (!view.Format.special)
{
switch (view.Format.compByteWidth)
{
case 1:
{
if (view.Format.compType == FormatComponentType.UNorm) format = "unormb";
if (view.Format.compType == FormatComponentType.SNorm) format = "snormb";
if (view.Format.compType == FormatComponentType.UInt) format = "ubyte";
if (view.Format.compType == FormatComponentType.SInt) format = "byte";
break;
}
case 2:
{
if (view.Format.compType == FormatComponentType.UNorm) format = "unormh";
if (view.Format.compType == FormatComponentType.SNorm) format = "snormh";
if (view.Format.compType == FormatComponentType.UInt) format = "ushort";
if (view.Format.compType == FormatComponentType.SInt) format = "short";
if (view.Format.compType == FormatComponentType.Float) format = "half";
break;
}
case 4:
{
if (view.Format.compType == FormatComponentType.UNorm) format = "unormf";
if (view.Format.compType == FormatComponentType.SNorm) format = "snormf";
if (view.Format.compType == FormatComponentType.UInt) format = "uint";
if (view.Format.compType == FormatComponentType.SInt) format = "int";
if (view.Format.compType == FormatComponentType.Float) format = "float";
break;
}
}
format += view.Format.compCount;
}
}
if (format == "" && r.variableType.Name.Length > 0)
format = r.variableType.Name;
format += " " + r.name + ";";
}
else
{
format = "// struct " + r.variableType.Name + Environment.NewLine +
"{" + Environment.NewLine + FormatMembers(1, "", r.variableType.members) + "}";
}
break;
}
}
}
}
if (buf.ID != ResourceId.Null)
{
var viewer = new BufferViewer(m_Core, false);
if (format.Length == 0)
viewer.ViewRawBuffer(true, buf.ID);
else
viewer.ViewRawBuffer(true, buf.ID, format);
viewer.Show(m_DockContent.DockPanel);
}
}
}
private void defaultCopyPaste_KeyDown(object sender, KeyEventArgs e)
{
if (!m_Core.LogLoaded) return;
if (e.KeyCode == Keys.C && e.Control)
{
string text = "";
if (sender is DataGridView)
{
foreach (DataGridViewRow row in ((DataGridView)sender).SelectedRows)
{
foreach (var cell in row.Cells)
text += cell.ToString() + " ";
text += Environment.NewLine;
}
}
else if (sender is TreelistView.TreeListView)
{
TreelistView.NodesSelection sel = ((TreelistView.TreeListView)sender).NodesSelection;
if (sel.Count > 0)
{
for (int i = 0; i < sel.Count; i++)
{
for (int v = 0; v < sel[i].Count; v++)
text += sel[i][v].ToString() + " ";
text += Environment.NewLine;
}
}
else
{
TreelistView.Node n = ((TreelistView.TreeListView)sender).SelectedNode;
for (int v = 0; v < n.Count; v++)
text += n[v].ToString() + " ";
text += Environment.NewLine;
}
}
try
{
if (text.Length > 0)
Clipboard.SetText(text);
}
catch (System.Exception)
{
try
{
if (text.Length > 0)
Clipboard.SetDataObject(text);
}
catch (System.Exception)
{
// give up!
}
}
}
}
private void disableSelection_Leave(object sender, EventArgs e)
{
if (sender is DataGridView)
((DataGridView)sender).ClearSelection();
else if (sender is TreelistView.TreeListView)
{
TreelistView.TreeListView tv = (TreelistView.TreeListView)sender;
int vs = tv.VScrollValue();
tv.NodesSelection.Clear();
tv.FocusedNode = null;
tv.SetVScrollValue(vs);
}
}
private void disableSelection_VisibleChanged(object sender, EventArgs e)
{
((DataGridView)sender).ClearSelection();
((DataGridView)sender).AutoResizeColumns(DataGridViewAutoSizeColumnsMode.AllCells);
}
private void iabuffers_NodeDoubleClicked(TreelistView.Node node)
{
if (node.Tag is ResourceId)
{
ResourceId id = (ResourceId)node.Tag;
if (id != ResourceId.Null)
{
var viewer = new BufferViewer(m_Core, false);
viewer.ViewRawBuffer(true, id);
viewer.Show(m_DockContent.DockPanel);
}
}
}
private void inputLayouts_NodeDoubleClick(TreelistView.Node node)
{
(new BufferViewer(m_Core, true)).Show(m_DockContent.DockPanel);
}
private D3D11PipelineState.ShaderStage GetStageForSender(object sender)
{
D3D11PipelineState.ShaderStage stage = null;
if (!m_Core.LogLoaded)
return null;
object cur = sender;
while (cur is Control)
{
if (cur == tabVS)
stage = m_Core.CurD3D11PipelineState.m_VS;
else if (cur == tabGS)
stage = m_Core.CurD3D11PipelineState.m_GS;
else if (cur == tabHS)
stage = m_Core.CurD3D11PipelineState.m_HS;
else if (cur == tabDS)
stage = m_Core.CurD3D11PipelineState.m_DS;
else if (cur == tabPS)
stage = m_Core.CurD3D11PipelineState.m_PS;
else if (cur == tabCS)
stage = m_Core.CurD3D11PipelineState.m_CS;
else if (cur == tabOM)
stage = m_Core.CurD3D11PipelineState.m_PS;
if (stage != null)
return stage;
Control c = (Control)cur;
if(c.Parent == null)
break;
cur = ((Control)cur).Parent;
}
System.Diagnostics.Debug.Fail("Unrecognised control calling event handler");
return null;
}
private void shader_Click(object sender, EventArgs e)
{
if (sender == iaBytecode || sender == iaBytecodeCog)
{
if(m_Core.CurD3D11PipelineState != null &&
m_Core.CurD3D11PipelineState.m_IA.Bytecode != null)
{
(new ShaderViewer(m_Core, m_Core.CurD3D11PipelineState.m_IA.Bytecode, ShaderStageType.Vertex, null, ""))
.Show(m_DockContent.DockPanel);
}
return;
}
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
if (stage == null) return;
ShaderReflection shaderDetails = stage.ShaderDetails;
if (stage.Shader == ResourceId.Null) return;
ShaderViewer s = new ShaderViewer(m_Core, shaderDetails, stage.stage, null, "");
s.Show(m_DockContent.DockPanel);
}
private void MakeShaderVariablesHLSL(bool cbufferContents, ShaderConstant[] vars, ref string struct_contents, ref string struct_defs)
{
var nl = Environment.NewLine;
var nl2 = Environment.NewLine + Environment.NewLine;
foreach (var v in vars)
{
if (v.type.members.Length > 0)
{
string def = "struct " + v.type.descriptor.name + " {" + nl;
if(!struct_defs.Contains(def))
{
string contents = "";
MakeShaderVariablesHLSL(false, v.type.members, ref contents, ref struct_defs);
struct_defs += def + contents + "};" + nl2;
}
}
struct_contents += "\t" + v.type.descriptor.name + " " + v.name;
char comp = 'x';
if (v.reg.comp == 1) comp = 'y';
if (v.reg.comp == 2) comp = 'z';
if (v.reg.comp == 3) comp = 'w';
if (cbufferContents) struct_contents += String.Format(" : packoffset(c{0}.{1});", v.reg.vec, comp);
else struct_contents += ";";
struct_contents += nl;
}
}
// start a shaderviewer to edit this shader, optionally generating stub HLSL if there isn't
// HLSL source available for this shader.
