adding aftermath debugging and fixing forward plus
This commit is contained in:
+6
-1
@@ -16,6 +16,7 @@ set(GLFW_ROOT ${EXTERNAL_ROOT}/glfw)
|
||||
set(JSON_ROOT ${EXTERNAL_ROOT}/json)
|
||||
set(STB_ROOT ${EXTERNAL_ROOT}/stb)
|
||||
set(SPIRV_ROOT ${EXTERNAL_ROOT}/SPIRV-Cross)
|
||||
set(NSAM_ROOT ${EXTERNAL_ROOT}/aftermath)
|
||||
|
||||
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake/)
|
||||
|
||||
@@ -50,6 +51,7 @@ find_package(GLFW REQUIRED)
|
||||
find_package(GLM REQUIRED)
|
||||
find_package(STB REQUIRED)
|
||||
find_package(SLANG REQUIRED)
|
||||
find_package(Aftermath REQUIRED)
|
||||
|
||||
include_directories(${GLM_INCLUDE_DIRS})
|
||||
include_directories(${STB_INCLUDE_DIRS})
|
||||
@@ -60,6 +62,7 @@ include_directories(${GLFW_INCLUDE_DIRS})
|
||||
include_directories(${SLANG_INCLUDE_DIRS})
|
||||
include_directories(${ASSIMP_INCLUDE_DIRS})
|
||||
include_directories(${JSON_INCLUDE_DIRS})
|
||||
include_directories(${NSAM_INCLUDE_DIRS})
|
||||
include_directories(${ENGINE_ROOT})
|
||||
include_directories(src/Engine)
|
||||
add_definitions(${Vulkan_DEFINITIONS})
|
||||
@@ -78,6 +81,7 @@ target_link_libraries(SeeleEngine ${GLFW_LIBRARIES})
|
||||
target_link_libraries(SeeleEngine ${SLANG_LIBRARIES})
|
||||
target_link_libraries(SeeleEngine ${ASSIMP_LIBRARIES})
|
||||
target_link_libraries(SeeleEngine ${JSON_LIBRARY})
|
||||
target_link_libraries(SeeleEngine ${NSAM_LIBRARIES})
|
||||
#target_link_libraries(SeeleEngine ${SPIRV_LIBRARIES})
|
||||
|
||||
target_precompile_headers(SeeleEngine
|
||||
@@ -112,8 +116,9 @@ add_subdirectory(test/)
|
||||
|
||||
add_custom_target(copy-runtime-files ALL
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/res $<TARGET_FILE_DIR:SeeleEngine>
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${SLANG_BINARY} $<TARGET_FILE_DIR:SeeleEngine>
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${SLANG_BINARIES} $<TARGET_FILE_DIR:SeeleEngine>
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${SLANG_GLSLANG} $<TARGET_FILE_DIR:SeeleEngine>
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${GLFW_BINARY} $<TARGET_FILE_DIR:SeeleEngine>
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${ASSIMP_BINARY} $<TARGET_FILE_DIR:SeeleEngine>
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${NSAM_BINARIES} $<TARGET_FILE_DIR:SeeleEngine>
|
||||
DEPENDS SeeleEngine)
|
||||
@@ -0,0 +1,114 @@
|
||||
#
|
||||
# Find Nsight Aftermath
|
||||
#
|
||||
# Try to find Nvidia Nsight aftermath library.
|
||||
# This module defines the following variables:
|
||||
# - NSAM_INCLUDE_DIRS
|
||||
# - NSAM_LIBRARIES
|
||||
# - NSAM_FOUND
|
||||
#
|
||||
# The following variables can be set as arguments for the module.
|
||||
# - NSAM_ROOT : Root library directory of NSAM
|
||||
# - NSAM_USE_STATIC_LIBS : Specifies to use static version of NSAM library (Windows only)
|
||||
#
|
||||
# References:
|
||||
# - https://github.com/progschj/OpenGL-Examples/blob/master/cmake_modules/FindNSAM.cmake
|
||||
# - https://bitbucket.org/Ident8/cegui-mk2-opengl3-renderer/src/befd47200265/cmake/FindNSAM.cmake
|
||||
#
|
||||
|
||||
# Additional modules
|
||||
include(FindPackageHandleStandardArgs)
|
||||
|
||||
if (WIN32)
|
||||
# Find include files
|
||||
find_path(
|
||||
NSAM_INCLUDE_DIR
|
||||
NAMES GFSDK_Aftermath.h
|
||||
PATHS
|
||||
$ENV{PROGRAMFILES}/include
|
||||
${NSAM_ROOT}/include
|
||||
DOC "The directory where GFSDK_Aftermath.h resides")
|
||||
|
||||
|
||||
# Find library files
|
||||
find_library(
|
||||
NSAM_LIBRARY
|
||||
NAMES GFSDK_Aftermath_Lib.${CMAKE_PLATFORM}.lib
|
||||
PATHS
|
||||
$ENV{PROGRAMFILES}/lib
|
||||
${NSAM_ROOT}/lib/${CMAKE_PLATFORM}
|
||||
${NSAM_ROOT}/lib
|
||||
PATH_SUFFIXES x86 x64)
|
||||
|
||||
find_file(
|
||||
NSAM_BINARY
|
||||
NAMES GFSDK_Aftermath_Lib.${CMAKE_PLATFORM}.dll
|
||||
PATHS
|
||||
$ENV{PROGRAMFILES}/bin
|
||||
${NSAM_ROOT}/lib/${CMAKE_PLATFORM}
|
||||
${NSAM_ROOT}/lib
|
||||
PATH_SUFFIXES x86 x64)
|
||||
|
||||
find_file(
|
||||
NSAM_LLVM
|
||||
NAMES llvm_7_0_1.dll
|
||||
PATHS
|
||||
$ENV{PROGRAMFILES}/bin
|
||||
${NSAM_ROOT}/lib/${CMAKE_PLATFORM}
|
||||
${NSAM_ROOT}/lib
|
||||
PATH_SUFFIXES x86 x64)
|
||||
|
||||
else()
|
||||
# Find include files
|
||||
find_path(
|
||||
NSAM_INCLUDE_DIR
|
||||
NAMES NSAM/nsam3.h
|
||||
PATHS
|
||||
/usr/include
|
||||
/usr/local/include
|
||||
/sw/include
|
||||
/opt/local/include
|
||||
DOC "The directory where GL/nsam.h resides")
|
||||
|
||||
# Find library files
|
||||
# Try to use static libraries
|
||||
#find_library(
|
||||
# NSAM_LIBRARY
|
||||
# NAMES nsam3
|
||||
# PATHS
|
||||
# /usr/lib64
|
||||
# /usr/lib
|
||||
# /usr/local/lib64
|
||||
# /usr/local/lib
|
||||
# /sw/lib
|
||||
# /opt/local/lib
|
||||
# ${NSAM_ROOT}/lib
|
||||
# DOC "The NSAM library")
|
||||
set(NSAM_LIBRARY "")
|
||||
|
||||
find_file(
|
||||
NSAM_BINARY
|
||||
NAMES libnsam${CMAKE_DEBUG_POSTFIX}.so
|
||||
PATHS
|
||||
/usr/lib64
|
||||
/usr/lib
|
||||
/usr/local/lib64
|
||||
/usr/local/lib
|
||||
/sw/lib
|
||||
/opt/local/lib
|
||||
${NSAM_ROOT}/src
|
||||
)
|
||||
endif()
|
||||
|
||||
# Handle REQUIRD argument, define *_FOUND variable
|
||||
find_package_handle_standard_args(NSAM DEFAULT_MSG NSAM_INCLUDE_DIR NSAM_BINARY)
|
||||
|
||||
# Define NSAM_LIBRARIES and NSAM_INCLUDE_DIRS
|
||||
if (NSAM_FOUND)
|
||||
set(NSAM_LIBRARIES ${NSAM_LIBRARY})
|
||||
set(NSAM_INCLUDE_DIRS ${NSAM_INCLUDE_DIR})
|
||||
set(NSAM_BINARIES ${NSAM_BINARY} ${NSAM_LLVM})
|
||||
endif()
|
||||
|
||||
# Hide some variables
|
||||
mark_as_advanced(NSAM_INCLUDE_DIR NSAM_LIBRARY)
|
||||
Vendored
+601
@@ -0,0 +1,601 @@
|
||||
Copyright (c) 2017-2020, NVIDIA CORPORATION. All rights reserved.
|
||||
|
||||
NVIDIA CORPORATION and its licensors retain all intellectual property and proprietary
|
||||
rights in and to this software, related documentation and any modifications thereto. Any
|
||||
use, reproduction, disclosure or distribution of this software and related documentation
|
||||
without an express license agreement from NVIDIA CORPORATION is strictly prohibited.
|
||||
|
||||
LICENSE AGREEMENT FOR NVIDIA SOFTWARE DEVELOPMENT KITS
|
||||
|
||||
This license agreement, including exhibits attached ("Agreement") is a legal agreement
|
||||
between you and NVIDIA Corporation ("NVIDIA") and governs your use of a NVIDIA software
|
||||
development kit ("SDK").
|
||||
|
||||
Each SDK has its own set of software and materials, but here is a description of the types
|
||||
of items that may be included in a SDK: source code, header files, APIs, data sets and
|
||||
assets (examples include images, textures, models, scenes, videos, native API input/output
|
||||
files), binary software, sample code, libraries, utility programs, programming code and
|
||||
documentation.
|
||||
|
||||
This Agreement can be accepted only by an adult of legal age of majority in the country in
|
||||
which the SDK is used.
|
||||
|
||||
If you are entering into this Agreement on behalf of a company or other legal entity, you
|
||||
represent that you have the legal authority to bind the entity to this Agreement, in which
|
||||
case "you" will mean the entity you represent.
|
||||
|
||||
If you don’t have the required age or authority to accept this Agreement, or if you don’t
|
||||
accept all the terms and conditions of this Agreement, do not download, install or use the
|
||||
SDK.
|
||||
|
||||
You agree to use the SDK only for purposes that are permitted by (a) this Agreement, and
|
||||
(b) any applicable law, regulation or generally accepted practices or guidelines in the
|
||||
relevant jurisdictions.
|
||||
|
||||
1. License.
|
||||
|
||||
1.1 Grant
|
||||
|
||||
Subject to the terms of this Agreement, NVIDIA hereby grants you a non-exclusive,
|
||||
non-transferable license, without the right to sublicense (except as expressly provided in
|
||||
this Agreement) to:
|
||||
|
||||
(i) Install and use the SDK, and
|
||||
|
||||
(ii) Distribute those portions of the SDK that are identified in this Agreement as
|
||||
distributable, as incorporated in object code format into a software application that
|
||||
meets the distribution requirements indicated in this Agreement.
|
||||
|
||||
1.2 Distribution Requirements
|
||||
|
||||
These are the distribution requirements for you to exercise the distribution grant:
|
||||
|
||||
(i) Your application must have material additional functionality, beyond the included
|
||||
portions of the SDK.
|
||||
|
||||
(ii) The distributable portions of the SDK shall only be accessed by your application.
|
||||
|
||||
(iii) The following notice shall be included in modifications and derivative works of
|
||||
sample source code distributed: "This software contains source code provided by NVIDIA
|
||||
Corporation."
|
||||
|
||||
(iv) Unless a developer tool is identified in this Agreement as distributable, it is
|
||||
delivered for your internal use only.
|
||||
|
||||
(v) The terms under which you distribute your application must be consistent with the
|
||||
terms of this Agreement, including (without limitation) terms relating to the license
|
||||
grant and license restrictions and protection of NVIDIA’s intellectual property rights.
|
||||
Additionally, you agree that you will protect the privacy, security and legal rights of
|
||||
your application users.
|
||||
|
||||
(vi) You agree to notify NVIDIA in writing of any known or suspected distribution or use
|
||||
of the SDK not in compliance with the requirements of this Agreement, and to enforce the
|
||||
terms of your agreements with respect to distributed SDK.
|
||||
|
||||
1.3 Authorized Users
|
||||
|
||||
You may allow employees and contractors of your entity or of your subsidiary(ies) to
|
||||
access and use the SDK from your secure network to perform work on your behalf.
|
||||
|
||||
If you are an academic institution you may allow users enrolled or employed by the
|
||||
academic institution to access and use the SDK from your secure network.
|
||||
|
||||
You are responsible for the compliance with the terms of this Agreement by your authorized
|
||||
users. If you become aware that your authorized users didn’t follow the terms of this
|
||||
Agreement, you agree to take reasonable steps to resolve the non-compliance and prevent
|
||||
new occurrences.
|
||||
|
||||
1.4 Pre-Release SDK
|
||||
|
||||
The SDK versions identified as alpha, beta, preview or otherwise as pre-release, may not
|
||||
be fully functional, may contain errors or design flaws, and may have reduced or different
|
||||
security, privacy, accessibility, availability, and reliability standards relative to
|
||||
commercial versions of NVIDIA software and materials. Use of a pre-release SDK may result
|
||||
in unexpected results, loss of data, project delays or other unpredictable damage or loss.
|
||||
You may use a pre-release SDK at your own risk, understanding that pre-release SDKs are
|
||||
not intended for use in production or business-critical systems. NVIDIA may choose not to
|
||||
make available a commercial version of any pre-release SDK. NVIDIA may also choose to
|
||||
abandon development and terminate the availability of a pre-release SDK at any time
|
||||
without liability.
|
||||
|
||||
1.5 Updates
|
||||
|
||||
NVIDIA may, at its option, make available patches, workarounds or other updates to this
|
||||
SDK. Unless the updates are provided with their separate governing terms, they are deemed
|
||||
part of the SDK licensed to you as provided in this Agreement.
|
||||
|
||||
You agree that the form and content of the SDK that NVIDIA provides may change without
|
||||
prior notice to you. While NVIDIA generally maintains compatibility between versions,
|
||||
NVIDIA may in some cases make changes that introduce incompatibilities in future versions
|
||||
of the SDK.
|
||||
|
||||
1.6 Third Party Licenses
|
||||
|
||||
The SDK may come bundled with, or otherwise include or be distributed with, third party
|
||||
software licensed by a NVIDIA supplier and/or open source software provided under an open
|
||||
source license. Use of third-party software is subject to the third-party license terms,
|
||||
or in the absence of third party terms, the terms of this Agreement. Copyright to
|
||||
third-party software is held by the copyright holders indicated in the third-party
|
||||
software or license.
|
||||
|
||||
1.7 Reservation of Rights
|
||||
|
||||
NVIDIA reserves all rights, title and interest in and to the SDK not expressly granted to
|
||||
you under this Agreement.
|
||||
|
||||
2. Limitations.
|
||||
|
||||
The following license limitations apply to your use of the SDK:
|
||||
|
||||
2.1 You may not reverse engineer, decompile or disassemble, or remove copyright or other
|
||||
proprietary notices from any portion of the SDK or copies of the SDK.
|
||||
|
||||
2.2 Except as expressly provided in this Agreement, you may not copy, sell, rent,
|
||||
sublicense, transfer, distribute, modify, or create derivative works of any portion of the
|
||||
SDK.
|
||||
|
||||
2.3 Unless you have an agreement with NVIDIA for this purpose, you may not indicate that
|
||||
an application created with the SDK is sponsored or endorsed by NVIDIA.
|
||||
|
||||
2.4 You may not bypass, disable, or circumvent any encryption, security, digital rights
|
||||
management or authentication mechanism in the SDK.
|
||||
|
||||
2.5 You may not use the SDK in any manner that would cause it to become subject to an open
|
||||
source software license. As examples, licenses that require as a condition of use,
|
||||
modification, and/or distribution that the SDK be (i) disclosed or distributed in source
|
||||
code form; (ii) licensed for the purpose of making derivative works; or (iii)
|
||||
redistributable at no charge.
|
||||
|
||||
2.6 Unless you have an agreement with NVIDIA for this purpose, you may not use the SDK
|
||||
with any system or application where the use or failure of the system or application can
|
||||
reasonably be expected to threaten or result in personal injury, death, or catastrophic
|
||||
loss. Examples include use in nuclear, avionics, navigation, military, medical, life
|
||||
support or other life critical applications. NVIDIA does not design, test or manufacture
|
||||
the SDK for these critical uses and NVIDIA shall not be liable to you or any third party,
|
||||
in whole or in part, for any claims or damages arising from such uses.
|
||||
|
||||
2.7 You agree to defend, indemnify and hold harmless NVIDIA and its affiliates, and their
|
||||
respective employees, contractors, agents, officers and directors, from and against any
|
||||
and all claims, damages, obligations, losses, liabilities, costs or debt, fines,
|
||||
restitutions and expenses (including but not limited to attorney’s fees and costs incident
|
||||
to establishing the right of indemnification) arising out of or related to your use of the
|
||||
SDK outside of the scope of this Agreement, or not in compliance with its terms.
|
||||
|
||||
3. Ownership.
|
||||
|
||||
3.1 NVIDIA or its licensors hold all rights, title and interest in and to the SDK and its
|
||||
modifications and derivative works, including their respective intellectual property
|
||||
rights. This SDK may include software and materials from NVIDIA’s licensors, and these
|
||||
licensors are intended third party beneficiaries that may enforce this Agreement with
|
||||
respect to their intellectual property rights.
|
||||
|
||||
3.2 You may, but don’t have to, provide to NVIDIA suggestions, feature requests or other
|
||||
feedback regarding the SDK, including possible enhancements or modifications to the SDK.
|
||||
For any feedback that you voluntarily provide, you hereby grant NVIDIA and its affiliates
|
||||
a perpetual, non-exclusive, worldwide, irrevocable license to use, reproduce, modify,
|
||||
license, sublicense (through multiple tiers of sublicensees), and distribute (through
|
||||
multiple tiers of distributors) it without the payment of any royalties or fees to you.
|
||||
NVIDIA will use feedback at its choice. NVIDIA is constantly looking for ways to improve
|
||||
its products, so you may send feedback to NVIDIA through the developer portal at
|
||||
https://developer.nvidia.com.
|
||||
|
||||
4. No Warranties.
|
||||
|
||||
THE SDK IS PROVIDED BY NVIDIA "AS IS" AND "WITH ALL FAULTS." TO THE MAXIMUM EXTENT
|
||||
PERMITTED BY LAW, NVIDIA AND ITS AFFILIATES EXPRESSLY DISCLAIM ALL WARRANTIES OF ANY KIND
|
||||
OR NATURE, WHETHER EXPRESS, IMPLIED OR STATUTORY, INCLUDING, BUT NOT LIMITED TO, ANY
|
||||
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE, NON-INFRINGEMENT,
|
||||
OR THE ABSENCE OF ANY DEFECTS THEREIN, WHETHER LATENT OR PATENT. NO WARRANTY IS MADE ON
|
||||
THE BASIS OF TRADE USAGE, COURSE OF DEALING OR COURSE OF TRADE.
|
||||
|
||||
5. Limitations of Liability.
|
||||
|
||||
TO THE MAXIMUM EXTENT PERMITTED BY LAW, NVIDIA AND ITS AFFILIATES SHALL NOT BE LIABLE FOR
|
||||
ANY SPECIAL, INCIDENTAL, PUNITIVE OR CONSEQUENTIAL DAMAGES, OR ANY LOST PROFITS, LOSS OF
|
||||
USE, LOSS OF DATA OR LOSS OF GOODWILL, OR THE COSTS OF PROCURING SUBSTITUTE PRODUCTS,
|
||||
ARISING OUT OF OR IN CONNECTION WITH THIS AGREEMENT OR THE USE OR PERFORMANCE OF THE SDK,
|
||||
WHETHER SUCH LIABILITY ARISES FROM ANY CLAIM BASED UPON BREACH OF CONTRACT, BREACH OF
|
||||
WARRANTY, TORT (INCLUDING NEGLIGENCE), PRODUCT LIABILITY OR ANY OTHER CAUSE OF ACTION OR
|
||||
THEORY OF LIABILITY. IN NO EVENT WILL NVIDIA’S AND ITS AFFILIATES TOTAL CUMULATIVE
|
||||
LIABILITY UNDER OR ARISING OUT OF THIS AGREEMENT EXCEED US$10.00. THE NATURE OF THE
|
||||
LIABILITY OR THE NUMBER OF CLAIMS OR SUITS SHALL NOT ENLARGE OR EXTEND THIS LIMIT.
|
||||
|
||||
These exclusions and limitations of liability shall apply regardless if NVIDIA or its
|
||||
affiliates have been advised of the possibility of such damages, and regardless of whether
|
||||
a remedy fails its essential purpose. These exclusions and limitations of liability form
|
||||
an essential basis of the bargain between the parties, and, absent any of these exclusions
|
||||
or limitations of liability, the provisions of this Agreement, including, without
|
||||
limitation, the economic terms, would be substantially different.
|
||||
|
||||
6. Termination.
|
||||
|
||||
6.1 This Agreement will continue to apply until terminated by either you or NVIDIA as
|
||||
described below.
|
||||
|
||||
6.2 If you want to terminate this Agreement, you may do so by stopping to use the SDK.
|
||||
|
||||
6.3 NVIDIA may, at any time, terminate this Agreement if: (i) you fail to comply with any
|
||||
term of this Agreement and the non-compliance is not fixed within thirty (30) days
|
||||
following notice from NVIDIA (or immediately if you violate NVIDIA’s intellectual property
|
||||
rights); (ii) you commence or participate in any legal proceeding against NVIDIA with
|
||||
respect to the SDK; or (iii) NVIDIA decides to no longer provide the SDK in a country or,
|
||||
in NVIDIA’s sole discretion, the continued use of it is no longer commercially viable.
|
||||
|
||||
6.4 Upon any termination of this Agreement, you agree to promptly discontinue use of the
|
||||
SDK and destroy all copies in your possession or control. Your prior distributions in
|
||||
accordance with this Agreement are not affected by the termination of this Agreement. Upon
|
||||
written request, you will certify in writing that you have complied with your commitments
|
||||
under this section. Upon any termination of this Agreement all provisions survive except
|
||||
for the licenses granted to you.
|
||||
|
||||
7. General.
|
||||
|
||||
If you wish to assign this Agreement or your rights and obligations, including by merger,
|
||||
consolidation, dissolution or operation of law, contact NVIDIA to ask for permission. Any
|
||||
attempted assignment not approved by NVIDIA in writing shall be void and of no effect.
|
||||
NVIDIA may assign, delegate or transfer this Agreement and its rights and obligations, and
|
||||
if to a non-affiliate you will be notified.
|
||||
|
||||
You agree to cooperate with NVIDIA and provide reasonably requested information to verify
|
||||
your compliance with this Agreement.
|
||||
|
||||
This Agreement will be governed in all respects by the laws of the United States and of
|
||||
the State of Delaware as those laws are applied to contracts entered into and performed
|
||||
entirely within Delaware by Delaware residents, without regard to the conflicts of laws
|
||||
principles. The United Nations Convention on Contracts for the International Sale of Goods
|
||||
is specifically disclaimed. You agree to all terms of this Agreement in the English
|
||||
language.
|
||||
|
||||
The state or federal courts residing in Santa Clara County, California shall have
|
||||
exclusive jurisdiction over any dispute or claim arising out of this Agreement.
|
||||
Notwithstanding this, you agree that NVIDIA shall still be allowed to apply for injunctive
|
||||
remedies or an equivalent type of urgent legal relief in any jurisdiction.
|
||||
|
||||
If any court of competent jurisdiction determines that any provision of this Agreement is
|
||||
illegal, invalid or unenforceable, such provision will be construed as limited to the
|
||||
extent necessary to be consistent with and fully enforceable under the law and the
|
||||
remaining provisions will remain in full force and effect. Unless otherwise specified,
|
||||
remedies are cumulative.
|
||||
|
||||
Each party acknowledges and agrees that the other is an independent contractor in the
|
||||
performance of this Agreement.
|
||||
|
||||
The SDK has been developed entirely at private expense and is "commercial items"
|
||||
consisting of "commercial computer software" and "commercial computer software
|
||||
documentation" provided with RESTRICTED RIGHTS. Use, duplication or disclosure by the U.S.
|
||||
Government or a U.S. Government subcontractor is subject to the restrictions in this
|
||||
Agreement pursuant to DFARS 227.7202-3(a) or as set forth in subparagraphs (b)(1) and (2)
|
||||
of the Commercial Computer Software - Restricted Rights clause at FAR 52.227-19, as
|
||||
applicable. Contractor/manufacturer is NVIDIA, 2788 San Tomas Expressway, Santa Clara, CA
|
||||
95051.
|
||||
|
||||
The SDK is subject to United States export laws and regulations. You agree that you will
|
||||
not ship, transfer or export the SDK into any country, or use the SDK in any manner,
|
||||
prohibited by the United States Bureau of Industry and Security or economic sanctions
|
||||
regulations administered by the U.S. Department of Treasury’s Office of Foreign Assets
|
||||
Control (OFAC), or any applicable export laws, restrictions or regulations. These laws
|
||||
include restrictions on destinations, end users and end use. By accepting this Agreement,
|
||||
you confirm that you are not a resident or citizen of any country currently embargoed by
|
||||
the U.S. and that you are not otherwise prohibited from receiving the SDK.
|
||||
|
||||
Any notice delivered by NVIDIA to you under this Agreement will be delivered via mail,
|
||||
email or fax. You agree that any notices that NVIDIA sends you electronically will satisfy
|
||||
any legal communication requirements. Please direct your legal notices or other
|
||||
correspondence to NVIDIA Corporation, 2788 San Tomas Expressway, Santa Clara, California
|
||||
95051, United States of America, Attention: Legal Department.
