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https://github.com/baldurk/renderdoc.git
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d0ff4f27aa
* Currently the only flow control we handle is function calls and returns, ending the thread when we return from the entry point.
826 lines
24 KiB
C++
826 lines
24 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "spirv_debug.h"
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#include "common/formatting.h"
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#include "spirv_op_helpers.h"
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static uint32_t VarByteSize(const ShaderVariable &var)
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{
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return VarTypeByteSize(var.type) * RDCMAX(1U, (uint32_t)var.rows) *
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RDCMAX(1U, (uint32_t)var.columns);
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}
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namespace rdcspv
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{
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void AssignValue(ShaderVariable &dst, const ShaderVariable &src)
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{
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dst.value = src.value;
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RDCASSERTEQUAL(dst.members.size(), src.members.size());
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for(size_t i = 0; i < src.members.size(); i++)
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AssignValue(dst.members[i], src.members[i]);
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}
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Debugger::Debugger()
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{
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}
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Debugger::~Debugger()
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{
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SAFE_DELETE(apiWrapper);
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}
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void Debugger::Parse(const rdcarray<uint32_t> &spirvWords)
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{
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Processor::Parse(spirvWords);
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}
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Iter Debugger::GetIterForInstruction(uint32_t inst)
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{
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return Iter(m_SPIRV, instructionOffsets[inst]);
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}
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uint32_t Debugger::GetInstructionForIter(Iter it)
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{
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return instructionOffsets.indexOf(it.offs());
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}
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uint32_t Debugger::GetInstructionForFunction(Id id)
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{
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return instructionOffsets.indexOf(functions[id].begin);
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}
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const rdcspv::DataType &Debugger::GetType(Id typeId)
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{
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return dataTypes[typeId];
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}
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ShaderDebugTrace *Debugger::BeginDebug(DebugAPIWrapper *apiWrapper, const ShaderStage stage,
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const rdcstr &entryPoint,
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const rdcarray<SpecConstant> &specInfo,
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const std::map<size_t, uint32_t> &instructionLines,
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uint32_t activeIndex)
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{
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Id entryId = entryLookup[entryPoint];
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if(entryId == Id())
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{
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RDCERR("Invalid entry point '%s'", entryPoint.c_str());
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return new ShaderDebugTrace;
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}
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ShaderDebugTrace *ret = new ShaderDebugTrace;
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ret->debugger = this;
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this->activeLaneIndex = activeIndex;
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this->stage = stage;
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this->apiWrapper = apiWrapper;
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int workgroupSize = stage == ShaderStage::Pixel ? 4 : 1;
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for(int i = 0; i < workgroupSize; i++)
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workgroup.push_back(ThreadState(i, *this, global));
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ThreadState &active = GetActiveLane();
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active.nextInstruction = instructionOffsets.indexOf(functions[entryId].begin);
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active.ids.resize(idOffsets.size());
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// evaluate all constants
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for(auto it = constants.begin(); it != constants.end(); it++)
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active.ids[it->first] = EvaluateConstant(it->first, specInfo);
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rdcarray<Id> inputIDs, outputIDs, cbufferIDs;
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// allocate storage for globals with opaque storage classes, and prepare to set up pointers to
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// them for the global variables themselves
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for(const Variable &v : globals)
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{
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if(v.storage == StorageClass::Input || v.storage == StorageClass::Output)
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{
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const bool isInput = (v.storage == StorageClass::Input);
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ShaderVariable var;
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var.name = GetRawName(v.id);
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rdcstr sourceName = GetHumanName(v.id);
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size_t oldSize = sourceVars.size();
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const DataType &type = dataTypes[v.type];
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// global variables should all be pointers into opaque storage
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RDCASSERT(type.type == DataType::PointerType);
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// fill the interface variable
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AllocateVariable(decorations[v.id], decorations[v.id],
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isInput ? DebugVariableType::Input : DebugVariableType::Variable, sourceName,
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0, dataTypes[type.InnerType()], var);
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// I/O variable structs don't have offsets, so give them fake offsets to ensure they sort as
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// we want. Since FillVariable is depth-first the source vars are already in order.
