示例#1
0
        public ResourceId[] GetResources(ShaderStageType stage)
        {
            if (LogLoaded)
            {
                if (IsLogD3D11)
                {
                    D3D11PipelineState.ShaderStage s = null;

                    switch (stage)
                    {
                    case ShaderStageType.Vertex: s = m_D3D11.m_VS; break;

                    case ShaderStageType.Domain: s = m_D3D11.m_DS; break;

                    case ShaderStageType.Hull: s = m_D3D11.m_HS; break;

                    case ShaderStageType.Geometry: s = m_D3D11.m_GS; break;

                    case ShaderStageType.Pixel: s = m_D3D11.m_PS; break;

                    case ShaderStageType.Compute: s = m_D3D11.m_CS; break;
                    }

                    ResourceId[] ret = new ResourceId[s.SRVs.Length];
                    for (int i = 0; i < s.SRVs.Length; i++)
                    {
                        ret[i] = s.SRVs[i].Resource;
                    }

                    return(ret);
                }
                else if (IsLogGL)
                {
                    ResourceId[] ret = new ResourceId[m_GL.Textures.Length];
                    for (int i = 0; i < m_GL.Textures.Length; i++)
                    {
                        ret[i] = m_GL.Textures[i].Resource;
                    }

                    return(ret);
                }
            }

            return(null);
        }
示例#2
0
        public void GetConstantBuffer(ShaderStageType stage, uint BindPoint, out ResourceId buf, out uint ByteOffset)
        {
            if (LogLoaded)
            {
                if (IsLogD3D11)
                {
                    D3D11PipelineState.ShaderStage s = null;

                    switch (stage)
                    {
                    case ShaderStageType.Vertex: s = m_D3D11.m_VS; break;

                    case ShaderStageType.Domain: s = m_D3D11.m_DS; break;

                    case ShaderStageType.Hull: s = m_D3D11.m_HS; break;

                    case ShaderStageType.Geometry: s = m_D3D11.m_GS; break;

                    case ShaderStageType.Pixel: s = m_D3D11.m_PS; break;

                    case ShaderStageType.Compute: s = m_D3D11.m_CS; break;
                    }

                    buf        = s.ConstantBuffers[BindPoint].Buffer;
                    ByteOffset = s.ConstantBuffers[BindPoint].VecOffset * 4 * sizeof(float);

                    return;
                }
                else if (IsLogGL)
                {
                    buf        = ResourceId.Null;
                    ByteOffset = 0;

                    return;
                }
            }

            buf        = ResourceId.Null;
            ByteOffset = 0;
        }
示例#3
0
        public void GetConstantBuffer(ShaderStageType stage, uint BufIdx, uint ArrayIdx, out ResourceId buf, out ulong ByteOffset, out ulong ByteSize)
        {
            if (LogLoaded)
            {
                if (IsLogD3D11)
                {
                    D3D11PipelineState.ShaderStage s = null;

                    switch (stage)
                    {
                    case ShaderStageType.Vertex: s = m_D3D11.m_VS; break;

                    case ShaderStageType.Domain: s = m_D3D11.m_DS; break;

                    case ShaderStageType.Hull: s = m_D3D11.m_HS; break;

                    case ShaderStageType.Geometry: s = m_D3D11.m_GS; break;

                    case ShaderStageType.Pixel: s = m_D3D11.m_PS; break;

                    case ShaderStageType.Compute: s = m_D3D11.m_CS; break;
                    }

                    if (BufIdx < s.ConstantBuffers.Length)
                    {
                        buf        = s.ConstantBuffers[BufIdx].Buffer;
                        ByteOffset = (ulong)(s.ConstantBuffers[BufIdx].VecOffset * 4 * sizeof(float));
                        ByteSize   = (ulong)(s.ConstantBuffers[BufIdx].VecCount * 4 * sizeof(float));

                        return;
                    }
                }
                else if (IsLogGL)
                {
                    GLPipelineState.ShaderStage s = null;

                    switch (stage)
                    {
                    case ShaderStageType.Vertex: s = m_GL.m_VS; break;

                    case ShaderStageType.Tess_Control: s = m_GL.m_TCS; break;

                    case ShaderStageType.Tess_Eval: s = m_GL.m_TES; break;

                    case ShaderStageType.Geometry: s = m_GL.m_GS; break;

                    case ShaderStageType.Fragment: s = m_GL.m_FS; break;

                    case ShaderStageType.Compute: s = m_GL.m_CS; break;
                    }

                    if (s.ShaderDetails != null && BufIdx < s.ShaderDetails.ConstantBlocks.Length)
                    {
                        if (s.ShaderDetails.ConstantBlocks[BufIdx].bindPoint >= 0)
                        {
                            int uboIdx = s.BindpointMapping.ConstantBlocks[s.ShaderDetails.ConstantBlocks[BufIdx].bindPoint].bind;
                            if (uboIdx >= 0 && uboIdx < m_GL.UniformBuffers.Length)
                            {
                                var b = m_GL.UniformBuffers[uboIdx];