|
||||
|
||||
This Agreement and any exhibits incorporated into this Agreement constitute the entire
|
||||
agreement of the parties with respect to the subject matter of this Agreement and
|
||||
supersede all prior negotiations or documentation exchanged between the parties relating
|
||||
to this SDK license. Any additional and/or conflicting terms on documents issued by you
|
||||
are null, void, and invalid. Any amendment or waiver under this Agreement shall be in
|
||||
writing and signed by representatives of both parties.
|
||||
|
||||
(v. July 22, 2019)
|
||||
|
||||
NSIGHT AFTERMATH SUPPLEMENT TO SOFTWARE LICENSE AGREEMENT FOR NVIDIA SOFTWARE DEVELOPMENT
|
||||
KITS
|
||||
|
||||
The terms in this supplement govern your use of the NVIDIA Nsight Aftermath SDK under the
|
||||
terms of your license agreement ("Agreement") as modified by this supplement. Capitalized
|
||||
terms used but not defined below have the meaning assigned to them in the Agreement.
|
||||
|
||||
This supplement is an exhibit to the Agreement and is incorporated as an integral part of
|
||||
the Agreement. In the event of conflict between the terms in this supplement and the terms
|
||||
in the Agreement, the terms in this supplement govern.
|
||||
|
||||
1. Distribution.
|
||||
|
||||
The following portions of the SDK are distributable under the Agreement: the .dll / .so files.
|
||||
|
||||
2. Usage.
|
||||
|
||||
Please read the accompanying usage guidelines document (nsight-aftermath-usage-guidelines.txt)
|
||||
for information on how Nsight Aftermath is intended to be used.
|
||||
|
||||
(v. October 30, 2019)
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------------
|
||||
------------------------------------------------------------------------------------------
|
||||
|
||||
The Nsight Aftermath SDK makes use of third-party libraries. The licensee's use of the
|
||||
SDK is subject to the following additional terms and conditions:
|
||||
|
||||
JSON for Modern C++ (https://nlohmann.github.io/json/)
|
||||
|
||||
The class is licensed under the MIT License:
|
||||
|
||||
Copyright (c) 2013-2019 Niels Lohmann
|
||||
|
||||
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.
|
||||
|
||||
The class contains the UTF-8 Decoder from Bjoern Hoehrmann which is licensed under the
|
||||
MIT License (see above). Copyright (c) 2008-2009 Björn Hoehrmann bjoern@hoehrmann.de
|
||||
|
||||
The class contains a slightly modified version of the Grisu2 algorithm from Florian
|
||||
Loitsch which is licensed under the MIT License (see above). Copyright (c) 2009
|
||||
Florian Loitsch
|
||||
|
||||
|
||||
FlatBuffers: Memory Efficient Serialization Library (http://google.github.io/flatbuffers/)
|
||||
|
||||
Apache License Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction, and distribution
|
||||
as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by the copyright owner
|
||||
that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all other entities that
|
||||
control, are controlled by, or are under common control with that entity. For the
|
||||
purposes of this definition, "control" means (i) the power, direct or indirect, to
|
||||
cause the direction or management of such entity, whether by contract or otherwise, or
|
||||
(ii) ownership of fifty percent (50%) or more of the outstanding shares, or (iii)
|
||||
beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity exercising permissions
|
||||
granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications, including but
|
||||
not limited to software source code, documentation source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical transformation or
|
||||
translation of a Source form, including but not limited to compiled object code,
|
||||
generated documentation, and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or Object form, made
|
||||
available under the License, as indicated by a copyright notice that is included in or
|
||||
attached to the work (an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object form, that is
|
||||
based on (or derived from) the Work and for which the editorial revisions,
|
||||
annotations, elaborations, or other modifications represent, as a whole, an original
|
||||
work of authorship. For the purposes of this License, Derivative Works shall not
|
||||
include works that remain separable from, or merely link (or bind by name) to the
|
||||
interfaces of, the Work and Derivative Works thereof.
|
||||
|
||||
"Contribution" shall mean any work of authorship, including the original version of
|
||||
the Work and any modifications or additions to that Work or Derivative Works thereof,
|
||||
that is intentionally submitted to Licensor for inclusion in the Work by the copyright
|
||||
owner or by an individual or Legal Entity authorized to submit on behalf of the
|
||||
copyright owner. For the purposes of this definition, "submitted" means any form of
|
||||
electronic, verbal, or written communication sent to the Licensor or its
|
||||
representatives, including but not limited to communication on electronic mailing
|
||||
lists, source code control systems, and issue tracking systems that are managed by, or
|
||||
on behalf of, the Licensor for the purpose of discussing and improving the Work, but
|
||||
excluding communication that is conspicuously marked or otherwise designated in
|
||||
writing by the copyright owner as "Not a Contribution."
|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity on behalf of whom
|
||||
a Contribution has been received by Licensor and subsequently incorporated within the
|
||||
Work.
|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of this License,
|
||||
each Contributor hereby grants to You a perpetual, worldwide, non-exclusive,
|
||||
no-charge, royalty-free, irrevocable copyright license to reproduce, prepare
|
||||
Derivative Works of, publicly display, publicly perform, sublicense, and distribute
|
||||
the Work and such Derivative Works in Source or Object form.
|
||||
|
||||
3. Grant of Patent License. Subject to the terms and conditions of this License, each
|
||||
Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge,
|
||||
royalty-free, irrevocable (except as stated in this section) patent license to make,
|
||||
have made, use, offer to sell, sell, import, and otherwise transfer the Work, where
|
||||
such license applies only to those patent claims licensable by such Contributor that
|
||||
are necessarily infringed by their Contribution(s) alone or by combination of their
|
||||
Contribution(s) with the Work to which such Contribution(s) was submitted. If You
|
||||
institute patent litigation against any entity (including a cross-claim or
|
||||
counterclaim in a lawsuit) alleging that the Work or a Contribution incorporated
|
||||
within the Work constitutes direct or contributory patent infringement, then any
|
||||
patent licenses granted to You under this License for that Work shall terminate as of
|
||||
the date such litigation is filed.
|
||||
|
||||
4. Redistribution. You may reproduce and distribute copies of the Work or Derivative
|
||||
Works thereof in any medium, with or without modifications, and in Source or Object
|
||||
form, provided that You meet the following conditions:
|
||||
|
||||
(a) You must give any other recipients of the Work or Derivative Works a copy of this
|
||||
License; and
|
||||
|
||||
(b) You must cause any modified files to carry prominent notices stating that You
|
||||
changed the files; and
|
||||
|
||||
(c) You must retain, in the Source form of any Derivative Works that You distribute,
|
||||
all copyright, patent, trademark, and attribution notices from the Source form of the
|
||||
Work, excluding those notices that do not pertain to any part of the Derivative Works;
|
||||
and
|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its distribution, then any
|
||||
Derivative Works that You distribute must include a readable copy of the attribution
|
||||
notices contained within such NOTICE file, excluding those notices that do not pertain
|
||||
to any part of the Derivative Works, in at least one of the following places: within a
|
||||
NOTICE text file distributed as part of the Derivative Works; within the Source form
|
||||
or documentation, if provided along with the Derivative Works; or, within a display
|
||||
generated by the Derivative Works, if and wherever such third-party notices normally
|
||||
appear. The contents of the NOTICE file are for informational purposes only and do not
|
||||
modify the License. You may add Your own attribution notices within Derivative Works
|
||||
that You distribute, alongside or as an addendum to the NOTICE text from the Work,
|
||||
provided that such additional attribution notices cannot be construed as modifying the
|
||||
License.
|
||||
|
||||
You may add Your own copyright statement to Your modifications and may provide
|
||||
additional or different license terms and conditions for use, reproduction, or
|
||||
distribution of Your modifications, or for any such Derivative Works as a whole,
|
||||
provided Your use, reproduction, and distribution of the Work otherwise complies with
|
||||
the conditions stated in this License.
|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise, any
|
||||
Contribution intentionally submitted for inclusion in the Work by You to the Licensor
|
||||
shall be under the terms and conditions of this License, without any additional terms
|
||||
or conditions. Notwithstanding the above, nothing herein shall supersede or modify
|
||||
the terms of any separate license agreement you may have executed with Licensor
|
||||
regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade names,
|
||||
trademarks, service marks, or product names of the Licensor, except as required for
|
||||
reasonable and customary use in describing the origin of the Work and reproducing the
|
||||
content of the NOTICE file.
|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or agreed to in writing,
|
||||
Licensor provides the Work (and each Contributor provides its Contributions) on an "AS
|
||||
IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied,
|
||||
including, without limitation, any warranties or conditions of TITLE,
|
||||
NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A PARTICULAR PURPOSE. You are solely
|
||||
responsible for determining the appropriateness of using or redistributing the Work
|
||||
and assume any risks associated with Your exercise of permissions under this License.
|
||||
|
||||
8. Limitation of Liability. In no event and under no legal theory, whether in tort
|
||||
(including negligence), contract, or otherwise, unless required by applicable law
|
||||
(such as deliberate and grossly negligent acts) or agreed to in writing, shall any
|
||||
Contributor be liable to You for damages, including any direct, indirect, special,
|
||||
incidental, or consequential damages of any character arising as a result of this
|
||||
License or out of the use or inability to use the Work (including but not limited to
|
||||
damages for loss of goodwill, work stoppage, computer failure or malfunction, or any
|
||||
and all other commercial damages or losses), even if such Contributor has been advised
|
||||
of the possibility of such damages.
|
||||
|
||||
9. Accepting Warranty or Additional Liability. While redistributing the Work or
|
||||
Derivative Works thereof, You may choose to offer, and charge a fee for, acceptance of
|
||||
support, warranty, indemnity, or other liability obligations and/or rights consistent
|
||||
with this License. However, in accepting such obligations, You may act only on Your
|
||||
own behalf and on Your sole responsibility, not on behalf of any other Contributor,
|
||||
and only if You agree to indemnify, defend, and hold each Contributor harmless for any
|
||||
liability incurred by, or claims asserted against, such Contributor by reason of your
|
||||
accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
APPENDIX: How to apply the Apache License to your work.
|
||||
|
||||
To apply the Apache License to your work, attach the following boilerplate notice,
|
||||
with the fields enclosed by brackets "[]" replaced with your own identifying
|
||||
information. (Don't include the brackets!) The text should be enclosed in the
|
||||
appropriate comment syntax for the file format. We also recommend that a file or class
|
||||
name and description of purpose be included on the same "printed page" as the
|
||||
copyright notice for easier identification within third-party archives.
|
||||
|
||||
Copyright 2014 Google Inc.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this
|
||||
file except in compliance with the License. You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software distributed under
|
||||
the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language
|
||||
governing permissions and limitations under the License.
|
||||
|
||||
|
||||
The LLVM Compiler Infrastructure (http://llvm.org/)
|
||||
|
||||
==============================================================================
|
||||
LLVM Release License
|
||||
==============================================================================
|
||||
University of Illinois/NCSA
|
||||
Open Source License
|
||||
|
||||
Copyright (c) 2003-2018 University of Illinois at Urbana-Champaign.
|
||||
All rights reserved.
|
||||
|
||||
Developed by:
|
||||
|
||||
LLVM Team
|
||||
|
||||
University of Illinois at Urbana-Champaign
|
||||
|
||||
http://llvm.org
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal with
|
||||
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:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimers.
|
||||
|
||||
* Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimers in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
|
||||
* Neither the names of the LLVM Team, University of Illinois at
|
||||
Urbana-Champaign, nor the names of its contributors may be used to
|
||||
endorse or promote products derived from this Software without specific
|
||||
prior written permission.
|
||||
|
||||
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
|
||||
CONTRIBUTORS 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 WITH THE
|
||||
SOFTWARE.
|
||||
|
||||
==============================================================================
|
||||
Copyrights and Licenses for Third Party Software Distributed with LLVM:
|
||||
==============================================================================
|
||||
The LLVM software contains code written by third parties. Such software will
|
||||
have its own individual LICENSE.TXT file in the directory in which it appears.
|
||||
This file will describe the copyrights, license, and restrictions which apply
|
||||
to that code.
|
||||
|
||||
The disclaimer of warranty in the University of Illinois Open Source License
|
||||
applies to all code in the LLVM Distribution, and nothing in any of the
|
||||
other licenses gives permission to use the names of the LLVM Team or the
|
||||
University of Illinois to endorse or promote products derived from this
|
||||
Software.
|
||||
|
||||
The following pieces of software have additional or alternate copyrights,
|
||||
licenses, and/or restrictions:
|
||||
|
||||
Program Directory
|
||||
------- ---------
|
||||
Google Test llvm/utils/unittest/googletest
|
||||
OpenBSD regex llvm/lib/Support/{reg*, COPYRIGHT.regex}
|
||||
pyyaml tests llvm/test/YAMLParser/{*.data, LICENSE.TXT}
|
||||
ARM contributions llvm/lib/Target/ARM/LICENSE.TXT
|
||||
md5 contributions llvm/lib/Support/MD5.cpp llvm/include/llvm/Support/MD5.h
|
||||
|
||||
Vendored
+889
@@ -0,0 +1,889 @@
|
||||
# Nsight Aftermath SDK
|
||||
|
||||
Aftermath is a compact, easy to use C/C++ library aimed at developers of D3D12
|
||||
or Vulkan based applications on Microsoft Windows or Linux, enabling post-mortem
|
||||
GPU crash analysis on NVIDIA GeForce based GPUs.
|
||||
|
||||
## Key Features
|
||||
|
||||
The Nsight Aftermath SDK is an easy to use C/C++ API (shared libraries + header
|
||||
files), which provides support for three major use cases:
|
||||
|
||||
* GPU crash dump creation
|
||||
* GPU crash dump analysis
|
||||
* Application instrumentation with light-weight GPU event markers
|
||||
|
||||
Nsight Aftermath's GPU crash dump collection performance footprint is low
|
||||
enough to include in a shipping application - allowing developers to mine
|
||||
details on why the GPU crashed in the wild, and gather GPU crash dumps for
|
||||
further analysis (should the required cloud infrastructure already exist).
|
||||
|
||||
## Application Instrumentation with Event Markers
|
||||
|
||||
In its basic form, this works by allowing programmers to insert markers into
|
||||
the GPU pipeline, which can be read post-TDR, in order to determine what work
|
||||
item the GPU was processing at the point of failure. Nsight Aftermath also
|
||||
includes a facility to query the current device state, much like the
|
||||
conventional graphics APIs, but reporting a finer grained reason.
|
||||
|
||||
One of the key principles of Aftermath is for the marker insertion to be as
|
||||
unobtrusive as possible. Avoiding situations common with other similar
|
||||
debuggers, where their associated performance cost changes timing enough to
|
||||
make a bug repro vanish: a "Heisenbug". Aftermath avoids this problem by
|
||||
design, while simultaneously not compromising on functionality: a catch-all
|
||||
solution for post-mortem GPU crash analysis.
|
||||
|
||||
For Vulkan the Aftermath event marker functionality is exposed as a Vulkan
|
||||
extension: `NV_device_diagnostic_checkpoints`.
|
||||
|
||||
## GPU Crash Dump Creation
|
||||
|
||||
In addition to event marker-based GPU work tracking and device state queries,
|
||||
Nsight Aftermath also supports the creation of GPU crash dumps for in-depth
|
||||
post-mortem GPU crash analysis.
|
||||
|
||||
Integrating GPU crash dump creation into a graphics application allows
|
||||
collecting and processing the GPU crash dumps by already established crash
|
||||
handling workflows and infrastructure.
|
||||
|
||||
## GPU Crash Dump Inspection and Analysis
|
||||
|
||||
There are two possibilities for a developer to inspect and analyze GPU crash
|
||||
dumps collected from an application enabled with Nsight Aftermath's GPU crash
|
||||
dump creation feature:
|
||||
|
||||
* Load the GPU crash dump into Nsight Graphics and use the graphical GPU crash
|
||||
dump inspector. This option allows for quick and easy access to the data
|
||||
stored in the GPU crash dump for visual inspection.
|
||||
* Use the Nsight Aftermath GPU crash dump decoding functions to
|
||||
programmatically access the data stored in the GPU crash dump. This allows
|
||||
for automatic processing and binning of GPU crash dumps in a user-defined
|
||||
fashion.
|
||||
|
||||
## Distribution
|
||||
|
||||
The following portions of the SDK are distributable: all .dll / .so files in the
|
||||
`lib` directory.
|
||||
|
||||
NOTE: Redistribution of the files is subject to the terms and conditions listed
|
||||
in the LICENSE file, including the terms and conditions inherited from any
|
||||
third-party component used within this product.
|
||||
|
||||
## Support
|
||||
|
||||
* Microsoft Windows 10 (Version 1809, Version 1903, Version 1909)
|
||||
* Linux (kernel 4.15.0 or newer)
|
||||
* D3D12, DXR, D3D11 (basic support), Vulkan
|
||||
* NVIDIA Turing GPU
|
||||
* NVIDIA Display Driver R440 or newer (for D3D)
|
||||
* NVIDIA Display Driver R445 or newer (for Vulkan on Windows)
|
||||
* NVIDIA Display Driver R455 or newer (for Vulkan on Linux)
|
||||
|
||||
# Usage Examples
|
||||
|
||||
In this section some code snippets can be found that show how to use the Nsight
|
||||
Aftermath API for collecting and decoding crash dumps for a D3D12 or Vulkan
|
||||
application.
|
||||
|
||||
The code samples cover the following commonly required tasks:
|
||||
|
||||
1. Enable GPU crash dump collection in an application
|
||||
2. Configure what data to include in GPU crash dumps
|
||||
3. Instrument an application with Aftermath event markers
|
||||
4. Handle GPU crash dump callback events
|
||||
5. Disable GPU crash dump collection
|
||||
6. Use the GPU crash dump decoding API
|
||||
|
||||
## Enabling GPU Crash Dumps
|
||||
|
||||
An application enables GPU crash dump creation by calling
|
||||
`GFSDK_Aftermath_EnableGpuCrashDumps()`. To use the Nsight Aftermath API
|
||||
functions related to GPU crash dump collection include the
|
||||
`GFSDK_Aftermath_GpuCrashDump.h` header file.
|
||||
|
||||
GPU crash dump collection should be enabled before the application creates any
|
||||
D3D12, D3D11, or Vulkan device. No GPU crash dumps will be generated for GPU
|
||||
crashes or hangs related to devices that were created before the
|
||||
`GFSDK_Aftermath_EnableGpuCrashDumps()` call.
|
||||
|
||||
Besides enabling the GPU crash dump feature, this call allows the application
|
||||
to register a callback function that will be invoked once a GPU crash is
|
||||
detected. In addition, the application can also provide two optional callback
|
||||
functions that will be invoked if debug information for shaders is available or
|
||||
the application intends to provide additional description or context for the
|
||||
exception, such as the current state of the application at the time of the
|
||||
crash, to be included with the GPU crash dump.
|
||||
|
||||
The following code snippet shows an example of how to enable GPU crash dumps
|
||||
and how to setup the callbacks for crash dump notifications, for shader debug
|
||||
information notifications, and for providing additional crash dump description
|
||||
data. Only the crash dump callback is mandatory. The other two callbacks are
|
||||
optional and can be omitted by passing a NULL pointer if the corresponding
|
||||
functionality is not needed. In this example, GPU cash dumps are only enabled
|
||||
for D3D12 and D3D11 devices. For watching Vulkan devices the
|
||||
`GFSDK_Aftermath_EnableGpuCrashDumps()` functions must be called with
|
||||
`GFSDK_Aftermath_GpuCrashDumpWatchedApiFlags_Vulkan`. It is also possible to
|
||||
combine both flags, if an application uses both the D3D and the Vulkan API.
|
||||
|
||||
```C++
|
||||
void MyApp::InitDevice()
|
||||
{
|
||||
[...]
|
||||
|
||||
// Enable GPU crash dumps and register callbacks.
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_EnableGpuCrashDumps(
|
||||
GFSDK_Aftermath_Version_API,
|
||||
GFSDK_Aftermath_GpuCrashDumpWatchedApiFlags_DX,
|
||||
GFSDK_Aftermath_GpuCrashDumpFeatureFlags_Default, // Default behavior.
|
||||
GpuCrashDumpCallback, // Register callback for GPU crash dumps.
|
||||
ShaderDebugInfoCallback, // Register callback for shader debug information.
|
||||
CrashDumpDescriptionCallback, // Register callback for GPU crash dump description.
|
||||
&m_gpuCrashDumpTracker)); // Set the GpuCrashTracker object as user data passed back by the above callbacks.
|
||||
|
||||
[...]
|
||||
}
|
||||
|
||||
// Static wrapper for the GPU crash dump handler. See the 'Handling GPU crash dump Callbacks' section for details.
|
||||
void MyApp::GpuCrashDumpCallback(const void* pGpuCrashDump, const uint32_t gpuCrashDumpSize, void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnCrashDump(pGpuCrashDump, gpuCrashDumpSize);
|
||||
}
|
||||
|
||||
// Static wrapper for the shader debug information handler. See the 'Handling Shader Debug Information callbacks' section for details.
|
||||
void MyApp::ShaderDebugInfoCallback(const void* pShaderDebugInfo, const uint32_t shaderDebugInfoSize, void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnShaderDebugInfo(pShaderDebugInfo, shaderDebugInfoSize);
|
||||
}
|
||||
|
||||
// Static wrapper for the GPU crash dump description handler. See the 'Handling GPU Crash Dump Description Callbacks' section for details.
|
||||
void MyApp::CrashDumpDescriptionCallback(PFN_GFSDK_Aftermath_AddGpuCrashDumpDescription addDescription, void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnDescription(addDescription);
|
||||
}
|
||||
```
|
||||
|
||||
Enabling GPU crash dumps in an application with
|
||||
`GFSDK_Aftermath_EnableGpuCrashDumps()` will override any settings from an
|
||||
already active Nsight Aftermath GPU crash dump monitor for this application.
|
||||
That means the GPU crash dump monitor will not be notified of any GPU crash
|
||||
related to this process nor will it create any GPU crash dumps or shader debug
|
||||
information files for D3D or Vulkan devices that are created after the function
|
||||
was called. Also, all configuration settings made in the GPU crash dump monitor
|
||||
will be ignored.
|
||||
|
||||
## Configuring GPU Crash Dumps
|
||||
|
||||
Which data will be included in GPU crash dumps is configured by the Aftermath
|
||||
per-device feature flags. How to configure Aftermath feature flags differs
|
||||
between D3D and Vulkan.
|
||||
|
||||
For D3D, the application must call the appropriate
|
||||
`GFSDK_Aftermath_DX*_Initialize()` functions to initialize the desired Aftermath
|
||||
feature flags.
|
||||
|
||||
For Vulkan, Aftermath feature flags are configured at logical device creation time
|
||||
via the `VK_NV_device_diagnostics_config` extension.
|
||||
|
||||
The following sample code shows how to use `GFSDK_Aftermath_DX12_Initialize()`
|
||||
to enable the following features for a D3D12 device:
|
||||
|
||||
* _Aftermath event markers_ - this will include information about the Aftermath
|
||||
event marker nearest to the crash. Using event markers should be considered
|
||||
carefully. Injecting markers in high-frequency code paths can introduce hight
|
||||
CPU overhead.
|
||||
* _Resource tracking_ - this will include additional information about the
|
||||
resource related to a GPU virtual address seen in the case of a crash due to
|
||||
a GPU page fault. This includes, for example, information about the size of
|
||||
the resource, its format, and the current deletion status of the resource
|
||||
object.
|
||||
* _Call stack capturing_ - this will include call stack and module information
|
||||
for the draw call, compute dispatch, or resource copy nearest to the crash.
|
||||
Using this option should be considered carefully. Enabling call stack
|
||||
capturing can cause considerable CPU overhead.
|
||||
* _Generating shader debug information_ - this instructs the shader compiler to
|
||||
generate debug information (line tables) for all shaders. Using this option
|
||||
should be considered carefully. It may cause considerable shader compilation
|
||||
overhead and additional overhead for handling the corresponding shader debug
|
||||
information callbacks.
|
||||
|
||||
``` C++
|
||||
void MyApp::InitDevice()
|
||||
{
|
||||
[...]
|
||||
|
||||
D3D12CreateDevice(hardwareAdapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
|
||||
|
||||
// Initialize Nsight Aftermath for this device.
|
||||
const uint32_t aftermathFlags =
|
||||
GFSDK_Aftermath_FeatureFlags_EnableMarkers | // Enable event marker tracking.
|
||||
GFSDK_Aftermath_FeatureFlags_EnableResourceTracking | // Enable tracking of resources.
|
||||
GFSDK_Aftermath_FeatureFlags_CallStackCapturing | // Capture call stacks for all draw calls, compute dispatches, and resource copies.
|
||||
GFSDK_Aftermath_FeatureFlags_GenerateShaderDebugInfo; // Generate debug information for shaders.
|
||||
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_DX12_Initialize(
|
||||
GFSDK_Aftermath_Version_API,
|
||||
aftermathFlags,
|
||||
m_device.Get()));
|
||||
|
||||
[...]
|
||||
}
|
||||
```
|
||||
|
||||
The same kind of Aftermath feature selection for a Vulkan device could look like
|
||||
this:
|
||||
|
||||
``` C++
|
||||
void MyApp::InitDevice()
|
||||
{
|
||||
std::vector<char const*> extensionNames;
|
||||
|
||||
[...]
|
||||
|
||||
// Enable NV_device_diagnostic_checkpoints extension to be able to
|
||||
// use Aftermath event markers.
|
||||
extensionNames.push_back(VK_NV_DEVICE_DIAGNOSTIC_CHECKPOINTS_EXTENSION_NAME);
|
||||
|
||||
// Enable NV_device_diagnostics_config extension to configure Aftermath
|
||||
// features.
|
||||
extensionNames.push_back(VK_NV_DEVICE_DIAGNOSTICS_CONFIG_EXTENSION_NAME);
|
||||
|
||||
// Set up device creation info for Aftermath feature flag configuration.
|
||||
VkDeviceDiagnosticsConfigFlagsNV aftermathFlags =
|
||||
VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_RESOURCE_TRACKING_BIT_NV | // Enable tracking of resources.
|
||||
VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_AUTOMATIC_CHECKPOINTS_BIT_NV | // Capture call stacks for all draw calls, compute dispatches, and resource copies.
|
||||
VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_SHADER_DEBUG_INFO_BIT_NV; // Generate debug information for shaders.
|
||||
VkDeviceDiagnosticsConfigCreateInfoNV aftermathInfo = {};
|
||||
aftermathInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
aftermathInfo.flags = aftermathFlags;
|
||||
|
||||
// Set up device creation info.
|
||||
VkDeviceCreateInfo deviceInfo = {};
|
||||
deviceInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
deviceInfo.pNext = &aftermath_info;
|
||||
deviceInfo.queueCreateInfoCount = 1;
|
||||
deviceInfo.pQueueCreateInfos = &queueInfo;
|
||||
deviceInfo.enabledExtensionCount = extensionNames.size();
|
||||
deviceInfo.ppEnabledExtensionNames = extensionNames.data();
|
||||
|
||||
// Create the logical device.
|
||||
VkDevice device;
|
||||
vkCreateDevice(physicalDevice, &deviceInfo, NULL, &device);
|
||||
|
||||
[...]
|
||||
}
|
||||
```
|
||||
|
||||
## Inserting Event Markers
|
||||
|
||||
The Aftermath API provides a simple and light-weight solution for inserting
|
||||
event markers on the GPU timeline.
|
||||
|
||||
Here is some D3D12 example code that shows how to create the necessary command
|
||||
context handle with `GFSDK_Aftermath_DX12_CreateContextHandle()` and how to
|
||||
call `GFSDK_Aftermath_SetEventMarker()` to set a simple event marker with a
|
||||
character string as payload.
|
||||
|
||||
```C++
|
||||
void MyApp::PopulateCommandList()
|
||||
{
|
||||
// Create the command list.
|
||||
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), m_pipelineState.Get(), IID_PPV_ARGS(&m_commandList)));
|
||||
|
||||
// Create an Nsight Aftermath context handle for setting Aftermath event markers in this command list.