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for(size_t i = oldSize; i < sourceVars.size(); i++)
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sourceVars[i].offset = uint32_t(i - oldSize);
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if(isInput)
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{
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// create the opaque storage
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active.inputs.push_back(var);
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// then make sure we know which ID to set up for the pointer
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inputIDs.push_back(v.id);
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}
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else
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{
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active.outputs.push_back(var);
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outputIDs.push_back(v.id);
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}
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}
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// pick up uniform globals, which could be cbuffers
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if(v.storage == StorageClass::Uniform && (decorations[v.id].flags & Decorations::BufferBlock) == 0)
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{
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ShaderVariable var;
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var.name = GetRawName(v.id);
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rdcstr sourceName = strings[v.id];
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if(sourceName.empty())
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sourceName = var.name;
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const DataType &type = dataTypes[v.type];
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// global variables should all be pointers into opaque storage
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RDCASSERT(type.type == DataType::PointerType);
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const DataType &innertype = dataTypes[type.InnerType()];
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if(innertype.type == DataType::ArrayType)
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{
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RDCERR("uniform Arrays not supported yet");
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}
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else if(innertype.type == DataType::StructType)
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{
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uint32_t offset = 0;
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AllocateVariable(decorations[v.id], decorations[v.id], DebugVariableType::Constant,
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sourceName, 0, innertype, var);
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global.constantBlocks.push_back(var);
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cbufferIDs.push_back(v.id);
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SourceVariableMapping sourceVar;
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sourceVar.name = sourceName;
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sourceVar.type = VarType::Unknown;
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sourceVar.rows = 0;
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sourceVar.columns = 0;
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sourceVar.offset = 0;
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sourceVar.variables.push_back(DebugVariableReference(DebugVariableType::Constant, var.name));
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sourceVars.push_back(sourceVar);
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}
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}
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}
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// now that the globals are allocated and their storage won't move, we can take pointers to them
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for(size_t i = 0; i < active.inputs.size(); i++)
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active.ids[inputIDs[i]] = MakePointerVariable(inputIDs[i], &active.inputs[i]);
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for(size_t i = 0; i < active.outputs.size(); i++)
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active.ids[outputIDs[i]] = MakePointerVariable(outputIDs[i], &active.outputs[i]);
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for(size_t i = 0; i < global.constantBlocks.size(); i++)
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active.ids[cbufferIDs[i]] = MakePointerVariable(cbufferIDs[i], &global.constantBlocks[i]);
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// only outputs are considered mutable
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active.live.append(outputIDs);
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for(size_t i = 0; i < sourceVars.size();)
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{
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if(!sourceVars[i].variables.empty() &&
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(sourceVars[i].variables[0].type == DebugVariableType::Input ||
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sourceVars[i].variables[0].type == DebugVariableType::Constant))
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{
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ret->sourceVars.push_back(sourceVars[i]);
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sourceVars.erase(i);
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continue;
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}
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i++;
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}
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ret->lineInfo.resize(instructionOffsets.size());
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for(size_t i = 0; i < instructionOffsets.size(); i++)
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{
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auto it = instructionLines.find(instructionOffsets[i]);
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if(it != instructionLines.end())
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ret->lineInfo[i].disassemblyLine = it->second;
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else
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ret->lineInfo[i].disassemblyLine = 0;
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}
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ret->constantBlocks = global.constantBlocks;
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ret->inputs = active.inputs;
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return ret;
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}
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rdcarray<ShaderDebugState> Debugger::ContinueDebug()
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{
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ThreadState &active = GetActiveLane();
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rdcarray<ShaderDebugState> ret;
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// initialise the first ShaderDebugState if we haven't stepped yet
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if(steps == 0)
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{
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// we should be sitting at the entry point function prologue, step forward into the first block
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// and past any function-local variable declarations
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active.EnterFunction(NULL, {});
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ShaderDebugState initial;
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initial.nextInstruction = active.nextInstruction;
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for(const Id &v : active.live)
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initial.changes.push_back({ShaderVariable(), EvaluatePointerVariable(active.ids[v])});
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initial.sourceVars = sourceVars;
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initial.stepIndex = steps;
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active.FillCallstack(initial);
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ret.push_back(initial);
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steps++;
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}
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// if we've finished, return an empty set to signify that
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if(active.Finished())
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return ret;
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rdcarray<rdcarray<ShaderVariable>> oldworkgroup;
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oldworkgroup.resize(workgroup.size());
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rdcarray<bool> activeMask;
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// do 100 in a chunk
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for(int cycleCounter = 0; cycleCounter < 100; cycleCounter++)
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{
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if(active.Finished())
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break;
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// set up the old workgroup so that cross-workgroup/cross-quad operations (e.g. DDX/DDY) get
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// consistent results even when we step the quad out of order. Otherwise if an operation reads
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// and writes from the same register we'd trash data needed for other workgroup elements.
