commit
21e0a293fc
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@ -48,13 +48,86 @@ bool DrawBatcher::Initialize(CircularBuffer* array_data_buffer) {
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if (!state_buffer_.Initialize()) {
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return false;
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}
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if (!InitializeTFB()) {
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return false;
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}
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, command_buffer_.handle());
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return true;
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}
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// Initializes a transform feedback object
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// We use this to capture vertex data straight from the vertex/geometry shader.
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bool DrawBatcher::InitializeTFB() {
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glCreateBuffers(1, &tfvbo_);
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if (!tfvbo_) {
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return false;
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}
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glCreateTransformFeedbacks(1, &tfbo_);
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if (!tfbo_) {
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return false;
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}
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glCreateQueries(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, 1, &tfqo_);
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if (!tfqo_) {
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return false;
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}
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// TODO(DrChat): Calculate this based on the number of primitives drawn.
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glNamedBufferData(tfvbo_, 16384 * 4, nullptr, GL_STATIC_READ);
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return true;
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}
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void DrawBatcher::ShutdownTFB() {
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glDeleteBuffers(1, &tfvbo_);
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glDeleteTransformFeedbacks(1, &tfbo_);
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glDeleteQueries(1, &tfqo_);
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tfvbo_ = 0;
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tfbo_ = 0;
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tfqo_ = 0;
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}
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size_t DrawBatcher::QueryTFBSize() {
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if (!tfb_enabled_) {
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return 0;
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}
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size_t size = 0;
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switch (tfb_prim_type_gl_) {
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case GL_POINTS:
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size = tfb_prim_count_ * 1 * 4 * 4;
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break;
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case GL_LINES:
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size = tfb_prim_count_ * 2 * 4 * 4;
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break;
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case GL_TRIANGLES:
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size = tfb_prim_count_ * 3 * 4 * 4;
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break;
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}
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return size;
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}
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bool DrawBatcher::ReadbackTFB(void* buffer, size_t size) {
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if (!tfb_enabled_) {
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XELOGW("DrawBatcher::ReadbackTFB called when TFB was disabled!");
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return false;
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}
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void* data = glMapNamedBufferRange(tfvbo_, 0, size, GL_MAP_READ_BIT);
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std::memcpy(buffer, data, size);
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glUnmapNamedBuffer(tfvbo_);
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return true;
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}
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void DrawBatcher::Shutdown() {
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command_buffer_.Shutdown();
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state_buffer_.Shutdown();
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ShutdownTFB();
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}
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bool DrawBatcher::ReconfigurePipeline(GL4Shader* vertex_shader,
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@ -242,6 +315,84 @@ bool DrawBatcher::CommitDraw() {
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return true;
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}
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void DrawBatcher::TFBBegin(PrimitiveType prim_type) {
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if (!tfb_enabled_) {
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return;
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}
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// Translate the primitive typename to something compatible with TFB.
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GLenum gl_prim_type = 0;
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switch (prim_type) {
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case PrimitiveType::kLineList:
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gl_prim_type = GL_LINES;
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break;
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case PrimitiveType::kLineStrip:
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gl_prim_type = GL_LINES;
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break;
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case PrimitiveType::kLineLoop:
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gl_prim_type = GL_LINES;
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break;
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case PrimitiveType::kPointList:
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// The geometry shader associated with this writes out triangles.
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kTriangleList:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kTriangleStrip:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kRectangleList:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kTriangleFan:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kQuadList:
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// FIXME: In some cases the geometry shader will output lines.
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// See: GL4CommandProcessor::UpdateShaders
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gl_prim_type = GL_TRIANGLES;
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break;
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default:
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assert_unhandled_case(prim_type);
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break;
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}
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// TODO(DrChat): Resize the TFVBO here.
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// Could draw a 2nd time with the rasterizer disabled once we have a primitive
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// count.