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_DX12_CreateContextHandle(m_commandList.Get(), &m_hAftermathCommandListContext));
|
||||
|
||||
[...]
|
||||
|
||||
// Add an Aftermath event marker with a 0-terminated string as payload.
|
||||
std::string eventMarker = "Draw Triangle";
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_SetEventMarker(m_hAftermathCommandListContext, (void*)eventMarker.c_str(), (unsigned int)eventMarker.size() + 1));
|
||||
m_commandList->DrawInstanced(3, 1, 0, 0);
|
||||
|
||||
[...]
|
||||
}
|
||||
```
|
||||
|
||||
For reduced CPU overhead, use `GFSDK_Aftermath_SetEventMarker()` with
|
||||
`dataSize=0`. This instructs Aftermath not to allocate and copy off memory
|
||||
internally, relying on the application to manage marker pointers itself.
|
||||
|
||||
For Vulkan, similar functionality is provided via the
|
||||
`NV_device_diagnostic_checkpoints` extension. When this extension is enabled for
|
||||
a Vulkan device event markers can be inserted in a command buffer with the
|
||||
`vkCmdSetCheckpointNV()` function.
|
||||
|
||||
```C++
|
||||
void MyApp::RecordCommandBuffer()
|
||||
{
|
||||
[...]
|
||||
|
||||
// Add an Aftermath event marker pointing to a null-terminated string.
|
||||
vkCmdSetCheckpointNV(commandBuffer, "Draw Cube");
|
||||
|
||||
[...]
|
||||
}
|
||||
```
|
||||
|
||||
## Handling GPU Crash Dump Callbacks
|
||||
|
||||
When Nsight Aftermath GPU crash dumps are enabled, and a GPU crash or hang is
|
||||
detected, the necessary data is gathered and a GPU crash dump is created from
|
||||
it. Then the GPU crash dump callback function that was registered with the
|
||||
`GFSDK_Aftermath_EnableGpuCrashDumps()` will be invoked to notify the
|
||||
application. In the callback the application can either decode the GPU crash
|
||||
dump data using the GPU crash dump decoding API or forward it to the crash
|
||||
handling infrastructure.
|
||||
|
||||
In the simple example implementation of a GPU crash dump callback handler is
|
||||
shown below the GPU crash dump data is simply stored to a file. This file could
|
||||
then be opened for analysis with Nsight Graphics.
|
||||
|
||||
```C++
|
||||
// Handler for GPU crash dump callbacks (called by GpuCrashDumpCallback).
|
||||
void GpuCrashTracker::OnCrashDump(const void* pGpuCrashDump, const uint32_t gpuCrashDumpSize)
|
||||
{
|
||||
// Make sure only one thread at a time...
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
|
||||
// Write to file for later in-depth analysis.
|
||||
WriteGpuCrashDumpToFile(pGpuCrashDump, gpuCrashDumpSize);
|
||||
}
|
||||
```
|
||||
|
||||
Note that all callback functions are free-threaded, and that the application is
|
||||
responsible for providing thread-safe callback handlers.
|
||||
|
||||
It is also important to note that `DXGI_ERROR` error notification is asynchronous
|
||||
to the NVIDIA display driver's GPU crash handling. That means applications
|
||||
should check the return value of IDXGISwapChain::Present() and give the Nsight
|
||||
Aftermath GPU crash dump processing thread some time to do its work before
|
||||
releasing the D3D device or terminating the process.
|
||||
|
||||
## Handling GPU Crash Dump Description Callbacks
|
||||
|
||||
An application can register an optional callback function that allows it to
|
||||
provide supplemental information about a crash. This callback is called after
|
||||
the GPU crash happened, but before the actual GPU crash dump callback. This
|
||||
presents the opportunity for the application to provide information such as
|
||||
application name, application version, or user defined data, for example,
|
||||
current engine state. The data provided will be stored in the GPU crash dump.
|
||||
|
||||
Here is an example of a basic GPU crash dump description handler. Data is added
|
||||
to the crash dump by calling the `addDescription()` function provided by the
|
||||
callback.
|
||||
|
||||
```C++
|
||||
// Handler for GPU crash dump description callbacks (called by CrashDumpDescriptionCallback).
|
||||
void GpuCrashTracker::OnDescription(PFN_GFSDK_Aftermath_AddGpuCrashDumpDescription addDescription)
|
||||
{
|
||||
// Add some basic description about the crash.
|
||||
addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_ApplicationName, "Hello Nsight Aftermath");
|
||||
addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_ApplicationVersion, "v1.0");
|
||||
addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_UserDefined, "This is a GPU crash dump example");
|
||||
addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_UserDefined + 1, "Engine State: Rendering");
|
||||
}
|
||||
```
|
||||
|
||||
Note that all callback functions are free-threaded; the application is
|
||||
responsible for providing thread-safe callback handlers.
|
||||
|
||||
## Handling Shader Debug Information Callbacks
|
||||
|
||||
If the device was configured with the `GenerateShaderDebugInfo` feature flag,
|
||||
the generated shader debug information will be communicated to the application
|
||||
through the (optional) shader debug information callback function that was
|
||||
registered when the `GFSDK_Aftermath_EnableGpuCrashDumps()` was called. This debug
|
||||
information will be required to map from shader instruction addresses to
|
||||
intermediate assembly language (IL) instructions or high-level source lines when
|
||||
analyzing a crash dump in Nsight Graphics or when using the GPU crash dump to
|
||||
JSON decoding functions of the Nsight Aftermath API. If this functionality is
|
||||
not required, an application can omit the `GenerateShaderDebugInfo` flag when
|
||||
configuring the device and pass `nullptr` for the shader debug information
|
||||
callback. This might be desirable, because generating shader debug information
|
||||
incurs overhead in shader compilation and for handling the callback.
|
||||
|
||||
Here is a simple example implementation of a callback handler that writes
|
||||
the data to disk using the unique shader debug info identifier queried from the
|
||||
opaque shader debug information blob.
|
||||
|
||||
```C++
|
||||
// Handler for shader debug information callbacks (called by ShaderDebugInfoCallback)
|
||||
void GpuCrashTracker::OnShaderDebugInfo(const void* pShaderDebugInfo, const uint32_t shaderDebugInfoSize)
|
||||
{
|
||||
// Make sure only one thread at a time...
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
|
||||
// Get shader debug information identifier.
|
||||
GFSDK_Aftermath_ShaderDebugInfoIdentifier identifier = {};
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GetShaderDebugInfoIdentifier(GFSDK_Aftermath_Version_API, pShaderDebugInfo, shaderDebugInfoSize, &identifier));
|
||||
|
||||
// Write to file for later in-depth analysis of crash dumps with Nsight Graphics.
|
||||
WriteShaderDebugInformationToFile(identifier, pShaderDebugInfo, shaderDebugInfoSize);
|
||||
}
|
||||
```
|
||||
|
||||
By default, the shader debug information callback will be invoked for every
|
||||
shader that is compiled by the NVIDIA display driver. It is the responsibility
|
||||
of the implementation to handle those callbacks and store the data in case a GPU
|
||||
crash occurs. To simplify the process the Nsight Aftermath library can handle
|
||||
the caching of the debug information and only invoke the callback in case of a
|
||||
GPU crash and only for the shaders referenced in the corresponding GPU crash
|
||||
dump. This behavior is enabled by passing the
|
||||
`GFSDK_Aftermath_GpuCrashDumpFeatureFlags_DeferDebugInfoCallbacks` flag to
|
||||
`GFSDK_Aftermath_EnableGpuCrashDumps()` when enabling GPU crash dumps.
|
||||
|
||||
Note that all callback functions are free-threaded; the application is
|
||||
responsible for providing thread-safe callback handlers.
|
||||
|
||||
## Disable GPU Crash Dumps
|
||||
|
||||
To disable GPU crash dumps simply call `GFSDK_Aftermath_DisableGpuCrashDumps()`.
|
||||
|
||||
```C++
|
||||
MyApp::~MyApp()
|
||||
{
|
||||
[...]
|
||||
|
||||
// Disable GPU crash dump creation.
|
||||
GFSDK_Aftermath_DisableGpuCrashDumps();
|
||||
|
||||
[...]
|
||||
}
|
||||
```
|
||||
|
||||
Disabling GPU crash dumps in an application with
|
||||
`GFSDK_Aftermath_DisableGpuCrashDumps()` will re-enable any Nsight Aftermath GPU
|
||||
crash dump monitor settings for this application, if it is running on the
|
||||
system. After this, the GPU crash dump monitor will be notified of any GPU crash
|
||||
related to this process and will create GPU crash dumps and shader debug
|
||||
information files for all active devices.
|
||||
|
||||
## Reading GPU Crash Dumps
|
||||
|
||||
The Nsight Aftermath library provides several functions for decoding GPU crash
|
||||
dumps and for querying data from the crash dumps. To use these functions
|
||||
include the `GFSD_Aftermath_GpuCrashDumpDecoding.h` header file.
|
||||
|
||||
The first step in decoding a GPU crash dump is to create a decoder object for
|
||||
it by calling `GFSDK_Aftermath_GpuCrashDump_CreateDecoder()`:
|
||||
|
||||
```C++
|
||||
// Create a GPU crash dump decoder object for the GPU crash dump.
|
||||
GFSDK_Aftermath_GpuCrashDump_Decoder decoder = {};
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GpuCrashDump_CreateDecoder(
|
||||
GFSDK_Aftermath_Version_API,
|
||||
pGpuCrashDump,
|
||||
gpuCrashDumpSize,
|
||||
&decoder));
|
||||
```
|
||||
Then one or more decoder functions can be used to read data from a GPU crash
|
||||
dump. The data in the GPU crash dumps varies depending on the type of GPU crash
|
||||
and the feature flags used when initializing Aftermath. For example, if the
|
||||
application does not use Aftermath event markers, querying Aftermath event
|
||||
marker information will fail. The decoder will return
|
||||
`GFSDK_Aftermath_Result_NotAvailable` if the requested data is not available.
|
||||
An implementation should be aware of that and handle the situation accordingly.
|
||||
|
||||
Here is an example of how to query GPU page fault information from a GPU crash
|
||||
dump using a previously created decoder object:
|
||||
|
||||
```C++
|
||||
// Query GPU page fault information.
|
||||
GFSDK_Aftermath_GpuCrashDump_PageFaultInfo pageFaultInfo = {};
|
||||
GFSDK_Aftermath_Result result = GFSDK_Aftermath_GpuCrashDump_GetPageFaultInfo(decoder, &pageFaultInfo);
|
||||
|
||||
if (GFSDK_Aftermath_SUCCEED(result) && result != GFSDK_Aftermath_Result_NotAvailable)
|
||||
{
|
||||
// Print information about the GPU page fault.
|
||||
Utility::Printf("GPU page fault at 0x%016llx", pageFaultInfo.faultingGpuVA);
|
||||
if (pageFaultInfo.bHasResourceInfo)
|
||||
{
|
||||
Utility::Printf("Fault in resource starting at 0x%016llx", pageFaultInfo.resourceInfo.gpuVa);
|
||||
Utility::Printf("Size of resource: (w x h x d x ml) = {%u, %u, %u, %u} = %llu bytes",
|
||||
pageFaultInfo.resourceInfo.width,
|
||||
pageFaultInfo.resourceInfo.height,
|
||||
pageFaultInfo.resourceInfo.depth,
|
||||
pageFaultInfo.resourceInfo.mipLevels,
|
||||
pageFaultInfo.resourceInfo.size);
|
||||
Utility::Printf("Format of resource: %u", pageFaultInfo.resourceInfo.format);
|
||||
Utility::Printf("Resource was destroyed: %d", pageFaultInfo.resourceInfo.bWasDestroyed);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Some decoding functions require the caller to provide an appropriately sized
|
||||
buffer for the data they return. Those come with an additional function to
|
||||
query the size of the buffer. For example, querying all the active shaders at
|
||||
the time of the GPU crash or hang could look like this:
|
||||
|
||||
```C++
|
||||
// First query active shaders count.
|
||||
uint32_t shaderCount = 0;
|
||||
GFSDK_Aftermath_Result result = GFSDK_Aftermath_GpuCrashDump_GetActiveShadersInfoCount(decoder, &shaderCount);
|
||||
|
||||
if (GFSDK_Aftermath_SUCCEED(result) && result != GFSDK_Aftermath_Result_NotAvailable)
|
||||
{
|
||||
// Allocate buffer for results.
|
||||
std::vector<GFSDK_Aftermath_GpuCrashDump_ShaderInfo> shaderInfos(shaderCount);
|
||||
|
||||
// Query active shaders information.
|
||||
result = GFSDK_Aftermath_GpuCrashDump_GetActiveShadersInfo(decoder, shaderCount, shaderInfos.data());
|
||||
|
||||
if (GFSDK_Aftermath_SUCCEED(result))
|
||||
{
|
||||
// Print information for each active shader
|
||||
for (const GFSDK_Aftermath_GpuCrashDump_ShaderInfo& shaderInfo : shaderInfos)
|
||||
{
|
||||
Utility::Printf("Active shader: ShaderHash = 0x%016llx ShaderInstance = 0x%016llx Shadertype = %u",
|
||||
shaderInfo.shaderHash,
|
||||
shaderInfo.shaderInstance,
|
||||
shaderInfo.shaderType);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Finally, the GPU crash dump decoder also provides functions for converting a GPU
|
||||
crash dump into JSON format. Here is a code example for creating JSON from a GPU
|
||||
crash dump including, information about all the shaders active at the time of
|
||||
the GPU crash or hang. The infomration also includes the corresponding active
|
||||
shader warps, including their mapping back to intermediate assembly language
|
||||
(IL) instructions or source, if available. The later requires the caller to also
|
||||
provide a couple of callback functions the decoder will invoke to query shader
|
||||
debug information and shader binaries (dxc shader object outputs or SPIR-V
|
||||
shader files). These are optional and implementations not interested in mapping
|
||||
shader instruction addresses to IL or source lines can simply pass
|
||||
`nullptr`. However, if shader instruction mapping is desired, the implementation
|
||||
needs to ensure that it can provide the necessary information to the decoder.
|
||||
|
||||
```C++
|
||||
// Flags controlling what to include in the JSON data
|
||||
const uint32_t jsonDecoderFlags =
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_SHADER_INFO | // Include information about active shaders.
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_WARP_STATE_INFO | // Include information about active shader warps.
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_SHADER_MAPPING_INFO; // Try to map shader instruction addresses to shader lines.
|
||||
|
||||
// Query the size of the required results buffer
|
||||
uint32_t jsonSize = 0;
|
||||
GFSDK_Aftermath_Result result = GFSDK_Aftermath_GpuCrashDump_GenerateJSON(
|
||||
decoder,
|
||||
jsonDecoderFlags, // The flags controlling what information to include in the JSON.
|
||||
GFSDK_Aftermath_GpuCrashDumpFormatterFlags_CONDENSED_OUTPUT, // Generate condensed out, i.e. omit all unnecessary whitespace.
|
||||
ShaderDebugInfoLookupCallback, // Callback function invoked to find shader debug information data.
|
||||
ShaderLookupCallback, // Callback function invoked to find shader binary data by shader hash.
|
||||
ShaderInstructionsLookupCallback, // Callback function invoked to find shader binary shader data by instructions hash.
|
||||
ShaderSourceDebugDataLookupCallback, // Callback function invoked to find shader source debug data by shader DebugName.
|
||||
&m_gpuCrashDumpTracker, // User data that will be provided to the above callback functions.
|
||||
&jsonSize); // Result of the call: size in bytes of the generated JSON data.
|
||||
|
||||
if (GFSDK_Aftermath_SUCCEED(result) && result != GFSDK_Aftermath_Result_NotAvailable)
|
||||
{
|
||||
// Allocate buffer for results.
|
||||
std::vector<char> json(jsonSize);
|
||||
|
||||
// Query the generated JSON data taht si cached inside the decoder object.
|
||||
result = GFSDK_Aftermath_GpuCrashDump_GetJSON(
|
||||
decoder,
|
||||
json.size(),
|
||||
json.data());
|
||||
if (GFSDK_Aftermath_SUCCEED(result))
|
||||
{
|
||||
Utility::Printf("JSON: %s", json.data());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Possible implementations for the shader debug information and shader binary
|
||||
lookup callbacks:
|
||||
|
||||
```C++
|
||||
|
||||
// Static callback wrapper for OnShaderDebugInfoLookup
|
||||
void MyApp::ShaderDebugInfoLookupCallback(
|
||||
const GFSDK_Aftermath_ShaderDebugInfoIdentifier* pIdentifier,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderDebugInfo,
|
||||
void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnShaderDebugInfoLookup(*pIdentifier, setShaderDebugInfo);
|
||||
}
|
||||
|
||||
// Static callback wrapper for OnShaderLookup
|
||||
void MyApp::ShaderLookupCallback(
|
||||
const GFSDK_Aftermath_ShaderHash* pShaderHash,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary,
|
||||
void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnShaderLookup(*pShaderHash, setShaderBinary);
|
||||
}
|
||||
|
||||
// Static callback wrapper for OnShaderInstructionsLookup
|
||||
void MyApp::ShaderInstructionsLookupCallback(
|
||||
const GFSDK_Aftermath_ShaderInstructionsHash* pShaderInstructionsHash,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary,
|
||||
void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnShaderInstructionsLookup(*pShaderInstructionsHash, setShaderBinary);
|
||||
}
|
||||
|
||||
// Static callback wrapper for OnShaderSourceDebugInfoLookup
|
||||
void MyApp::ShaderSourceDebugInfoLookupCallback(
|
||||
const GFSDK_Aftermath_ShaderDebugName* pShaderDebugName,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary,
|
||||
void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnShaderSourceDebugInfoLookup(*pShaderDebugName, setShaderBinary);
|
||||
}
|
||||
|
||||
// Handler for shader debug information lookup callbacks.
|
||||
// This is used by the JSON decoder for mapping shader instruction
|
||||
// addresses to IL lines or source lines.
|
||||
void GpuCrashTracker::OnShaderDebugInfoLookup(
|
||||
const GFSDK_Aftermath_ShaderDebugInfoIdentifier& identifier,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderDebugInfo) const
|
||||
{
|
||||
// Search the list of shader debug information blobs received earlier.
|
||||
auto i_debugInfo = m_shaderDebugInfo.find(identifier);
|
||||
if (i_debugInfo == m_shaderDebugInfo.end())
|
||||
{
|
||||
// Early exit, nothing found. No need to call setShaderDebugInfo.
|
||||
return;
|
||||
}
|
||||
|
||||
// Let the GPU crash dump decoder know about the shader debug information
|
||||
// that was found.
|
||||
setShaderDebugInfo(i_debugInfo->second.data(), i_debugInfo->second.size());
|
||||
}
|
||||
|
||||
// Handler for shader lookup callbacks.
|
||||
// This is used by the JSON decoder for mapping shader instruction
|
||||
// addresses to IL lines or source lines.
|
||||
// NOTE: If the application loads stripped shader binaries, Aftermath
|
||||
// will require access to both the stripped and the non-stripped
|
||||
// shader binaries.
|
||||
void GpuCrashTracker::OnShaderLookup(
|
||||
const GFSDK_Aftermath_ShaderHash& shaderHash,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary) const
|
||||
{
|
||||
// Find shader binary data for the shader instruction hash in the shader database.
|
||||
std::vector<uint8_t> shaderBinary;
|
||||
if (!m_shaderDatabase.FindShaderBinary(shaderInstructionsHash, shaderBinary))
|
||||
{
|
||||
// Early exit, nothing found. No need to call setShaderBinary.
|
||||
return;
|
||||
}
|
||||
|
||||
// Let the GPU crash dump decoder know about the shader data
|
||||
// that was found.
|
||||
setShaderBinary(shaderBinary.data(), shaderBinary.size());
|
||||
}
|
||||
|
||||
// Handler for shader instructions lookup callbacks (D3D-only).
|
||||
// This is used by the JSON decoder for mapping shader instruction
|
||||
// addresses to DXIL lines or HLSL source lines.
|
||||
// NOTE: If the application loads stripped shader binaries (-Qstrip_debug),
|
||||
// Aftermath will require access to both the stripped and the non-stripped
|
||||
// shader binaries.
|
||||
void GpuCrashTracker::OnShaderInstructionsLookup(
|
||||
const GFSDK_Aftermath_ShaderInstructionsHash& shaderInstructionsHash,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary) const
|
||||
{
|
||||
// Find shader binary data for the shader instruction hash in the shader database.
|
||||
std::vector<uint8_t> shaderBinary;
|
||||
if (!m_shaderDatabase.FindShaderBinary(shaderInstructionsHash, shaderBinary))
|
||||
{
|
||||
// Early exit, nothing found. No need to call setShaderBinary.
|
||||
return;
|
||||
}
|
||||
|
||||
// Let the GPU crash dump decoder know about the shader data
|
||||
// that was found.
|
||||
setShaderBinary(shaderBinary.data(), shaderBinary.size());
|
||||
}
|
||||
|
||||
// Handler for shader source debug info lookup callbacks.
|
||||
// This is used by the JSON decoder for mapping shader instruction addresses to
|
||||
// source lines, if the shaders used by the application were compiled with
|
||||
// separate debug info data files.
|
||||
void GpuCrashTracker::OnShaderSourceDebugInfoLookup(
|
||||
const GFSDK_Aftermath_ShaderDebugName& shaderDebugName,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary) const
|
||||
{
|
||||
// Find source debug info for the shader DebugName in the shader database.
|
||||
std::vector<uint8_t> sourceDebugInfo;
|
||||
if (!m_shaderDatabase.FindSourceShaderDebugData(shaderDebugName, sourceDebugInfo))
|
||||
{
|
||||
// Early exit, nothing found. No need to call setShaderBinary.
|
||||
return;
|
||||
}
|
||||
|
||||
// Let the GPU crash dump decoder know about the shader debug data that
|
||||
// was found.
|
||||
setShaderBinary(sourceDebugInfo.data(), sourceDebugInfo.size());
|
||||
}
|
||||
|
||||
```
|
||||
|
||||
Last, the decoder object should be destroyed, if no longer needed, to free up
|
||||
all memory allocated for it:
|
||||
|
||||
```C++
|
||||
// Destroy the GPU crash dump decoder object.
