Files
renderdoc/qrenderdoc/Widgets/ComputeDebugSelector.h
T
Steve Karolewics ec785ba167 Add ability to debug compute shaders by dispatch thread ID
In some cases it is easier to know the dispatch thread ID you want to
debug rather than the group/thread IDs. This change adds a new window
when the debug button is clicked, to allow you to specify which thread
to debug in the most convenient way.
2021-10-19 18:14:53 +01:00

72 lines
2.6 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2021 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
#include <QDialog>
#include "Code/Interface/QRDInterface.h"
namespace Ui
{
class ComputeDebugSelector;
}
class ComputeDebugSelector : public QDialog
{
Q_OBJECT
public:
explicit ComputeDebugSelector(QWidget *parent = 0);
~ComputeDebugSelector();
void SetThreadBounds(const rdcfixedarray<uint32_t, 3> &group,
const rdcfixedarray<uint32_t, 3> &thread);
public slots:
signals:
void beginDebug(const rdcfixedarray<uint32_t, 3> &group, const rdcfixedarray<uint32_t, 3> &thread);
private slots:
// automatic slots
void on_groupX_valueChanged(int i) { SyncGroupThreadValue(); }
void on_groupY_valueChanged(int i) { SyncGroupThreadValue(); }
void on_groupZ_valueChanged(int i) { SyncGroupThreadValue(); }
void on_threadX_valueChanged(int i) { SyncGroupThreadValue(); }
void on_threadY_valueChanged(int i) { SyncGroupThreadValue(); }
void on_threadZ_valueChanged(int i) { SyncGroupThreadValue(); }
void on_dispatchX_valueChanged(int i) { SyncDispatchThreadValue(); }
void on_dispatchY_valueChanged(int i) { SyncDispatchThreadValue(); }
void on_dispatchZ_valueChanged(int i) { SyncDispatchThreadValue(); }
void on_beginDebug_clicked();
void on_cancelDebug_clicked();
private:
void SyncGroupThreadValue();
void SyncDispatchThreadValue();
Ui::ComputeDebugSelector *ui;
rdcfixedarray<uint32_t, 3> m_threadGroupSize;
};