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tfb_prim_type_ = prim_type;
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tfb_prim_type_gl_ = gl_prim_type;
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glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, tfbo_);
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// Bind the buffer to the TFB object.
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfvbo_);
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// Begin a query for # prims written
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glBeginQueryIndexed(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, 0, tfqo_);
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// Begin capturing.
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glBeginTransformFeedback(gl_prim_type);
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}
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void DrawBatcher::TFBEnd() {
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if (!tfb_enabled_) {
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return;
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}
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glEndTransformFeedback();
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glEndQueryIndexed(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, 0);
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
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glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
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// Cache the query size as query objects aren't shared.
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GLint prim_count = 0;
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glGetQueryObjectiv(tfqo_, GL_QUERY_RESULT, &prim_count);
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tfb_prim_count_ = prim_count;
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}
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bool DrawBatcher::Flush(FlushMode mode) {
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GLboolean cull_enabled = 0;
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if (batch_state_.draw_count) {
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@ -263,6 +414,7 @@ bool DrawBatcher::Flush(FlushMode mode) {
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batch_state_.state_range_length);
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GLenum prim_type = 0;
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bool valid_prim = true;
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switch (batch_state_.prim_type) {
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case PrimitiveType::kPointList:
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prim_type = GL_POINTS;
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@ -291,8 +443,6 @@ bool DrawBatcher::Flush(FlushMode mode) {
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// assert_true(
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// (register_file_->values[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32
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// & 0x3) == 0);
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cull_enabled = glIsEnabled(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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break;
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case PrimitiveType::kQuadList:
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prim_type = GL_LINES_ADJACENCY;
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@ -300,17 +450,21 @@ bool DrawBatcher::Flush(FlushMode mode) {
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default:
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case PrimitiveType::kUnknown0x07:
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prim_type = GL_POINTS;
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valid_prim = false;
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XELOGE("unsupported primitive type %d", batch_state_.prim_type);
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assert_unhandled_case(batch_state_.prim_type);
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DiscardDraw();
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return false;
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break;
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}
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// Fast path for single draws.
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void* indirect_offset =
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reinterpret_cast<void*>(batch_state_.command_range_start);
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if (batch_state_.draw_count == 1) {
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if (tfb_enabled_) {
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TFBBegin(batch_state_.prim_type);
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}
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if (valid_prim && batch_state_.draw_count == 1) {
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// Fast path for one draw. Removes MDI overhead when not required.
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if (batch_state_.indexed) {
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auto& cmd = active_draw_.draw_elements_cmd;
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@ -326,7 +480,7 @@ bool DrawBatcher::Flush(FlushMode mode) {
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cmd->count, cmd->instance_count,
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cmd->base_instance);
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}
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} else {
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} else if (valid_prim) {
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// Full multi-draw.
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if (batch_state_.indexed) {
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glMultiDrawElementsIndirect(prim_type, batch_state_.index_type,
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@ -339,6 +493,10 @@ bool DrawBatcher::Flush(FlushMode mode) {
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}
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}
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if (tfb_enabled_) {
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TFBEnd();
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}
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batch_state_.command_range_start = UINTPTR_MAX;
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batch_state_.command_range_length = 0;
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batch_state_.state_range_start = UINTPTR_MAX;
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@ -346,10 +504,6 @@ bool DrawBatcher::Flush(FlushMode mode) {
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batch_state_.draw_count = 0;
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}
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if (batch_state_.prim_type == PrimitiveType::kRectangleList && cull_enabled) {
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glEnable(GL_CULL_FACE);
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}
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if (mode == FlushMode::kReconfigure) {
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// Reset - we'll update it as soon as we have all the information.
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batch_state_.needs_reconfigure = true;
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@ -99,7 +99,21 @@ class DrawBatcher {
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bool CommitDraw();
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bool Flush(FlushMode mode);
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// TFB - Filled with vertex shader output from the last flush.