private void shaderedit_Click(object sender, EventArgs e)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
if (stage == null) return;
ShaderReflection shaderDetails = stage.ShaderDetails;
if (stage.Shader == ResourceId.Null || shaderDetails == null) return;
var entryFunc = String.Format("EditedShader{0}S", stage.stage.ToString()[0]);
string mainfile = "";
var files = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase);
if (shaderDetails.DebugInfo.entryFunc.Length > 0 && shaderDetails.DebugInfo.files.Length > 0)
{
entryFunc = shaderDetails.DebugInfo.entryFunc;
foreach (var s in shaderDetails.DebugInfo.files)
files.Add(s.BaseFilename, s.filetext);
int entryFile = shaderDetails.DebugInfo.entryFile;
if (entryFile < 0 || entryFile >= shaderDetails.DebugInfo.files.Length)
entryFile = 0;
mainfile = shaderDetails.DebugInfo.files[entryFile].BaseFilename;
}
else
{
var nl = Environment.NewLine;
var nl2 = Environment.NewLine + Environment.NewLine;
string hlsl = "// No HLSL available - function stub generated" + nl2;
var shType = String.Format("{0}S", stage.stage.ToString()[0]);
foreach (var res in shaderDetails.Resources)
{
if (res.IsSampler)
{
hlsl += String.Format("//SamplerComparisonState {0} : register(s{1}); // can't disambiguate", res.name, res.bindPoint) + nl;
hlsl += String.Format("SamplerState {0} : register(s{1}); // can't disambiguate", res.name, res.bindPoint) + nl;
}
else
{
char regChar = 't';
if (res.IsReadWrite)
{
hlsl += "RW";
regChar = 'u';
}
if (res.IsTexture)
{
hlsl += String.Format("{0}<{1}> {2} : register({3}{4});", res.resType.ToString(), res.variableType.descriptor.name, res.name, regChar, res.bindPoint) + nl;
}
else
{
if (res.variableType.descriptor.rows == 1)
hlsl += String.Format("Buffer<{0}> {1} : register({2}{3});", res.variableType.descriptor.name, res.name, regChar, res.bindPoint) + nl;
else
hlsl += String.Format("StructuredBuffer<{0}> {1} : register({2}{3});", res.variableType.descriptor.name, res.name, regChar, res.bindPoint) + nl;
}
}
}
hlsl += nl2;
string cbuffers = "";
int cbufIdx = 0;
foreach (var cbuf in shaderDetails.ConstantBlocks)
{
if (cbuf.name.Length > 0 && cbuf.variables.Length > 0)
{
cbuffers += String.Format("cbuffer {0} : register(b{1}) {{", cbuf.name, cbufIdx) + nl;
MakeShaderVariablesHLSL(true, cbuf.variables, ref cbuffers, ref hlsl);
cbuffers += "};" + nl2;
}
cbufIdx++;
}
hlsl += cbuffers + nl2;
hlsl += String.Format("struct {0}Input{1}{{{1}", shType, nl);
foreach(var sig in shaderDetails.InputSig)
hlsl += String.Format("\t{0} {1} : {2};" + nl, sig.TypeString, sig.varName.Length > 0 ? sig.varName : ("param" + sig.regIndex), sig.D3D11SemanticString);
hlsl += "};" + nl2;
hlsl += String.Format("struct {0}Output{1}{{{1}", shType, nl);
foreach (var sig in shaderDetails.OutputSig)
hlsl += String.Format("\t{0} {1} : {2};" + nl, sig.TypeString, sig.varName.Length > 0 ? sig.varName : ("param" + sig.regIndex), sig.D3D11SemanticString);
hlsl += "};" + nl2;
hlsl += String.Format("{0}Output {1}(in {0}Input IN){2}{{{2}\t{0}Output OUT = ({0}Output)0;{2}{2}\t// ...{2}{2}\treturn OUT;{2}}}{2}", shType, entryFunc, nl);
mainfile = "generated.hlsl";
files.Add(mainfile, hlsl);
}
if (files.Count == 0)
return;
ShaderViewer sv = new ShaderViewer(m_Core, false, entryFunc, files,
// Save Callback
(ShaderViewer viewer, Dictionary<string, string> updatedfiles) =>
{
string compileSource = updatedfiles[mainfile];
// try and match up #includes against the files that we have. This isn't always
// possible as fxc only seems to include the source for files if something in
// that file was included in the compiled output. So you might end up with
// dangling #includes - we just have to ignore them
int offs = compileSource.IndexOf("#include");
while(offs >= 0)
{
// search back to ensure this is a valid #include (ie. not in a comment).
