예제 #1
0
void WrappedID3D11DeviceContext::BeginCaptureFrame()
{
	SCOPED_SERIALISE_CONTEXT(CONTEXT_CAPTURE_HEADER);
	m_pSerialiser->Serialise("context", m_ResourceID);	

	Serialise_BeginCaptureFrame(false);

	{
		SCOPED_LOCK(m_AnnotLock);

		m_AnnotationQueue.clear();
	}

	m_ContextRecord->AddChunk(scope.Get(), 1);
}
예제 #2
0
void WrappedID3D11DeviceContext::ReplayLog(LogState readType, uint32_t startEventID, uint32_t endEventID, bool partial)
{
	m_State = readType;

	m_DoStateVerify = true;

	D3D11ChunkType header = (D3D11ChunkType)m_pSerialiser->PushContext(NULL, 1, false);
	RDCASSERT(header == CONTEXT_CAPTURE_HEADER);

	ResourceId id;
	m_pSerialiser->Serialise("context", id);

	WrappedID3D11DeviceContext *context = (WrappedID3D11DeviceContext *)m_pDevice->GetResourceManager()->GetLiveResource(id);
	
	RDCASSERT(WrappedID3D11DeviceContext::IsAlloc(context) && context == this);

	Serialise_BeginCaptureFrame(!partial);

	m_pSerialiser->PopContext(NULL, header);

	m_CurEvents.clear();
	
	if(m_State == EXECUTING)
	{
		FetchAPIEvent ev = GetEvent(startEventID);
		m_CurEventID = ev.eventID;
		m_pSerialiser->SetOffset(ev.fileOffset);
	}
	else if(m_State == READING)
	{
		m_CurEventID = 1;
	}

	if(m_State == EXECUTING)
	{
		ClearMaps();
		for(size_t i=0; i < m_pDevice->GetNumDeferredContexts(); i++)
		{
			WrappedID3D11DeviceContext *defcontext = m_pDevice->GetDeferredContext(i);
			defcontext->ClearMaps();
		}
	}

	m_pDevice->GetResourceManager()->MarkInFrame(true);

	uint64_t startOffset = m_pSerialiser->GetOffset();

	while(1)
	{
		if(m_State == EXECUTING && m_CurEventID > endEventID)
		{
			// we can just break out if we've done all the events desired.
			break;
		}

		uint64_t offset = m_pSerialiser->GetOffset();

		D3D11ChunkType chunktype = (D3D11ChunkType)m_pSerialiser->PushContext(NULL, 1, false);

		ProcessChunk(offset, chunktype, false);
		
		RenderDoc::Inst().SetProgress(FrameEventsRead, float(offset - startOffset)/float(m_pSerialiser->GetSize()));
		
		// for now just abort after capture scope. Really we'd need to support multiple frames
		// but for now this will do.
		if(chunktype == CONTEXT_CAPTURE_FOOTER)
			break;
		
		m_CurEventID++;
	}

	if(m_State == READING)
	{
		m_pDevice->GetFrameRecord().back().drawcallList = m_ParentDrawcall.Bake();
		m_pDevice->GetFrameRecord().back().frameInfo.debugMessages = m_pDevice->GetDebugMessages();

		int initialSkips = 0;

		for(auto it=WrappedID3D11Buffer::m_BufferList.begin(); it != WrappedID3D11Buffer::m_BufferList.end(); ++it)
			m_ResourceUses[it->first];

		for(auto it=WrappedID3D11Texture1D::m_TextureList.begin(); it != WrappedID3D11Texture1D::m_TextureList.end(); ++it)
			m_ResourceUses[it->first];
		for(auto it=WrappedID3D11Texture2D::m_TextureList.begin(); it != WrappedID3D11Texture2D::m_TextureList.end(); ++it)
			m_ResourceUses[it->first];
		for(auto it=WrappedID3D11Texture3D::m_TextureList.begin(); it != WrappedID3D11Texture3D::m_TextureList.end(); ++it)
			m_ResourceUses[it->first];
		
		// it's easier to remove duplicate usages here than check it as we go.
		// this means if textures are bound in multiple places in the same draw
		// we don't have duplicate uses
		for(auto it = m_ResourceUses.begin(); it != m_ResourceUses.end(); ++it)
		{
			vector<EventUsage> &v = it->second;
			std::sort(v.begin(), v.end());
			v.erase( std::unique(v.begin(), v.end()), v.end() );
			
#if 0
			ResourceId resid = m_pDevice->GetResourceManager()->GetOriginalID(it->first);
			
			if(m_pDevice->GetResourceManager()->GetInitialContents(resid).resource == NULL)
				continue;
			
			// code disabled for now as skipping these initial states
			// doesn't seem to produce any measurable improvement in any case
			// I've checked
			RDCDEBUG("Resource %llu", resid);
			if(v.empty())
			{
				RDCDEBUG("Never used!");
				initialSkips++;
			}
			else
			{
				bool written = false;

				for(auto usit = v.begin(); usit != v.end(); ++usit)
				{
					ResourceUsage u = usit->usage;

					if(u == eUsage_SO ||
						(u >= eUsage_VS_RWResource && u <= eUsage_CS_RWResource) ||
						u == eUsage_DepthStencilTarget || u == eUsage_ColourTarget)
					{
						written = true;
						break;
					}
				}

				if(written)
				{
					RDCDEBUG("Written in frame - needs initial state");
				}
				else
				{
					RDCDEBUG("Never written to in the frame");
					initialSkips++;
				}
			}
#endif
		}