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for(size_t i = 0; i < oldworkgroup.size(); i++)
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oldworkgroup[i] = workgroup[i].ids;
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// calculate the current mask of which threads are active
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CalcActiveMask(activeMask);
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// step all active members of the workgroup
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for(size_t i = 0; i < workgroup.size(); i++)
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{
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if(activeMask[i])
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{
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if(workgroup[i].nextInstruction >= instructionOffsets.size())
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{
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if(i == activeLaneIndex)
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ret.push_back(ShaderDebugState());
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continue;
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}
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if(i == activeLaneIndex)
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{
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ShaderDebugState state;
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workgroup[i].StepNext(&state, oldworkgroup);
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state.stepIndex = steps;
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state.sourceVars = sourceVars;
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workgroup[i].FillCallstack(state);
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ret.push_back(state);
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}
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else
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{
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workgroup[i].StepNext(NULL, oldworkgroup);
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}
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}
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}
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steps++;
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}
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return ret;
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}
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ShaderVariable Debugger::MakePointerVariable(Id id, const ShaderVariable *v, uint32_t scalar0,
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uint32_t scalar1) const
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{
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ShaderVariable var;
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var.rows = var.columns = 1;
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var.type = VarType::ULong;
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var.name = GetRawName(id);
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var.isPointer = true;
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// encode the pointer into the first u64v
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var.value.u64v[0] = (uint64_t)(uintptr_t)v;
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// uv[1] overlaps with u64v[0], so start from [2] storing scalar indices
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var.value.uv[2] = scalar0;
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var.value.uv[3] = scalar1;
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// store the base ID of the allocated storage in [4]
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var.value.uv[4] = id.value();
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return var;
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}
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ShaderVariable Debugger::MakeCompositePointer(const ShaderVariable &base, Id id,
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rdcarray<uint32_t> &indices)
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{
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const ShaderVariable *leaf = &base;
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// if the base is a plain value, we just start walking down the chain. If the base is a pointer
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// though, we want to step down the chain in the underlying storage, so dereference first.