// Must only see whitespace before, then a newline.
int ws = Math.Max(0, offs-1);
while (ws >= 0 && (compileSource[ws] == ' ' || compileSource[ws] == '\t'))
ws--;
// not valid? jump to next.
if (ws > 0 && compileSource[ws] != '\n')
{
offs = compileSource.IndexOf("#include", offs + 1);
continue;
}
int start = ws+1;
bool tail = true;
int lineEnd = compileSource.IndexOf("\n", start+1);
if(lineEnd == -1)
{
lineEnd = compileSource.Length;
tail = false;
}
ws = offs + "#include".Length;
while (compileSource[ws] == ' ' || compileSource[ws] == '\t')
ws++;
string line = compileSource.Substring(offs, lineEnd-offs+1);
if (compileSource[ws] != '<' && compileSource[ws] != '"')
{
viewer.ShowErrors("Invalid #include directive found:\r\n" + line);
return;
}
// find matching char, either <> or "";
int end = compileSource.IndexOf(compileSource[ws] == '"' ? '"' : '>', ws + 1);
if (end == -1)
{
viewer.ShowErrors("Invalid #include directive found:\r\n" + line);
return;
}
string fname = compileSource.Substring(ws + 1, end - ws - 1);
string fileText = "";
if (updatedfiles.ContainsKey(fname))
fileText = updatedfiles[fname];
else
fileText = "// Can't find file " + fname + "\n";
compileSource = compileSource.Substring(0, offs) + "\n\n" + fileText + "\n\n" + (tail ? compileSource.Substring(lineEnd + 1) : "");
// need to start searching from the beginning - wasteful but allows nested includes to work
offs = compileSource.IndexOf("#include");
}
if (updatedfiles.ContainsKey("@cmdline"))
compileSource = updatedfiles["@cmdline"] + "\n\n" + compileSource;
// invoke off to the ReplayRenderer to replace the log's shader
// with our edited one
m_Core.Renderer.BeginInvoke((ReplayRenderer r) =>
{
string errs = "";
uint flags = shaderDetails.DebugInfo.compileFlags;
ResourceId from = stage.Shader;
ResourceId to = r.BuildTargetShader(entryFunc, compileSource, flags, stage.stage, out errs);
viewer.BeginInvoke((MethodInvoker)delegate { viewer.ShowErrors(errs); });
if (to == ResourceId.Null)
{
r.RemoveReplacement(from);
}
else
{
r.ReplaceResource(from, to);
}
});
},
// Close Callback
() =>
{
// remove the replacement on close (we could make this more sophisticated if there
// was a place to control replaced resources/shaders).
m_Core.Renderer.BeginInvoke((ReplayRenderer r) =>
{
r.RemoveReplacement(stage.Shader);
});
});
sv.Show(m_DockContent.DockPanel);
}
private void ShowCBuffer(D3D11PipelineState.ShaderStage stage, UInt32 slot)
{
if (stage.ShaderDetails != null &&
(stage.ShaderDetails.ConstantBlocks.Length <= slot ||
stage.ShaderDetails.ConstantBlocks[slot].name.Length == 0)
)
{
// unused cbuffer, open regular buffer viewer
var viewer = new BufferViewer(m_Core, false);
if (stage.ConstantBuffers.Length < slot)
return;
var buf = stage.ConstantBuffers[slot].Buffer;
viewer.ViewRawBuffer(true, buf);
viewer.Show(m_DockContent.DockPanel);
return;
}
var existing = ConstantBufferPreviewer.Has(stage.stage, slot);
if (existing != null)
{
existing.Show();
return;
}
var prev = new ConstantBufferPreviewer(m_Core, stage.stage, slot);
prev.ShowDock(m_DockContent.Pane, DockAlignment.Right, 0.3);
}
private void cbuffers_NodeDoubleClicked(TreelistView.Node node)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(node.OwnerView);
if (stage != null && node.Tag is UInt32)
{
ShowCBuffer(stage, (UInt32)node.Tag);
}
}
private void CBuffers_CellDoubleClick(object sender, DataGridViewCellEventArgs e)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
object tag = ((DataGridView)sender).Rows[e.RowIndex].Tag;
if (stage != null && tag is UInt32)
{
ShowCBuffer(stage, (UInt32)tag);
}
}
private string FormatMembers(int indent, string nameprefix, ShaderConstant[] vars)
{
string indentstr = new string(' ', indent*4);
string ret = "";
int i = 0;
foreach (var v in vars)
{
if (v.type.members.Length > 0)
{
if (i > 0)
ret += "\n";
ret += indentstr + "// struct " + v.type.Name + Environment.NewLine;
ret += indentstr + "{" + Environment.NewLine +
FormatMembers(indent + 1, v.name + "_", v.type.members) +
indentstr + "}" + Environment.NewLine;
if (i < vars.Length-1)
ret += Environment.NewLine;
}
else
{
string arr = "";
if (v.type.descriptor.elements > 1)
arr = String.Format("[{0}]", v.type.descriptor.elements);
ret += indentstr + v.type.Name + " " + nameprefix + v.name + arr + ";" + Environment.NewLine;
}
i++;
}
return ret;
}
private void shaderCog_MouseEnter(object sender, EventArgs e)
{
if (sender == iaBytecode || sender == iaBytecodeCog)
{
if (m_Core.CurD3D11PipelineState != null &&
m_Core.CurD3D11PipelineState.m_IA.Bytecode != null)
iaBytecodeCog.Image = global::renderdocui.Properties.Resources.action_hover;
return;
}
if (sender is PictureBox)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
if (stage != null && stage.Shader != ResourceId.Null)
(sender as PictureBox).Image = global::renderdocui.Properties.Resources.action_hover;
}
if (sender is Label)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
if (stage == null) return;
if (stage.stage == ShaderStageType.Vertex) shaderCog_MouseEnter(vsShaderCog, e);
if (stage.stage == ShaderStageType.Domain) shaderCog_MouseEnter(dsShaderCog, e);
if (stage.stage == ShaderStageType.Hull) shaderCog_MouseEnter(hsShaderCog, e);
if (stage.stage == ShaderStageType.Geometry) shaderCog_MouseEnter(gsShaderCog, e);
if (stage.stage == ShaderStageType.Pixel) shaderCog_MouseEnter(psShaderCog, e);