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size_t QueryTFBSize();
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bool ReadbackTFB(void* buffer, size_t size);
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GLuint tfvbo() { return tfvbo_; }
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bool is_tfb_enabled() const { return tfb_enabled_; }
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void set_tfb_enabled(bool enabled) { tfb_enabled_ = enabled; }
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private:
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bool InitializeTFB();
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void ShutdownTFB();
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void TFBBegin(PrimitiveType prim_type);
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void TFBEnd();
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bool BeginDraw();
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void CopyConstants();
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@ -108,6 +122,14 @@ class DrawBatcher {
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CircularBuffer state_buffer_;
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CircularBuffer* array_data_buffer_;
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GLuint tfbo_ = 0;
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GLuint tfvbo_ = 0;
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GLuint tfqo_ = 0;
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PrimitiveType tfb_prim_type_ = PrimitiveType::kNone;
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GLenum tfb_prim_type_gl_ = 0;
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GLint tfb_prim_count_ = 0;
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bool tfb_enabled_ = false;
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struct BatchState {
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bool needs_reconfigure;
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PrimitiveType prim_type;
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@ -578,7 +578,7 @@ bool GL4CommandProcessor::IssueDraw(PrimitiveType prim_type,
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return true;
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}
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status = UpdateState();
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status = UpdateState(draw_batcher_.prim_type());
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CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup render state");
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status = PopulateSamplers();
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CHECK_ISSUE_UPDATE_STATUS(status, mismatch,
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@ -665,6 +665,7 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateShaders(
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// Normal vertex shaders only, for now.
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// TODO(benvanik): transform feedback/memexport.
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// https://github.com/freedreno/freedreno/blob/master/includes/a2xx.xml.h
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// 0 = normal
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// 2 = point size
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assert_true(program_cntl.vs_export_mode == 0 ||
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@ -871,7 +872,8 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRenderTargets() {
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return UpdateStatus::kMismatch;
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}
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GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateState() {
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GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateState(
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PrimitiveType prim_type) {
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bool mismatch = false;
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#define CHECK_UPDATE_STATUS(status, mismatch, error_message) \
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@ -887,7 +889,7 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateState() {
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UpdateStatus status;
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status = UpdateViewportState();
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CHECK_UPDATE_STATUS(status, mismatch, "Unable to update viewport state");
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status = UpdateRasterizerState();
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status = UpdateRasterizerState(prim_type);
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CHECK_UPDATE_STATUS(status, mismatch, "Unable to update rasterizer state");
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status = UpdateBlendState();
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CHECK_UPDATE_STATUS(status, mismatch, "Unable to update blend state");
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@ -1055,7 +1057,8 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateViewportState() {
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return UpdateStatus::kMismatch;
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}
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GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRasterizerState() {
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GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRasterizerState(
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PrimitiveType prim_type) {
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auto& regs = update_rasterizer_state_regs_;
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bool dirty = false;
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@ -1067,10 +1070,13 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRasterizerState() {
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XE_GPU_REG_PA_SC_SCREEN_SCISSOR_BR);
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dirty |= SetShadowRegister(®s.multi_prim_ib_reset_index,
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XE_GPU_REG_VGT_MULTI_PRIM_IB_RESET_INDX);
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dirty |= regs.prim_type != prim_type;
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if (!dirty) {
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return UpdateStatus::kCompatible;
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}
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regs.prim_type = prim_type;
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SCOPE_profile_cpu_f("gpu");
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draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange);
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@ -1113,6 +1119,11 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRasterizerState() {
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glFrontFace(GL_CCW);
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}
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if (prim_type == PrimitiveType::kRectangleList) {
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// Rectangle lists aren't culled. There may be other things they skip too.
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glDisable(GL_CULL_FACE);
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}
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static const GLenum kFillModes[3] = {
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GL_POINT, GL_LINE, GL_FILL,
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};
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@ -49,6 +49,7 @@ class GL4CommandProcessor : public CommandProcessor {
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// HACK: for debugging; would be good to have this in a base type.