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if(base.isPointer)
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leaf = (const ShaderVariable *)(uintptr_t)base.value.u64v[0];
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// first walk any struct member/array indices
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size_t i = 0;
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while(!leaf->members.empty())
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{
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RDCASSERT(i < indices.size(), i, indices.size());
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leaf = &leaf->members[indices[i++]];
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}
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// apply any remaining scalar selectors
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uint32_t scalar0 = ~0U, scalar1 = ~0U;
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size_t remaining = indices.size() - i;
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if(remaining == 2)
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{
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scalar0 = indices[i];
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scalar1 = indices[i + 1];
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}
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else if(remaining == 1)
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{
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scalar0 = indices[i];
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}
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return MakePointerVariable(id, leaf, scalar0, scalar1);
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}
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ShaderVariable Debugger::EvaluatePointerVariable(const ShaderVariable &ptr) const
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{
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if(!ptr.isPointer)
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return ptr;
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ShaderVariable ret;
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ret = *(const ShaderVariable *)(uintptr_t)ptr.value.u64v[0];
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ret.name = ptr.name;
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// we don't support pointers to scalars since our 'unit' of pointer is a ShaderVariable, so check
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// if we have scalar indices to apply:
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uint32_t scalar0 = ptr.value.uv[2];
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uint32_t scalar1 = ptr.value.uv[3];
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ShaderValue val;
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if(ret.rows > 1)
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{
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// matrix case
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if(scalar0 != ~0U && scalar1 != ~0U)
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{
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// two indices - selecting a scalar. scalar0 is the first index in the chain so it chooses
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// column
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if(VarTypeByteSize(ret.type) == 8)
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val.u64v[0] = ret.value.u64v[scalar1 * ret.columns + scalar0];
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else
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val.uv[0] = ret.value.uv[scalar1 * ret.columns + scalar0];
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// it's a scalar now, even if it was a matrix before
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ret.rows = ret.columns = 1;
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ret.value = val;
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}
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else if(scalar0 != ~0U)
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{
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// one index, selecting a column
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for(uint32_t row = 0; row < ret.rows; row++)
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{
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if(VarTypeByteSize(ret.type) == 8)
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val.u64v[0] = ret.value.u64v[row * ret.columns + scalar0];
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else
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val.uv[0] = ret.value.uv[row * ret.columns + scalar0];
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}
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// it's a vector now, even if it was a matrix before
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ret.rows = 1;
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ret.value = val;
