mirror of
https://github.com/baldurk/renderdoc.git
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255 lines
7.6 KiB
C++
255 lines
7.6 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2016 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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#include <QDebug>
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#include <QMap>
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#include <QString>
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#include <QVector>
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#include "renderdoc_replay.h"
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struct BoundResource
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{
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BoundResource()
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{
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Id = ResourceId();
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HighestMip = -1;
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FirstSlice = -1;
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typeHint = eCompType_None;
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}
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BoundResource(ResourceId id)
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{
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Id = id;
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HighestMip = -1;
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FirstSlice = -1;
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typeHint = eCompType_None;
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}
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ResourceId Id;
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int HighestMip;
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int FirstSlice;
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FormatComponentType typeHint;
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};
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struct BoundVBuffer
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{
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ResourceId Buffer;
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uint64_t ByteOffset;
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uint32_t ByteStride;
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};
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struct VertexInputAttribute
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{
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QString Name;
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int VertexBuffer;
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uint32_t RelativeByteOffset;
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bool PerInstance;
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int InstanceRate;
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ResourceFormat Format;
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PixelValue GenericValue;
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bool Used;
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};
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struct Viewport
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{
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float x, y, width, height;
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};
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class CommonPipelineState
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{
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public:
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CommonPipelineState() {}
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void SetStates(APIProperties props, D3D11PipelineState *d3d11, D3D12PipelineState *d3d12,
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GLPipelineState *gl, VulkanPipelineState *vk)
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{
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m_APIProps = props;
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m_D3D11 = d3d11;
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m_D3D12 = d3d12;
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m_GL = gl;
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m_Vulkan = vk;
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}
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GraphicsAPI DefaultType = eGraphicsAPI_D3D11;
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bool LogLoaded()
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{
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return m_D3D11 != NULL || m_D3D12 != NULL || m_GL != NULL || m_Vulkan != NULL;
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}
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bool IsLogD3D11()
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{
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return LogLoaded() && m_APIProps.pipelineType == eGraphicsAPI_D3D11 && m_D3D11 != NULL;
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}
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bool IsLogD3D12()
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{
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return LogLoaded() && m_APIProps.pipelineType == eGraphicsAPI_D3D12 && m_D3D12 != NULL;
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}
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bool IsLogGL()
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{
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return LogLoaded() && m_APIProps.pipelineType == eGraphicsAPI_OpenGL && m_GL != NULL;
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}
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bool IsLogVK()
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{
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return LogLoaded() && m_APIProps.pipelineType == eGraphicsAPI_Vulkan && m_Vulkan != NULL;
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}
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// add a bunch of generic properties that people can check to save having to see which pipeline
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// state
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// is valid and look at the appropriate part of it
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bool IsTessellationEnabled()
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{
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if(LogLoaded())
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{
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if(IsLogD3D11())
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return m_D3D11 != NULL && m_D3D11->m_HS.Shader != ResourceId();
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if(IsLogD3D12())
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return m_D3D12 != NULL && m_D3D12->m_HS.Shader != ResourceId();
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if(IsLogGL())
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return m_GL != NULL && m_GL->m_TES.Shader != ResourceId();
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if(IsLogVK())
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return m_Vulkan != NULL && m_Vulkan->TES.Shader != ResourceId();
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}
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return false;
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}
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bool SupportsResourceArrays() { return LogLoaded() && IsLogVK(); }
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bool SupportsBarriers() { return LogLoaded() && (IsLogVK() || IsLogD3D12()); }
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// whether or not the PostVS data is aligned in the typical fashion
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// ie. vectors not crossing float4 boundaries). APIs that use stream-out
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// or transform feedback have tightly packed data, but APIs that rewrite
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// shaders to dump data might have these alignment requirements