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TextureCache* texture_cache() { return &texture_cache_; }
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DrawBatcher* draw_batcher() { return &draw_batcher_; }
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GLuint GetColorRenderTarget(uint32_t pitch, MsaaSamples samples,
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uint32_t base, ColorRenderTargetFormat format);
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@ -115,9 +116,9 @@ class GL4CommandProcessor : public CommandProcessor {
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IndexBufferInfo* index_buffer_info) override;
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UpdateStatus UpdateShaders(PrimitiveType prim_type);
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UpdateStatus UpdateRenderTargets();
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UpdateStatus UpdateState();
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UpdateStatus UpdateState(PrimitiveType prim_type);
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UpdateStatus UpdateViewportState();
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UpdateStatus UpdateRasterizerState();
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UpdateStatus UpdateRasterizerState(PrimitiveType prim_type);
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UpdateStatus UpdateBlendState();
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UpdateStatus UpdateDepthStencilState();
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UpdateStatus PopulateIndexBuffer(IndexBufferInfo* index_buffer_info);
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@ -191,6 +192,7 @@ class GL4CommandProcessor : public CommandProcessor {
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uint32_t pa_sc_screen_scissor_tl;
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uint32_t pa_sc_screen_scissor_br;
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uint32_t multi_prim_ib_reset_index;
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PrimitiveType prim_type;
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UpdateRasterizerStateRegisters() { Reset(); }
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void Reset() { std::memset(this, 0, sizeof(*this)); }
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@ -56,6 +56,43 @@ class GL4TraceViewer : public TraceViewer {
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auto texture = entry_view->texture;
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return static_cast<uintptr_t>(texture->handle);
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}
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size_t QueryVSOutputSize() override {
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auto command_processor = static_cast<GL4CommandProcessor*>(
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graphics_system_->command_processor());
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auto draw_batcher = command_processor->draw_batcher();
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return draw_batcher->QueryTFBSize();
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}
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size_t QueryVSOutputElementSize() override {
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// vec4 always has 4 elements.
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return 4;
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}
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bool QueryVSOutput(void* buffer, size_t size) override {
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auto command_processor = static_cast<GL4CommandProcessor*>(
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graphics_system_->command_processor());
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auto draw_batcher = command_processor->draw_batcher();
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return draw_batcher->ReadbackTFB(buffer, size);
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}
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bool Setup() override {
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if (!TraceViewer::Setup()) {