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}
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}
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else
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{
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// vector case, selecting a scalar (if anything)
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if(scalar0 != ~0U)
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{
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if(VarTypeByteSize(ret.type) == 8)
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val.u64v[0] = ret.value.u64v[scalar0];
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else
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val.uv[0] = ret.value.uv[scalar0];
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// it's a scalar now, even if it was a matrix before
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ret.columns = 1;
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ret.value = val;
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}
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}
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return ret;
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}
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Id Debugger::GetPointerBaseId(const ShaderVariable &ptr) const
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{
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RDCASSERT(ptr.isPointer);
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// we stored the base ID in [4] so that it's always available regardless of access chains
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return Id::fromWord(ptr.value.uv[4]);
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}
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void Debugger::WriteThroughPointer(const ShaderVariable &ptr, const ShaderVariable &val)
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{
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ShaderVariable *storage = (ShaderVariable *)(uintptr_t)ptr.value.u64v[0];
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// we don't support pointers to scalars since our 'unit' of pointer is a ShaderVariable, so check
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// if we have scalar indices to apply:
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uint32_t scalar0 = ptr.value.uv[2];
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uint32_t scalar1 = ptr.value.uv[3];
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// in the common case we don't have scalar selectors. In this case just assign the value
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if(scalar0 == ~0U && scalar1 == ~0U)
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{
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AssignValue(*storage, val);
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}
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else
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{
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// otherwise we need to store only the selected part of this pointer. We assume by SPIR-V
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// validity rules that the incoming value matches the pointed value
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if(storage->rows > 1)
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{
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// matrix case
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if(scalar0 != ~0U && scalar1 != ~0U)
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{
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// two indices - selecting a scalar. scalar0 is the first index in the chain so it chooses
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// column
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if(VarTypeByteSize(storage->type) == 8)
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storage->value.u64v[scalar1 * storage->columns + scalar0] = val.value.u64v[0];
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else
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storage->value.uv[scalar1 * storage->columns + scalar0] = val.value.uv[0];
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}
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else if(scalar0 != ~0U)
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{
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// one index, selecting a column
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for(uint32_t row = 0; row < storage->rows; row++)
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{
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if(VarTypeByteSize(storage->type) == 8)
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storage->value.u64v[row * storage->columns + scalar0] = val.value.u64v[0];
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else
