/renderdocui/Windows/PipelineState/D3D11PipelineStateViewer.cs
C# | 2139 lines | 1672 code | 391 blank | 76 comment | 530 complexity | 31845932758885b56cef523fa4637610 MD5 | raw file
Possible License(s): MIT, BSD-3-Clause
- /******************************************************************************
- * 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.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;
-
- 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;
- var cross = global::renderdocui.Properties.Resources.cross;
-
- 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";
-
- 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 = "Shader " + stage.Shader.ToString();
-
- if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc != "" && shaderDetails.DebugInfo.files.Length > 0)
- shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " +
- Path.GetFileName(shaderDetails.DebugInfo.files[0].filename);
-
- 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;
- }
- }
-
- 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 != "")
- 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 = string.Format("Texture{0}D", texs[t].dimension);
- if(texs[t].cubemap)
- typename = "TexCube";
-
- 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();
-
- 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;
- }
- }
-
- bool filledSlot = (s.AddressU != "");
- 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 != "")
- 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;
-
- var node = samplers.Nodes.Add(new object[] { slotname, 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() });
-
- if (!filledSlot)
- EmptyRow(node);
-
- if (!usedSlot)
- InactiveRow(node);
- }
-
- i++;
- }
- }
- samplers.EndUpdate();
- samplers.NodesSelection.Clear();
-
- 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 != "")
- 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 != "")
- slotname += ": " + shaderCBuf.name;
-
- var node = cbuffers.Nodes.Add(new object[] { slotname, name, b.VecOffset, b.VecCount, numvars, length });
-
- 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();
-
- 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();
- }
-
- // 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 == "")
- 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)
- 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.ToLowerInvariant() != VS[i].semanticIdxName.ToLowerInvariant())
- 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;
- }
- }
-
- 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;
-
- 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() });
-
- usedVBuffers[l.InputSlot] = true;
-
- node.Image = global::renderdocui.Properties.Resources.action;
- node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
-
- i++;
- }
- }
- inputLayouts.NodesSelection.Clear();
- inputLayouts.EndUpdate();
-
- topology.Text = state.m_IA.Topology.ToString();
- if (state.m_IA.Topology > PrimitiveTopology.PatchList)
- {
- int numCPs = (int)state.m_IA.Topology - (int)PrimitiveTopology.PatchList + 1;
-
- topology.Text = string.Format("PatchList ({0} Control Points)", numCPs);
- }
-
- switch (state.m_IA.Topology)
- {
- 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;
- }
-
- iabuffers.Nodes.Clear();
- iabuffers.BeginUpdate();
-
- bool ibufferUsed = draw != null && (draw.flags & DrawcallFlags.UseIBuffer) != 0;
-
- if (state.m_IA.ibuffer != 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, state.m_IA.ibuffer.Format.compByteWidth, 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 (showEmpty.Checked &&
- (ibufferUsed || showDisabled.Checked))
- {
- var node = iabuffers.Nodes.Add(new object[] { "Index", "-", "-", "-", "-" });
-
- 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;
-
- if (!filledSlot)
- {
- name = "Empty";
- length = 0;
- }
-
- for (int t = 0; t < bufs.Length; t++)
- {
- if (bufs[t].ID == v.Buffer)
- {
- name = bufs[t].name;
- length = bufs[t].length;
- }
- }
-
- var node = iabuffers.Nodes.Add(new object[] { i, name, v.Stride, v.Offset, length });
-
- 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();
-
- 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);
-
- 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.IsUAV && bind.bindPoint == i)
- shaderInput = bind;
- }
- }
-
- 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"
- )
- {
- 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 = string.Format("Texture{0}D", texs[t].dimension);
- if (texs[t].cubemap)
- typename = "TexCube";
-
- 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[] { i, 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();
-
- 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);
-
- // 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();
-