if (stage.stage == ShaderStageType.Compute) shaderCog_MouseEnter(csShaderCog, e);
}
}
private void shaderCog_MouseLeave(object sender, EventArgs e)
{
if (sender == iaBytecode || sender == iaBytecodeCog)
{
iaBytecodeCog.Image = global::renderdocui.Properties.Resources.action;
return;
}
if (sender is PictureBox)
{
(sender as PictureBox).Image = global::renderdocui.Properties.Resources.action;
}
if (sender is Label)
{
D3D11PipelineState.ShaderStage stage = GetStageForSender(sender);
if (stage == null) return;
if (stage.stage == ShaderStageType.Vertex) shaderCog_MouseLeave(vsShaderCog, e);
if (stage.stage == ShaderStageType.Domain) shaderCog_MouseLeave(dsShaderCog, e);
if (stage.stage == ShaderStageType.Hull) shaderCog_MouseLeave(hsShaderCog, e);
if (stage.stage == ShaderStageType.Geometry) shaderCog_MouseLeave(gsShaderCog, e);
if (stage.stage == ShaderStageType.Pixel) shaderCog_MouseLeave(psShaderCog, e);
if (stage.stage == ShaderStageType.Compute) shaderCog_MouseLeave(csShaderCog, e);
}
}
private void pipeFlow_SelectedStageChanged(object sender, EventArgs e)
{
stageTabControl.SelectedIndex = pipeFlow.SelectedStage;
}
private void csDebug_Click(object sender, EventArgs e)
{
uint gx = 0, gy = 0, gz = 0;
uint tx = 0, ty = 0, tz = 0;
if (m_Core.CurD3D11PipelineState == null ||
m_Core.CurD3D11PipelineState.m_CS.Shader == ResourceId.Null ||
m_Core.CurD3D11PipelineState.m_CS.ShaderDetails == null)
return;
if (uint.TryParse(groupX.Text, out gx) &&
uint.TryParse(groupY.Text, out gy) &&
uint.TryParse(groupZ.Text, out gz) &&
uint.TryParse(threadX.Text, out tx) &&
uint.TryParse(threadY.Text, out ty) &&
uint.TryParse(threadZ.Text, out tz))
{
uint[] groupdim = m_Core.CurDrawcall.dispatchDimension;
uint[] threadsdim = m_Core.CurDrawcall.dispatchThreadsDimension;
for (int i = 0; i < 3; i++)
if (threadsdim[i] == 0)
threadsdim[i] = m_Core.CurD3D11PipelineState.m_CS.ShaderDetails.DispatchThreadsDimension[i];
string debugContext = String.Format("Group [{0},{1},{2}] Thread [{3},{4},{5}]", gx, gy, gz, tx, ty, tz);
if (gx >= groupdim[0] ||
gy >= groupdim[1] ||
gz >= groupdim[2] ||
tx >= threadsdim[0] ||
ty >= threadsdim[1] ||
tz >= threadsdim[2])
{
string bounds = String.Format("Group Dimensions [{0},{1},{2}] Thread Dimensions [{3},{4},{5}]",
groupdim[0], groupdim[1], groupdim[2],
threadsdim[0], threadsdim[1], threadsdim[2]);
MessageBox.Show(String.Format("{0} is out of bounds\n{1}", debugContext, bounds), "Couldn't debug compute shader.",
MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
ShaderDebugTrace trace = null;
ShaderReflection shaderDetails = m_Core.CurD3D11PipelineState.m_CS.ShaderDetails;
m_Core.Renderer.Invoke((ReplayRenderer r) =>
{
trace = r.DebugThread(new uint[] { gx, gy, gz }, new uint[] { tx, ty, tz });
});
if (trace == null || trace.states.Length == 0)
{
MessageBox.Show("Couldn't debug compute shader.", "Uh Oh!",
MessageBoxButtons.OK, MessageBoxIcon.Information);
return;
}
this.BeginInvoke(new Action(() =>
{
ShaderViewer s = new ShaderViewer(m_Core, shaderDetails, ShaderStageType.Compute, trace, debugContext);
s.Show(m_DockContent.DockPanel);
}));
}
else
{
MessageBox.Show("Enter numbers for group and thread ID.", "Invalid thread", MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
private void meshView_MouseEnter(object sender, EventArgs e)
{
meshView.BackColor = Color.LightGray;
}
private void meshView_MouseLeave(object sender, EventArgs e)
{
meshView.BackColor = SystemColors.Control;
}
private void meshView_Click(object sender, EventArgs e)
{
(new BufferViewer(m_Core, true)).Show(m_DockContent.DockPanel);
}
private float GetHueForVB(int i)
{
int idx = ((i+1) * 21) % 32; // space neighbouring colours reasonably distinctly
return (float)(idx) / 32.0f;
}
private void inputLayouts_MouseMove(object sender, MouseEventArgs e)
{
if (m_Core.CurD3D11PipelineState == null) return;
Point mousePoint = inputLayouts.PointToClient(Cursor.Position);
var hoverNode = inputLayouts.CalcHitNode(mousePoint);
ia_MouseLeave(sender, e);
var IA = m_Core.CurD3D11PipelineState.m_IA;
if (hoverNode != null)
{
int index = inputLayouts.Nodes.GetNodeIndex(hoverNode);
if (index >= 0 && index < IA.layouts.Length)
{
uint slot = IA.layouts[index].InputSlot;
HighlightIASlot(slot);
}
}
}
private void HighlightIASlot(uint slot)
{
var IA = m_Core.CurD3D11PipelineState.m_IA;
Color c = HSLColor(GetHueForVB((int)slot), 1.0f, 0.95f);
if (slot < m_VBNodes.Count)
m_VBNodes[(int)slot].DefaultBackColor = c;
for (int i = 0; i < inputLayouts.Nodes.Count; i++)
{
var n = inputLayouts.Nodes[i];
if (IA.layouts[i].InputSlot == slot)
n.DefaultBackColor = c;
else
n.DefaultBackColor = Color.Transparent;
}
inputLayouts.Invalidate();
iabuffers.Invalidate();
}
private void ia_MouseLeave(object sender, EventArgs e)
{
foreach (var n in iabuffers.Nodes)
n.DefaultBackColor = Color.Transparent;
foreach (var n in inputLayouts.Nodes)
n.DefaultBackColor = Color.Transparent;
inputLayouts.Invalidate();
iabuffers.Invalidate();
}
private void iabuffers_MouseMove(object sender, MouseEventArgs e)
{
if (m_Core.CurD3D11PipelineState == null) return;
Point mousePoint = iabuffers.PointToClient(Cursor.Position);
var hoverNode = iabuffers.CalcHitNode(mousePoint);
ia_MouseLeave(sender, e);
if (hoverNode != null)
{
int idx = m_VBNodes.IndexOf(hoverNode);
if (idx >= 0)
HighlightIASlot((uint)idx);
else