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storage->value.uv[row * storage->columns + scalar0] = val.value.uv[0];
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}
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}
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}
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else
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{
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// vector case, selecting a scalar
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if(VarTypeByteSize(storage->type) == 8)
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storage->value.u64v[scalar0] = val.value.u64v[0];
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else
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storage->value.uv[scalar0] = val.value.uv[0];
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}
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}
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}
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rdcstr Debugger::GetRawName(Id id) const
|
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{
|
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return StringFormat::Fmt("_%u", id.value());
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}
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|
|
rdcstr Debugger::GetHumanName(Id id)
|
|
{
|
|
// see if we have a dynamic name assigned (to disambiguate), if so use that
|
|
auto it = dynamicNames.find(id);
|
|
if(it != dynamicNames.end())
|
|
return it->second;
|
|
|
|
// otherwise try the string first
|
|
rdcstr name = strings[id];
|
|
|
|
// if we don't have a string name, we can be sure the id is unambiguous
|
|
if(name.empty())
|
|
return GetRawName(id);
|
|
|
|
rdcstr basename = name;
|
|
|
|
// otherwise check to see if it's been used before. If so give it a new name
|
|
int alias = 2;
|
|
while(usedNames.find(name) != usedNames.end())
|
|
{
|
|
name = basename + "@" + ToStr(alias);
|
|
alias++;
|
|
}
|
|
|
|
usedNames.insert(name);
|
|
dynamicNames[id] = name;
|
|
|
|
return name;
|
|
}
|
|
|
|
void Debugger::CalcActiveMask(rdcarray<bool> &activeMask)
|
|
{
|
|
// one bool per workgroup thread
|
|
activeMask.resize(workgroup.size());
|
|
|
|
// start as active, then if necessary turn off threads that are running diverged
|
|
for(bool &active : activeMask)
|
|
active = true;
|
|
|
|
// only pixel shaders automatically converge workgroups, compute shaders need explicit sync
|
|
if(stage != ShaderStage::Pixel)
|
|
return;
|
|
|
|
// TODO handle diverging control flow
|
|
}
|
|
|
|
void Debugger::AllocateVariable(Id id, Id typeId, DebugVariableType sourceVarType,
|
|
const rdcstr &sourceName, ShaderVariable &outVar)
|
|
{
|
|
// allocs should always be pointers
|
|
RDCASSERT(dataTypes[typeId].type == DataType::PointerType);
|
|
|
|
AllocateVariable(decorations[id], decorations[id], sourceVarType, sourceName, 0,
|
|
dataTypes[dataTypes[typeId].InnerType()], outVar);
|
|
}
|
|
|
|
void Debugger::AllocateVariable(const Decorations &varDecorations, const Decorations &curDecorations,
|
|
DebugVariableType sourceVarType, const rdcstr &sourceName,
|
|
uint32_t offset, const DataType &inType, ShaderVariable &outVar)
|
|
{
|
|
switch(inType.type)
|
|
{
|
|
case DataType::PointerType:
|
|
{
|
|
RDCERR("Pointers not supported in interface variables");
|
|
return;
|
|
}
|
|
case DataType::ScalarType:
|
|
{
|
|
outVar.type = inType.scalar().Type();
|
|
outVar.rows = 1;
|
|
outVar.columns = 1;
|
|
break;
|
|
}
|
|
case DataType::VectorType:
|
|
{
|
|
outVar.type = inType.scalar().Type();
|
|
outVar.rows = 1;
|
|
outVar.columns = RDCMAX(1U, inType.vector().count);
|
|
break;
|
|
}
|
|
case DataType::MatrixType:
|
|
{
|
|
outVar.type = inType.scalar().Type();
|
|
outVar.columns = RDCMAX(1U, inType.matrix().count);
|
|
outVar.rows = RDCMAX(1U, inType.vector().count);
|
|
break;
|
|
}
|
|
case DataType::StructType:
|
|
{
|
|
for(int32_t i = 0; i < inType.children.count(); i++)
|
|
{
|
|
ShaderVariable var;
|
|
var.name = StringFormat::Fmt("%s._child%d", outVar.name.c_str(), i);
|
|
|
|
rdcstr childName;
|
|
if(inType.children[i].name.empty())
|
|
childName = StringFormat::Fmt("%s._child%d", sourceName.c_str(), i);
|
|
else
|
|
childName = sourceName + "." + inType.children[i].name;
|
|
|
|
uint32_t childOffset = offset;
|
|
|
|
const Decorations &childDecorations = inType.children[i].decorations;
|
|
|
|
if(childDecorations.flags & Decorations::HasOffset)
|
|
childOffset += childDecorations.offset;
|
|
|
|
AllocateVariable(varDecorations, childDecorations, sourceVarType, childName, childOffset,
|
|
dataTypes[inType.children[i].type], var);
|
|
|
|
var.name = StringFormat::Fmt("_child%d", i);
|
|
|
|
outVar.members.push_back(var);
|
|
}
|
|
return;
|
|
}
|
|
case DataType::ArrayType:
|
|
{
|
|
// array stride is decorated on the type, not the member itself
|
|
const Decorations &typeDecorations = decorations[inType.id];
|
|
|
|
ShaderVariable len = GetActiveLane().ids[inType.length];
|
|
for(uint32_t i = 0; i < len.value.u.x; i++)
|
|
{
|
|