		//RDCDEBUG("Can skip %d initial states.", initialSkips);
	}

	m_pDevice->GetResourceManager()->MarkInFrame(false);

	m_State = READING;

	m_DoStateVerify = false;
}
예제 #3
0
void WrappedID3D11DeviceContext::ReplayLog(LogState readType, uint32_t startEventID, uint32_t endEventID, bool partial)
{
	m_State = readType;

	m_DoStateVerify = true;

	D3D11ChunkType header = (D3D11ChunkType)m_pSerialiser->PushContext(NULL, 1, false);
	RDCASSERT(header == CONTEXT_CAPTURE_HEADER);

	ResourceId id;
	m_pSerialiser->Serialise("context", id);

	WrappedID3D11DeviceContext *context = (WrappedID3D11DeviceContext *)m_pDevice->GetResourceManager()->GetLiveResource(id);
	
	RDCASSERT(WrappedID3D11DeviceContext::IsAlloc(context) && context == this);

	Serialise_BeginCaptureFrame(!partial);

	m_pSerialiser->PopContext(NULL, header);

	m_CurEvents.clear();
	
	if(m_State == EXECUTING)
	{
		FetchAPIEvent ev = GetEvent(startEventID);
		m_CurEventID = ev.eventID;
		m_pSerialiser->SetOffset(ev.fileOffset);
	}
	else if(m_State == READING)
	{
		m_CurEventID = 1;
	}

	if(m_State == EXECUTING)
	{
		ClearMaps();
		for(size_t i=0; i < m_pDevice->GetNumDeferredContexts(); i++)
		{
			WrappedID3D11DeviceContext *context = m_pDevice->GetDeferredContext(i);
			context->ClearMaps();
		}
	}

	m_pDevice->GetResourceManager()->MarkInFrame(true);

	while(1)
	{
		if(m_State == EXECUTING && m_CurEventID > endEventID)
		{
			// we can just break out if we've done all the events desired.
			break;
		}

		uint64_t offset = m_pSerialiser->GetOffset();

		D3D11ChunkType context = (D3D11ChunkType)m_pSerialiser->PushContext(NULL, 1, false);

		ProcessChunk(offset, context, false);
		
		RenderDoc::Inst().SetProgress(FileInitialRead, float(offset)/float(m_pSerialiser->GetSize()));
		
		// for now just abort after capture scope. Really we'd need to support multiple frames
		// but for now this will do.
		if(context == CONTEXT_CAPTURE_FOOTER)
			break;
		
		m_CurEventID++;
	}

	if(m_State == READING)
	{
		m_pDevice->GetFrameRecord().back().drawcallList = m_ParentDrawcall.Bake();

		m_ParentDrawcall.children.clear();

		int initialSkips = 0;

		for(auto it=WrappedID3D11Buffer::m_BufferList.begin(); it != WrappedID3D11Buffer::m_BufferList.end(); ++it)
			m_ResourceUses[it->first];

		for(auto it=WrappedID3D11Texture1D::m_TextureList.begin(); it != WrappedID3D11Texture1D::m_TextureList.end(); ++it)
			m_ResourceUses[it->first];
		for(auto it=WrappedID3D11Texture2D::m_TextureList.begin(); it != WrappedID3D11Texture2D::m_TextureList.end(); ++it)
			m_ResourceUses[it->first];
		for(auto it=WrappedID3D11Texture3D::m_TextureList.begin(); it != WrappedID3D11Texture3D::m_TextureList.end(); ++it)
			m_ResourceUses[it->first];

		for(auto it = m_ResourceUses.begin(); it != m_ResourceUses.end(); ++it)
		{
			ResourceId id = m_pDevice->GetResourceManager()->GetOriginalID(it->first);

			if(m_pDevice->GetResourceManager()->GetInitialContents(id) == NULL)
				continue;

			RDCDEBUG("Resource %llu", id);
			if(it->second.empty())
			{
				RDCDEBUG("Never used!");
				initialSkips++;
			}
			else
			{
				bool written = false;

				for(auto usit = it->second.begin(); usit != it->second.end(); ++usit)
				{
					ResourceUsage u = usit->usage;

					if(u == eUsage_SO ||
						u == eUsage_CS_UAV || u == eUsage_PS_UAV ||
						u == eUsage_OM_DSV || u == eUsage_OM_RTV)
					{
						written = true;
						break;
					}
				}

				if(written)
				{
					RDCDEBUG("Written in frame - needs initial state");
				}
				else
				{
					RDCDEBUG("Never written to in the frame");
					initialSkips++;
				}
			}
		}

		RDCDEBUG("Can skip %d initial states.", initialSkips);
	}

	m_pDevice->GetResourceManager()->MarkInFrame(false);

	m_State = READING;

	m_DoStateVerify = false;
}