hoverNode.DefaultBackColor = SystemColors.ControlLight;
}
}
private void ExportHTMLTable(XmlTextWriter writer, string[] cols, object[][] rows)
{
writer.WriteStartElement("table");
{
writer.WriteStartElement("thead");
writer.WriteStartElement("tr");
foreach (var col in cols)
{
writer.WriteStartElement("th");
writer.WriteString(col);
writer.WriteEndElement();
}
writer.WriteEndElement();
writer.WriteEndElement();
}
{
writer.WriteStartElement("tbody");
if (rows.Length == 0)
{
writer.WriteStartElement("tr");
for (int i = 0; i < cols.Length; i++)
{
writer.WriteStartElement("td");
writer.WriteString("-");
writer.WriteEndElement();
}
writer.WriteEndElement();
}
else
{
foreach (var row in rows)
{
writer.WriteStartElement("tr");
foreach (var el in row)
{
writer.WriteStartElement("td");
writer.WriteString(el.ToString());
writer.WriteEndElement();
}
writer.WriteEndElement();
}
}
writer.WriteEndElement();
}
writer.WriteEndElement();
}
private void ExportHTMLTable(XmlTextWriter writer, string[] cols, object[] rows)
{
ExportHTMLTable(writer, cols, new object[][] { rows });
}
private object[] ExportViewHTML(D3D11PipelineState.ShaderStage.ResourceView view, int i, ShaderReflection refl, string extraParams)
{
FetchTexture[] texs = m_Core.CurTextures;
FetchBuffer[] bufs = m_Core.CurBuffers;
ShaderResource shaderInput = null;
if (refl != null)
{
foreach (var bind in refl.Resources)
{
if (bind.IsReadWrite && bind.bindPoint == i)
{
shaderInput = bind;
break;
}
}
}
string name = "Empty";
string typename = "Unknown";
string format = "Unknown";
uint w = 0, h = 0, d = 0, a = 0;
FetchTexture tex = null;
FetchBuffer buf = null;
// check to see if it's a texture
for (int t = 0; t < texs.Length; t++)
{
if (texs[t].ID == view.Resource)
{
w = texs[t].width;
h = texs[t].height;
d = texs[t].depth;
a = texs[t].arraysize;
format = texs[t].format.ToString();
name = texs[t].name;
typename = texs[t].resType.ToString();
tex = texs[t];
}
}
// if not a texture, it must be a buffer
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == view.Resource)
{
w = bufs[t].length;
h = 0;
d = 0;
a = 0;
format = view.Format.ToString();
name = bufs[t].name;
typename = "Buffer";
// for structured buffers, display how many 'elements' there are in the buffer
if (bufs[t].structureSize > 0)
typename = "StructuredBuffer[" + (bufs[t].length / bufs[t].structureSize) + "]";
if (view.Structured)
{
typename += " (Count: " + view.BufferStructCount + ")";
}
if (shaderInput != null && !shaderInput.IsTexture)
{
if (view.Format.compType == FormatComponentType.None)
{
if (shaderInput.variableType.members.Length > 0)
format = "struct " + shaderInput.variableType.Name;
else
format = shaderInput.variableType.Name;
}
else
{
format = view.Format.ToString();
}
}
buf = bufs[t];
}
}
string viewParams = "";
if(buf != null)
{
viewParams = String.Format("First Element: {0}, Num Elements {1}, Flags {2}", view.FirstElement, view.NumElements, view.Flags);
}
if (tex != null)
{
if(tex.mips > 1)
viewParams = String.Format("Highest Mip: {0}, Num Mips: {1}", view.HighestMip, view.NumMipLevels);
if (tex.arraysize > 1)
{
if (viewParams.Length > 0)
viewParams += ", ";
viewParams += String.Format("First Slice: {0}, Array Size: {1}", view.FirstArraySlice, view.ArraySize);
}
}
if (viewParams == "")
viewParams = extraParams;
else
viewParams += ", " + extraParams;
return new object[] {
i, name,
view.Type, typename,
w, h, d, a,
view.Format, format,
viewParams };
}
private void ExportHTML(XmlTextWriter writer, D3D11PipelineState.InputAssembler ia)
{
FetchBuffer[] bufs = m_Core.CurBuffers;
{
writer.WriteStartElement("h3");
writer.WriteString("Input Layouts");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
int i = 0;
foreach (var l in ia.layouts)
{
rows.Add(new object[] { i, l.SemanticName, l.SemanticIndex, l.Format, l.InputSlot, l.ByteOffset, l.PerInstance, l.InstanceDataStepRate });
i++;
}
ExportHTMLTable(writer, new string[] { "Slot", "Semantic Name", "Semantic Index", "Format", "Input Slot", "Byte Offset", "Per Instance", "Instance Data Step Rate" }, rows.ToArray());
}
{
writer.WriteStartElement("h3");
writer.WriteString("Vertex Buffers");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
int i = 0;
foreach (var vb in ia.vbuffers)
{
string name = "Buffer " + vb.Buffer.ToString();
UInt32 length = 0;
if (vb.Buffer == ResourceId.Null)
{
continue;
}
else
{
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == vb.Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
}
}
}
rows.Add(new object[] { i, name, vb.Stride, vb.Offset, length });
i++;
}
ExportHTMLTable(writer, new string[] { "Slot", "Buffer", "Stride", "Offset", "Byte Length" }, rows.ToArray());
}
{
writer.WriteStartElement("h3");
writer.WriteString("Index Buffer");
writer.WriteEndElement();
string name = "Buffer " + ia.ibuffer.Buffer.ToString();
UInt32 length = 0;
if (ia.ibuffer.Buffer == ResourceId.Null)
{
name = "Empty";
}
else
{
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == ia.ibuffer.Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
}
}
}
string ifmt = "UNKNOWN";
if (m_Core.CurDrawcall.indexByteWidth == 2)
ifmt = "R16_UINT";
if (m_Core.CurDrawcall.indexByteWidth == 4)
ifmt = "R32_UINT";
ExportHTMLTable(writer, new string[] { "Buffer", "Format", "Offset", "Byte Length" },
new object[] { name, ifmt, ia.ibuffer.Offset.ToString(), length.ToString() });
}
writer.WriteStartElement("p");