                                buf        = b.Resource;
                                ByteOffset = b.Offset;
                                ByteSize   = b.Size;

                                return;
                            }
                        }
                    }
                }
                else if (IsLogVK)
                {
                    VulkanPipelineState.Pipeline pipe = m_Vulkan.graphics;
                    if (stage == ShaderStageType.Compute)
                    {
                        pipe = m_Vulkan.compute;
                    }

                    VulkanPipelineState.ShaderStage s = null;

                    switch (stage)
                    {
                    case ShaderStageType.Vertex: s = m_Vulkan.VS; break;

                    case ShaderStageType.Tess_Control: s = m_Vulkan.TCS; break;

                    case ShaderStageType.Tess_Eval: s = m_Vulkan.TES; break;

                    case ShaderStageType.Geometry: s = m_Vulkan.GS; break;

                    case ShaderStageType.Fragment: s = m_Vulkan.FS; break;

                    case ShaderStageType.Compute: s = m_Vulkan.CS; break;
                    }

                    if (s.ShaderDetails != null && BufIdx < s.ShaderDetails.ConstantBlocks.Length)
                    {
                        var bind = s.BindpointMapping.ConstantBlocks[s.ShaderDetails.ConstantBlocks[BufIdx].bindPoint];

                        if (s.ShaderDetails.ConstantBlocks[BufIdx].bufferBacked == false)
                        {
                            // dummy values, it would be nice to fetch these properly
                            buf        = ResourceId.Null;
                            ByteOffset = 0;
                            ByteSize   = 1024;
                            return;
                        }

                        var descriptorBind = pipe.DescSets[bind.bindset].bindings[bind.bind].binds[ArrayIdx];

                        buf        = descriptorBind.res;
                        ByteOffset = descriptorBind.offset;
                        ByteSize   = descriptorBind.size;

                        return;
                    }
                }
            }

            buf        = ResourceId.Null;
            ByteOffset = 0;
            ByteSize   = 0;
        }
示例#4
0
        public Dictionary <BindpointMap, BoundResource[]> GetReadOnlyResources(ShaderStageType stage)
        {
            var ret = new Dictionary <BindpointMap, BoundResource[]>();

            if (LogLoaded)
            {
                if (IsLogD3D11)
                {
                    D3D11PipelineState.ShaderStage s = null;

                    switch (stage)
                    {
                    case ShaderStageType.Vertex: s = m_D3D11.m_VS; break;

                    case ShaderStageType.Domain: s = m_D3D11.m_DS; break;

                    case ShaderStageType.Hull: s = m_D3D11.m_HS; break;

                    case ShaderStageType.Geometry: s = m_D3D11.m_GS; break;

                    case ShaderStageType.Pixel: s = m_D3D11.m_PS; break;

                    case ShaderStageType.Compute: s = m_D3D11.m_CS; break;
                    }

                    for (int i = 0; i < s.SRVs.Length; i++)
                    {
                        var key = new BindpointMap(0, i);
                        var val = new BoundResource();

                        val.Id         = s.SRVs[i].Resource;
                        val.HighestMip = (int)s.SRVs[i].HighestMip;
                        val.FirstSlice = (int)s.SRVs[i].FirstArraySlice;

                        ret.Add(key, new BoundResource[] { val });
                    }

                    return(ret);
                }
                else if (IsLogGL)
                {
                    for (int i = 0; i < m_GL.Textures.Length; i++)
                    {
                        var key = new BindpointMap(0, i);
                        var val = new BoundResource();

                        val.Id         = m_GL.Textures[i].Resource;
                        val.HighestMip = (int)m_GL.Textures[i].HighestMip;
                        val.FirstSlice = (int)m_GL.Textures[i].FirstSlice;

                        ret.Add(key, new BoundResource[] { val });
                    }

                    return(ret);
                }
                else if (IsLogVK)
                {
                    VulkanPipelineState.Pipeline.DescriptorSet[] descsets = m_Vulkan.graphics.DescSets;

                    if (stage == ShaderStageType.Compute)
                    {
                        descsets = m_Vulkan.compute.DescSets;
                    }