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GpuCrashDump_DestroyDecoder(decoder));
|
||||
```
|
||||
|
||||
# Shader Compilation for Source Mapping
|
||||
|
||||
## D3D12
|
||||
|
||||
The following variants of generating source shader debug information for HLSL
|
||||
shaders are supported:
|
||||
|
||||
1. Compile and use full shader blobs
|
||||
|
||||
Compile the shaders with the debug information. Use the full (i.e. not
|
||||
stripped) shader binary when running the application and make it accessible
|
||||
through `ShaderLookupCallback` and `ShaderInstructionsLookupCallback`. In
|
||||
this case there is no need to provide a `ShaderSourceDebugDataLookupCallback`.
|
||||
|
||||
Compilation example:
|
||||
```
|
||||
dxc -Zi [..] -Fo shader.bin shader.hlsl
|
||||
```
|
||||
|
||||
2. Compile and strip
|
||||
|
||||
Compile the shaders with debug information and then strip off the debug
|
||||
information. Use the stripped shader binary data when running the
|
||||
application. Make the stripped shader binary data accessible through
|
||||
`ShaderLookupCallback` and `ShaderInstructionsLookupCallback`. In addition,
|
||||
make the non-stripped shader binary data accessible through
|
||||
`ShaderSourceDebugDataLookupCallback`.
|
||||
|
||||
Compilation example:
|
||||
```
|
||||
dxc -Zi [..] -Fo full_shader.bin shader.hlsl
|
||||
dxc -dumpbin -Qstrip_debug -Fo shader.bin full_shader.bin
|
||||
```
|
||||
|
||||
The shader's DebugName required for implementing the
|
||||
ShaderSourceDebugDataLookupCallback may be extracted from the stripped or
|
||||
the non-stripped shader binary data with
|
||||
`GFSDK_Aftermath_GetShaderDebugName()`.
|
||||
|
||||
3. Compile with separate debug information (and auto-generated debug data file name)
|
||||
|
||||
Compile the shaders with debug information and instruct the compiler to store
|
||||
the debug meta data in a separate shader debug information file. The name of
|
||||
the file generated by the compiler will match the DebugName of the shader.
|
||||
Make the shader binary data accessible through `ShaderLookupCallback` and
|
||||
`ShaderInstructionsLookupCallback`. In addition, make the data from the
|
||||
compiler generated shader debug data file accessible through
|
||||
`ShaderSourceDebugDataLookupCallback`.
|
||||
|
||||
Compilation example:
|
||||
```
|
||||
dxc -Zi [..] -Fo shader.bin -Fd debugInfo\ shader.hlsl
|
||||
```
|
||||
|
||||
The debug data file generated by the compiler does not contain any reference
|
||||
to the shader's DebugName. It is the responsibility of the user providing
|
||||
the `ShaderSourceDebugDataLookupCallback` callback to implement a solution to
|
||||
lookup the debug data based on the name of the generated debug data file.
|
||||
|
||||
4. Compile with separate debug information (and user-defined debug data file name)
|
||||
|
||||
Compile the shaders with debug information and instruct the compiler to
|
||||
store the debug meta data in a separate shader debug information file. The
|
||||
name of the file is freely choosen by the user. Make the shader binary data
|
||||
accessible through `ShaderLookupCallback` and
|
||||
`ShaderInstructionsLookupCallback`. In addition, make the data from the
|
||||
compiler generated shader debug data file accessible through
|
||||
`ShaderSourceDebugDataLookupCallback`.
|
||||
|
||||
Compilation example:
|
||||
```
|
||||
dxc -Zi [..] -Fo shader.bin -Fd debugInfo\shader.dbg shader.hlsl
|
||||
```
|
||||
|
||||
The debug data file generated by the compiler does not contain any reference
|
||||
to the shader's DebugName. It is the responsibility of the user providing
|
||||
the `ShaderSourceDebugDataLookupCallback` callback to implement a solution
|
||||
that performs the lookup of the debug data based on a mapping between the
|
||||
shader's DebugName the debug data file's name that was chosen for the
|
||||
compilation. The shader's DebugName may be extracted from the shader binary
|
||||
data with `GFSDK_Aftermath_GetShaderDebugName()`.
|
||||
|
||||
## Vulkan (SPIR-V)
|
||||
|
||||
For SPIR-V shaders, the Aftermath SDK provides support for the following variants
|
||||
of generating source shader debug information:
|
||||
|
||||
1) Compile and use a full shader blob
|
||||
Compile the shaders with the debug information. Use the full (i.e. not
|
||||
stripped) shader binary when running the application and make it accessible
|
||||
through `ShaderLookupCallback`. In this case there is no need to provide
|
||||
ShaderInstructionsLookupCallback` or ShaderSourceDebugInfoLookupCallback`.
|
||||
|
||||
Compilation example using the Vulkan SDK tool-chain:
|
||||
```
|
||||
glslangValidator -V -g -o ./full/shader.spv shader.vert
|
||||
```
|
||||
|
||||
2) Compile and strip
|
||||
Compile the shaders with debug information and then strip off the debug
|
||||
information. Use the stripped shader binary data when running the application.
|
||||
Make the stripped shader binary data accessible through shaderLookupCb.
|
||||
In addition, make the non-stripped shader binary data accessible through
|
||||
`ShaderSourceDebugInfoLookupCallback`.
|
||||
|
||||
Compilation example using the Vulkan SDK tool-chain:
|
||||
```
|
||||
glslangValidator -V -g -o ./full/shader.spv shader.vert
|
||||
spirv-remap --map all --strip-all --input full/shader.spv --output ./stripped/
|
||||
````
|
||||
|
||||
The (decoder) application then needs to pass the contents of the
|
||||
`full/shader.spv` and `stripped/shader.spv` pair to
|
||||
`GFSDK_Aftermath_GetDebugNameSpirv()` to generate the shader DebugName to
|
||||
use with `ShaderSourceDebugInfoLookupCallback`.
|
||||
|
||||
# Limitations and Known Issues
|
||||
|
||||
* Nsight Aftermath covers only GPU crashes. CPU crashes in the NVIDIA display
|
||||
driver, the D3D runtime, the Vulkan loader, or the application cannot be
|
||||
captured.
|
||||
* Nsight Aftermath is only fully supported on Turing or later GPUs.
|
||||
|
||||
## D3D
|
||||
|
||||
* Nsight Aftermath is only fully supported for D3D12 devices. Only basic support
|
||||
with a reduced feature set (no resource tracking and no shader address
|
||||
mapping) is available for D3D11 devcies.
|
||||
* Nsight Aftermath is fully supported on Windows 10, with limited support on
|
||||
Windows 7.
|
||||
* Nsight Aftermath event markers and resource tracking is incompatible with the
|
||||
D3D debug layer and tools using D3D API interception, such as Microsoft PIX
|
||||
or Nsight Graphics.
|
||||
* Shader line mappings for active warps are only supported for DXIL shaders,
|
||||
i.e. Shader Model 6 or above.
|
||||
* Due to a known driver bug the captured GPU state may be incomplete for
|
||||
drivers < R440. This can affect the capturing of shader instruction addresses
|
||||
for active warps.
|
||||
|
||||
## Vulkan
|
||||
|
||||
* On Linux, due to a driver limitation the device status reported by
|
||||
`GFSDK_Aftermath_GpuCrashDump_GetDeviceInfo` is always
|
||||
`GFSDK_Aftermath_Device_Status_Unknown`. This will be fixed in an upcoming
|
||||
Linux display driver release.
|
||||
|
||||
# Copyright and Licenses
|
||||
|
||||
See LICENSE file.
|
||||
+483
@@ -0,0 +1,483 @@
|
||||
/*
|
||||
* Copyright (c) 2017-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* NVIDIA CORPORATION and its licensors retain all intellectual property
|
||||
* and proprietary rights in and to this software, related documentation
|
||||
* and any modifications thereto. Any use, reproduction, disclosure or
|
||||
* distribution of this software and related documentation without an express
|
||||
* license agreement from NVIDIA CORPORATION is strictly prohibited.
|
||||
*/
|
||||
|
||||
/*
|
||||
* █████ █████ ██████ ████ ████ ███████ ████ ██████ ██ ██
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██████ ████ ██ ████ █████ ██ ██ ██ ██████ ██ ███████
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██ ██ ██ ██ █████ ██ ██ ██ ██ ██ ██ ██ ██ ██ DEBUGGER
|
||||
* ██ ██
|
||||
* ████████████████████████████████████████████████████████ ██ █ ██ ████████████
|
||||
*
|
||||
*
|
||||
* HOW TO USE AFTERMATH for DX11 and DX12
|
||||
* --------------------------------------
|
||||
*
|
||||
* Call 'GFSDK_Aftermath_DXxx_Initialize', to initialize the library and to enable
|
||||
* the desired Aftermath feature set. See 'GFSDK_Aftermath_FeatureFlags' below for
|
||||
* the list of supported features.
|
||||
* This must be done before any other library calls are made, and the method must
|
||||
* return 'GFSDK_Aftermath_Result_Success' for initialization to be complete.
|
||||
*
|
||||
* Initialization of Aftermath may fail for a variety of reasons, including:
|
||||
*
|
||||
* o) The initialization function was already called for the device:
|
||||
* GFSDK_Aftermath_Result_FAIL_AlreadyInitialized.
|
||||
*
|
||||
*
|
||||
* o) Aftermath isn't supported on the GPU associated with the device or the NVIDIA
|
||||
* display driver version installed:
|
||||
* GFSDK_Aftermath_Result_FAIL_InvalidAdapter,
|
||||
* GFSDK_Aftermath_Result_FAIL_DriverInitFailed,
|
||||
* GFSDK_Aftermath_Result_FAIL_DriverVersionNotSupported,
|
||||
* GFSDK_Aftermath_Result_FAIL_NvApiIncompatible.
|
||||
*
|
||||
*
|
||||
* o) A D3D API debug layer, such as PIX, was detected that is incompatible with
|
||||
* Aftermath:
|
||||
* GFSDK_Aftermath_Result_FAIL_D3dDllInterceptionNotSupported
|
||||
*
|
||||
*
|
||||
* o) Aftermath was disabled on the system by the current user setting the
|
||||
* 'HKEY_CURRENT_USER\Software\NVIDIA Corporation\Nsight Aftermath\ForceOff'
|
||||
* Windows registry key:
|
||||
* GFSDK_Aftermath_Result_FAIL_Disabled
|
||||
*
|
||||
*
|
||||
* After detecting D3D device lost (TDR):
|
||||
*
|
||||
* o) To query the fault reason after TDR, use the 'GFSDK_Aftermath_GetDeviceStatus'
|
||||
* call. See 'GFSDK_Aftermath_Device_Status', for the full list of possible
|
||||
* status.
|
||||
*
|
||||
*
|
||||
* o) In the event of a GPU page fault, use the'GFSDK_Aftermath_GetPageFaultInformation'
|
||||
* method to return more information about what might of gone wrong. A GPU VA is
|
||||
* returned, along with the resource descriptor of the resource that VA lands in.
|
||||
* NOTE: It's not 100% certain that this is the resource which caused the fault,
|
||||
* only that the faulting VA lands within this resource in memory.
|
||||
*
|
||||
*
|
||||
* Optionally, instrument the application with Aftermath event markers:
|
||||
*
|
||||
* 1) For each commandlist/device context you expect to use with Aftermath,
|
||||
* initialize them using the 'GFSDK_Aftermath_DXxx_CreateContextHandle',
|
||||
* function.
|
||||
*
|
||||
*
|
||||
* 2) Call 'GFSDK_Aftermath_SetEventMarker', to inject an event
|
||||
* marker directly into the command stream at that point.
|
||||
*
|
||||
* PERFORMANCE TIP:
|
||||
*
|
||||
* Do not use 'GFSDK_Aftermath_SetEventMarker' in high frequency code paths.
|
||||
* Injecting event markers introduces considerable CPU overhead. For reduced CPU
|
||||
* overhead, use 'GFSDK_Aftermath_SetEventMarker' with markerSize=0. This
|
||||
* instructs Aftermath not to allocate and copy off memory internally, relying on
|
||||
* the application to manage marker pointers itself.
|
||||
*
|
||||
*
|
||||
* 3) Once TDR/hang occurs, call the 'GFSDK_Aftermath_GetData' API
|
||||
* to fetch the event marker last processed by the GPU for each context.
|
||||
* This API also supports fetching the current execution state for each
|
||||
* the GPU.
|
||||
*
|
||||
*
|
||||
* 4) Before the app shuts down, each Aftermath context handle must be cleaned
|
||||
* up, this is done with the 'GFSDK_Aftermath_ReleaseContextHandle' call.
|
||||
*
|
||||
*
|
||||
* HOW TO USE AFTERMATH for Vulkan
|
||||
* -------------------------------
|
||||
*
|
||||
* For Vulkan use the VK_NV_device_diagnostics_config extension to initialize and
|
||||
* configure the Aftermath feature set to use.
|
||||
*
|
||||
* Use the VK_NV_device_diagnostic_checkpoints extension to add event markers into
|
||||
* the command stream.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef GFSDK_Aftermath_H
|
||||
#define GFSDK_Aftermath_H
|
||||
|
||||
#include "GFSDK_Aftermath_Defines.h"
|
||||
|
||||
#pragma pack(push, 8)
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
// Here is defined a set of features that can be enabled/disable when using Aftermath
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(FeatureFlags)
|
||||
{
|
||||
// The minimal flag only allows use of the GetDeviceStatus entry point.
|
||||
GFSDK_Aftermath_FeatureFlags_Minimum = 0x00000000,
|
||||
|
||||
// With this flag set, the SetEventMarker and GetData entry points are available.
|
||||
//
|
||||
// Using event markers should be considered carefully as they can cause very high
|
||||
// CPU overhead when used in high frequency code paths.
|
||||
//
|
||||
GFSDK_Aftermath_FeatureFlags_EnableMarkers = 0x00000001,
|
||||
|
||||
// With this flag set, resources are tracked, and information about
|
||||
// possible page fault candidates can be accessed using GetPageFaultInformation.
|
||||
GFSDK_Aftermath_FeatureFlags_EnableResourceTracking = 0x00000002,
|
||||
|
||||
// With this flag set, event markers are automatically set for all draw calls,
|
||||
// compute dispatches and copy operations to capture the call stack for the
|
||||
// corresponding API call as the event marker payload.
|
||||
// Requires also GFSDK_Aftermath_FeatureFlags_EnableMarkers to be set.
|
||||
//
|
||||
// Using this option should be considered carefully. Enabling call stack capturing
|
||||
// can cause considerable CPU overhead.
|
||||
//
|
||||
GFSDK_Aftermath_FeatureFlags_CallStackCapturing = 0x40000000,
|
||||
|
||||
// With this flag set, shader debug information is generated.
|
||||
// Not supported for UWP applications.
|
||||
GFSDK_Aftermath_FeatureFlags_GenerateShaderDebugInfo = 0x00000008,
|
||||
|
||||
// Use all Aftermath features
|
||||
// Be careful when using this! Some features can cause considerable performance overhead,
|
||||
// for example, GFSDK_Aftermath_FeatureFlags_EnableMarkers.
|
||||
GFSDK_Aftermath_FeatureFlags_Maximum = GFSDK_Aftermath_FeatureFlags_Minimum |
|
||||
GFSDK_Aftermath_FeatureFlags_EnableMarkers |
|
||||
GFSDK_Aftermath_FeatureFlags_EnableResourceTracking |
|
||||
GFSDK_Aftermath_FeatureFlags_CallStackCapturing |
|
||||
GFSDK_Aftermath_FeatureFlags_GenerateShaderDebugInfo,
|
||||
};
|
||||
|
||||
#if defined(__d3d11_h__) || defined(__d3d12_h__)
|
||||
|
||||
// Used with Aftermath entry points to reference an API object.
|
||||
GFSDK_AFTERMATH_DECLARE_HANDLE(GFSDK_Aftermath_ContextHandle);
|
||||
GFSDK_AFTERMATH_DECLARE_HANDLE(GFSDK_Aftermath_ResourceHandle);
|
||||
|
||||
// Used with, 'GFSDK_Aftermath_GetData'. Filled with information,
|
||||
// about each requested context.
|
||||
typedef struct GFSDK_Aftermath_ContextData
|
||||
{
|
||||
GFSDK_AFTERMATH_DECLARE_POINTER_MEMBER(void*, markerData);
|
||||
uint32_t markerSize;
|
||||
GFSDK_Aftermath_Context_Status status;
|
||||
} GFSDK_Aftermath_ContextData;
|
||||
|
||||
// Minimal description of a graphics resource.
|
||||
typedef struct GFSDK_Aftermath_ResourceDescriptor
|
||||
{
|
||||
// This is available in DX12 only and only if the application registers the
|
||||
// resource pointers using GFSDK_Aftermath_DX12_RegisterResource().
|
||||
#ifdef __d3d12_h__
|
||||
GFSDK_AFTERMATH_DECLARE_POINTER_MEMBER(ID3D12Resource*, pAppResource);
|
||||
#else
|
||||
GFSDK_AFTERMATH_DECLARE_POINTER_MEMBER(void*, pAppResource);
|
||||
#endif
|
||||
|
||||
uint64_t size;
|
||||
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
uint32_t depth;
|
||||
|
||||
uint32_t mipLevels;
|
||||
|
||||
uint32_t format; // DXGI_FORMAT
|
||||
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bIsBufferHeap);
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bIsStaticTextureHeap);
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bIsRtvDsvTextureHeap);
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bPlacedResource);
|
||||
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bWasDestroyed);
|
||||
} GFSDK_Aftermath_ResourceDescriptor
|
||||
;
|
||||
|
||||
// Used with GFSDK_Aftermath_GetPageFaultInformation
|
||||
typedef struct GFSDK_Aftermath_PageFaultInformation
|
||||
{
|
||||
uint64_t faultingGpuVA;
|
||||
GFSDK_Aftermath_ResourceDescriptor resourceDesc;
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bHasPageFaultOccured);
|
||||
} GFSDK_Aftermath_PageFaultInformation;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_DX11_Initialize
|
||||
// GFSDK_Aftermath_DX12_Initialize
|
||||
// ---------------------------------
|
||||
//
|
||||
// [pDx11Device]; DX11-Only
|
||||
// the current dx11 device pointer.
|
||||
//
|
||||
// [pDx12Device]; DX12-Only
|
||||
// the current dx12 device pointer.
|
||||
//
|
||||
// flags;
|
||||
// set of features to enable when initializing Aftermath
|
||||
//
|
||||
// version;
|
||||
// Must be set to GFSDK_Aftermath_Version_API. Used for checking
|
||||
// against library version.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Library must be initialized before any other call is made.
|
||||
// This should be done after device creation.
|
||||
// Aftermath currently only supports one D3D device,
|
||||
// the first one that is initialized.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
#ifdef __d3d11_h__
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_DX11_Initialize(GFSDK_Aftermath_Version version, uint32_t flags, ID3D11Device* const pDx11Device);
|
||||
#endif
|
||||
#ifdef __d3d12_h__
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_DX12_Initialize(GFSDK_Aftermath_Version version, uint32_t flags, ID3D12Device* const pDx12Device);
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_DX11_CreateContextHandle
|
||||
// GFSDK_Aftermath_DX12_CreateContextHandle
|
||||
// ---------------------------------
|
||||
//
|
||||
// (pDx11DeviceContext); DX11-Only
|
||||
// Device context to use with Aftermath.
|
||||
//
|
||||
// (pDx12Unknown); DX12-Only
|
||||
// Command list, Command Queue, or Device to use with Aftermath
|
||||
// If a device, must be the same device given to GFSDK_Aftermath_DX12_Initialize()
|
||||
//
|
||||
// pOutContextHandle;
|
||||
// The context handle for the specified context/command list/command queue/device
|
||||
// to be used with future Aftermath calls.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Before Aftermath event markers can be inserted,
|
||||
// a context handle reference must first be fetched.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
#ifdef __d3d11_h__
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_DX11_CreateContextHandle(ID3D11DeviceContext* const pDx11DeviceContext, GFSDK_Aftermath_ContextHandle* pOutContextHandle);
|
||||
#endif
|
||||
#ifdef __d3d12_h__
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_DX12_CreateContextHandle(IUnknown* const pDx12Unknown, GFSDK_Aftermath_ContextHandle* pOutContextHandle);
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_API GFSDK_Aftermath_ReleaseContextHandle
|
||||
// -------------------------------------
|
||||
//
|
||||
// contextHandle;
|
||||
// Context to release
|
||||
//
|
||||
// DESCRIPTION;
|
||||
// Cleans up any resources associated with an Aftermath context
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_ReleaseContextHandle(const GFSDK_Aftermath_ContextHandle contextHandle);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_SetEventMarker
|
||||
// -------------------------------------
|
||||
//
|
||||
// contextHandle;
|
||||
// Command list currently being populated.
|
||||
//
|
||||
// markerData;
|
||||
// Pointer to data used for event marker.
|
||||
// NOTE: If markerSize is also provided, an internal copy will be
|
||||
// made of this data. In that case there is no need to keep it
|
||||
// around after this call - stack alloc is safe.
|
||||
//
|
||||
// markerSize;
|
||||
// Size of event marker data in bytes.
|
||||
// NOTE: Passing a 0 for this parameter is valid, and will instruct
|
||||
// Aftermath to only copy off the pointer supplied by markerData,
|
||||
// rather than internally making a copy. This, however, precludes
|
||||
// Aftermath from storing the marker data in GPU crash dumps.
|
||||
// NOTE: Aftermath will internally truncate marker data to a maximum
|
||||
// size of 1024 bytes. Use markerSize=0 and manually manage
|
||||
// memory for markers if the application requires larger ones.
|
||||
//
|
||||
// DESCRIPTION;
|
||||
// Drops a event into the command stream with a payload that can be
|
||||
// linked back to the data given here, 'markerData'. It's
|
||||
// safe to call from multiple threads simultaneously, normal D3D
|
||||
// API threading restrictions apply.
|
||||
//
|
||||
// Using event markers should be considered carefully as they can cause considerable
|
||||
// CPU overhead when used in high frequency code paths.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_SetEventMarker(const GFSDK_Aftermath_ContextHandle contextHandle, const void* markerData, const uint32_t markerSize);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GetData
|
||||
// ------------------------------
|
||||
//
|
||||
// numContexts;
|
||||
// Number of contexts to fetch information for.
|
||||
//
|
||||
// pContextHandles;
|
||||
// Array of contexts containing Aftermath event markers.
|
||||
//
|
||||
// pOutContextData;
|
||||
// OUTPUT: context data for each context requested. Contains event
|
||||
// last reached on the GPU, and status of context if
|
||||
// applicable (DX12-Only).
|
||||
// NOTE: must allocate enough space for 'numContexts' worth of structures.
|
||||
// stack allocation is fine.
|
||||
//
|
||||
// DESCRIPTION;
|
||||
// Once a TDR/crash/hang has occurred (or whenever you like), call
|
||||
// this API to retrieve the event last processed by the GPU on the
|
||||
// given context.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GetData(const uint32_t numContexts, const GFSDK_Aftermath_ContextHandle* pContextHandles, GFSDK_Aftermath_ContextData* pOutContextData);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GetContextError()
|
||||
// ------------------------------
|
||||
//
|
||||
// pContextData;
|
||||
// Context data for which to determine error status.
|
||||
//
|
||||
// DESCRIPTION;
|
||||
// Call this to determine the detailed failure reason for GFSDK_Aftermath_ContextData
|
||||
// with 'status == GFSDK_Aftermath_Context_Status_Invalid'.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GetContextError(const GFSDK_Aftermath_ContextData* pContextData);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GetDeviceStatus
|
||||
// ---------------------------------
|
||||
//
|
||||
// pOutStatus;
|
||||
// OUTPUT: Device status.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Return the status of a D3D device. See GFSDK_Aftermath_Device_Status.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GetDeviceStatus(GFSDK_Aftermath_Device_Status* pOutStatus);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GetPageFaultInformation
|
||||
// ---------------------------------
|
||||
//
|
||||
// pOutPageFaultInformation;
|
||||
// OUTPUT: Information about a page fault which may have occurred.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Return any information available about a recent page fault which
|
||||
// may have occurred, causing a device removed scenario.
|
||||
// See GFSDK_Aftermath_PageFaultInformation.
|
||||
//
|
||||
// Requires WDDMv2 (Windows 10) or later
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GetPageFaultInformation(GFSDK_Aftermath_PageFaultInformation* pOutPageFaultInformation);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_DX12_RegisterResource
|
||||
// ---------------------------------
|
||||
//
|
||||
// pResource;
|
||||
// ID3D12Resource to register.
|
||||
//
|
||||
// pOutResourceHandle;
|
||||
// OUTPUT: Aftermath resource handle for the resource that was registered.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Register an ID3D12Resource with Aftermath. This allows Aftermath
|
||||
// to map a GpuVA of a page fault to the corresponding ID3D12Resource.
|
||||
//
|
||||
// NOTE1: This function is only supported on Windows 10 RS4 and RS5.
|
||||
// It will return GFSDK_Aftermath_Result_FAIL_D3dDllNotSupported, if the
|
||||
// version of the D3D DLL is not supported.
|
||||
// NOTE2: This function is not supported in UWP applications.
|
||||
// NOTE3: This function is not compatible with graphics debuggers, such as
|
||||
// Nsight Graphics or the Visual Studio Graphics Debugger. It may fail with
|
||||
// GFSDK_Aftermath_Result_FAIL_D3dDllInterceptionNotSupported when called,
|
||||
// if such a debugger is active.
|
||||
//
|
||||
// This is a BETA FEATURE and may not work with all versions of Windows.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
#if defined(__d3d12_h__)
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_DX12_RegisterResource(ID3D12Resource* const pResource, GFSDK_Aftermath_ResourceHandle* pOutResourceHandle);
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_DX12_UnregisterResource
|
||||
// ---------------------------------
|
||||
//
|
||||
// resourceHandle;
|
||||
// Aftermath resource handle for a resource that was reagister earlier
|
||||
// with GFSDK_Aftermath_DX12_RegisterResource().