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return false;
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}
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// Enable TFB
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auto command_processor = static_cast<GL4CommandProcessor*>(
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graphics_system_->command_processor());
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auto draw_batcher = command_processor->draw_batcher();
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draw_batcher->set_tfb_enabled(true);
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return true;
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}
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private:
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};
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int trace_viewer_main(const std::vector<std::wstring>& args) {
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@ -13,6 +13,7 @@
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#include <cinttypes>
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#include "third_party/half/include/half.hpp"
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#include "third_party/imgui/imgui.h"
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#include "xenia/base/clock.h"
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#include "xenia/base/logging.h"
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@ -680,7 +681,7 @@ void TraceViewer::DrawVertexFetcher(Shader* shader,
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const Shader::VertexBinding& vertex_binding,
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const xe_gpu_vertex_fetch_t* fetch) {
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const uint8_t* addr = memory_->TranslatePhysical(fetch->address << 2);
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uint32_t vertex_count = (fetch->size * 4) / vertex_binding.stride_words;
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uint32_t vertex_count = fetch->size / vertex_binding.stride_words;
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int column_count = 0;
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for (const auto& attrib : vertex_binding.attributes) {
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switch (attrib.fetch_instr.attributes.data_format) {
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@ -715,9 +716,9 @@ void TraceViewer::DrawVertexFetcher(Shader* shader,
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}
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}
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ImGui::BeginChild("#indices", ImVec2(0, 300));
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(10, 0));
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int display_start, display_end;
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ImGui::CalcListClipping(1 + vertex_count, ImGui::GetTextLineHeight(),
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ImGui::CalcListClipping(vertex_count, ImGui::GetTextLineHeight(),
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&display_start, &display_end);
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ImGui::SetCursorPosY(ImGui::GetCursorPosY() +
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(display_start)*ImGui::GetTextLineHeight());
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||||
|
@ -789,16 +790,25 @@ void TraceViewer::DrawVertexFetcher(Shader* shader,
|
|||
ImGui::NextColumn();
|
||||
break;
|
||||
case VertexFormat::k_32_FLOAT:
|
||||
ImGui::Text("%.2f", LOADEL(float, 0));
|
||||
ImGui::Text("%.3f", LOADEL(float, 0));
|
||||
ImGui::NextColumn();
|
||||
break;
|
||||
case VertexFormat::k_16_16:
|
||||
case VertexFormat::k_16_16_FLOAT:
|
||||
ImGui::Text("??");
|
||||
case VertexFormat::k_16_16: {
|
||||
auto e0 = LOADEL(uint32_t, 0);
|
||||
ImGui::Text("%.4X", (e0 >> 16) & 0xFFFF);
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("??");
|
||||
ImGui::Text("%.4X", (e0 >> 0) & 0xFFFF);
|
||||
ImGui::NextColumn();
|
||||
break;
|
||||
} break;
|
||||
case VertexFormat::k_16_16_FLOAT: {
|
||||
auto e0 = LOADEL(uint32_t, 0);
|
||||
ImGui::Text("%.2f",
|
||||
half_float::detail::half2float((e0 >> 16) & 0xFFFF));