                    ShaderStageBits mask = (ShaderStageBits)(1 << (int)stage);

                    for (int set = 0; set < m_Vulkan.graphics.DescSets.Length; set++)
                    {
                        var descset = m_Vulkan.graphics.DescSets[set];
                        for (int slot = 0; slot < descset.bindings.Length; slot++)
                        {
                            var bind = descset.bindings[slot];
                            if ((bind.type == ShaderBindType.ImageSampler ||
                                 bind.type == ShaderBindType.InputAttachment ||
                                 bind.type == ShaderBindType.ReadOnlyImage ||
                                 bind.type == ShaderBindType.ReadOnlyTBuffer
                                 ) && (bind.stageFlags & mask) == mask)
                            {
                                var key = new BindpointMap(set, slot);
                                var val = new BoundResource[bind.descriptorCount];

                                for (UInt32 i = 0; i < bind.descriptorCount; i++)
                                {
                                    val[i]            = new BoundResource();
                                    val[i].Id         = bind.binds[i].res;
                                    val[i].HighestMip = (int)bind.binds[i].baseMip;
                                    val[i].FirstSlice = (int)bind.binds[i].baseLayer;
                                }

                                ret.Add(key, val);
                            }
                        }
                    }

                    return(ret);
                }
            }

            return(ret);
        }
示例#5
0
        public void GetConstantBuffer(ShaderStageType stage, uint BufIdx, out ResourceId buf, out uint ByteOffset, out uint ByteSize)
        {
            if (LogLoaded)
            {
                if (IsLogD3D11)
                {
                    D3D11PipelineState.ShaderStage s = null;

                    switch (stage)
                    {
                    case ShaderStageType.Vertex: s = m_D3D11.m_VS; break;

                    case ShaderStageType.Domain: s = m_D3D11.m_DS; break;

                    case ShaderStageType.Hull: s = m_D3D11.m_HS; break;

                    case ShaderStageType.Geometry: s = m_D3D11.m_GS; break;

                    case ShaderStageType.Pixel: s = m_D3D11.m_PS; break;

                    case ShaderStageType.Compute: s = m_D3D11.m_CS; break;
                    }

                    if (BufIdx < s.ConstantBuffers.Length)
                    {
                        buf        = s.ConstantBuffers[BufIdx].Buffer;
                        ByteOffset = s.ConstantBuffers[BufIdx].VecOffset * 4 * sizeof(float);
                        ByteSize   = s.ConstantBuffers[BufIdx].VecCount * 4 * sizeof(float);

                        return;
                    }
                }
                else if (IsLogGL)
                {
                    GLPipelineState.ShaderStage s = null;

                    switch (stage)
                    {
                    case ShaderStageType.Vertex: s = m_GL.m_VS; break;

                    case ShaderStageType.Tess_Control: s = m_GL.m_TCS; break;

                    case ShaderStageType.Tess_Eval: s = m_GL.m_TES; break;

                    case ShaderStageType.Geometry: s = m_GL.m_GS; break;

                    case ShaderStageType.Fragment: s = m_GL.m_FS; break;

                    case ShaderStageType.Compute: s = m_GL.m_CS; break;
                    }

                    if (s.ShaderDetails != null && BufIdx < s.ShaderDetails.ConstantBlocks.Length)
                    {
                        if (s.ShaderDetails.ConstantBlocks[BufIdx].bindPoint >= 0)
                        {
                            int uboIdx = s.BindpointMapping.ConstantBlocks[s.ShaderDetails.ConstantBlocks[BufIdx].bindPoint].bind;
                            if (uboIdx >= 0 && uboIdx < m_GL.UniformBuffers.Length)
                            {
                                var b = m_GL.UniformBuffers[uboIdx];

                                buf        = b.Resource;
                                ByteOffset = (uint)b.Offset;
                                ByteSize   = (uint)b.Size;

                                return;
                            }
                        }
                    }
                }
            }

            buf        = ResourceId.Null;
            ByteOffset = 0;
            ByteSize   = 0;
        }
示例#6
0
        public ShaderViewer(Core core, ShaderReflection shader, ShaderStageType stage, ShaderDebugTrace trace)
        {
            InitializeComponent();