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Unregisters a previously registered resource.
|
||||
//
|
||||
// This is a BETA FEATURE and may not work with all versions of Windows.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
#if defined(__d3d12_h__)
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_DX12_UnregisterResource(const GFSDK_Aftermath_ResourceHandle resourceHandle);
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// NOTE: Function table provided - if dynamic loading is preferred.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
#if defined(__d3d11_h__)
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_DX11_Initialize)(GFSDK_Aftermath_Version version, uint32_t flags, ID3D11Device* const pDx11Device);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_DX11_CreateContextHandle)(ID3D11DeviceContext* const pDx11DeviceContext, GFSDK_Aftermath_ContextHandle* pOutContextHandle);
|
||||
#endif
|
||||
|
||||
#if defined(__d3d12_h__)
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_DX12_Initialize)(GFSDK_Aftermath_Version version, uint32_t flags, ID3D12Device* const pDx12Device);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_DX12_CreateContextHandle)(IUnknown* const pDx12CommandList, GFSDK_Aftermath_ContextHandle* pOutContextHandle);
|
||||
#endif
|
||||
|
||||
#if defined(__d3d11_h__) || defined(__d3d12_h__)
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_ReleaseContextHandle)(const GFSDK_Aftermath_ContextHandle contextHandle);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_SetEventMarker)(const GFSDK_Aftermath_ContextHandle contextHandle, const void* markerData, const uint32_t markerSize);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GetData)(const uint32_t numContexts, const GFSDK_Aftermath_ContextHandle* ppContextHandles, GFSDK_Aftermath_ContextData* pOutContextData);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GetContextError)(const GFSDK_Aftermath_ContextData* pContextData);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GetDeviceStatus)(GFSDK_Aftermath_Device_Status* pOutStatus);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GetPageFaultInformation)(GFSDK_Aftermath_PageFaultInformation* pOutPageFaultInformation);
|
||||
#endif
|
||||
|
||||
#if defined(__d3d12_h__)
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_DX12_RegisterResource)(ID3D12Resource* const pResource, GFSDK_Aftermath_ResourceHandle* pOutResourceHandle);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_DX12_UnregisterResource)(const GFSDK_Aftermath_ResourceHandle resourceHandle);
|
||||
#endif
|
||||
|
||||
#endif // defined(__d3d11_h__) || defined(__d3d12_h__)
|
||||
|
||||
#if defined(VULKAN_H_)
|
||||
// See VK_NV_device_diagnostics_config
|
||||
// See VK_NV_device_diagnostic_checkpoints
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // extern "C"
|
||||
#endif
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // GFSDK_Aftermath_H
|
||||
@@ -0,0 +1,236 @@
|
||||
/*
|
||||
* Copyright (c) 2016-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* NVIDIA CORPORATION and its licensors retain all intellectual property
|
||||
* and proprietary rights in and to this software, related documentation
|
||||
* and any modifications thereto. Any use, reproduction, disclosure or
|
||||
* distribution of this software and related documentation without an express
|
||||
* license agreement from NVIDIA CORPORATION is strictly prohibited.
|
||||
*/
|
||||
|
||||
/*
|
||||
* █████ █████ ██████ ████ ████ ███████ ████ ██████ ██ ██
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██████ ████ ██ ████ █████ ██ ██ ██ ██████ ██ ███████
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██ ██ ██ ██ █████ ██ ██ ██ ██ ██ ██ ██ ██ ██ DEBUGGER
|
||||
* ██ ██
|
||||
* ████████████████████████████████████████████████████████ ██ █ ██ ████████████
|
||||
*/
|
||||
|
||||
#ifndef GFSDK_Aftermath_Defines_H
|
||||
#define GFSDK_Aftermath_Defines_H
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
#if defined(_M_X86)
|
||||
#define GFSDK_AFTERMATH_CALL __cdecl
|
||||
#else
|
||||
#define GFSDK_AFTERMATH_CALL
|
||||
#endif
|
||||
#elif defined(__clang__) || defined(__GNUC__)
|
||||
#if defined(__i386__)
|
||||
#define GFSDK_AFTERMATH_CALL __attribute__((cdecl))
|
||||
#else
|
||||
#define GFSDK_AFTERMATH_CALL
|
||||
#endif
|
||||
#else
|
||||
#error "Unsupported compiler"
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
#include <cstdint>
|
||||
#else
|
||||
#include <stdint.h>
|
||||
#include <stdbool.h>
|
||||
#endif
|
||||
|
||||
// Library stuff...
|
||||
#define GFSDK_Aftermath_PFN typedef GFSDK_Aftermath_Result
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
#ifdef EXPORTS
|
||||
#define GFSDK_Aftermath_DLLSPEC __declspec(dllexport)
|
||||
#else
|
||||
#define GFSDK_Aftermath_DLLSPEC
|
||||
#endif
|
||||
#elif defined(__clang__) || defined(__GNUC__)
|
||||
#define GFSDK_Aftermath_DLLSPEC __attribute__((visibility("default")))
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
#define GFSDK_Aftermath_API extern "C" GFSDK_Aftermath_DLLSPEC GFSDK_Aftermath_Result GFSDK_AFTERMATH_CALL
|
||||
#else
|
||||
#define GFSDK_Aftermath_API GFSDK_Aftermath_DLLSPEC GFSDK_Aftermath_Result GFSDK_AFTERMATH_CALL
|
||||
#endif
|
||||
|
||||
#pragma pack(push, 8)
|
||||
|
||||
// Helper macros for declare struct members and types with guaranteed properties
|
||||
#define GFSDK_AFTERMATH_DECLARE_HANDLE(name) struct name##__ { int32_t ID; }; typedef struct name##__ *name
|
||||
#ifdef __cplusplus
|
||||
#define GFSDK_AFTERMATH_DECLARE_ENUM(name) enum GFSDK_Aftermath_##name : uint32_t
|
||||
#else
|
||||
#define GFSDK_AFTERMATH_DECLARE_ENUM(name) typedef uint32_t GFSDK_Aftermath_##name; enum GFSDK_Aftermath_##name
|
||||
#endif
|
||||
#define GFSDK_AFTERMATH_DECLARE_POINTER_MEMBER(type, name) union { type name; uint64_t ptr_align_##name; }
|
||||
#define GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(name) union { bool name; uint32_t bool_align_##name; }
|
||||
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(Version)
|
||||
{
|
||||
GFSDK_Aftermath_Version_API = 0x000020b // Version 2.11
|
||||
};
|
||||
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(Result)
|
||||
{
|
||||
GFSDK_Aftermath_Result_Success = 0x1,
|
||||
|
||||
GFSDK_Aftermath_Result_NotAvailable = 0x2,
|
||||
|
||||
GFSDK_Aftermath_Result_Fail = 0xBAD00000,
|
||||
|
||||
// The callee tries to use a library version
|
||||
// which does not match the built binary.
|
||||
GFSDK_Aftermath_Result_FAIL_VersionMismatch = GFSDK_Aftermath_Result_Fail | 1,
|
||||
|
||||
// The library hasn't been initialized, see;
|
||||
// 'GFSDK_Aftermath_Initialize'.
|
||||
GFSDK_Aftermath_Result_FAIL_NotInitialized = GFSDK_Aftermath_Result_Fail | 2,
|
||||
|
||||
// The callee tries to use the library with
|
||||
// a non-supported GPU. Currently, only
|
||||
// NVIDIA GPUs are supported.
|
||||
GFSDK_Aftermath_Result_FAIL_InvalidAdapter = GFSDK_Aftermath_Result_Fail | 3,
|
||||
|
||||
// The callee passed an invalid parameter to the
|
||||
// library, likely a null pointer or bad handle.
|
||||
GFSDK_Aftermath_Result_FAIL_InvalidParameter = GFSDK_Aftermath_Result_Fail | 4,
|
||||
|
||||
// Something weird happened that caused the
|
||||
// library to fail for some reason.
|
||||
GFSDK_Aftermath_Result_FAIL_Unknown = GFSDK_Aftermath_Result_Fail | 5,
|
||||
|
||||
// Got a fail error code from the graphics API.
|
||||
GFSDK_Aftermath_Result_FAIL_ApiError = GFSDK_Aftermath_Result_Fail | 6,
|
||||
|
||||
// Make sure that the NvAPI DLL is up to date.
|
||||
GFSDK_Aftermath_Result_FAIL_NvApiIncompatible = GFSDK_Aftermath_Result_Fail | 7,
|
||||
|
||||
// It would appear as though a call has been
|
||||
// made to fetch the Aftermath data for a
|
||||
// context that hasn't been used with
|
||||
// the EventMarker API yet.
|
||||
GFSDK_Aftermath_Result_FAIL_GettingContextDataWithNewCommandList = GFSDK_Aftermath_Result_Fail | 8,
|
||||
|
||||
// Looks like the library has already been initialized.
|
||||
GFSDK_Aftermath_Result_FAIL_AlreadyInitialized = GFSDK_Aftermath_Result_Fail | 9,
|
||||
|
||||
// Debug layer not compatible with Aftermath.
|
||||
GFSDK_Aftermath_Result_FAIL_D3DDebugLayerNotCompatible = GFSDK_Aftermath_Result_Fail | 10,
|
||||
|
||||
// Aftermath failed to initialize in the driver.
|
||||
GFSDK_Aftermath_Result_FAIL_DriverInitFailed = GFSDK_Aftermath_Result_Fail | 11,
|
||||
|
||||
// Aftermath v2.x requires driver version 387.xx and beyond
|
||||
GFSDK_Aftermath_Result_FAIL_DriverVersionNotSupported = GFSDK_Aftermath_Result_Fail | 12,
|
||||
|
||||
// The system ran out of memory for allocations
|
||||
GFSDK_Aftermath_Result_FAIL_OutOfMemory = GFSDK_Aftermath_Result_Fail | 13,
|
||||
|
||||
// No need to get data on bundles, as markers
|
||||
// execute on the command list.
|
||||
GFSDK_Aftermath_Result_FAIL_GetDataOnBundle = GFSDK_Aftermath_Result_Fail | 14,
|
||||
|
||||
// No need to get data on deferred contexts, as markers
|
||||
// execute on the immediate context.
|
||||
GFSDK_Aftermath_Result_FAIL_GetDataOnDeferredContext = GFSDK_Aftermath_Result_Fail | 15,
|
||||
|
||||
// This feature hasn't been enabled at initialization - see GFSDK_Aftermath_FeatureFlags.
|
||||
GFSDK_Aftermath_Result_FAIL_FeatureNotEnabled = GFSDK_Aftermath_Result_Fail | 16,
|
||||
|
||||
// No resources have ever been registered.
|
||||
GFSDK_Aftermath_Result_FAIL_NoResourcesRegistered = GFSDK_Aftermath_Result_Fail | 17,
|
||||
|
||||
// This resource has never been registered.
|
||||
GFSDK_Aftermath_Result_FAIL_ThisResourceNeverRegistered = GFSDK_Aftermath_Result_Fail | 18,
|
||||
|
||||
// The functionality is not supported for UWP applications
|
||||
GFSDK_Aftermath_Result_FAIL_NotSupportedInUWP = GFSDK_Aftermath_Result_Fail | 19,
|
||||
|
||||
// D3D DLL not compatible with Aftermath.
|
||||
GFSDK_Aftermath_Result_FAIL_D3dDllNotSupported = GFSDK_Aftermath_Result_Fail | 20,
|
||||
|
||||
// D3D DLL interception is not compatible with Aftermath.
|
||||
GFSDK_Aftermath_Result_FAIL_D3dDllInterceptionNotSupported = GFSDK_Aftermath_Result_Fail | 21,
|
||||
|
||||
// Aftermath is disabled on the system by the current user.
|
||||
// On Windows, this is controlled by a Windows registry key:
|
||||
// KeyPath : HKEY_CURRENT_USER\Software\NVIDIA Corporation\Nsight Aftermath
|
||||
// KeyValue : ForceOff
|
||||
// ValueType : REG_DWORD
|
||||
// ValueData : Any value != 0 will force the functionality of the Aftermath
|
||||
// SDK off on the system.
|
||||
//
|
||||
// On Linux, this is controlled by an environment variable:
|
||||
// Name: NV_AFTERMATH_FORCE_OFF
|
||||
// Value: Any value != '0' will force the functionality of the Aftermath
|
||||
// SDK off.
|
||||
//
|
||||
GFSDK_Aftermath_Result_FAIL_Disabled = GFSDK_Aftermath_Result_Fail | 22,
|
||||
};
|
||||
|
||||
#define GFSDK_Aftermath_SUCCEED(value) (((value) & 0xFFF00000) != GFSDK_Aftermath_Result_Fail)
|
||||
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(Context_Status)
|
||||
{
|
||||
// GPU:
|
||||
// The GPU has not started processing this command list yet.
|
||||
GFSDK_Aftermath_Context_Status_NotStarted = 0,
|
||||
|
||||
// This command list has begun execution on the GPU.
|
||||
GFSDK_Aftermath_Context_Status_Executing,
|
||||
|
||||
// This command list has finished execution on the GPU.
|
||||
GFSDK_Aftermath_Context_Status_Finished,
|
||||
|
||||
// This context has an invalid state, which could be
|
||||
// caused by an error.
|
||||
//
|
||||
// NOTE: See, 'GFSDK_Aftermath_ContextData::getErrorCode()'
|
||||
// for more information.
|
||||
GFSDK_Aftermath_Context_Status_Invalid,
|
||||
};
|
||||
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(Device_Status)
|
||||
{
|
||||
// The GPU is still active, and hasn't gone down.
|
||||
GFSDK_Aftermath_Device_Status_Active = 0,
|
||||
|
||||
// A long running shader/operation has caused a
|
||||
// GPU timeout. Reconfiguring the timeout length
|
||||
// might help tease out the problem.
|
||||
GFSDK_Aftermath_Device_Status_Timeout,
|
||||
|
||||
// Run out of memory to complete operations.
|
||||
GFSDK_Aftermath_Device_Status_OutOfMemory,
|
||||
|
||||
// An invalid VA access has caused a fault.
|
||||
GFSDK_Aftermath_Device_Status_PageFault,
|
||||
|
||||
// The GPU has stopped executing
|
||||
GFSDK_Aftermath_Device_Status_Stopped,
|
||||
|
||||
// The device has been reset
|
||||
GFSDK_Aftermath_Device_Status_Reset,
|
||||
|
||||
// Unknown problem - likely using an older driver
|
||||
// incompatible with this Aftermath feature.
|
||||
GFSDK_Aftermath_Device_Status_Unknown,
|
||||
|
||||
// An invalid rendering call has percolated through the driver
|
||||
GFSDK_Aftermath_Device_Status_DmaFault,
|
||||
};
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // GFSDK_Aftermath_Defines_H
|
||||
@@ -0,0 +1,232 @@
|
||||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* NVIDIA CORPORATION and its licensors retain all intellectual property
|
||||
* and proprietary rights in and to this software, related documentation
|
||||
* and any modifications thereto. Any use, reproduction, disclosure or
|
||||
* distribution of this software and related documentation without an express
|
||||
* license agreement from NVIDIA CORPORATION is strictly prohibited.
|
||||
*/
|
||||
|
||||
/*
|
||||
* █████ █████ ██████ ████ ████ ███████ ████ ██████ ██ ██
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██████ ████ ██ ████ █████ ██ ██ ██ ██████ ██ ███████
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██ ██ ██ ██ █████ ██ ██ ██ ██ ██ ██ ██ ██ ██ DEBUGGER
|
||||
* ██ ██
|
||||
* ████████████████████████████████████████████████████████ ██ █ ██ ████████████
|
||||
*
|
||||
*
|
||||
* HOW TO USE AFTERMATH GPU CRASH DUMP COLLECTION:
|
||||
* -----------------------------------------------
|
||||
*
|
||||
* 1) Call 'GFSDK_Aftermath_EnableGpuCrashDumps', to enable GPU crash dump collection.
|
||||
* This must be done before any other library calls are made and before any D3D
|
||||
* device is created by the application.
|
||||
*
|
||||
* With this call the application can register a callback function that is invoked
|
||||
* with the GPU crash dump data once a TDR/hang occurs. In addition, it is also
|
||||
* possible to provide optional callback functions for collecting shader debug
|
||||
* information and for providing additional descriptive data from the application to
|
||||
* include in the crash dump.
|
||||
*
|
||||
* Enabling GPU crash dumps will also override any settings from an also active
|
||||
* Nsight Graphics GPU crash dump monitor for the calling process.
|
||||
*
|
||||
*
|
||||
* 2) On DX11/DX12, call 'GFSDK_Aftermath_DXxx_Initialize', to initialize the library and
|
||||
* to enable additional Aftermath features that will affect the data captured in the
|
||||
* GPU crash dumps, such as Aftermath event markers; automatic call stack markers for
|
||||
* all draw calls, compute dispatches, ray dispatches, or copy operations; resource
|
||||
* tracking; or shader debug information. See GFSDK_Aftermath.h for more details.
|
||||
*
|
||||
* On Vulkan use the VK_NV_device_diagnostics_config extension to enable additional
|
||||
* Aftermath features, such as automatic call stack markers for all draw calls, compute
|
||||
* dispatches, ray dispatches, or copy operations; resource tracking; or shader debug
|
||||
* information. See GFSDK_Aftermath.h for more details.
|
||||
*
|
||||
*
|
||||
* 4) Before the application shuts down, call 'GFSDK_Aftermath_DisableGpuCrashDumps' to
|
||||
* disable GPU crash dump collection.
|
||||
*
|
||||
* Disabling GPU crash dumps will also re-establish any settings from an also active
|
||||
* Nsight Graphics GPU crash dump monitor for the calling process.
|
||||
*
|
||||
*
|
||||
* OPTIONAL:
|
||||
*
|
||||
* o) (Optional) Instrument the application with event markers as described in
|
||||
* GFSDK_Aftermath.h.
|
||||
* o) (Optional, D3D12) Register D3D12 resource pointers with Aftermath as described in
|
||||
* GFSDK_Aftermath.h.
|
||||
* o) (Optional) To disable all GPU crash dump functionality at runtime:
|
||||
* On Windows, set the registry key: 'HKEY_CURRENT_USER\Software\NVIDIA Corporation\Nsight Aftermath\ForceOff'.
|
||||
* On Linux, set environment 'NV_AFTERMATH_FORCE_OFF'.
|
||||
*
|
||||
*
|
||||
* PERFORMANCE TIPS:
|
||||
*
|
||||
* o) Enabling shader debug information creation will introduce shader compile time
|
||||
* overhead as well as memory overhead for handling the debug information.
|
||||
*
|
||||
* o) User event markers cause considerable overhead and should be used very carefully.
|
||||
* Using automatic callstack markers for draw calls, compute dispatches, ray dispatches,
|
||||
* and copy operations may be a less costly alternative to injecting an event marker for
|
||||
* every draw call. However, they also do not come for free and using them should be
|
||||
* also considered carefully.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef GFSDK_Aftermath_GpuCrashDump_H
|
||||
#define GFSDK_Aftermath_GpuCrashDump_H
|
||||
|
||||
#include "GFSDK_Aftermath_Defines.h"
|
||||
|
||||
#pragma pack(push, 8)
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
// Flags to configure for which graphisc APIs to enable GPU crash dumps
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(GpuCrashDumpWatchedApiFlags)
|
||||
{
|
||||
// Default setting
|
||||
GFSDK_Aftermath_GpuCrashDumpWatchedApiFlags_None = 0x0,
|
||||
|
||||
// Enable GPU crash dump tracking for the DX API
|
||||
GFSDK_Aftermath_GpuCrashDumpWatchedApiFlags_DX = 0x1,
|
||||
|
||||
// Enable GPU crash dump tracking for the Vulkan API
|
||||
GFSDK_Aftermath_GpuCrashDumpWatchedApiFlags_Vulkan = 0x2,
|
||||
};
|
||||
|
||||
// Flags to configure GPU crash dump-specific Aftermath features
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(GpuCrashDumpFeatureFlags)
|
||||
{
|
||||
// Default settings
|
||||
GFSDK_Aftermath_GpuCrashDumpFeatureFlags_Default = 0x0,
|
||||
|
||||
// Defer shader debug information callbacks until an actual GPU crash
|
||||
// dump is generated and also provide shader debug information
|
||||
// for the shaders related to the crash dump only.
|
||||
// Note: using this option will increase the memory footprint of the
|
||||
// application.
|
||||
GFSDK_Aftermath_GpuCrashDumpFeatureFlags_DeferDebugInfoCallbacks = 0x1,
|
||||
};
|
||||
|
||||
// Key definitions for user-defined GPU crash dump description
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(GpuCrashDumpDescriptionKey)
|
||||
{
|
||||
// Predefined key for application name
|
||||
GFSDK_Aftermath_GpuCrashDumpDescriptionKey_ApplicationName = 0x00000001,
|
||||
|
||||
// Predefined key for application version
|
||||
GFSDK_Aftermath_GpuCrashDumpDescriptionKey_ApplicationVersion = 0x00000002,
|
||||
|
||||
// Base key for creating user-defined key-value pairs.
|
||||
// Any value >= GFSDK_Aftermath_GpuCrashDumpDescriptionKey_UserDefined
|
||||
// will create a user-defined key-value pair.
|
||||
GFSDK_Aftermath_GpuCrashDumpDescriptionKey_UserDefined = 0x00010000,
|
||||
};
|
||||
|
||||
// Function for adding user-defined description key-value pairs.
|
||||
// Key must be one of the predefined keys of GFSDK_Aftermath_GpuCrashDumpDescriptionKey
|
||||
// or a user-defined key based on GFSDK_Aftermath_GpuCrashDumpDescriptionKey_UserDefined.
|
||||
// All keys greater than the last predefined key in GFSDK_Aftermath_GpuCrashDumpDescriptionKey
|
||||
// and smaller than GFSDK_Aftermath_GpuCrashDumpDescriptionKey_UserDefined are
|
||||
// considered illegal and ignored.
|
||||
typedef void (GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_AddGpuCrashDumpDescription)(uint32_t key, const char* value);
|
||||
|
||||
// GPU crash dump callback definitions.
|
||||
// NOTE: Except for the pUserData pointer, all pointer values passed to the
|
||||
// callbacks are only valid for the duration of the call! An implementation
|
||||
// must make copies of the data, if it intends to store it beyond that.
|
||||
typedef void (GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDumpCb)(const void* pGpuCrashDump, const uint32_t gpuCrashDumpSize, void* pUserData);
|
||||
typedef void (GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_ShaderDebugInfoCb)(const void* pShaderDebugInfo, const uint32_t shaderDebugInfoSize, void* pUserData);
|
||||
typedef void (GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDumpDescriptionCb)(PFN_GFSDK_Aftermath_AddGpuCrashDumpDescription addValue, void* pUserData);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_EnableGpuCrashDumps
|
||||
// ---------------------------------
|
||||
//
|
||||
// apiVersion;
|
||||
// Must be set to GFSDK_Aftermath_Version_API. Used for checking against library
|
||||
// version.
|
||||
//
|
||||
// watchedApis;
|
||||
// Controls which graphics APIs to watch for crashes. A combination (with OR) of
|
||||
// GFSDK_Aftermath_GpuCrashDumpWatchedApiFlags.
|
||||
//
|
||||
// flags;
|
||||
// Controls GPU crash dump specific behavior. A combination (with OR) of
|
||||
// GFSDK_Aftermath_GpuCrashDumpFeatureFlags.
|
||||
//
|
||||
// gpuCrashDumpCb;
|
||||
// Callback function to be called when new GPU crash dump data is available.
|
||||
// Callback is free-threaded, ensure the provided function is thread-safe.
|
||||
//
|
||||
// shaderDebugInfoCb;
|
||||
// Callback function to be called when new shader debug information data is
|
||||
// available.
|
||||
// Callback is free-threaded, ensure the provided function is thread-safe.
|
||||
// Optional, can be NULL.
|
||||
// Note: if not using GFSDK_Aftermath_GpuCrashDumpFeatureFlags_DeferDebugInfoCallbacks
|
||||
// shaderDebugInfoCb will be invoked for every shader compilation trigegred by the
|
||||
// application, even if there will be never an invocation of gpuCrashDumpCb.
|
||||
//
|
||||
// descriptionCb;
|
||||
// Callback function that allows the application to provide additional
|
||||
// descriptive values to be include in crash dumps. This will be called
|
||||
// before gpuCrashDumpCb.
|
||||
// Callback is free-threaded, ensure the provided function is thread-safe.
|
||||
// Optional, can be NULL.
|
||||
//
|
||||
// pUserData;
|
||||
// User data made available in the callbacks.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Device independent initialization call to enable Aftermath GPU crash dump
|
||||
// creation. Overrides any settings from an also active GPU crash dump monitor
|
||||
// for this process! This function must be called before any D3D device is
|
||||
// created by the application.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_EnableGpuCrashDumps(
|
||||
GFSDK_Aftermath_Version apiVersion,
|
||||
uint32_t watchedApis,
|
||||
uint32_t flags,
|
||||
PFN_GFSDK_Aftermath_GpuCrashDumpCb gpuCrashDumpCb,
|
||||
PFN_GFSDK_Aftermath_ShaderDebugInfoCb shaderDebugInfoCb,
|
||||
PFN_GFSDK_Aftermath_GpuCrashDumpDescriptionCb descriptionCb,
|
||||
void* pUserData);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_DisableGpuCrashDumps
|
||||
// ---------------------------------
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Device independent call to disable Aftermath GPU crash dump creation.
|
||||
// Re-enables settings from an also active GPU crash dump monitor for
|
||||
// the current process!
