sajaniemi_variable_dataset_large / code /test /C++ /0002371_RenderPipelineDebugger.cpp
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//
// Copyright (c) 2017-2020 the rbfx project.
//
// 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.
//
#include "../Precompiled.h"
#include "../Core/StringUtils.h"
#include "../Graphics/Drawable.h"
#include "../Graphics/Geometry.h"
#include "../Graphics/Light.h"
#include "../Graphics/Material.h"
#include "../Graphics/PipelineState.h"
#include "../Graphics/ShaderVariation.h"
#include "../RenderPipeline/BatchCompositor.h"
#include "../RenderPipeline/RenderPipelineDebugger.h"
#include "../DebugNew.h"
#include <EASTL/tuple.h>
namespace Urho3D
{
namespace
{
ea::tuple<ea::string, ea::string> MakeSortKey(const PipelineState& pipelineState)
{
const PipelineStateDesc& desc = pipelineState.GetDesc();
return { desc.vertexShader_->GetName(), desc.pixelShader_->GetName() };
}
ea::tuple<ea::string> MakeSortKey(const Material& material)
{
return { material.GetName() };
}
ea::tuple<ShaderType, ea::string, ea::string> MakeSortKey(const ShaderVariation& shader)
{
return { shader.GetShaderType(), shader.GetName(), shader.GetDefines() };
}
template <class T>
ea::vector<T*> GetSortedObjects(const ea::unordered_set<T*>& set)
{
ea::vector<T*> vector(set.begin(), set.end());
ea::sort(vector.begin(), vector.end(), [](T* lhs, T* rhs)
{
return MakeSortKey(*lhs) < MakeSortKey(*rhs);
});
return vector;
}
}
DebugFrameSnapshotBatch::DebugFrameSnapshotBatch(const DrawableProcessor& drawableProcessor,
const PipelineBatch& pipelineBatch, bool newInstancingGroup)
: drawable_(pipelineBatch.drawable_)
, geometry_(pipelineBatch.geometry_)
, material_(pipelineBatch.material_)
, pipelineState_(pipelineBatch.pipelineState_)
, sourceBatchIndex_(pipelineBatch.sourceBatchIndex_)
, distance_(pipelineBatch.distance_)
, numVertices_(geometry_->GetVertexCount())
, numPrimitives_(geometry_->GetPrimitiveCount())
, newInstancingGroup_(newInstancingGroup)
{
const ea::vector<Light*>& lights = drawableProcessor.GetLights();
light_ = pipelineBatch.pixelLightIndex_ < lights.size() ? lights[pipelineBatch.pixelLightIndex_] : nullptr;
}
ea::string DebugFrameSnapshotBatch::ToString() const
{
const ea::string drawableName = drawable_ && sourceBatchIndex_ != M_MAX_UNSIGNED ? drawable_->GetFullNameDebug() : "";
const ea::string lightName = light_ ? light_->GetFullNameDebug() : "null";
const ea::string materialName = material_ ? material_->GetName() : "null";
const char bulletPoint = newInstancingGroup_ ? '*' : '.';
const ea::string geometryText = !drawableName.empty()
? Format("[{}].{} with material [{}] lit with", drawableName, sourceBatchIndex_, materialName)
: "Light volume geometry for";
const ea::string detailsText = Format("distance={:.2f} state={} geometry={} material={}",
distance_, static_cast<void*>(pipelineState_), static_cast<void*>(geometry_), static_cast<void*>(material_));
return Format("{} {}v {}t {} [{}] ({})",
bulletPoint, numVertices_, numPrimitives_, geometryText, lightName, detailsText);
}
ea::string DebugFrameSnapshotQuad::ToString() const
{
const ea::string sizeText = size_ != IntVector2::ZERO ? Format(" {}x{}", size_.x_, size_.y_) : "";
return Format("+ [quad{}] {}", sizeText, debugComment_);
}
ea::string DebugFrameSnapshotPass::ToString() const
{
unsigned numBatches = 0;
unsigned numVertices = 0;