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bool HasAlignedPostVSData() { return LogLoaded() && IsLogVK(); }
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QString GetImageLayout(ResourceId id);
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QString Abbrev(ShaderStageType stage);
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QString OutputAbbrev();
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Viewport GetViewport(int index);
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ShaderBindpointMapping GetBindpointMapping(ShaderStageType stage);
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ShaderReflection *GetShaderReflection(ShaderStageType stage);
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QString GetShaderEntryPoint(ShaderStageType stage);
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ResourceId GetShader(ShaderStageType stage);
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QString GetShaderName(ShaderStageType stage);
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void GetIBuffer(ResourceId &buf, uint64_t &ByteOffset);
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bool IsStripRestartEnabled();
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uint32_t GetStripRestartIndex(uint32_t indexByteWidth);
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QVector<BoundVBuffer> GetVBuffers();
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QVector<VertexInputAttribute> GetVertexInputs();
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void GetConstantBuffer(ShaderStageType stage, uint32_t BufIdx, uint32_t ArrayIdx, ResourceId &buf,
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uint64_t &ByteOffset, uint64_t &ByteSize);
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QMap<BindpointMap, QVector<BoundResource>> GetReadOnlyResources(ShaderStageType stage);
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QMap<BindpointMap, QVector<BoundResource>> GetReadWriteResources(ShaderStageType stage);
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BoundResource GetDepthTarget();
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QVector<BoundResource> GetOutputTargets();
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private:
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D3D11PipelineState *m_D3D11 = NULL;
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D3D12PipelineState *m_D3D12 = NULL;
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GLPipelineState *m_GL = NULL;
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VulkanPipelineState *m_Vulkan = NULL;
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APIProperties m_APIProps;
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const D3D11PipelineState::ShaderStage &GetD3D11Stage(ShaderStageType stage)
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{
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if(stage == eShaderStage_Vertex)
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return m_D3D11->m_VS;
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if(stage == eShaderStage_Domain)
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return m_D3D11->m_DS;
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if(stage == eShaderStage_Hull)
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return m_D3D11->m_HS;
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if(stage == eShaderStage_Geometry)
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return m_D3D11->m_GS;
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if(stage == eShaderStage_Pixel)
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return m_D3D11->m_PS;
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if(stage == eShaderStage_Compute)
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return m_D3D11->m_CS;
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qCritical() << "Error - invalid stage " << (int)stage;
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return m_D3D11->m_CS;
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}
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const D3D12PipelineState::ShaderStage &GetD3D12Stage(ShaderStageType stage)
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{
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if(stage == eShaderStage_Vertex)
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return m_D3D12->m_VS;
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if(stage == eShaderStage_Domain)
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return m_D3D12->m_DS;
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if(stage == eShaderStage_Hull)
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return m_D3D12->m_HS;
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if(stage == eShaderStage_Geometry)
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return m_D3D12->m_GS;
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if(stage == eShaderStage_Pixel)
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return m_D3D12->m_PS;
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if(stage == eShaderStage_Compute)
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return m_D3D12->m_CS;
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qCritical() << "Error - invalid stage " << (int)stage;
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return m_D3D12->m_CS;
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}
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const GLPipelineState::ShaderStage &GetGLStage(ShaderStageType stage)
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{
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if(stage == eShaderStage_Vertex)
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return m_GL->m_VS;
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if(stage == eShaderStage_Tess_Control)
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return m_GL->m_TCS;
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if(stage == eShaderStage_Tess_Eval)
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return m_GL->m_TES;
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if(stage == eShaderStage_Geometry)
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return m_GL->m_GS;
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if(stage == eShaderStage_Fragment)
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return m_GL->m_FS;
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if(stage == eShaderStage_Compute)
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return m_GL->m_CS;
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qCritical() << "Error - invalid stage " << (int)stage;
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return m_GL->m_CS;
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}
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const VulkanPipelineState::ShaderStage &GetVulkanStage(ShaderStageType stage)
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{
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if(stage == eShaderStage_Vertex)
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return m_Vulkan->VS;
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if(stage == eShaderStage_Tess_Control)
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return m_Vulkan->TCS;
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if(stage == eShaderStage_Tess_Eval)
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return m_Vulkan->TES;
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if(stage == eShaderStage_Geometry)
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return m_Vulkan->GS;
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if(stage == eShaderStage_Fragment)
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return m_Vulkan->FS;
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if(stage == eShaderStage_Compute)
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return m_Vulkan->CS;
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qCritical() << "Error - invalid stage " << (int)stage;
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return m_Vulkan->CS;
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}
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}; |