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_DisableGpuCrashDumps();
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// NOTE: Function table provided - if dynamic loading is preferred.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_EnableGpuCrashDumps)(GFSDK_Aftermath_Version apiVersion, uint32_t watchedApis, uint32_t flags, PFN_GFSDK_Aftermath_GpuCrashDumpCb gpuCrashDumpCb, PFN_GFSDK_Aftermath_ShaderDebugInfoCb shaderDebugInfoCb, PFN_GFSDK_Aftermath_GpuCrashDumpDescriptionCb descriptionCb, void* pUserData);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_DisableGpuCrashDumps)();
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // extern "C"
|
||||
#endif
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // GFSDK_Aftermath_GpuCrashDump_H
|
||||
@@ -0,0 +1,982 @@
|
||||
/*
|
||||
* Copyright (c) 2019-2020, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* NVIDIA CORPORATION and its licensors retain all intellectual property
|
||||
* and proprietary rights in and to this software, related documentation
|
||||
* and any modifications thereto. Any use, reproduction, disclosure or
|
||||
* distribution of this software and related documentation without an express
|
||||
* license agreement from NVIDIA CORPORATION is strictly prohibited.
|
||||
*/
|
||||
|
||||
/*
|
||||
* █████ █████ ██████ ████ ████ ███████ ████ ██████ ██ ██
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██████ ████ ██ ████ █████ ██ ██ ██ ██████ ██ ███████
|
||||
* ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||
* ██ ██ ██ ██ █████ ██ ██ ██ ██ ██ ██ ██ ██ ██ DEBUGGER
|
||||
* ██ ██
|
||||
* ████████████████████████████████████████████████████████ ██ █ ██ ████████████
|
||||
*
|
||||
*
|
||||
* HOW TO DECODE AFTERMATH GPU CRASH DUMPS:
|
||||
* ----------------------------------------
|
||||
*
|
||||
* 1) Call 'GFSDK_Aftermath_GpuCrashDump_CreateDecoder', to create a decoder object for
|
||||
* a GPU crash dump.
|
||||
*
|
||||
*
|
||||
* 2) Call one or more of the 'GFSDK_Aftermath_GpuCrashDump_Get*' functions with this
|
||||
* decoder, to query information from the GPU crash dump.
|
||||
*
|
||||
* Some of the functions require caller allocated buffers to return the data. Those
|
||||
* are accompanied with a corresponding 'GFSDK_Aftermath_GpuCrashDump_Get*Count()'
|
||||
* function to query the element count the caller has to reserve for these buffers.
|
||||
*
|
||||
* If the requested data is not avilable in the crash dump the functions will return
|
||||
* with GFSDK_Aftermath_Result_NotAvailable.
|
||||
*
|
||||
*
|
||||
* 3) Call 'GFSDK_Aftermath_GpuCrashDump_DestroyDecoder', to destroy the decoder object
|
||||
* and cleanup all related memory.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef GFSDK_Aftermath_CrashDumpDecoding_H
|
||||
#define GFSDK_Aftermath_CrashDumpDecoding_H
|
||||
|
||||
#include "GFSDK_Aftermath_Defines.h"
|
||||
|
||||
#pragma pack(push, 8)
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
// Constants used in crash dump decoding functions
|
||||
enum
|
||||
{
|
||||
GFSDK_Aftermath_MAX_STRING_LENGTH = 127,
|
||||
};
|
||||
|
||||
// Unique identifier for shader debug information
|
||||
typedef struct GFSDK_Aftermath_ShaderDebugInfoIdentifier
|
||||
{
|
||||
uint64_t id[2];
|
||||
} GFSDK_Aftermath_ShaderDebugInfoIdentifier;
|
||||
|
||||
// Unique identifier for shader binaries
|
||||
typedef struct GFSDK_Aftermath_ShaderHash
|
||||
{
|
||||
uint64_t hash;
|
||||
} GFSDK_Aftermath_ShaderHash;
|
||||
|
||||
// Unique identifier for shader instructions
|
||||
typedef struct GFSDK_Aftermath_ShaderInstructionsHash
|
||||
{
|
||||
uint64_t hash;
|
||||
} GFSDK_Aftermath_ShaderInstructionsHash;
|
||||
|
||||
// Shader DebugName, i.e. a unique identifier for shader source debug information
|
||||
typedef struct GFSDK_Aftermath_ShaderDebugName
|
||||
{
|
||||
char name[GFSDK_Aftermath_MAX_STRING_LENGTH + 1];
|
||||
} GFSDK_Aftermath_ShaderDebugName;
|
||||
|
||||
// SPIR-V shader code
|
||||
#if defined(VULKAN_H_)
|
||||
typedef struct GFSDK_Aftermath_SpirvCode
|
||||
{
|
||||
GFSDK_AFTERMATH_DECLARE_POINTER_MEMBER(void*, pData);
|
||||
uint32_t size;
|
||||
} GFSDK_Aftermath_SpirvCode;
|
||||
#endif
|
||||
|
||||
// Graphics API
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(GraphicsApi)
|
||||
{
|
||||
GFSDK_Aftermath_GraphicsApi_Unknown = 0,
|
||||
GFSDK_Aftermath_GraphicsApi_D3D_10_0 = 1,
|
||||
GFSDK_Aftermath_GraphicsApi_D3D_10_1 = 2,
|
||||
GFSDK_Aftermath_GraphicsApi_D3D_11_0 = 3,
|
||||
GFSDK_Aftermath_GraphicsApi_D3D_11_1 = 4,
|
||||
GFSDK_Aftermath_GraphicsApi_D3D_11_2 = 5,
|
||||
GFSDK_Aftermath_GraphicsApi_D3D_12_0 = 6,
|
||||
GFSDK_Aftermath_GraphicsApi_Vulkan = 7,
|
||||
};
|
||||
|
||||
// GPU crash dump - base information
|
||||
typedef struct GFSDK_Aftermath_GpuCrashDump_BaseInfo
|
||||
{
|
||||
char applicationName[GFSDK_Aftermath_MAX_STRING_LENGTH + 1];
|
||||
char creationDate[GFSDK_Aftermath_MAX_STRING_LENGTH + 1];
|
||||
uint32_t pid;
|
||||
GFSDK_Aftermath_GraphicsApi graphicsApi;
|
||||
} GFSDK_Aftermath_GpuCrashDump_BaseInfo;
|
||||
|
||||
// GPU crash dump - device information
|
||||
typedef struct GFSDK_Aftermath_GpuCrashDump_DeviceInfo
|
||||
{
|
||||
GFSDK_Aftermath_Device_Status status;
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(adapterReset);
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(channel3dReset);
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(channelComputeReset);
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(channelCopyReset);
|
||||
} GFSDK_Aftermath_GpuCrashDump_DeviceInfo;
|
||||
|
||||
// GPU crash dump - system information
|
||||
typedef struct GFSDK_Aftermath_GpuCrashDump_SystemInfo
|
||||
{
|
||||
char osVersion[GFSDK_Aftermath_MAX_STRING_LENGTH + 1];
|
||||
struct DisplayDriverVersion
|
||||
{
|
||||
uint32_t major;
|
||||
uint32_t minor;
|
||||
} displayDriver;
|
||||
} GFSDK_Aftermath_GpuCrashDump_SystemInfo;
|
||||
|
||||
// GPU crash dump - GPU information
|
||||
typedef struct GFSDK_Aftermath_GpuCrashDump_GpuInfo
|
||||
{
|
||||
char adapterName[GFSDK_Aftermath_MAX_STRING_LENGTH + 1];
|
||||
char generationName[GFSDK_Aftermath_MAX_STRING_LENGTH + 1];
|
||||
uint64_t adapterLUID;
|
||||
} GFSDK_Aftermath_GpuCrashDump_GpuInfo;
|
||||
|
||||
// GPU crash dump - page fault information
|
||||
typedef struct GFSDK_Aftermath_GpuCrashDump_PageFaultInfo
|
||||
{
|
||||
uint64_t faultingGpuVA;
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bHasResourceInfo);
|
||||
struct ResourceInfo {
|
||||
uint64_t gpuVa;
|
||||
|
||||
uint64_t size;
|
||||
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
uint32_t depth;
|
||||
|
||||
uint32_t mipLevels;
|
||||
|
||||
uint32_t format; // DXGI_Format for DX, VkFormat for Vulkan
|
||||
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bIsBufferHeap);
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bIsStaticTextureHeap);
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bIsRenderTargetOrDepthStencilViewHeap);
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bPlacedResource);
|
||||
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(bWasDestroyed);
|
||||
uint32_t createDestroyTickCount;
|
||||
} resourceInfo;
|
||||
} GFSDK_Aftermath_GpuCrashDump_PageFaultInfo;
|
||||
|
||||
// GPU crash dump - shader types
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(ShaderType)
|
||||
{
|
||||
GFSDK_Aftermath_ShaderType_Unknown = 0,
|
||||
GFSDK_Aftermath_ShaderType_Vertex,
|
||||
GFSDK_Aftermath_ShaderType_Tessellation_Control,
|
||||
GFSDK_Aftermath_ShaderType_Hull = GFSDK_Aftermath_ShaderType_Tessellation_Control,
|
||||
GFSDK_Aftermath_ShaderType_Tessellation_Evaluation,
|
||||
GFSDK_Aftermath_ShaderType_Domain = GFSDK_Aftermath_ShaderType_Tessellation_Evaluation,
|
||||
GFSDK_Aftermath_ShaderType_Geometry,
|
||||
GFSDK_Aftermath_ShaderType_Fragment,
|
||||
GFSDK_Aftermath_ShaderType_Pixel = GFSDK_Aftermath_ShaderType_Fragment,
|
||||
GFSDK_Aftermath_ShaderType_Compute,
|
||||
GFSDK_Aftermath_ShaderType_RayTracing_RayGeneration,
|
||||
GFSDK_Aftermath_ShaderType_RayTracing_Miss,
|
||||
GFSDK_Aftermath_ShaderType_RayTracing_Intersection,
|
||||
GFSDK_Aftermath_ShaderType_RayTracing_AnyHit,
|
||||
GFSDK_Aftermath_ShaderType_RayTracing_ClosestHit,
|
||||
GFSDK_Aftermath_ShaderType_RayTracing_Callable,
|
||||
GFSDK_Aftermath_ShaderType_RayTracing_Internal,
|
||||
GFSDK_Aftermath_ShaderType_Mesh,
|
||||
GFSDK_Aftermath_ShaderType_Task,
|
||||
};
|
||||
|
||||
// GPU crash dump - shader information
|
||||
typedef struct GFSDK_Aftermath_GpuCrashDump_ShaderInfo
|
||||
{
|
||||
uint64_t shaderHash;
|
||||
uint64_t shaderInstance;
|
||||
GFSDK_AFTERMATH_DECLARE_BOOLEAN_MEMBER(isInternal);
|
||||
GFSDK_Aftermath_ShaderType shaderType;
|
||||
} GFSDK_Aftermath_GpuCrashDump_ShaderInfo;
|
||||
|
||||
// GPU crash dump - Event marker context type
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(Context_Type)
|
||||
{
|
||||
GFSDK_Aftermath_Context_Type_Invalid = 0,
|
||||
GFSDK_Aftermath_Context_Type_Immediate,
|
||||
GFSDK_Aftermath_Context_Type_CommandList,
|
||||
GFSDK_Aftermath_Context_Type_Bundle,
|
||||
GFSDK_Aftermath_Context_Type_CommandQueue
|
||||
};
|
||||
|
||||
// GPU crash dump - Event marker data ownership
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(EventMarkerDataOwnership)
|
||||
{
|
||||
// Data is owned by the user application
|
||||
GFSDK_Aftermath_EventMarkerDataOwnership_User = 0,
|
||||
|
||||
// Data is part of the crash dump and is owned by the decoder
|
||||
GFSDK_Aftermath_EventMarkerDataOwnership_Decoder,
|
||||
};
|
||||
|
||||
// GPU crash dump - Aftermath event marker information
|
||||
// NOTE: If GFSDK_Aftermath_SetEventMarker was called with markerSize=0,
|
||||
// markerDataOwnership will be set to GFSDK_Aftermath_EventMarkerDataOwnership_User
|
||||
// and the markerData pointer will be only valid within the context of the process
|
||||
// setting the marker and if the application properly manages the lifetime of the
|
||||
// pointed to data. It is the responsibility of the caller to ensure that the pointer
|
||||
// is valid before accessing the pointed to data.
|
||||
typedef struct GFSDK_Aftermath_GpuCrashDump_EventMarkerInfo
|
||||
{
|
||||
uint64_t contextId;
|
||||
GFSDK_Aftermath_Context_Status contextStatus;
|
||||
GFSDK_Aftermath_Context_Type contextType;
|
||||
GFSDK_AFTERMATH_DECLARE_POINTER_MEMBER(const void*, markerData);
|
||||
GFSDK_Aftermath_EventMarkerDataOwnership markerDataOwnership;
|
||||
uint32_t markerDataSize;
|
||||
} GFSDK_Aftermath_GpuCrashDump_EventMarkerInfo;
|
||||
|
||||
// Flags that control the behavior of GFSDK_Aftermath_GpuCrashDump_GenerateJSON
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(GpuCrashDumpDecoderFlags)
|
||||
{
|
||||
// Include basic information about the GPU crash dump.
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_BASE_INFO = 0x1,
|
||||
|
||||
// Include information about the device state
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_DEVICE_INFO = 0x2,
|
||||
|
||||
// Include information about the OS
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_OS_INFO = 0x4,
|
||||
|
||||
// Include information about the display driver
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_DISPLAY_DRIVER_INFO = 0x8,
|
||||
|
||||
// Include information about the GPU
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_GPU_INFO = 0x10,
|
||||
|
||||
// Include information about page faults (if available)
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_PAGE_FAULT_INFO = 0x20,
|
||||
|
||||
// Include information about shaders (if available)
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_SHADER_INFO = 0x40,
|
||||
|
||||
// Include information about active warps (if available)
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_WARP_STATE_INFO = 0x80,
|
||||
|
||||
// Try to map shader addresses to source or intermediate assembly lines
|
||||
// using additional information provided through shaderDebugInfoLookupCb,
|
||||
// shaderLookupCb and shaderInstructionsLookupCb, if provided.
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_SHADER_MAPPING_INFO = 0x100,
|
||||
|
||||
// Include Aftermath event marker data (if available)
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_EVENT_MARKER_INFO = 0x200,
|
||||
|
||||
// Include automatic event marker call stack data (if available)
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_CALL_STACK_INFO = 0x400,
|
||||
|
||||
// Include user provided GPU crash dump description values (if available)
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_DESCRIPTION_INFO = 0x800,
|
||||
|
||||
// Include all available information
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_ALL_INFO= 0xFFF,
|
||||
};
|
||||
|
||||
GFSDK_AFTERMATH_DECLARE_ENUM(GpuCrashDumpFormatterFlags)
|
||||
{
|
||||
// No special formatting
|
||||
GFSDK_Aftermath_GpuCrashDumpFormatterFlags_NONE = 0x0,
|
||||
|
||||
// Remove all unnecessary whitespace from formatted string
|
||||
GFSDK_Aftermath_GpuCrashDumpFormatterFlags_CONDENSED_OUTPUT = 0x1,
|
||||
|
||||
// Use UTF8 encoding
|
||||
GFSDK_Aftermath_GpuCrashDumpFormatterFlags_UTF8_OUTPUT = 0x2,
|
||||
};
|
||||
|
||||
// Crash dump decoder handle
|
||||
GFSDK_AFTERMATH_DECLARE_HANDLE(GFSDK_Aftermath_GpuCrashDump_Decoder);
|
||||
|
||||
// Function for providing shader debug information and shader binary to the crash dump decoder
|
||||
typedef void(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_SetData)(const void* pData, uint32_t size);
|
||||
|
||||
// GPU crash dump decoder callback definitions
|
||||
typedef void(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_ShaderDebugInfoLookupCb)(const GFSDK_Aftermath_ShaderDebugInfoIdentifier* pIdentifier, PFN_GFSDK_Aftermath_SetData setShaderDebugInfo, void* pUserData);
|
||||
typedef void(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_ShaderLookupCb)(const GFSDK_Aftermath_ShaderHash* pShaderHash, PFN_GFSDK_Aftermath_SetData setShaderBinary, void* pUserData);
|
||||
typedef void(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_ShaderInstructionsLookupCb)(const GFSDK_Aftermath_ShaderInstructionsHash* pShaderInstructionsHash, PFN_GFSDK_Aftermath_SetData setShaderBinary, void* pUserData);
|
||||
typedef void(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_ShaderSourceDebugInfoLookupCb)(const GFSDK_Aftermath_ShaderDebugName* pShaderDebugName, PFN_GFSDK_Aftermath_SetData setShaderBinary, void* pUserData);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_CreateDecoder
|
||||
// ---------------------------------
|
||||
//
|
||||
// apiVersion;
|
||||
// Must be set to GFSDK_Aftermath_Version_API. Used for checking against library
|
||||
// version.
|
||||
//
|
||||
// pGpuCrashDump;
|
||||
// Pointer to GPU crash dump data captured in a GFSDK_Aftermath_GpuCrashDumpCb
|
||||
// callback.
|
||||
//
|
||||
// gpuCrashDumpSize;
|
||||
// Size of GPU crash dump data in bytes.
|
||||
//
|
||||
// pDecoder;
|
||||
// Pointer to a decoder object owned by the caller that is initialized.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Create a decoder object that can be used to query information about the
|
||||
// provided GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_CreateDecoder(
|
||||
GFSDK_Aftermath_Version apiVersion,
|
||||
const void* pGpuCrashDump,
|
||||
const uint32_t gpuCrashDumpSize,
|
||||
GFSDK_Aftermath_GpuCrashDump_Decoder* pDecoder);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_DestroyDecoder
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Free any data related to the passed in decoder object.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_DestroyDecoder(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetBaseInfo
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// pBaseInfo;
|
||||
// Pointer to data structure owned by the caller that is filled in with
|
||||
// information from the GPU crash dump.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query basic information from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetBaseInfo(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
GFSDK_Aftermath_GpuCrashDump_BaseInfo* pBaseInfo);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetDescriptionSize
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// key;
|
||||
// What value to query from the description section.
|
||||
//
|
||||
// pValueSize;
|
||||
// Populated with the size of the value in bytes (including 0-termination
|
||||
// of the string).
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query the size of a description value from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetDescriptionSize(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
const uint32_t key,
|
||||
uint32_t* pValueSize);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetDescription
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// key;
|
||||
// What value to query from the description section.
|
||||
//
|
||||
// valueBufferSize;
|
||||
// Size in bytes of the caller allocated results buffer pValue.
|
||||
//
|
||||
// pValue;
|
||||
// Caller allocated results buffer.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query description value from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetDescription(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
const uint32_t key,
|
||||
const uint32_t valueBufferSize,
|
||||
char* pValue);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetDeviceInfo
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// pDeviceInfo;
|
||||
// Pointer to data structure owned by the caller that is filled in with
|
||||
// information from the GPU crash dump.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query device state information from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetDeviceInfo(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
GFSDK_Aftermath_GpuCrashDump_DeviceInfo* pDeviceInfo);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetSystemInfo
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// pSystemInfo;
|
||||
// Pointer to data structure owned by the caller that is filled in with
|
||||
// information from the GPU crash dump.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query system information (OS, display driver) from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetSystemInfo(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
GFSDK_Aftermath_GpuCrashDump_SystemInfo* pSystemInfo);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetGpuInfoCount
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// pGpuCount;
|
||||
// Populated with the number of GPU entries in the GPU crash dump.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query number of GPU entries from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetGpuInfoCount(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
uint32_t* pGpuCount);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetGpuInfo
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// gpuInfoBufferCount;
|
||||
// Number of elements in caller allocated array passed in pGpuInfo.
|
||||
//
|
||||
// pGpuInfo;
|
||||
// Pointer to caller allocated array of GFSDK_Aftermath_GpuCrashDump_GpuInfo
|
||||
// that is filled in with information from the GPU crash dump.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query information about the GPUs from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetGpuInfo(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
const uint32_t gpuInfoBufferCount,
|
||||
GFSDK_Aftermath_GpuCrashDump_GpuInfo* pGpuInfo);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetPageFaultInfo
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// pPageFaultInfo;
|
||||
// Pointer to data structure owned by the caller that is filled in with
|
||||
// information from the GPU crash dump.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query page fault information from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetPageFaultInfo(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
GFSDK_Aftermath_GpuCrashDump_PageFaultInfo* pPageFaultInfo);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetActiveShadersInfoCount
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// pShaderCount;
|
||||
// Populated with the number of active shaders in the GPU crash dump.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query the number of active shaders from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetActiveShadersInfoCount(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
uint32_t* pShaderCount);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetActiveShadersInfo
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// shaderInfoBufferCount;
|
||||
// Number of elements in caller allocated array passed in pShaderInfo.
|
||||
//
|
||||
// pShaderInfo;
|
||||
// Pointer to caller allocated array of GFSDK_Aftermath_GpuCrashDump_ShaderInfo
|
||||
// that is filled in with information from the GPU crash dump.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query information about active shaders from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetActiveShadersInfo(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
const uint32_t shaderInfoBufferCount,
|
||||
GFSDK_Aftermath_GpuCrashDump_ShaderInfo* pShaderInfo);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetEventMarkersInfoCount
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// pMarkerCount;
|
||||
// Populated with the number of event markers in the GPU crash dump.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query the number of event markers from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetEventMarkersInfoCount(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
uint32_t* pMarkerCount);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetEventMarkersInfo
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// markerInfoBufferCount;
|
||||
// Number of elements in caller allocated array passed in pMarkerInfo.
|
||||
//
|
||||
// pMarkerInfo;
|
||||
// Pointer to caller allocated array of GFSDK_Aftermath_GpuCrashDump_EventMarkerInfo
|
||||
// that is filled in with information from the GPU crash dump.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Query information about event markers from a GPU crash dump.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetEventMarkersInfo(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
const uint32_t markerInfoBufferCount,
|
||||
GFSDK_Aftermath_GpuCrashDump_EventMarkerInfo* pMarkerInfo);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GenerateJSON
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// decoderFlags;
|
||||
// Flags that define what information to include in the decoding. Bitwise OR of any
|
||||
// of the flags defined in GFSDK_Aftermath_GpuCrashDumpDecoderFlags.
|
||||
//
|
||||
// formatFlags;
|
||||
// Flags controlling the formatting. Bitwise OR of any of the flags defined in
|
||||
// GFSDK_Aftermath_GpuCrashDumpFormatterFlags.
|
||||
//
|
||||
// shaderDebugInfoLookupCb;
|
||||
// Callback used by the decoder to query shader debug information for mapping shader
|
||||
// addresses to source or intermediate assembly line.
|
||||
// Optional, can be NULL.
|
||||
// Used when GFSDK_Aftermath_GpuCrashDumpDecoderFlags_SHADER_MAPPING_INFO is set in
|
||||
// decoderFlags.
|
||||
//
|
||||
// shaderLookupCb;
|
||||
// Callback used by the decoder to query shader information for mapping shader
|
||||
// addresses to shader intermediate assembly (DXIL/SPIR-V) or source.
|
||||
// Optional, can be NULL.
|
||||
// Used when GFSDK_Aftermath_GpuCrashDumpDecoderFlags_SHADER_MAPPING_INFO is set in
|
||||
// decoderFlags.
|
||||
//
|
||||
// shaderInstructionsLookupCb;
|
||||
// Callback used by the decoder to query shader information for mapping shader
|
||||
// addresses to shader intermediate assembly (DXIL/SPIR-V) or source.
|
||||
// Optional, can be NULL.
|
||||
// Used when GFSDK_Aftermath_GpuCrashDumpDecoderFlags_SHADER_MAPPING_INFO is set in
|
||||
// decoderFlags.
|
||||
//
|
||||
// shaderSourceDebugInfoLookupCb;
|
||||
// Callback used by the decoder to query high-level shader debug information for
|
||||
// mapping shader addresses to shader source, if the shaders used by the application
|
||||
// are stripped off debug information. This lookup is done by the shader's DebugName,
|
||||
// a unique identifier of the source debug information.
|
||||
//
|
||||
// Optional, can be NULL.
|
||||
// Used when GFSDK_Aftermath_GpuCrashDumpDecoderFlags_SHADER_MAPPING_INFO is set in
|
||||
// decoderFlags.
|
||||
//
|
||||
// For DXIL shaders DebugName is generated by the dxc compiler and is defined here:
|
||||
// https://github.com/microsoft/DirectXShaderCompiler/blob/master/docs/SourceLevelDebuggingHLSL.rst#using-debug-names.
|
||||
//
|
||||
// The following variants of generating source shader debug information for DXIL shaders
|
||||
// are supported:
|
||||
//
|
||||
// 1) Compile and use a full shader blob
|
||||
// Compile the shaders with the debug information. Use the full (i.e. not
|
||||
// stripped) shader binary when running the application and make it accessible
|
||||
// through shaderLookupCb and shaderInstructionsLookupCb. In this case there is
|
||||
// no need to provide shaderSourceDebugInfoLookupCb.
|
||||
//
|
||||
// Compilation example:
|
||||
// dxc -Zi [..] -Fo shader.bin shader.hlsl
|
||||
//
|
||||
// 2) Compile and strip
|
||||
// Compile the shaders with debug information and then strip off the debug
|
||||
// information. Use the stripped shader binary data when running the application.
|
||||
// Make the stripped shader binary data accessible through shaderLookupCb and
|
||||
// shaderInstructionsLookupCb. In addition, make the non-stripped shader binary
|
||||
// data accessible through shaderSourceDebugInfoLookupCb.
|
||||
//
|
||||
// Compilation example:
|
||||
// dxc -Zi [..] -Fo full_shader.bin shader.hlsl
|
||||
// dxc -dumpbin -Qstrip_debug -Fo shader.bin full_shader.bin
|
||||
//
|
||||
// The shader's DebugName required for implementing the
|
||||
// shaderSourceDebugInfoLookupCb may be extracted from the stripped or the
|
||||
// non-stripped shader binary data with GFSDK_Aftermath_GetShaderDebugName().
|
||||
//
|
||||
// 3) Compile with separate debug information (and auto-generated debug data file name)
|
||||
// Compile the shaders with debug information and instruct the compiler to store
|
||||
// the debug meta data in a separate shader debug information file. The name of
|
||||
// the file generated by the compiler will match the DebugName of the shader.
|
||||
// Make the shader binary data accessible through shaderLookupCb and
|
||||
// shaderInstructionsLookupCb. In addition, make the data from the compiler
|
||||
// generated shader debug data file accessible through
|
||||
// shaderSourceDebugInfoLookupCb.