unsigned numPrimitives = 0;
ea::string result;
numBatches += batches_.size();
for (const DebugFrameSnapshotBatch& batch : batches_)
{
result += batch.ToString();
result += "\n";
numVertices += batch.numVertices_;
numPrimitives += batch.numPrimitives_;
}
numBatches += quads_.size();
for (const DebugFrameSnapshotQuad& quad : quads_)
{
result += quad.ToString();
result += "\n";
numVertices += 4;
numPrimitives += 2;
}
return Format("Pass {} - {}b {}v {}t:\n\n{}\n", name_, numBatches, numVertices, numPrimitives, result);
}
ea::string DebugFrameSnapshot::ToString() const
{
ea::string result;
for (const DebugFrameSnapshotPass& pass : passes_)
result += pass.ToString();
result += Format("Pipeline states in scene ({}): \n\n{}\n", scenePipelineStates_.size(), ScenePipelineStatesToString());
result += Format("Materials in scene ({}): \n\n{}\n", sceneMaterials_.size(), SceneMaterialsToString());
result += Format("Shaders in scene ({}): \n\n{}\n", sceneShaders_.size(), SceneShadersToString());
return result;
}
ea::string DebugFrameSnapshot::ScenePipelineStatesToString() const
{
ea::string result;
for (PipelineState* pipelineState : GetSortedObjects(scenePipelineStates_))
{
const PipelineStateDesc& desc = pipelineState->GetDesc();
result += Format("- {}: VS={} PS={}\n", static_cast<void*>(pipelineState),
static_cast<void*>(desc.vertexShader_), static_cast<void*>(desc.pixelShader_));
}
return result;
}
ea::string DebugFrameSnapshot::SceneMaterialsToString() const
{
ea::string result;
for (Material* material : GetSortedObjects(sceneMaterials_))
{
const ea::string name = !material->GetName().empty() ? material->GetName() : "Unnamed";
result += Format("- {}: {}\n", static_cast<void*>(material), name);
}
return result;
}
ea::string DebugFrameSnapshot::SceneShadersToString() const
{
static const ea::string shaderTypes[] = { "VS", "PS" };
ea::string result;
for (ShaderVariation* shader : GetSortedObjects(sceneShaders_))
{
const ea::string& shaderType = shaderTypes[shader->GetShaderType()];
result += Format("- {}: [{}]{}: {}\n",
static_cast<void*>(shader), shaderType, shader->GetName(), shader->GetDefines());
}
return result;
}
void RenderPipelineDebugger::BeginSnapshot()
{
snapshotBuildingInProgress_ = true;
snapshot_ = {};
}
void RenderPipelineDebugger::EndSnapshot()
{
snapshotBuildingInProgress_ = false;
}
void RenderPipelineDebugger::BeginPass(ea::string_view name)
{
if (passInProgress_)
EndPass();
snapshot_.passes_.push_back(DebugFrameSnapshotPass{ ea::string(name) });
passInProgress_ = true;
}
void RenderPipelineDebugger::ReportSceneBatch(const DebugFrameSnapshotBatch& sceneBatch)
{
if (!passInProgress_)
BeginPass("Unnamed");
snapshot_.passes_.back().batches_.push_back(sceneBatch);
snapshot_.scenePipelineStates_.insert(sceneBatch.pipelineState_);
snapshot_.sceneMaterials_.insert(sceneBatch.material_);
const PipelineStateDesc& pipelineStateDesc = sceneBatch.pipelineState_->GetDesc();
snapshot_.sceneShaders_.insert(pipelineStateDesc.vertexShader_);
snapshot_.sceneShaders_.insert(pipelineStateDesc.pixelShader_);
}
void RenderPipelineDebugger::ReportQuad(ea::string_view debugComment, const IntVector2& size)
{
if (!passInProgress_)
BeginPass("Unnamed");
snapshot_.passes_.back().quads_.push_back(DebugFrameSnapshotQuad{ ea::string(debugComment), size });
}
void RenderPipelineDebugger::EndPass()
{
passInProgress_ = false;
}
}