writer.WriteEndElement();
ExportHTMLTable(writer, new string[] { "Primitive Topology" }, new object[] { m_Core.CurDrawcall.topology.Str() });
}
private void ExportHTML(XmlTextWriter writer, D3D11PipelineState.ShaderStage sh)
{
FetchBuffer[] bufs = m_Core.CurBuffers;
{
writer.WriteStartElement("h3");
writer.WriteString("Shader");
writer.WriteEndElement();
ShaderReflection shaderDetails = sh.ShaderDetails;
string shadername = "Unknown";
if (sh.Shader == ResourceId.Null)
shadername = "Unbound";
else
shadername = sh.ShaderName;
if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc.Length > 0 && shaderDetails.DebugInfo.files.Length > 0)
shadername = shaderDetails.DebugInfo.entryFunc + "()" + " - " +
shaderDetails.DebugInfo.files[0].BaseFilename;
writer.WriteStartElement("p");
writer.WriteString(shadername);
writer.WriteEndElement();
if (sh.Shader == ResourceId.Null)
return;
}
{
writer.WriteStartElement("h3");
writer.WriteString("Resources");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
for (int i = 0; i < sh.SRVs.Length; i++)
{
if (sh.SRVs[i].View == ResourceId.Null) continue;
rows.Add(ExportViewHTML(sh.SRVs[i], i, null, ""));
}
ExportHTMLTable(writer,
new string[] {
"Slot", "Name",
"View Type", "Resource Type",
"Width", "Height", "Depth", "Array Size",
"View Format", "Resource Format",
"View Parameters",
},
rows.ToArray());
}
if (sh.stage == ShaderStageType.Compute)
{
writer.WriteStartElement("h3");
writer.WriteString("Unordered Access Views");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
for (int i = 0; i < sh.UAVs.Length; i++)
{
if (sh.UAVs[i].View == ResourceId.Null) continue;
rows.Add(ExportViewHTML(sh.UAVs[i], i, null, ""));
}
ExportHTMLTable(writer,
new string[] {
"Slot", "Name",
"View Type", "Resource Type",
"Width", "Height", "Depth", "Array Size",
"View Format", "Resource Format",
"View Parameters",
},
rows.ToArray());
}
{
writer.WriteStartElement("h3");
writer.WriteString("Samplers");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
for (int i = 0; i < sh.Samplers.Length; i++)
{
D3D11PipelineState.ShaderStage.Sampler s = sh.Samplers[i];
if (s.Samp == ResourceId.Null) continue;
string borderColor = s.BorderColor[0].ToString() + ", " +
s.BorderColor[1].ToString() + ", " +
s.BorderColor[2].ToString() + ", " +
s.BorderColor[3].ToString();
string addressing = "";
string addPrefix = "";
string addVal = "";
string[] addr = { s.AddressU, s.AddressV, s.AddressW };
// arrange like either UVW: WRAP or UV: WRAP, W: CLAMP
for (int a = 0; a < 3; a++)
{
string prefix = "" + "UVW"[a];
if (a == 0 || addr[a] == addr[a - 1])
{
addPrefix += prefix;
}
else
{
addressing += addPrefix + ": " + addVal + ", ";
addPrefix = prefix;
}
addVal = addr[a];
}
addressing += addPrefix + ": " + addVal;
rows.Add(new object[] { i, addressing, borderColor,
s.Comparison, s.Filter, s.MaxAniso.ToString(),
s.MinLOD == -float.MaxValue ? "-FLT_MAX" : s.MinLOD.ToString(),
s.MaxLOD == float.MaxValue ? "FLT_MAX" : s.MaxLOD.ToString(),
s.MipLODBias.ToString() });
}
ExportHTMLTable(writer,
new string[] {
"Slot", "Addressing", "Border Colour",
"Comparison", "Filter", "Max Anisotropy",
"Min LOD", "Max LOD", "Mip Bias",
},
rows.ToArray());
}
{
writer.WriteStartElement("h3");
writer.WriteString("Constant Buffers");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
for (int i = 0; i < sh.ConstantBuffers.Length; i++)
{
ConstantBlock shaderCBuf = null;
if (sh.ConstantBuffers[i].Buffer == ResourceId.Null) continue;
if (sh.ShaderDetails != null && i < sh.ShaderDetails.ConstantBlocks.Length &&
sh.ShaderDetails.ConstantBlocks[i].name.Length > 0)
shaderCBuf = sh.ShaderDetails.ConstantBlocks[i];
string name = "Constant Buffer " + sh.ConstantBuffers[i].Buffer.ToString();
UInt32 length = 1;
int numvars = shaderCBuf != null ? shaderCBuf.variables.Length : 0;
if (sh.ConstantBuffers[i].Buffer == ResourceId.Null)
{
name = "Empty";
length = 0;
}
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == sh.ConstantBuffers[i].Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
}
}
rows.Add(new object[] { i, name, sh.ConstantBuffers[i].VecOffset, sh.ConstantBuffers[i].VecCount, numvars, length });
}
ExportHTMLTable(writer, new string[] { "Slot", "Buffer", "Vector Offset", "Vector Count", "Number of Variables", "Byte Length", }, rows.ToArray());
}
if (sh.ClassInstances.Length > 0)
{
writer.WriteStartElement("h3");
writer.WriteString("Class Instances");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
for (int i = 0; i < sh.ClassInstances.Length; i++)
{
string interfaceName = String.Format("Interface {0}", i);
if (sh.ShaderDetails != null && i < sh.ShaderDetails.Interfaces.Length)
interfaceName = sh.ShaderDetails.Interfaces[i].Name;
rows.Add(new object[] { i, interfaceName, sh.ClassInstances[i] });
}
ExportHTMLTable(writer, new string[] { "Slot", "Interface Name", "Instance Name", }, rows.ToArray());
}
}
private void ExportHTML(XmlTextWriter writer, D3D11PipelineState.Streamout so)
{
FetchBuffer[] bufs = m_Core.CurBuffers;
{
writer.WriteStartElement("h3");
writer.WriteString("Stream Out Targets");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
int i = 0;
foreach (var o in so.Outputs)
{
string name = "Buffer " + o.Buffer.ToString();
UInt32 length = 0;
if (o.Buffer == ResourceId.Null)
{
name = "Empty";
}
else
{
for (int t = 0; t < bufs.Length; t++)
{
if (bufs[t].ID == o.Buffer)
{