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("%.2f",
|
||||
half_float::detail::half2float((e0 >> 0) & 0xFFFF));
|
||||
ImGui::NextColumn();
|
||||
} break;
|
||||
case VertexFormat::k_32_32:
|
||||
ImGui::Text("%.8X", LOADEL(uint32_t, 0));
|
||||
ImGui::NextColumn();
|
||||
|
@ -806,9 +816,9 @@ void TraceViewer::DrawVertexFetcher(Shader* shader,
|
|||
ImGui::NextColumn();
|
||||
break;
|
||||
case VertexFormat::k_32_32_FLOAT:
|
||||
ImGui::Text("%.2f", LOADEL(float, 0));
|
||||
ImGui::Text("%.3f", LOADEL(float, 0));
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("%.2f", LOADEL(float, 1));
|
||||
ImGui::Text("%.3f", LOADEL(float, 1));
|
||||
ImGui::NextColumn();
|
||||
break;
|
||||
case VertexFormat::k_10_11_11:
|
||||
|
@ -821,19 +831,19 @@ void TraceViewer::DrawVertexFetcher(Shader* shader,
|
|||
ImGui::NextColumn();
|
||||
break;
|
||||
case VertexFormat::k_32_32_32_FLOAT:
|
||||
ImGui::Text("%.2f", LOADEL(float, 0));
|
||||
ImGui::Text("%.3f", LOADEL(float, 0));
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("%.2f", LOADEL(float, 1));
|
||||
ImGui::Text("%.3f", LOADEL(float, 1));
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("%.2f", LOADEL(float, 2));
|
||||
ImGui::Text("%.3f", LOADEL(float, 2));
|
||||
ImGui::NextColumn();
|
||||
break;
|
||||
case VertexFormat::k_8_8_8_8:
|
||||
ImGui::Text("%.8X", LOADEL(uint32_t, 0));
|
||||
ImGui::NextColumn();
|
||||
break;
|
||||
case VertexFormat::k_2_10_10_10:
|
||||
case VertexFormat::k_16_16_16_16:
|
||||
case VertexFormat::k_2_10_10_10: {
|
||||
auto e0 = LOADEL(uint32_t, 0);
|
||||
ImGui::Text("??");
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("??");
|
||||
|
@ -842,7 +852,19 @@ void TraceViewer::DrawVertexFetcher(Shader* shader,
|
|||
ImGui::NextColumn();
|
||||
ImGui::Text("??");
|
||||
ImGui::NextColumn();
|
||||
break;
|
||||
} break;
|
||||
case VertexFormat::k_16_16_16_16: {
|
||||
auto e0 = LOADEL(uint32_t, 0);
|
||||
auto e1 = LOADEL(uint32_t, 1);
|
||||
ImGui::Text("%.4X", (e0 >> 16) & 0xFFFF);
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("%.4X", (e0 >> 0) & 0xFFFF);
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("%.4X", (e1 >> 16) & 0xFFFF);
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("%.4X", (e1 >> 0) & 0xFFFF);
|
||||
ImGui::NextColumn();
|
||||
} break;
|
||||
case VertexFormat::k_32_32_32_32:
|
||||
ImGui::Text("%.8X", LOADEL(uint32_t, 0));
|
||||
ImGui::NextColumn();
|
||||
|
@ -853,24 +875,30 @@ void TraceViewer::DrawVertexFetcher(Shader* shader,
|
|||
ImGui::Text("%.8X", LOADEL(uint32_t, 3));
|
||||
ImGui::NextColumn();
|
||||
break;
|
||||
case VertexFormat::k_16_16_16_16_FLOAT:
|
||||
ImGui::Text("??");
|
||||
case VertexFormat::k_16_16_16_16_FLOAT: {
|
||||
auto e0 = LOADEL(uint32_t, 0);
|
||||
auto e1 = LOADEL(uint32_t, 1);
|
||||
ImGui::Text("%.2f",
|
||||
half_float::detail::half2float((e0 >> 16) & 0xFFFF));
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("??");
|
||||
ImGui::Text("%.2f",
|
||||
half_float::detail::half2float((e0 >> 0) & 0xFFFF));
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("??");
|
||||
ImGui::Text("%.2f",
|
||||
half_float::detail::half2float((e1 >> 16) & 0xFFFF));
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("??");
|
||||
ImGui::Text("%.2f",
|
||||
half_float::detail::half2float((e1 >> 0) & 0xFFFF));
|
||||
ImGui::NextColumn();
|
||||
break;
|
||||
} break;
|
||||
case VertexFormat::k_32_32_32_32_FLOAT:
|
||||
ImGui::Text("%.2f", LOADEL(float, 0));
|
||||
ImGui::Text("%.3f", LOADEL(float, 0));
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("%.2f", LOADEL(float, 1));
|
||||
ImGui::Text("%.3f", LOADEL(float, 1));
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("%.2f", LOADEL(float, 2));
|
||||
ImGui::Text("%.3f", LOADEL(float, 2));
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("%.2f", LOADEL(float, 3));
|
||||
ImGui::Text("%.3f", LOADEL(float, 3));
|
||||
ImGui::NextColumn();
|
||||
break;
|
||||
case VertexFormat::kUndefined:
|
||||
|
@ -1274,6 +1302,8 @@ void TraceViewer::DrawStateUI() {
|
|||
static_cast<ColorRenderTargetFormat>((color_info[i] >> 16) & 0xF);
|
||||
ImVec2 button_size(256, 256);
|
||||
if (write_mask) {
|
||||
// FIXME: Valid color targets with alpha=0 don't show up.
