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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. | |
| // | |
| 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; | |
| } | |
| } | |