name = bufs[t].name;
length = bufs[t].length;
}
}
}
rows.Add(new object[] { i, name, o.Offset, length });
i++;
}
ExportHTMLTable(writer, new string[] { "Slot", "Buffer", "Offset", "Byte Length" }, rows.ToArray());
}
}
private void ExportHTML(XmlTextWriter writer, D3D11PipelineState.Rasterizer rs)
{
{
writer.WriteStartElement("h3");
writer.WriteString("States");
writer.WriteEndElement();
ExportHTMLTable(writer,
new string[] { "Fill Mode", "Cull Mode", "Front CCW" },
new object[] { rs.m_State.FillMode, rs.m_State.CullMode, rs.m_State.FrontCCW ? "Yes" : "No" });
writer.WriteStartElement("p");
writer.WriteEndElement();
ExportHTMLTable(writer,
new string[] { "Scissor Enable", "Line AA Enable", "Multisample Enable", "Forced Sample Count" },
new object[] { rs.m_State.ScissorEnable ? "Yes" : "No", rs.m_State.AntialiasedLineEnable ? "Yes" : "No",
rs.m_State.MultisampleEnable ? "Yes" : "No", rs.m_State.ForcedSampleCount });
writer.WriteStartElement("p");
writer.WriteEndElement();
ExportHTMLTable(writer,
new string[] { "Depth Clip", "Depth Bias", "Depth Bias Clamp", "Slope Scaled Bias" },
new object[] { rs.m_State.DepthClip ? "Yes" : "No", rs.m_State.DepthBias,
Formatter.Format(rs.m_State.DepthBiasClamp), Formatter.Format(rs.m_State.SlopeScaledDepthBias)});
}
{
writer.WriteStartElement("h3");
writer.WriteString("Viewports");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
int i = 0;
foreach (var v in rs.Viewports)
{
if (v.Width == v.Height && v.Width == 0 && v.Height == 0) continue;
rows.Add(new object[] { i, v.TopLeft[0], v.TopLeft[1], v.Width, v.Height, v.MinDepth, v.MaxDepth });
i++;
}
ExportHTMLTable(writer, new string[] { "Slot", "X", "Y", "Width", "Height", "Min Depth", "Max Depth" }, rows.ToArray());
}
{
writer.WriteStartElement("h3");
writer.WriteString("Scissors");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
int i = 0;
foreach (var s in rs.Scissors)
{
if (s.right == 0 && s.bottom == 0) continue;
rows.Add(new object[] { i, s.left, s.top, s.right - s.left, s.bottom - s.top });
i++;
}
ExportHTMLTable(writer, new string[] { "Slot", "X", "Y", "Width", "Height" }, rows.ToArray());
}
}
private void ExportHTML(XmlTextWriter writer, D3D11PipelineState.OutputMerger om)
{
{
writer.WriteStartElement("h3");
writer.WriteString("Blend State");
writer.WriteEndElement();
var blendFactor = om.m_BlendState.BlendFactor[0].ToString("F2") + ", " +
om.m_BlendState.BlendFactor[1].ToString("F2") + ", " +
om.m_BlendState.BlendFactor[2].ToString("F2") + ", " +
om.m_BlendState.BlendFactor[3].ToString("F2");
ExportHTMLTable(writer,
new string[] { "Independent Blend Enable", "Alpha to Coverage", "Sample Mask", "Blend Factor" },
new object[] { om.m_BlendState.IndependentBlend ? "Yes" : "No", om.m_BlendState.AlphaToCoverage ? "Yes" : "No",
om.m_BlendState.SampleMask.ToString("X8"), blendFactor, });
writer.WriteStartElement("h3");
writer.WriteString("Target Blends");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
int i = 0;
foreach (var b in om.m_BlendState.Blends)
{
if (!b.Enabled) continue;
rows.Add(new object[] {
i,
b.Enabled ? "Yes" : "No", b.LogicEnabled ? "Yes" : "No",
b.m_Blend.Source, b.m_Blend.Destination, b.m_Blend.Operation,
b.m_AlphaBlend.Source, b.m_AlphaBlend.Destination, b.m_AlphaBlend.Operation,
b.LogicOp, b.WriteMask });
i++;
}
ExportHTMLTable(writer,
new string[] {
"Slot",
"Blend Enable", "Logic Enable",
"Blend Source", "Blend Destination", "Blend Operation",
"Alpha Blend Source", "Alpha Blend Destination", "Alpha Blend Operation",
"Logic Operation", "Write Mask",
},
rows.ToArray());
}
{
writer.WriteStartElement("h3");
writer.WriteString("Depth State");
writer.WriteEndElement();
ExportHTMLTable(writer,
new string[] { "Depth Test Enable", "Depth Writes Enable", "Depth Function" },
new object[] { om.m_State.DepthEnable ? "Yes" : "No", om.m_State.DepthWrites ? "Yes" : "No", om.m_State.DepthFunc });
}
{
writer.WriteStartElement("h3");
writer.WriteString("Render targets");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
for (int i = 0; i < om.RenderTargets.Length; i++)
{
if (om.RenderTargets[i].View == ResourceId.Null) continue;
rows.Add(ExportViewHTML(om.RenderTargets[i], i, null, ""));
}
ExportHTMLTable(writer,
new string[] {
"Slot", "Name",
"View Type", "Resource Type",
"Width", "Height", "Depth", "Array Size",
"View Format", "Resource Format",
"View Parameters",
},
rows.ToArray());
}
if(om.UAVs.Length > 0 && om.UAVs[0].View != ResourceId.Null)
{
writer.WriteStartElement("h3");
writer.WriteString("Unordered Access Views");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
int i = 0;
for (; i < om.UAVStartSlot; i++)
rows.Add(new object[] { i, "Empty", "", "", "", "", 0, 0, 0, 0, "", "", "" });
for (; i < om.RenderTargets.Length; i++)
{
if (om.UAVs[i - om.UAVStartSlot].View == ResourceId.Null) continue;
rows.Add(ExportViewHTML(om.UAVs[i - om.UAVStartSlot], i, m_Core.CurD3D11PipelineState.m_PS.ShaderDetails, ""));
}
ExportHTMLTable(writer,
new string[] {
"Slot", "Name",
"View Type", "Resource Type",
"Width", "Height", "Depth", "Array Size",
"View Format", "Resource Format",
"View Parameters",
},
rows.ToArray());
}
{
writer.WriteStartElement("h3");
writer.WriteString("Depth target");
writer.WriteEndElement();
List<object[]> rows = new List<object[]>();
string extra = "";
if(om.DepthReadOnly && om.StencilReadOnly)
extra = "Depth & Stencil Read-Only";