|
||||
|
||||
auto color_target = GetColorRenderTarget(surface_pitch, surface_msaa,
|
||||
color_base, color_format);
|
||||
if (ImGui::ImageButton(ImTextureID(color_target), button_size,
|
||||
|
@ -1373,6 +1403,55 @@ void TraceViewer::DrawStateUI() {
|
|||
}
|
||||
ImGui::EndChild();
|
||||
}
|
||||
if (ImGui::CollapsingHeader("Vertex Shader Output")) {
|
||||
auto size = QueryVSOutputSize();
|
||||
auto el_size = QueryVSOutputElementSize();
|
||||
if (size > 0) {
|
||||
std::vector<float> vertices;
|
||||
vertices.resize(size / 4);
|
||||
QueryVSOutput(vertices.data(), size);
|
||||
|
||||
ImGui::Text("%d output vertices", vertices.size());
|
||||
ImGui::SameLine();
|
||||
static bool normalize = false;
|
||||
ImGui::Checkbox("Normalize", &normalize);
|
||||
|
||||
ImGui::BeginChild("#vsvertices", ImVec2(0, 300));
|
||||
|
||||
int display_start, display_end;
|
||||
ImGui::CalcListClipping(int(vertices.size() / 4),
|
||||
ImGui::GetTextLineHeight(), &display_start,
|
||||
&display_end);
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() +
|
||||
(display_start)*ImGui::GetTextLineHeight());
|
||||
|
||||
ImGui::Columns(int(el_size), "#vsvertices", true);
|
||||
for (size_t i = display_start; i < display_end; i++) {
|
||||
size_t start_vtx = i * el_size;
|
||||
float verts[4] = {vertices[start_vtx], vertices[start_vtx + 1],
|
||||
vertices[start_vtx + 2], vertices[start_vtx + 3]};
|
||||
assert_true(el_size <= xe::countof(verts));
|
||||
if (normalize) {
|
||||
for (int j = 0; j < el_size; j++) {
|
||||
verts[j] /= verts[3];
|
||||
}
|
||||
}
|
||||
|
||||
for (int j = 0; j < el_size; j++) {
|
||||
ImGui::Text("%.3f", verts[j]);
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() +
|
||||
((vertices.size() / 4) - display_end) *
|
||||
ImGui::GetTextLineHeight());
|
||||
ImGui::EndChild();
|
||||
} else {
|
||||
ImGui::Text("No vertex shader output");
|
||||
}
|
||||
}
|
||||
if (ImGui::CollapsingHeader("Pixel Shader")) {
|
||||
ShaderDisplayType shader_display_type = DrawShaderTypeUI();
|
||||
ImGui::BeginChild("#pixel_shader_text", ImVec2(0, 400));
|
||||
|
@ -1507,7 +1586,7 @@ void TraceViewer::DrawStateUI() {
|
|||
ImGui::TextColored(kColorError, "ERROR: no vertex shader set");
|
||||
}
|
||||
}
|
||||
if (ImGui::CollapsingHeader("Textures")) {
|
||||
if (ImGui::CollapsingHeader("Pixel Textures")) {
|
||||
auto shader = command_processor->active_pixel_shader();
|
||||
if (shader) {
|
||||
const auto& texture_bindings = shader->texture_bindings();
|
||||
|
|
|
@ -54,6 +54,12 @@ class TraceViewer {
|
|||
virtual uintptr_t GetTextureEntry(const TextureInfo& texture_info,
|
||||
const SamplerInfo& sampler_info) = 0;
|
||||
|
||||
virtual size_t QueryVSOutputSize() = 0;
|
||||
virtual size_t QueryVSOutputElementSize() = 0;
|
||||
virtual bool QueryVSOutput(void* buffer, size_t size) = 0;
|
||||
|
||||
virtual bool Setup();
|
||||
|
||||
std::unique_ptr<xe::ui::Loop> loop_;
|
||||
std::unique_ptr<xe::ui::Window> window_;
|
||||
std::unique_ptr<Emulator> emulator_;
|
||||
|
@ -68,7 +74,6 @@ class TraceViewer {
|
|||
kHostDisasm,
|
||||
};
|
||||
|
||||
bool Setup();
|
||||
bool Load(std::wstring trace_file_path);
|
||||
void Run();
|
||||
|
||||
|
|
Loading…
Reference in New Issue