|
||||
//
|
||||
// Compilation example:
|
||||
// dxc -Zi [..] -Fo shader.bin -Fd debugInfo\ shader.hlsl
|
||||
//
|
||||
// The debug data file generated by the compiler does not contain any reference to
|
||||
// the shader's DebugName. It is the responsibility of the user providing the
|
||||
// shaderSourceDebugInfoLookupCb callback to implement a solution to lookup the
|
||||
// debug data based on the name of the generated debug data file.
|
||||
//
|
||||
// 4) Compile with separate debug information (and user-defined debug data file name)
|
||||
// Compile the shaders with debug information and instruct the compiler to store
|
||||
// the debug meta data in a separate shader debug information file. The name of
|
||||
// the file is freely choosen by the user. Make the shader binary data accessible
|
||||
// through shaderLookupCb and shaderInstructionsLookupCb. In addition, make the
|
||||
// data from the compiler generated shader debug data file accessible through
|
||||
// shaderSourceDebugInfoLookupCb.
|
||||
//
|
||||
// Compilation example:
|
||||
// dxc -Zi [..] -Fo shader.bin -Fd debugInfo\shader.dbg shader.hlsl
|
||||
//
|
||||
// The debug data file generated by the compiler does not contain any reference to
|
||||
// the shader's DebugName. It is the responsibility of the user providing the
|
||||
// shaderSourceDebugInfoLookupCb callback to implement a solution that performs
|
||||
// the lookup of the debug data based on a mapping between the shader's DebugName
|
||||
// the debug data file's name that was chosen for the compilation. The shader's
|
||||
// DebugName may be extracted from the shader binary data with
|
||||
// GFSDK_Aftermath_GetShaderDebugName().
|
||||
//
|
||||
// For SPIR-V shaders the Aftermath SDK provides support for the following variants of
|
||||
// generating source shader debug information:
|
||||
//
|
||||
// 1) Compile and use a full shader blob
|
||||
// Compile the shaders with the debug information. Use the full (i.e. not
|
||||
// stripped) shader binary when running the application and make it accessible
|
||||
// through shaderLookupCb. In this case there is no need to provide
|
||||
// shaderInstructionsLookupCb or shaderSourceDebugInfoLookupCb.
|
||||
//
|
||||
// Compilation example using Vulkan SDK tool-chain:
|
||||
// glslangValidator -V -g -o ./full/shader.spv shader.vert
|
||||
//
|
||||
// 2) Compile and strip
|
||||
// Compile the shaders with debug information and then strip off the debug
|
||||
// information. Use the stripped shader binary data when running the application.
|
||||
// Make the stripped shader binary data accessible through shaderLookupCb.
|
||||
// In addition, make the non-stripped shader binary data accessible through
|
||||
// shaderSourceDebugInfoLookupCb.
|
||||
//
|
||||
// Compilation example using Vulkan SDK tool-chain:
|
||||
// glslangValidator -V -g -o ./full/shader.spv shader.vert
|
||||
// spirv-remap --map all --strip-all --input full/shader.spv --output ./stripped/
|
||||
//
|
||||
// Then pass the content of ./full/shader.spv and ./stripped/shader.spv to
|
||||
// GFSDK_Aftermath_GetDebugNameSpirv() to generate the debug name to use with
|
||||
// shaderSourceDebugInfoLookupCb.
|
||||
//
|
||||
// pUserData;
|
||||
// User data made available in callbacks.
|
||||
//
|
||||
// pJsonSize;
|
||||
// Populated with the size of the generated JSON data in bytes.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Decode a crash dump to JSON format.
|
||||
// The decoded JSON can be later queried by calling GFSDK_Aftermath_GpuCrashDump_GetJSON.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GenerateJSON(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
uint32_t decoderFlags,
|
||||
uint32_t formatFlags,
|
||||
PFN_GFSDK_Aftermath_ShaderDebugInfoLookupCb shaderDebugInfoLookupCb,
|
||||
PFN_GFSDK_Aftermath_ShaderLookupCb shaderLookupCb,
|
||||
PFN_GFSDK_Aftermath_ShaderInstructionsLookupCb shaderInstructionsLookupCb,
|
||||
PFN_GFSDK_Aftermath_ShaderSourceDebugInfoLookupCb shaderSourceDebugInfoLookupCb,
|
||||
void* pUserData,
|
||||
uint32_t* pJsonSize);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GpuCrashDump_GetJSON
|
||||
// ---------------------------------
|
||||
//
|
||||
// decoder;
|
||||
// A valid decoder object.
|
||||
//
|
||||
// jsonBufferSize;
|
||||
// The size of the caller allocated buffer for the JSON data in bytes.
|
||||
//
|
||||
// pJson;
|
||||
// Caller allocated buffer populated with the JSON data (0-terminated string).
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Copy the JSON generated by the last call to GFSDK_Aftermath_GpuCrashDump_GenerateJSON
|
||||
// into a caller provided buffer.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GpuCrashDump_GetJSON(
|
||||
const GFSDK_Aftermath_GpuCrashDump_Decoder decoder,
|
||||
const uint32_t jsonBufferSize,
|
||||
char* pJson);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GetShaderDebugInfoIdentifier
|
||||
// ---------------------------------
|
||||
//
|
||||
// apiVersion;
|
||||
// Must be set to GFSDK_Aftermath_Version_API. Used for checking against library
|
||||
// version.
|
||||
//
|
||||
// pShaderDebugInfo;
|
||||
// Pointer to shader debug information data captured in a GFSDK_Aftermath_ShaderDebugInfoCb callback.
|
||||
//
|
||||
// shaderDebugInfoSize;
|
||||
// Size in bytes of the shader debug information data.
|
||||
//
|
||||
// pIdentifier;
|
||||
// Pointer to GFSDK_Aftermath_ShaderDebugInfoIdentifier structure receiving the result
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Read the shader debug information identifier from shader debug information.
|
||||
// The shader debug information identifier is required when implementing the
|
||||
// PFN_GFSDK_Aftermath_ShaderDebugInfoLookupCb callback.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GetShaderDebugInfoIdentifier(
|
||||
GFSDK_Aftermath_Version apiVersion,
|
||||
const void* pShaderDebugInfo,
|
||||
const uint32_t shaderDebugInfoSize,
|
||||
GFSDK_Aftermath_ShaderDebugInfoIdentifier* pIdentifier);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GetShaderHash
|
||||
// ---------------------------------
|
||||
//
|
||||
// apiVersion;
|
||||
// Must be set to GFSDK_Aftermath_Version_API. Used for checking against library
|
||||
// version.
|
||||
//
|
||||
// pShader;
|
||||
// The binary shader blob for which to compute the identifier.
|
||||
//
|
||||
// pShaderHash;
|
||||
// Pointer to GFSDK_Aftermath_ShaderHash structure receiving the computed shader hash.
|
||||
// Optional, can be NULL.
|
||||
//
|
||||
// pShaderInstructionsHash;
|
||||
// Pointer to GFSDK_Aftermath_ShaderInstructionsHash structure receiving the computed
|
||||
// shader instructions hash.
|
||||
// Optional, can be NULL.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Computes shader hashes uniquely identifying the provided DXBC shader binary.
|
||||
// This is, for example, required for comparison in the shader binary lookup by
|
||||
// PFN_GFSDK_Aftermath_ShaderLookupCb or PFN_GFSDK_Aftermath_ShaderInstructionsLookupCb.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
#if defined(__d3d12_h__)
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GetShaderHash(
|
||||
GFSDK_Aftermath_Version apiVersion,
|
||||
const D3D12_SHADER_BYTECODE* pShader,
|
||||
GFSDK_Aftermath_ShaderHash* pShaderHash,
|
||||
GFSDK_Aftermath_ShaderInstructionsHash* pShaderInstructionsHash);
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GetShaderHashSpirv
|
||||
// ---------------------------------
|
||||
//
|
||||
// apiVersion;
|
||||
// Must be set to GFSDK_Aftermath_Version_API. Used for checking against library
|
||||
// version.
|
||||
//
|
||||
// pShader;
|
||||
// The SPIR-V shader binary for which to compute the identifier.
|
||||
//
|
||||
// pShaderHash;
|
||||
// Pointer to GFSDK_Aftermath_ShaderHash structure receiving the computed shader hash.
|
||||
// Optional, can be NULL.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Computes a shader hash uniquely identifying the provided SPIR-V shader binary.
|
||||
// This is, for example, required for comparison in the shader binary lookup by
|
||||
// PFN_GFSDK_Aftermath_ShaderLookupCb.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
#if defined(VULKAN_H_)
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GetShaderHashSpirv(
|
||||
GFSDK_Aftermath_Version apiVersion,
|
||||
const GFSDK_Aftermath_SpirvCode *pShader,
|
||||
GFSDK_Aftermath_ShaderHash* pShaderHash);
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GetShaderDebugName
|
||||
// ---------------------------------
|
||||
//
|
||||
// apiVersion;
|
||||
// Must be set to GFSDK_Aftermath_Version_API. Used for checking against library
|
||||
// version.
|
||||
//
|
||||
// pShader;
|
||||
// The binary shader data blob from which to extract the DebugName.
|
||||
//
|
||||
// pShaderDebugName;
|
||||
// Pointer to GFSDK_Aftermath_ShaderDebugName structure receiving the DebugName.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Extracts the shader's DebugName (if available) from the provided DXBC shader binary.
|
||||
// This is, for example, required for comparison in the shader debug data lookup by
|
||||
// PFN_GFSDK_Aftermath_ShaderSourceDebugInfoLookupCb. For more information about shader
|
||||
// debug names please read:
|
||||
// https://github.com/microsoft/DirectXShaderCompiler/blob/master/docs/SourceLevelDebuggingHLSL.rst#using-debug-names.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
#if defined(__d3d12_h__)
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GetShaderDebugName(
|
||||
GFSDK_Aftermath_Version apiVersion,
|
||||
const D3D12_SHADER_BYTECODE* pShader,
|
||||
GFSDK_Aftermath_ShaderDebugName* pShaderDebugName);
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// GFSDK_Aftermath_GetShaderDebugNameSpirv
|
||||
// ---------------------------------
|
||||
//
|
||||
// apiVersion;
|
||||
// Must be set to GFSDK_Aftermath_Version_API. Used for checking against library
|
||||
// version.
|
||||
//
|
||||
// pShader;
|
||||
// The not-stripped SPIR-V binary shader data of the shader pair for which to
|
||||
// generate the DebugName.
|
||||
//
|
||||
// pStrippedShader;
|
||||
// The stripped SPIR-V binary shader data of the shader pair for which to
|
||||
// generate the DebugName.
|
||||
//
|
||||
// pShaderDebugName;
|
||||
// Pointer to GFSDK_Aftermath_ShaderDebugName structure receiving the DebugName.
|
||||
//
|
||||
//// DESCRIPTION;
|
||||
// Generates a shader DebugName from the provided pair of SPIR-V shader binary
|
||||
// data. This is, for example, required for comparison in the shader debug data
|
||||
// lookup by PFN_GFSDK_Aftermath_ShaderSourceDebugInfoLookupCb. For more information
|
||||
// about how to generate the pair of shader binaries, see the description of
|
||||
// GFSDK_Aftermath_GpuCrashDump_GenerateJSON().
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
#if defined(VULKAN_H_)
|
||||
GFSDK_Aftermath_API GFSDK_Aftermath_GetShaderDebugNameSpirv(
|
||||
GFSDK_Aftermath_Version apiVersion,
|
||||
const GFSDK_Aftermath_SpirvCode *pShader,
|
||||
const GFSDK_Aftermath_SpirvCode *pStrippedShader,
|
||||
GFSDK_Aftermath_ShaderDebugName* pShaderDebugName);
|
||||
#endif
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// NOTE: Function table provided - if dynamic loading is preferred.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_CreateDecoder)(GFSDK_Aftermath_Version apiVersion, const void* pGpuCrashDump, const uint32_t gpuCrashDumpSize, GFSDK_Aftermath_GpuCrashDump_Decoder* pDecoder);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_DestroyDecoder)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetBaseInfo)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, GFSDK_Aftermath_GpuCrashDump_BaseInfo* pBaseInfo);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetDescriptionSize)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, const uint32_t key, uint32_t* pValueSize);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetDescription)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, const uint32_t key, const uint32_t valueBufferSize, char* pValue);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetDeviceInfo)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, GFSDK_Aftermath_GpuCrashDump_DeviceInfo* pDeviceInfo);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetSystemInfo)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, GFSDK_Aftermath_GpuCrashDump_SystemInfo* pSystemInfo);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetGpuInfoCount)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, uint32_t* pGpuCount);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetGpuInfo)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, const uint32_t gpuInfoBufferCount, GFSDK_Aftermath_GpuCrashDump_GpuInfo* pGpuInfo);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetPageFaultInfo)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, GFSDK_Aftermath_GpuCrashDump_PageFaultInfo* pPageFaultInfo);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetActiveShadersInfoCount)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, uint32_t* pShaderCount);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetActiveShadersInfo)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, const uint32_t shaderInfoBufferCount, GFSDK_Aftermath_GpuCrashDump_ShaderInfo* pShaderInfo);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetEventMarkersInfoCount)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, const uint32_t markerInfoBufferCount);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetEventMarkersInfo)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, const uint32_t markerInfoBufferCount, GFSDK_Aftermath_GpuCrashDump_EventMarkerInfo* pMarkerInfo);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GenerateJSON)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, uint32_t decoderFlags, uint32_t formatFlags, PFN_GFSDK_Aftermath_ShaderDebugInfoLookupCb shaderDebugInfoLookupCb, PFN_GFSDK_Aftermath_ShaderLookupCb shaderLookupCb, PFN_GFSDK_Aftermath_ShaderInstructionsLookupCb shaderInstructionsLookupCb, PFN_GFSDK_Aftermath_ShaderSourceDebugInfoLookupCb shaderSourceDebugInfoLookupCb, void* pUserData, uint32_t* pJsonSize);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GpuCrashDump_GetJSON)(const GFSDK_Aftermath_GpuCrashDump_Decoder decoder, const uint32_t jsonBufferSize, char* pJson);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GetShaderDebugInfoIdentifier)(GFSDK_Aftermath_Version apiVersion, const void* pShaderDebugInfo, const uint32_t shaderDebugInfoSize, GFSDK_Aftermath_ShaderDebugInfoIdentifier* pIdentifier);
|
||||
#if defined(__d3d12_h__)
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GetShaderHash)(GFSDK_Aftermath_Version apiVersion, const D3D12_SHADER_BYTECODE* pShader, GFSDK_Aftermath_ShaderHash* pShaderHash, GFSDK_Aftermath_ShaderInstructionsHash* pShaderInstructionsHash);
|
||||
GFSDK_Aftermath_PFN(*GPFN_GFSDK_Aftermath_GetShaderDebugName)(GFSDK_Aftermath_Version apiVersion, const D3D12_SHADER_BYTECODE* pShader, GFSDK_Aftermath_ShaderDebugName* pShaderDebugName);
|
||||
#endif
|
||||
#if defined(VULKAN_H_)
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GetShaderHashSpirv)(GFSDK_Aftermath_Version apiVersion, const GFSDK_Aftermath_SpirvCode *pShader, GFSDK_Aftermath_ShaderHash* pShaderHash);
|
||||
GFSDK_Aftermath_PFN(GFSDK_AFTERMATH_CALL *PFN_GFSDK_Aftermath_GetShaderDebugNameSpirv)(GFSDK_Aftermath_Version apiVersion, const GFSDK_Aftermath_SpirvCode *pShader, const GFSDK_Aftermath_SpirvCode *pStrippedShader, GFSDK_Aftermath_ShaderDebugName* pShaderDebugName);
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // extern "C"
|
||||
#endif
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
#endif // GFSDK_Aftermath_CrashDumpDecoding_H
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
Nsight Aftermath is primarily a development tool and is intended to be used
|
||||
with minimal side effects to the user application. Despite this, there may be
|
||||
overhead when it is enabled resulting in performance degradation. The
|
||||
application should only fully enable Nsight Aftermath when in an application
|
||||
controlled 'diagnostics mode', e.g. enabled after the user has experienced a
|
||||
GPU crash and exhaustive data collection is required.
|
||||
|
||||
Your users should also be able to easily disable Nsight Aftermath in situations
|
||||
where performance is critical, such as when benchmarking or during competitive
|
||||
play.
|
||||
|
||||
To override the behavior of applications that do not follow the above guidelines
|
||||
a user may force off all Aftermath functionality in the application:
|
||||
|
||||
on Windows, set a Windows registry key:
|
||||
HKEY_CURRENT_USER\Software\NVIDIA Corporation\Nsight Aftermath\ForceOff=1
|
||||
|
||||
on Linux, set an environment variable:
|
||||
export NV_AFTERMATH_FORCE_OFF=1
|
||||
|
||||
For questions regarding these guidelines or Nsight Aftermath in general, please
|
||||
email NsightAftermath@nvidia.com
|
||||
@@ -56,22 +56,21 @@ float4 fragmentMain(
|
||||
|
||||
float3 result = float3(0, 0, 0);
|
||||
|
||||
for (int i = 0; i < gLightEnv[0].numDirectionalLights; i++)
|
||||
for (int i = 0; i < gLightEnv.numDirectionalLights; i++)
|
||||
{
|
||||
result += gLightEnv[0].directionalLights[i].illuminate(materialParams, brdf, viewDir);
|
||||
result += gLightEnv.directionalLights[i].illuminate(materialParams, brdf, viewDir);
|
||||
}
|
||||
|
||||
uint2 tileIndex = uint2(floor(materialParams.clipPosition.xy) / BLOCK_SIZE);
|
||||
uint2 tileIndex = uint2(floor(position.xy / BLOCK_SIZE));
|
||||
uint2 gridValue = lightGrid[tileIndex];
|
||||
uint startOffset = gridValue.x;
|
||||
uint lightCount = gridValue.y;
|
||||
|
||||
uint startOffset = lightGrid[tileIndex].x;
|
||||
uint lightCount = lightGrid[tileIndex].y;
|
||||
|
||||
for (int j = 0; j < gLightEnv[0].numPointLights; ++j)
|
||||
for (int j = 0; j < lightCount; ++j)
|
||||
{
|
||||
uint lightIndex = lightIndexList[startOffset + j];
|
||||
PointLight pointLight = gLightEnv[0].pointLights[lightIndex];
|
||||
PointLight pointLight = gLightEnv.pointLights[lightIndex];
|
||||
result += pointLight.illuminate(materialParams, brdf, viewDir);
|
||||
}
|
||||
|
||||
return float4(result, 0);
|
||||
return float4(result, 1);
|
||||
}
|
||||
|
||||
@@ -102,16 +102,11 @@ void cullLights(ComputeShaderInput in)
|
||||
|
||||
Plane minPlane = {float3(0, 0, -1), -minDepthVS};
|
||||
|
||||
for ( uint i = in.groupIndex; i < gLightEnv[0].numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
|
||||
for ( uint i = in.groupIndex; i < gLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
|
||||
{
|
||||
PointLight light = gLightEnv[0].pointLights[i];
|
||||
PointLight light = gLightEnv.pointLights[i];
|
||||
//if(gLightEnv.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
|
||||
{
|
||||
//InterlockedAdd(tLightCount, 1, index);
|
||||
//if(index < 1024)
|
||||
//{
|
||||
// tLightList[index] = i;
|
||||
//}
|
||||
//if(!light.insidePlane(minPlane))
|
||||
//{
|
||||
oAppendLight(i);
|
||||
@@ -131,15 +126,11 @@ void cullLights(ComputeShaderInput in)
|
||||
}
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
|
||||
if(in.groupIndex == 0)
|
||||
{
|
||||
for (uint j = 0; j < (uint)oLightCount; j += 1/*BLOCK_SIZE * BLOCK_SIZE*/)
|
||||
{
|
||||
oLightIndexList[oLightIndexStartOffset + j] = oLightList[j];
|
||||
}
|
||||
}
|
||||
for (uint j = in.groupIndex; j < (uint)oLightCount; j += BLOCK_SIZE * BLOCK_SIZE)
|
||||
{
|
||||
oLightIndexList[oLightIndexStartOffset + j] = oLightList[j];
|
||||
}
|
||||
|
||||
|
||||
// For transparent geometry.