- ////////////////////////////////////////////////
- // Rasterizer
-
- viewports.BeginUpdate();
- viewports.Nodes.Clear();
- if (state.m_RS.Viewports != null)
- {
- int i = 0;
- foreach (var v in state.m_RS.Viewports)
- {
- if (v.Width != v.Height || v.Width != 0 || v.Height != 0 || 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 == v.Height && v.Width == 0 && v.Height == 0)
- EmptyRow(node);
- }
-
- i++;
- }
- }
- viewports.NodesSelection.Clear();
- viewports.EndUpdate();
-
- scissors.BeginUpdate();
- scissors.Nodes.Clear();
- if (state.m_RS.Scissors != null)
- {
- int i = 0;
- foreach (var s in state.m_RS.Scissors)
- {
- if (s.right != 0 || s.bottom != 0 || 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 == 0 && s.bottom == 0)
- EmptyRow(node);
- }
-
- i++;
- }
- }
- scissors.NodesSelection.Clear();
- scissors.EndUpdate();
-
- 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;
-
- 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 = string.Format("Texture{0}D", texs[t].dimension);
- if (texs[t].cubemap)
- typename = "TexCube";
-
- 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.IsUAV && bind.bindPoint == i + state.m_OM.UAVStartSlot)
- shaderInput = bind;
- }
- }
-
- 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 = string.Format("Texture{0}D", texs[t].dimension);
- if (texs[t].cubemap)
- typename = "TexCube";
-
- 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 = string.Format("Texture{0}D", texs[t].dimension);
- if (texs[t].cubemap)
- typename = "TexCube";
-
- 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();
-
- 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();
-
-
- 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;
-
- 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;
-
- 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;
- break;
- }
- }
-
- for (int i = 0; i < stage.UAVs.Length; i++)
- {
- if (stage.UAVs[i].Resource == buf.ID)
- {
- bind = i;
- uav = true;
- 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;
- break;
- }
- }
-
- if (deets != null)
- {
- foreach (var r in deets.Resources)
- {
- if(r.IsTexture)
- continue;
-
- if ( (r.IsSRV && !uav) || (r.IsUAV && uav) )
- {
- if (r.bindPoint == bind)
- {
- if (r.variableType.members.Length == 0)
- {
- if (r.variableType.Name != "")
- format = r.variableType.Name + " " + 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 == "")
- viewer.ViewRawBuffer(buf.ID);
- else
- viewer.ViewRawBuffer(buf.ID, format);
- viewer.Show(m_DockContent.DockPanel);
- }
- }
- }
-
- private void disableSelection_Leave(object sender, EventArgs e)
- {
- if (sender is DataGridView)
- ((DataGridView)sender).ClearSelection();
- else if (sender is TreelistView.TreeListView)
- {
- ((TreelistView.TreeListView)sender).NodesSelection.Clear();
- ((TreelistView.TreeListView)sender).FocusedNode = null;
- }
- }
-
- 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(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>();
- if (shaderDetails.DebugInfo.entryFunc != "" && shaderDetails.DebugInfo.files.Length > 0)
- {
- entryFunc = shaderDetails.DebugInfo.entryFunc;
-
- foreach (var s in shaderDetails.DebugInfo.files)
- files.Add(Path.GetFileName(s.filename), s.filetext);
-
- mainfile = Path.GetFileName(shaderDetails.DebugInfo.files[0].filename);
- }
- 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.IsUAV)
- {
- 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 != "" && 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 != "" ? 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 != "" ? 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.First().Value;
-
- // 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 = offs-1;
- while (ws >= 0 && (compileSource[ws] == ' ' || compileSource[ws] == '\t'))
- ws--;
-
- // not valid? jump to next.
- if (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) : "");
-
- offs = compileSource.IndexOf("#include", offs);
- }
-
- // 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)
- {
- var existing = ConstantBufferPreviewer.Has(stage.stage, slot);
- if (existing != null)
- {
- existing.Show();
- return;
- }
-
- var prev = new ConstantBufferPreviewer(m_Core, stage.stage, slot);
-
- var dock = Helpers.WrapDockContent(m_DockContent.DockPanel, prev);
- dock.DockState = DockState.DockRight;
- dock.DockAreas |= DockAreas.Float;
- ConstantBufferPreviewer.ShowDock(dock, 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))
- {
- ShaderDebugTrace trace = null;
-
- ShaderReflection shaderDetails = m_Core.CurD3D11PipelineState.m_CS.ShaderDetails;
-
- m_Core.Renderer.Invoke((ReplayRenderer r) =>
- {
- trace = r.CSGetDebugStates(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);
-
- 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;
- }
- }
- }
- }