            Icon = global::renderdocui.Properties.Resources.icon;

            this.SuspendLayout();

            mainLayout.Dock = DockStyle.Fill;

            m_Core          = core;
            m_ShaderDetails = shader;
            m_Trace         = trace;
            m_Stage         = null;
            switch (stage)
            {
            case ShaderStageType.Vertex: m_Stage = m_Core.CurD3D11PipelineState.m_VS; break;

            case ShaderStageType.Domain: m_Stage = m_Core.CurD3D11PipelineState.m_DS; break;

            case ShaderStageType.Hull: m_Stage = m_Core.CurD3D11PipelineState.m_HS; break;

            case ShaderStageType.Geometry: m_Stage = m_Core.CurD3D11PipelineState.m_GS; break;

            case ShaderStageType.Pixel: m_Stage = m_Core.CurD3D11PipelineState.m_PS; break;

            case ShaderStageType.Compute: m_Stage = m_Core.CurD3D11PipelineState.m_CS; break;
            }

            var disasm = shader.Disassembly;

            if (m_Core.Config.ShaderViewer_FriendlyNaming)
            {
                for (int i = 0; i < m_ShaderDetails.ConstantBlocks.Length; i++)
                {
                    var stem = string.Format("cb{0}", i);

                    var cbuf = m_ShaderDetails.ConstantBlocks[i];

                    if (cbuf.variables.Length == 0)
                    {
                        continue;
                    }

                    disasm = FriendlyName(disasm, stem, cbuf.variables);
                }

                foreach (var r in m_ShaderDetails.Resources)
                {
                    if (r.IsSRV)
                    {
                        var needle      = string.Format(", t{0}([^0-9])", r.bindPoint);
                        var replacement = string.Format(", {0}$1", r.name);

                        Regex rgx = new Regex(needle);
                        disasm = rgx.Replace(disasm, replacement);
                    }
                    if (r.IsSampler)
                    {
                        var needle      = string.Format(", s{0}([^0-9])", r.bindPoint);
                        var replacement = string.Format(", {0}$1", r.name);

                        Regex rgx = new Regex(needle);
                        disasm = rgx.Replace(disasm, replacement);
                    }
                    if (r.IsUAV)
                    {
                        var needle      = string.Format(", u{0}([^0-9])", r.bindPoint);
                        var replacement = string.Format(", {0}$1", r.name);

                        Regex rgx = new Regex(needle);
                        disasm = rgx.Replace(disasm, replacement);
                    }
                }
            }

            {
                m_DisassemblyView            = MakeEditor("scintillaDisassem", disasm, false);
                m_DisassemblyView.IsReadOnly = true;
                m_DisassemblyView.TabIndex   = 0;

                m_DisassemblyView.KeyDown += new KeyEventHandler(m_DisassemblyView_KeyDown);

                m_DisassemblyView.Markers[CURRENT_MARKER].BackColor     = System.Drawing.Color.LightCoral;
                m_DisassemblyView.Markers[CURRENT_MARKER].Symbol        = ScintillaNET.MarkerSymbol.Background;
                m_DisassemblyView.Markers[CURRENT_MARKER + 1].BackColor = System.Drawing.Color.LightCoral;
                m_DisassemblyView.Markers[CURRENT_MARKER + 1].Symbol    = ScintillaNET.MarkerSymbol.ShortArrow;

                CurrentLineMarkers.Add(CURRENT_MARKER);
                CurrentLineMarkers.Add(CURRENT_MARKER + 1);

                m_DisassemblyView.Markers[FINISHED_MARKER].BackColor     = System.Drawing.Color.LightSlateGray;
                m_DisassemblyView.Markers[FINISHED_MARKER].Symbol        = ScintillaNET.MarkerSymbol.Background;
                m_DisassemblyView.Markers[FINISHED_MARKER + 1].BackColor = System.Drawing.Color.LightSlateGray;
                m_DisassemblyView.Markers[FINISHED_MARKER + 1].Symbol    = ScintillaNET.MarkerSymbol.RoundRectangle;

                FinishedMarkers.Add(FINISHED_MARKER);
                FinishedMarkers.Add(FINISHED_MARKER + 1);

                m_DisassemblyView.Markers[BREAKPOINT_MARKER].BackColor     = System.Drawing.Color.Red;
                m_DisassemblyView.Markers[BREAKPOINT_MARKER].Symbol        = ScintillaNET.MarkerSymbol.Background;
                m_DisassemblyView.Markers[BREAKPOINT_MARKER + 1].BackColor = System.Drawing.Color.Red;
                m_DisassemblyView.Markers[BREAKPOINT_MARKER + 1].Symbol    = ScintillaNET.MarkerSymbol.Circle;