else if (om.DepthReadOnly)
extra = "Depth Read-Only";
else if (om.StencilReadOnly)
extra = "Stencil Read-Only";
rows.Add(ExportViewHTML(om.DepthTarget, 0, null, extra));
ExportHTMLTable(writer,
new string[] {
"Slot", "Name",
"View Type", "Resource Type",
"Width", "Height", "Depth", "Array Size",
"View Format", "Resource Format",
"View Parameters",
},
rows.ToArray());
}
}
private void ExportHTML(string filename)
{
using (Stream s = new FileStream(filename, FileMode.Create))
{
StreamWriter sw = new StreamWriter(s);
sw.WriteLine("<!DOCTYPE html>");
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
writer.Formatting = Formatting.Indented;
writer.Indentation = 4;
writer.WriteStartElement("html");
writer.WriteAttributeString("lang", "en");
var title = String.Format("{0} EID {1} - D3D11 Pipeline export", Path.GetFileName(m_Core.LogFileName), m_Core.CurEvent);
var css = @"
/* If you think this css is ugly/bad, open a pull request! */
body { margin: 20px; }
div.stage { border: 1px solid #BBBBBB; border-radius: 5px; padding: 16px; margin-bottom: 32px; }
div.stage h1 { text-decoration: underline; margin-top: 0px; }
div.stage table { border: 1px solid #AAAAAA; border-collapse: collapse; }
div.stage table thead tr { border-bottom: 1px solid #AAAAAA; background-color: #EEEEFF; }
div.stage table tr th { border-right: 1px solid #AAAAAA; padding: 6px; }
div.stage table tr td { border-right: 1px solid #AAAAAA; background-color: #EEEEEE; padding: 3px; }
";
{
writer.WriteStartElement("head");
writer.WriteStartElement("meta");
writer.WriteAttributeString("charset", "utf-8");
writer.WriteEndElement();
writer.WriteStartElement("meta");
writer.WriteAttributeString("http-equiv", "X-UA-Compatible");
writer.WriteAttributeString("content", "IE=edge");
writer.WriteEndElement();
writer.WriteStartElement("meta");
writer.WriteAttributeString("name", "viewport");
writer.WriteAttributeString("content", "width=device-width, initial-scale=1");
writer.WriteEndElement();
writer.WriteStartElement("meta");
writer.WriteAttributeString("name", "description");
writer.WriteAttributeString("content", "");
writer.WriteEndElement();
writer.WriteStartElement("meta");
writer.WriteAttributeString("name", "author");
writer.WriteAttributeString("content", "");
writer.WriteEndElement();
writer.WriteStartElement("meta");
writer.WriteAttributeString("http-equiv", "Content-Type");
writer.WriteAttributeString("content", "text/html;charset=utf-8");
writer.WriteEndElement();
writer.WriteStartElement("title");
writer.WriteString(title);
writer.WriteEndElement();
writer.WriteStartElement("style");
writer.WriteComment(css);
writer.WriteEndElement();
writer.WriteEndElement(); // head
}
{
writer.WriteStartElement("body");
writer.WriteStartElement("h1");
writer.WriteString(title);
writer.WriteEndElement();
writer.WriteStartElement("h3");
{
var context = String.Format("Frame {0}", m_Core.FrameInfo[m_Core.CurFrame].frameNumber);
FetchDrawcall draw = m_Core.CurDrawcall;
var drawstack = new List<FetchDrawcall>();
var parent = draw.parent;
while (parent != null)
{
drawstack.Add(parent);
parent = parent.parent;
}
drawstack.Reverse();
foreach (var d in drawstack)
{
context += String.Format(" > {0}", d.name);
}
FetchDrawcall prev = null;
for (uint i = draw.events[0].eventID; i <= draw.events.Last().eventID; i++)
{
prev = m_Core.GetDrawcall(m_Core.CurFrame, i);
if (prev != null)
break;
}
if (prev != null)
context += String.Format(" => {0}, {1}", prev.name, draw.name);
else
context += String.Format(" => {0}", draw.name);
writer.WriteString(context);
}
writer.WriteEndElement(); // h2 context
string[] stageNames = new string[]{
"Input Assembler",
"Vertex Shader",
"Hull Shader",
"Domain Shader",
"Geometry Shader",
"Stream Out",
"Rasterizer",
"Pixel Shader",
"Output Merger",
"Compute Shader",
};
string[] stageAbbrevs = new string[]{
"IA", "VS", "HS", "DS", "GS", "SO", "RS", "PS", "OM", "CS"
};
int stage=0;
foreach(var sn in stageNames)
{
writer.WriteStartElement("div");
writer.WriteStartElement("a");
writer.WriteAttributeString("name", stageAbbrevs[stage]);
writer.WriteEndElement();
writer.WriteEndElement();
writer.WriteStartElement("div");
writer.WriteAttributeString("class", "stage");
writer.WriteStartElement("h1");
writer.WriteString(sn);
writer.WriteEndElement();
switch(stage)
{
case 0: ExportHTML(writer, m_Core.CurD3D11PipelineState.m_IA); break;
case 1: ExportHTML(writer, m_Core.CurD3D11PipelineState.m_VS); break;
case 2: ExportHTML(writer, m_Core.CurD3D11PipelineState.m_HS); break;
case 3: ExportHTML(writer, m_Core.CurD3D11PipelineState.m_DS); break;
case 4: ExportHTML(writer, m_Core.CurD3D11PipelineState.m_GS); break;
case 5: ExportHTML(writer, m_Core.CurD3D11PipelineState.m_SO); break;
case 6: ExportHTML(writer, m_Core.CurD3D11PipelineState.m_RS); break;
case 7: ExportHTML(writer, m_Core.CurD3D11PipelineState.m_PS); break;
case 8: ExportHTML(writer, m_Core.CurD3D11PipelineState.m_OM); break;
case 9: ExportHTML(writer, m_Core.CurD3D11PipelineState.m_CS); break;
}
writer.WriteEndElement();
stage++;
}
writer.WriteEndElement(); // body
}
writer.WriteEndElement(); // html
writer.Close();
}
sw.Dispose();
}
}
private void export_Click(object sender, EventArgs e)
{
if (!m_Core.LogLoaded) return;
DialogResult res = exportDialog.ShowDialog();
if (res == DialogResult.OK)
{
ExportHTML(exportDialog.FileName);
}
}
}
}