rdcstr idx = StringFormat::Fmt("[%u]", i);
|
|
ShaderVariable var;
|
|
var.name = outVar.name + idx;
|
|
AllocateVariable(varDecorations, curDecorations, sourceVarType, sourceName + idx, offset,
|
|
dataTypes[inType.InnerType()], var);
|
|
|
|
var.name = idx;
|
|
|
|
if(typeDecorations.flags & Decorations::HasArrayStride)
|
|
offset += typeDecorations.arrayStride;
|
|
|
|
outVar.members.push_back(var);
|
|
}
|
|
return;
|
|
}
|
|
case DataType::ImageType:
|
|
case DataType::SamplerType:
|
|
case DataType::SampledImageType:
|
|
case DataType::UnknownType:
|
|
{
|
|
RDCERR("Unexpected variable type %d", inType.type);
|
|
break;
|
|
}
|
|
}
|
|
|
|
SourceVariableMapping sourceVar;
|
|
sourceVar.name = sourceName;
|
|
sourceVar.offset = offset;
|
|
sourceVar.type = outVar.type;
|
|
sourceVar.rows = outVar.rows;
|
|
sourceVar.columns = outVar.columns;
|
|
for(uint32_t x = 0; x < uint32_t(outVar.rows) * outVar.columns; x++)
|
|
sourceVar.variables.push_back(DebugVariableReference(sourceVarType, outVar.name, x));
|
|
|
|
if(curDecorations.flags & Decorations::HasBuiltIn)
|
|
sourceVar.builtin = MakeShaderBuiltin(stage, curDecorations.builtIn);
|
|
|
|
sourceVars.push_back(sourceVar);
|
|
|
|
if(sourceVarType == DebugVariableType::Input)
|
|
{
|
|
apiWrapper->FillInputValue(
|
|
outVar, sourceVar.builtin,
|
|
(curDecorations.flags & Decorations::HasLocation) ? curDecorations.location : 0,
|
|
(curDecorations.flags & Decorations::HasOffset) ? curDecorations.offset : 0);
|
|
}
|
|
else if(sourceVarType == DebugVariableType::Constant)
|
|
{
|
|
uint32_t set = 0, bind = 0;
|
|
if(varDecorations.flags & Decorations::HasDescriptorSet)
|
|
set = varDecorations.set;
|
|
if(varDecorations.flags & Decorations::HasBinding)
|
|
bind = varDecorations.binding;
|
|
|
|
// non-matrix case is simple, just read the size of the variable
|
|
if(sourceVar.rows == 1)
|
|
{
|
|
apiWrapper->ReadConstantBufferValue(set, bind, offset, VarByteSize(outVar), outVar.value.uv);
|
|
}
|
|
else
|
|
{
|
|
// matrix case is more complicated. Either read column by column or row by row depending on
|
|
// majorness
|
|
uint32_t matrixStride = curDecorations.matrixStride;
|
|
|
|
if(!(curDecorations.flags & Decorations::HasMatrixStride))
|
|
{
|
|
RDCWARN("Matrix without matrix stride - assuming legacy vec4 packed");
|
|
matrixStride = 16;
|
|
}
|
|
|
|
if(curDecorations.flags & Decorations::ColMajor)
|
|
{
|
|
ShaderValue tmp;
|
|
|
|
uint32_t colSize = VarTypeByteSize(sourceVar.type) * sourceVar.rows;
|
|
for(uint32_t c = 0; c < sourceVar.columns; c++)
|
|
{
|
|
// read the column
|
|
apiWrapper->ReadConstantBufferValue(set, bind, offset + c * matrixStride, colSize,
|
|
&tmp.uv[0]);
|
|
|
|
// now write it into the appropiate elements in the destination ShaderValue
|
|
for(uint32_t r = 0; r < sourceVar.rows; r++)
|
|
outVar.value.uv[r * sourceVar.columns + c] = tmp.uv[r];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// row major is easier, read row-by-row directly into the output variable
|
|
uint32_t rowSize = VarTypeByteSize(sourceVar.type) * sourceVar.columns;
|
|
for(uint32_t r = 0; r < sourceVar.rows; r++)
|
|
{
|
|
// read the column into the destination ShaderValue, which is tightly packed with rows
|
|
apiWrapper->ReadConstantBufferValue(set, bind, offset + r * matrixStride, rowSize,
|
|
&outVar.value.uv[r * sourceVar.columns]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Debugger::PreParse(uint32_t maxId)
|
|
{
|
|
Processor::PreParse(maxId);
|
|
|
|
strings.resize(idTypes.size());
|
|
}
|
|
|
|
void Debugger::PostParse()
|
|
{
|
|
Processor::PostParse();
|
|
|
|
for(const MemberName &mem : memberNames)
|
|
dataTypes[mem.id].children[mem.member].name = mem.name;
|
|
|
|
memberNames.clear();
|
|
}
|
|
|
|
void Debugger::RegisterOp(Iter it)
|
|
{
|
|
Processor::RegisterOp(it);
|
|
|
|
OpDecoder opdata(it);
|
|
|
|
if(opdata.op == Op::Line || opdata.op == Op::NoLine)
|
|
{
|
|
// ignore OpLine/OpNoLine
|
|
}
|
|
if(opdata.op == Op::String)
|
|
{
|
|
OpString string(it);
|
|
|
|
strings[string.result] = string.string;
|
|
}
|
|
else if(opdata.op == Op::Name)
|
|
{
|
|
OpName name(it);
|
|
|
|
// technically you could name a string - in that case we ignore the name
|
|
if(strings[name.target].empty())
|
|
strings[name.target] = name.name;
|
|
}
|
|
else if(opdata.op == Op::MemberName)
|
|
{
|
|
OpMemberName memberName(it);
|
|
|
|
memberNames.push_back({memberName.type, memberName.member, memberName.name});
|
|
}
|
|
else if(opdata.op == Op::EntryPoint)
|
|
{
|
|
OpEntryPoint entryPoint(it);
|
|
|
|
entryLookup[entryPoint.name] = entryPoint.entryPoint;
|
|
}
|
|
else if(opdata.op == Op::Function)
|
|
{
|
|
OpFunction func(it);
|
|
|
|
curFunction = &functions[func.result];
|
|
|
|
curFunction->begin = it.offs();
|
|
}
|
|
|
|
// everything else inside a function becomes an instruction, including the OpFunction and
|
|
// OpFunctionEnd. We won't actually execute these instructions
|
|
|
|
instructionOffsets.push_back(it.offs());
|
|
|
|
if(opdata.op == Op::FunctionEnd)
|
|
{
|
|
curFunction = NULL;
|
|
}
|
|
}
|
|
|
|
}; // namespace rdcspv
|