                BreakpointMarkers.Add(BREAKPOINT_MARKER);
                BreakpointMarkers.Add(BREAKPOINT_MARKER + 1);

                m_Scintillas.Add(m_DisassemblyView);

                var w = Helpers.WrapDockContent(dockPanel, m_DisassemblyView, "Disassembly");
                w.DockState = DockState.Document;
                w.Show();

                w.CloseButton        = false;
                w.CloseButtonVisible = false;
            }

            if (shader.DebugInfo.entryFunc != "" && shader.DebugInfo.files.Length > 0)
            {
                Text = shader.DebugInfo.entryFunc + "()";

                DockContent sel = null;
                foreach (var f in shader.DebugInfo.files)
                {
                    var name = Path.GetFileName(f.filename);

                    ScintillaNET.Scintilla scintilla1 = MakeEditor("scintilla" + name, f.filetext, true);
                    scintilla1.IsReadOnly = true;

                    scintilla1.Tag = name;

                    var w = Helpers.WrapDockContent(dockPanel, scintilla1, name);
                    w.CloseButton        = false;
                    w.CloseButtonVisible = false;
                    w.Show(dockPanel);

                    m_Scintillas.Add(scintilla1);

                    if (f.filetext.Contains(shader.DebugInfo.entryFunc))
                    {
                        sel = w;
                    }
                }

                if (trace != null || sel == null)
                {
                    sel = (DockContent)m_DisassemblyView.Parent;
                }

                sel.Show();
            }

            ShowConstants();
            ShowVariables();
            ShowWatch();
            ShowErrors();

            editStrip.Visible = false;

            m_ErrorsDock.Hide();

            if (trace == null)
            {
                debuggingStrip.Visible = false;
                m_ConstantsDock.Hide();
                m_VariablesDock.Hide();
                m_WatchDock.Hide();

                var insig = Helpers.WrapDockContent(dockPanel, inSigBox);
                insig.CloseButton = insig.CloseButtonVisible = false;

                var outsig = Helpers.WrapDockContent(dockPanel, outSigBox);
                outsig.CloseButton = outsig.CloseButtonVisible = false;

                insig.Show(dockPanel, DockState.DockBottom);
                outsig.Show(insig.Pane, DockAlignment.Right, 0.5);

                foreach (var s in m_ShaderDetails.InputSig)
                {
                    string name = s.varName == "" ? s.semanticName : String.Format("{0} ({1})", s.varName, s.semanticName);
                    var    node = inSig.Nodes.Add(new object[] { name, s.semanticIndex, s.regIndex, s.TypeString, s.systemValue.ToString(),
                                                                 SigParameter.GetComponentString(s.regChannelMask), SigParameter.GetComponentString(s.channelUsedMask) });
                }

                bool multipleStreams = false;
                for (int i = 0; i < m_ShaderDetails.OutputSig.Length; i++)
                {
                    if (m_ShaderDetails.OutputSig[i].stream > 0)
                    {
                        multipleStreams = true;
                        break;
                    }
                }

                foreach (var s in m_ShaderDetails.OutputSig)
                {
                    string name = s.varName == "" ? s.semanticName : String.Format("{0} ({1})", s.varName, s.semanticName);

                    if (multipleStreams)
                    {
                        name = String.Format("Stream {0} : {1}", s.stream, name);
                    }

                    var node = outSig.Nodes.Add(new object[] { name, s.semanticIndex, s.regIndex, s.TypeString, s.systemValue.ToString(),
                                                               SigParameter.GetComponentString(s.regChannelMask), SigParameter.GetComponentString(s.channelUsedMask) });
                }
            }
            else
            {
                inSigBox.Visible  = false;
                outSigBox.Visible = false;

                m_DisassemblyView.Margins.Margin1.Width = 20;

                m_DisassemblyView.Margins.Margin2.Width = 0;

                m_DisassemblyView.Margins.Margin3.Width          = 20;
                m_DisassemblyView.Margins.Margin3.IsMarkerMargin = true;
                m_DisassemblyView.Margins.Margin3.IsFoldMargin   = false;
                m_DisassemblyView.Margins.Margin3.Type           = ScintillaNET.MarginType.Symbol;

                m_DisassemblyView.Margins.Margin1.Mask  = (int)m_DisassemblyView.Markers[BREAKPOINT_MARKER + 1].Mask;
                m_DisassemblyView.Margins.Margin3.Mask &= ~((int)m_DisassemblyView.Markers[BREAKPOINT_MARKER + 1].Mask);

                m_DisassemblyView.KeyDown += new KeyEventHandler(scintilla1_DebuggingKeyDown);

                watchRegs.Items.Add(new ListViewItem(new string[] { "", "", "" }));
            }

            CurrentStep = 0;

            this.ResumeLayout(false);
        }