|
||||
for ( uint k = in.groupIndex; k < (uint)tLightCount; k += BLOCK_SIZE * BLOCK_SIZE )
|
||||
{
|
||||
|
||||
@@ -7,8 +7,8 @@ struct ViewParameter
|
||||
float4x4 viewMatrix;
|
||||
float4x4 projectionMatrix;
|
||||
float4x4 inverseProjection;
|
||||
float2 screenDimensions;
|
||||
float4 cameraPos_WS;
|
||||
float2 screenDimensions;
|
||||
}
|
||||
layout(set = INDEX_VIEW_PARAMS, binding = 0, std430)
|
||||
ConstantBuffer<ViewParameter> gViewParams;
|
||||
|
||||
@@ -69,4 +69,4 @@ struct Lights
|
||||
};
|
||||
|
||||
layout(set = INDEX_LIGHT_ENV, binding = 0, std430)
|
||||
StructuredBuffer<Lights> gLightEnv;
|
||||
ConstantBuffer<Lights> gLightEnv;
|
||||
|
||||
@@ -162,7 +162,7 @@ typedef uint32 KeyModifierFlags;
|
||||
namespace Gfx
|
||||
{
|
||||
static constexpr bool useAsyncCompute = true;
|
||||
static constexpr bool waitIdleOnSubmit = false;
|
||||
static constexpr bool waitIdleOnSubmit = true;
|
||||
static constexpr uint32 numFramesBuffered = 8;
|
||||
extern uint32 currentFrameIndex;
|
||||
extern double currentFrameDelta;
|
||||
|
||||
@@ -212,13 +212,25 @@ bool UniformBuffer::updateContents(const BulkResourceData& resourceData)
|
||||
return true;
|
||||
}
|
||||
|
||||
StructuredBuffer::StructuredBuffer(QueueFamilyMapping mapping, QueueType startQueueType)
|
||||
: Buffer(mapping, startQueueType)
|
||||
StructuredBuffer::StructuredBuffer(QueueFamilyMapping mapping, const BulkResourceData& resourceData)
|
||||
: Buffer(mapping, resourceData.owner)
|
||||
, contents(resourceData.size)
|
||||
{
|
||||
}
|
||||
StructuredBuffer::~StructuredBuffer()
|
||||
{
|
||||
}
|
||||
|
||||
bool StructuredBuffer::updateContents(const BulkResourceData& resourceData)
|
||||
{
|
||||
assert(contents.size() == resourceData.size);
|
||||
if(std::memcmp(contents.data(), resourceData.data, contents.size()) == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
std::memcpy(contents.data(), resourceData.data, contents.size());
|
||||
return true;
|
||||
}
|
||||
VertexBuffer::VertexBuffer(QueueFamilyMapping mapping, uint32 numVertices, uint32 vertexSize, QueueType startQueueType)
|
||||
: Buffer(mapping, startQueueType)
|
||||
, numVertices(numVertices)
|
||||
|
||||
@@ -405,9 +405,27 @@ DEFINE_REF(IndexBuffer)
|
||||
class StructuredBuffer : public Buffer
|
||||
{
|
||||
public:
|
||||
StructuredBuffer(QueueFamilyMapping mapping, QueueType startQueueType);
|
||||
StructuredBuffer(QueueFamilyMapping mapping, const BulkResourceData& bulkResourceData);
|
||||
virtual ~StructuredBuffer();
|
||||
virtual bool updateContents(const BulkResourceData& resourceData);
|
||||
bool isDataEquals(StructuredBuffer* other)
|
||||
{
|
||||
if(other == nullptr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if(contents.size() != other->contents.size())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if(std::memcmp(contents.data(), other->contents.data(), contents.size()) != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
protected:
|
||||
Array<uint8> contents;
|
||||
// Inherited via QueueOwnedResource
|
||||
virtual void executeOwnershipBarrier(QueueType newOwner) = 0;
|
||||
virtual void executePipelineBarrier(SeAccessFlags srcAccess, SePipelineStageFlags srcStage,
|
||||
|
||||
@@ -92,7 +92,7 @@ BasePass::BasePass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics
|
||||
basePassLayout = graphics->createPipelineLayout();
|
||||
|
||||
lightLayout = graphics->createDescriptorLayout("LightLayout");
|
||||
lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
|
||||
lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
|
||||
lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
|
||||
lightLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE);
|
||||
lightLayout->create();
|
||||
@@ -133,6 +133,10 @@ void BasePass::beginFrame()
|
||||
uniformUpdate.size = sizeof(ViewParameter);
|
||||
uniformUpdate.data = (uint8*)&viewParams;
|
||||
viewParamBuffer->updateContents(uniformUpdate);
|
||||
viewLayout->reset();
|
||||
lightLayout->reset();
|
||||
descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
|
||||
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
|
||||
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
|
||||
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
|
||||
for(auto &&meshBatch : scene->getStaticMeshes())
|
||||
@@ -143,7 +147,6 @@ void BasePass::beginFrame()
|
||||
|
||||
void BasePass::render()
|
||||
{
|
||||
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, scene->getLightBuffer());
|
||||
|
||||
oLightIndexList->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
|
||||
@@ -151,6 +154,8 @@ void BasePass::render()
|
||||
oLightGrid->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
|
||||
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
|
||||
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, scene->getLightBuffer());
|
||||
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(1, oLightIndexList);
|
||||
descriptorSets[INDEX_LIGHT_ENV]->updateTexture(2, oLightGrid);
|
||||
descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
|
||||
|
||||
@@ -99,7 +99,6 @@ DepthPrepass::DepthPrepass(PRenderGraph renderGraph, const PScene scene, Gfx::PG
|
||||
viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
|
||||
viewLayout->create();
|
||||
depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
|
||||
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
|
||||
|
||||
primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
|
||||
primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
|
||||
@@ -125,6 +124,8 @@ void DepthPrepass::beginFrame()
|
||||
uniformUpdate.size = sizeof(ViewParameter);
|
||||
uniformUpdate.data = (uint8*)&viewParams;
|
||||
viewParamBuffer->updateContents(uniformUpdate);
|
||||
viewLayout->reset();
|
||||
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
|
||||
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
|
||||
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
|
||||
for(auto &&meshBatch : scene->getStaticMeshes())
|
||||
|
||||
@@ -23,20 +23,32 @@ LightCullingPass::~LightCullingPass()
|
||||
|
||||
void LightCullingPass::beginFrame()
|
||||
{
|
||||
uint32_t viewportWidth = viewport->getSizeX();
|
||||
uint32_t viewportHeight = viewport->getSizeY();
|
||||
|
||||
BulkResourceData uniformUpdate;
|
||||
viewParams.viewMatrix = source->getViewMatrix();
|
||||
viewParams.projectionMatrix = source->getProjectionMatrix();
|
||||
viewParams.cameraPosition = Vector4(source->getCameraPosition(), 0);
|
||||
viewParams.inverseProjectionMatrix = glm::inverse(viewParams.projectionMatrix);
|
||||
viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
|
||||
viewParams.screenDimensions = Vector2(static_cast<float>(viewportWidth), static_cast<float>(viewportHeight));
|
||||
uniformUpdate.size = sizeof(ViewParameter);
|
||||
uniformUpdate.data = (uint8*)&viewParams;
|
||||
viewParamsBuffer->updateContents(uniformUpdate);
|
||||
|
||||
BulkResourceData counterReset;
|
||||
uint32 reset = 0;
|
||||
counterReset.data = (uint8*)&reset;
|
||||
counterReset.size = sizeof(uint32);
|
||||
oLightIndexCounter->updateContents(counterReset);
|
||||
tLightIndexCounter->updateContents(counterReset);
|
||||
|
||||
|
||||
cullingDescriptorLayout->reset();
|
||||
lightEnvDescriptorLayout->reset();
|
||||
cullingDescriptorSet = cullingDescriptorLayout->allocateDescriptorSet();
|
||||
lightEnvDescriptorSet = lightEnvDescriptorLayout->allocateDescriptorSet();
|
||||
|
||||
cullingDescriptorSet->updateBuffer(0, viewParamsBuffer);
|
||||
cullingDescriptorSet->updateBuffer(1, dispatchParamsBuffer);
|
||||
cullingDescriptorSet->updateBuffer(3, frustumBuffer);
|
||||
@@ -61,7 +73,6 @@ void LightCullingPass::render()
|
||||
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
|
||||
depthAttachment->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
|
||||
depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
|
||||
|
||||
cullingDescriptorSet->updateTexture(2, depthAttachment);
|
||||
cullingDescriptorSet->writeChanges();
|
||||
lightEnvDescriptorSet->updateBuffer(0, scene->getLightBuffer());
|
||||
@@ -85,16 +96,29 @@ void LightCullingPass::endFrame()
|
||||
void LightCullingPass::publishOutputs()
|
||||
{
|
||||
setupFrustums();
|
||||
uint32_t viewportWidth = viewport->getSizeX();
|
||||
uint32_t viewportHeight = viewport->getSizeY();
|
||||
glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
|
||||
dispatchParams.numThreadGroups = numThreadGroups;
|
||||
dispatchParams.numThreads = numThreadGroups * glm::uvec3(BLOCK_SIZE, BLOCK_SIZE, 1);
|
||||
|
||||
BulkResourceData resourceData;
|
||||
StructuredBufferCreateInfo createInfo;
|
||||
uint32 counterReset = 0;
|
||||
resourceData.size = sizeof(uint32);
|
||||
resourceData.data = nullptr;
|
||||
resourceData.data = (uint8*)&counterReset;
|
||||
resourceData.owner = Gfx::QueueType::COMPUTE;
|
||||
createInfo.bDynamic = false;
|
||||
createInfo.bDynamic = true;
|
||||
createInfo.resourceData = resourceData;
|
||||
oLightIndexCounter = graphics->createStructuredBuffer(createInfo);
|
||||
tLightIndexCounter = graphics->createStructuredBuffer(createInfo);
|
||||
resourceData.size = sizeof(uint32_t) * dispatchParams.numThreadGroups.x * dispatchParams.numThreadGroups.y * dispatchParams.numThreadGroups.z * 1024;
|
||||
resourceData.data = nullptr;
|
||||
resourceData.size = sizeof(uint32_t)
|
||||
* dispatchParams.numThreadGroups.x
|
||||
* dispatchParams.numThreadGroups.y
|
||||
* dispatchParams.numThreadGroups.z * 200;
|
||||
createInfo.resourceData = resourceData;
|
||||
createInfo.bDynamic = false;
|
||||
oLightIndexList = graphics->createStructuredBuffer(createInfo);
|
||||
tLightIndexList = graphics->createStructuredBuffer(createInfo);
|
||||
renderGraph->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
|
||||
@@ -102,7 +126,7 @@ void LightCullingPass::publishOutputs()
|
||||
TextureCreateInfo textureInfo;
|
||||
textureInfo.width = dispatchParams.numThreadGroups.x;
|
||||
textureInfo.height = dispatchParams.numThreadGroups.y;
|
||||
textureInfo.format = Gfx::SE_FORMAT_R16G16_UINT;
|
||||
textureInfo.format = Gfx::SE_FORMAT_R32G32_UINT;
|
||||
textureInfo.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT;
|
||||
oLightGrid = graphics->createTexture2D(textureInfo);
|
||||
tLightGrid = graphics->createTexture2D(textureInfo);
|
||||
@@ -139,7 +163,7 @@ void LightCullingPass::createRenderPass()
|
||||
|
||||
lightEnvDescriptorLayout = graphics->createDescriptorLayout("LightEnv");
|
||||
//LightEnv
|
||||
lightEnvDescriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
|
||||
lightEnvDescriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
|
||||
|
||||
cullingLayout = graphics->createPipelineLayout();
|
||||
cullingLayout->addDescriptorLayout(0, cullingDescriptorLayout);
|
||||
@@ -251,5 +275,6 @@ void LightCullingPass::setupFrustums()
|
||||
command->dispatch(numThreadGroups.x, numThreadGroups.y, numThreadGroups.z);
|
||||
Array<Gfx::PComputeCommand> commands = {command};
|
||||
graphics->executeCommands(commands);
|
||||
frustumBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
|
||||
frustumBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
|
||||
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
|
||||
}
|
||||
@@ -17,13 +17,13 @@ public:
|
||||
virtual void publishOutputs() = 0;
|
||||
virtual void createRenderPass() = 0;
|
||||
protected:
|
||||
struct ViewParameter
|
||||
_declspec(align(16)) struct ViewParameter
|
||||
{
|
||||
Matrix4 viewMatrix;
|
||||
Matrix4 projectionMatrix;
|
||||
Matrix4 inverseProjectionMatrix;
|
||||
Vector2 screenDimensions;
|
||||
Vector4 cameraPosition;
|
||||
Vector2 screenDimensions;
|
||||
} viewParams;
|
||||
Gfx::PRenderPass renderPass;
|
||||
PRenderGraph renderGraph;
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
target_sources(SeeleEngine
|
||||
PRIVATE
|
||||
NsightAftermathGpuCrashTracker.h
|
||||
NsightAftermathGpuCrashTracker.cpp
|
||||
NsightAftermathHelpers.h
|
||||
NsightAftermathShaderDatabase.h
|
||||
NsightAftermathShaderDatabase.cpp
|
||||
VulkanAllocator.h
|
||||
VulkanAllocator.cpp
|
||||
VulkanBuffer.cpp
|
||||
|
||||
@@ -0,0 +1,346 @@
|
||||
//*********************************************************
|
||||
//
|
||||
// Copyright (c) 2019-2020, NVIDIA CORPORATION. All rights reserved.
|
||||
//
|
||||
// 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 <fstream>
|
||||
#include <iomanip>
|
||||
#include <string>
|
||||
|
||||
#include "NsightAftermathGpuCrashTracker.h"
|
||||
|
||||
//*********************************************************
|
||||
// GpuCrashTracker implementation
|
||||
//*********************************************************
|
||||
|
||||
GpuCrashTracker::GpuCrashTracker()
|
||||
: m_initialized(false)
|
||||
, m_mutex()
|
||||
, m_shaderDebugInfo()
|
||||
, m_shaderDatabase()
|
||||
{
|
||||
}
|
||||
|
||||
GpuCrashTracker::~GpuCrashTracker()
|
||||
{
|
||||
// If initialized, disable GPU crash dumps
|
||||
if (m_initialized)
|
||||
{
|
||||
GFSDK_Aftermath_DisableGpuCrashDumps();
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize the GPU Crash Dump Tracker
|
||||
void GpuCrashTracker::Initialize()
|
||||
{
|
||||
// Enable GPU crash dumps and set up the callbacks for crash dump notifications,
|
||||
// shader debug information notifications, and providing additional crash
|
||||
// dump description data.Only the crash dump callback is mandatory. The other two
|
||||
// callbacks are optional and can be omitted, by passing nullptr, if the corresponding
|
||||
// functionality is not used.
|
||||
// The DeferDebugInfoCallbacks flag enables caching of shader debug information data
|
||||
// in memory. If the flag is set, ShaderDebugInfoCallback will be called only
|
||||
// in the event of a crash, right before GpuCrashDumpCallback. If the flag is not set,
|
||||
// ShaderDebugInfoCallback will be called for every shader that is compiled.
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_EnableGpuCrashDumps(
|
||||
GFSDK_Aftermath_Version_API,
|
||||
GFSDK_Aftermath_GpuCrashDumpWatchedApiFlags_Vulkan,
|
||||
GFSDK_Aftermath_GpuCrashDumpFeatureFlags_DeferDebugInfoCallbacks, // Let the Nsight Aftermath library cache shader debug information.
|
||||
GpuCrashDumpCallback, // Register callback for GPU crash dumps.
|
||||
ShaderDebugInfoCallback, // Register callback for shader debug information.
|
||||
CrashDumpDescriptionCallback, // Register callback for GPU crash dump description.
|
||||
this)); // Set the GpuCrashTracker object as user data for the above callbacks.
|
||||
|
||||
m_initialized = true;
|
||||
}
|
||||
|
||||
// Handler for GPU crash dump callbacks from Nsight Aftermath
|
||||
void GpuCrashTracker::OnCrashDump(const void* pGpuCrashDump, const uint32_t gpuCrashDumpSize)
|
||||
{
|
||||
// Make sure only one thread at a time...
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
|
||||
// Write to file for later in-depth analysis with Nsight Graphics.
|
||||
WriteGpuCrashDumpToFile(pGpuCrashDump, gpuCrashDumpSize);
|
||||
}
|
||||
|
||||
// Handler for shader debug information callbacks
|
||||
void GpuCrashTracker::OnShaderDebugInfo(const void* pShaderDebugInfo, const uint32_t shaderDebugInfoSize)
|
||||
{
|
||||
// Make sure only one thread at a time...
|
||||
std::lock_guard<std::mutex> lock(m_mutex);
|
||||
|
||||
// Get shader debug information identifier
|
||||
GFSDK_Aftermath_ShaderDebugInfoIdentifier identifier = {};
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GetShaderDebugInfoIdentifier(
|
||||
GFSDK_Aftermath_Version_API,
|
||||
pShaderDebugInfo,
|
||||
shaderDebugInfoSize,
|
||||
&identifier));
|
||||
|
||||
// Store information for decoding of GPU crash dumps with shader address mapping
|
||||
// from within the application.
|
||||
std::vector<uint8_t> data((uint8_t*)pShaderDebugInfo, (uint8_t*)pShaderDebugInfo + shaderDebugInfoSize);
|
||||
m_shaderDebugInfo[identifier].swap(data);
|
||||
|
||||
// Write to file for later in-depth analysis of crash dumps with Nsight Graphics
|
||||
WriteShaderDebugInformationToFile(identifier, pShaderDebugInfo, shaderDebugInfoSize);
|
||||
}
|
||||
|
||||
// Handler for GPU crash dump description callbacks
|
||||
void GpuCrashTracker::OnDescription(PFN_GFSDK_Aftermath_AddGpuCrashDumpDescription addDescription)
|
||||
{
|
||||
// Add some basic description about the crash. This is called after the GPU crash happens, but before
|
||||
// the actual GPU crash dump callback. The provided data is included in the crash dump and can be
|
||||
// retrieved using GFSDK_Aftermath_GpuCrashDump_GetDescription().
|
||||
addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_ApplicationName, "VkHelloNsightAftermath");
|
||||
addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_ApplicationVersion, "v1.0");
|
||||
addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_UserDefined, "This is a GPU crash dump example.");
|
||||
addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_UserDefined + 1, "Engine State: Rendering.");
|
||||
addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_UserDefined + 2, "More user-defined information...");
|
||||
}
|
||||
|
||||
// Helper for writing a GPU crash dump to a file
|
||||
void GpuCrashTracker::WriteGpuCrashDumpToFile(const void* pGpuCrashDump, const uint32_t gpuCrashDumpSize)
|
||||
{
|
||||
// Create a GPU crash dump decoder object for the GPU crash dump.
|
||||
GFSDK_Aftermath_GpuCrashDump_Decoder decoder = {};
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GpuCrashDump_CreateDecoder(
|
||||
GFSDK_Aftermath_Version_API,
|
||||
pGpuCrashDump,
|
||||
gpuCrashDumpSize,
|
||||
&decoder));
|
||||
|
||||
// Use the decoder object to read basic information, like application
|
||||
// name, PID, etc. from the GPU crash dump.
|
||||
GFSDK_Aftermath_GpuCrashDump_BaseInfo baseInfo = {};
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GpuCrashDump_GetBaseInfo(decoder, &baseInfo));
|
||||
|
||||
// Use the decoder object to query the application name that was set
|
||||
// in the GPU crash dump description.
|
||||
uint32_t applicationNameLength = 0;
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GpuCrashDump_GetDescriptionSize(
|
||||
decoder,
|
||||
GFSDK_Aftermath_GpuCrashDumpDescriptionKey_ApplicationName,
|
||||
&applicationNameLength));
|
||||
|
||||
std::vector<char> applicationName(applicationNameLength, '\0');
|
||||
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GpuCrashDump_GetDescription(
|
||||
decoder,
|
||||
GFSDK_Aftermath_GpuCrashDumpDescriptionKey_ApplicationName,
|
||||
uint32_t(applicationName.size()),
|
||||
applicationName.data()));
|
||||
|
||||
// Create a unique file name for writing the crash dump data to a file.
|
||||
// Note: due to an Nsight Aftermath bug (will be fixed in an upcoming
|
||||
// driver release) we may see redundant crash dumps. As a workaround,
|
||||
// attach a unique count to each generated file name.
|
||||
static int count = 0;
|
||||
const std::string baseFileName =
|
||||
std::string(applicationName.data())
|
||||
+ "-"
|
||||
+ std::to_string(baseInfo.pid)
|
||||
+ "-"
|
||||
+ std::to_string(++count);
|
||||
|
||||
// Write the the crash dump data to a file using the .nv-gpudmp extension
|
||||
// registered with Nsight Graphics.
|
||||
const std::string crashDumpFileName = baseFileName + ".nv-gpudmp";
|
||||
std::ofstream dumpFile(crashDumpFileName, std::ios::out | std::ios::binary);
|
||||
if (dumpFile)
|
||||
{
|
||||
dumpFile.write((const char*)pGpuCrashDump, gpuCrashDumpSize);
|
||||
dumpFile.close();
|
||||
}
|
||||
|
||||
// Decode the crash dump to a JSON string.
|
||||
// Step 1: Generate the JSON and get the size.
|
||||
uint32_t jsonSize = 0;
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GpuCrashDump_GenerateJSON(
|
||||
decoder,
|
||||
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_ALL_INFO,
|
||||
GFSDK_Aftermath_GpuCrashDumpFormatterFlags_NONE,
|
||||
ShaderDebugInfoLookupCallback,
|
||||
ShaderLookupCallback,
|
||||
nullptr,
|
||||
ShaderSourceDebugInfoLookupCallback,
|
||||
this,
|
||||
&jsonSize));
|
||||
// Step 2: Allocate a buffer and fetch the generated JSON.
|
||||
std::vector<char> json(jsonSize);
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GpuCrashDump_GetJSON(
|
||||
decoder,
|
||||
uint32_t(json.size()),
|
||||
json.data()));
|
||||
|
||||
// Write the the crash dump data as JSON to a file.
|
||||
const std::string jsonFileName = crashDumpFileName + ".json";
|
||||
std::ofstream jsonFile(jsonFileName, std::ios::out | std::ios::binary);
|
||||
if (jsonFile)
|
||||
{
|
||||
jsonFile.write(json.data(), json.size());
|
||||
jsonFile.close();
|
||||
}
|
||||
|
||||
// Destroy the GPU crash dump decoder object.
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GpuCrashDump_DestroyDecoder(decoder));
|
||||
}
|
||||
|
||||
// Helper for writing shader debug information to a file
|
||||
void GpuCrashTracker::WriteShaderDebugInformationToFile(
|
||||
GFSDK_Aftermath_ShaderDebugInfoIdentifier identifier,
|
||||
const void* pShaderDebugInfo,
|
||||
const uint32_t shaderDebugInfoSize)
|
||||
{
|
||||
// Create a unique file name.
|
||||
const std::string filePath = "shader-" + std::to_string(identifier) + ".nvdbg";
|
||||
|
||||
std::ofstream f(filePath, std::ios::out | std::ios::binary);
|
||||
if (f)
|
||||
{
|
||||
f.write((const char*)pShaderDebugInfo, shaderDebugInfoSize);
|
||||
}
|
||||
}
|
||||
|
||||
// Handler for shader debug information lookup callbacks.
|
||||
// This is used by the JSON decoder for mapping shader instruction
|
||||
// addresses to DXIL lines or HLSl source lines.
|
||||
void GpuCrashTracker::OnShaderDebugInfoLookup(
|
||||
const GFSDK_Aftermath_ShaderDebugInfoIdentifier& identifier,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderDebugInfo) const
|
||||
{
|
||||
// Search the list of shader debug information blobs received earlier.
|
||||
auto i_debugInfo = m_shaderDebugInfo.find(identifier);
|
||||
if (i_debugInfo == m_shaderDebugInfo.end())
|
||||
{
|
||||
// Early exit, nothing found. No need to call setShaderDebugInfo.
|
||||
return;
|
||||
}
|
||||
|
||||
// Let the GPU crash dump decoder know about the shader debug information
|
||||
// that was found.
|
||||
setShaderDebugInfo(i_debugInfo->second.data(), uint32_t(i_debugInfo->second.size()));
|
||||
}
|
||||
|
||||
// Handler for shader lookup callbacks.
|
||||
// This is used by the JSON decoder for mapping shader instruction
|
||||
// addresses to DXIL lines or HLSL source lines.
|
||||
// NOTE: If the application loads stripped shader binaries (-Qstrip_debug),
|
||||
// Aftermath will require access to both the stripped and the not stripped
|
||||
// shader binaries.
|
||||
void GpuCrashTracker::OnShaderLookup(
|
||||
const GFSDK_Aftermath_ShaderHash& shaderHash,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary) const
|
||||
{
|
||||
// Find shader binary data for the shader hash in the shader database.
|
||||
std::vector<uint8_t> shaderBinary;
|
||||
if (!m_shaderDatabase.FindShaderBinary(shaderHash, shaderBinary))
|
||||
{
|
||||
// Early exit, nothing found. No need to call setShaderBinary.
|
||||
return;
|
||||
}
|
||||
|
||||
// Let the GPU crash dump decoder know about the shader data
|
||||
// that was found.
|
||||
setShaderBinary(shaderBinary.data(), uint32_t(shaderBinary.size()));
|
||||
}
|
||||
|
||||
// Handler for shader source debug info lookup callbacks.
|
||||
// This is used by the JSON decoder for mapping shader instruction addresses to
|
||||
// HLSL source lines, if the shaders used by the application were compiled with
|
||||
// separate debug info data files.
|
||||
void GpuCrashTracker::OnShaderSourceDebugInfoLookup(
|
||||
const GFSDK_Aftermath_ShaderDebugName& shaderDebugName,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary) const
|
||||
{
|
||||
// Find source debug info for the shader DebugName in the shader database.
|
||||
std::vector<uint8_t> shaderBinary;
|
||||
if (!m_shaderDatabase.FindShaderBinaryWithDebugData(shaderDebugName, shaderBinary))
|
||||
{
|
||||
// Early exit, nothing found. No need to call setShaderBinary.
|
||||
return;
|
||||
}
|
||||
|
||||
// Let the GPU crash dump decoder know about the shader debug data that was
|
||||
// found.
|
||||
setShaderBinary(shaderBinary.data(), uint32_t(shaderBinary.size()));
|
||||
}
|
||||
|
||||
// Static callback wrapper for OnCrashDump
|
||||
void GpuCrashTracker::GpuCrashDumpCallback(
|
||||
const void* pGpuCrashDump,
|
||||
const uint32_t gpuCrashDumpSize,
|
||||
void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnCrashDump(pGpuCrashDump, gpuCrashDumpSize);
|
||||
}
|
||||
|
||||
// Static callback wrapper for OnShaderDebugInfo
|
||||
void GpuCrashTracker::ShaderDebugInfoCallback(
|
||||
const void* pShaderDebugInfo,
|
||||
const uint32_t shaderDebugInfoSize,
|
||||
void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnShaderDebugInfo(pShaderDebugInfo, shaderDebugInfoSize);
|
||||
}
|
||||
|
||||
// Static callback wrapper for OnDescription
|
||||
void GpuCrashTracker::CrashDumpDescriptionCallback(
|
||||
PFN_GFSDK_Aftermath_AddGpuCrashDumpDescription addDescription,
|
||||
void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnDescription(addDescription);
|
||||
}
|
||||
|
||||
// Static callback wrapper for OnShaderDebugInfoLookup
|
||||
void GpuCrashTracker::ShaderDebugInfoLookupCallback(
|
||||
const GFSDK_Aftermath_ShaderDebugInfoIdentifier* pIdentifier,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderDebugInfo,
|
||||
void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnShaderDebugInfoLookup(*pIdentifier, setShaderDebugInfo);
|
||||
}
|
||||
|
||||
// Static callback wrapper for OnShaderLookup
|
||||
void GpuCrashTracker::ShaderLookupCallback(
|
||||
const GFSDK_Aftermath_ShaderHash* pShaderHash,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary,
|
||||
void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnShaderLookup(*pShaderHash, setShaderBinary);
|
||||
}
|
||||
|
||||
// Static callback wrapper for OnShaderSourceDebugInfoLookup
|
||||
void GpuCrashTracker::ShaderSourceDebugInfoLookupCallback(
|
||||
const GFSDK_Aftermath_ShaderDebugName* pShaderDebugName,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary,
|
||||
void* pUserData)
|
||||
{
|
||||
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
||||
pGpuCrashTracker->OnShaderSourceDebugInfoLookup(*pShaderDebugName, setShaderBinary);
|
||||
}
|
||||
@@ -0,0 +1,159 @@
|
||||
//*********************************************************
|
||||
//
|
||||
// Copyright (c) 2019-2020, NVIDIA CORPORATION. All rights reserved.
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
//*********************************************************
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
#include <mutex>
|
||||
|
||||
#include "NsightAftermathHelpers.h"
|
||||
#include "NsightAftermathShaderDatabase.h"
|
||||
|
||||
//*********************************************************
|
||||
// Implements GPU crash dump tracking using the Nsight
|
||||
// Aftermath API.
|
||||
//
|
||||
class GpuCrashTracker
|
||||
{
|
||||
public:
|
||||
GpuCrashTracker();
|
||||
~GpuCrashTracker();
|
||||
|
||||
// Initialize the GPU crash dump tracker.
|
||||
void Initialize();
|
||||
|
||||
private:
|
||||
|
||||
//*********************************************************
|
||||
// Callback handlers for GPU crash dumps and related data.
|
||||
//
|
||||
|
||||
// Handler for GPU crash dump callbacks.
|
||||
void OnCrashDump(const void* pGpuCrashDump, const uint32_t gpuCrashDumpSize);
|
||||
|
||||
// Handler for shader debug information callbacks.
|
||||
void OnShaderDebugInfo(const void* pShaderDebugInfo, const uint32_t shaderDebugInfoSize);
|
||||
|
||||
// Handler for GPU crash dump description callbacks.
|
||||
void OnDescription(PFN_GFSDK_Aftermath_AddGpuCrashDumpDescription addDescription);
|
||||
|
||||
//*********************************************************
|
||||
// Helpers for writing a GPU crash dump and debug information
|
||||
// data to files.
|
||||
//
|
||||
|
||||
// Helper for writing a GPU crash dump to a file.
|
||||
void WriteGpuCrashDumpToFile(const void* pGpuCrashDump, const uint32_t gpuCrashDumpSize);
|
||||
|
||||
// Helper for writing shader debug information to a file
|
||||
void WriteShaderDebugInformationToFile(
|
||||
GFSDK_Aftermath_ShaderDebugInfoIdentifier identifier,
|
||||
const void* pShaderDebugInfo,
|
||||
const uint32_t shaderDebugInfoSize);
|
||||
|
||||
//*********************************************************
|
||||
// Helpers for decoding GPU crash dump to JSON.
|
||||
//
|
||||
|
||||
// Handler for shader debug info lookup callbacks.
|
||||
void OnShaderDebugInfoLookup(
|
||||
const GFSDK_Aftermath_ShaderDebugInfoIdentifier& identifier,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderDebugInfo) const;
|
||||
|
||||
// Handler for shader lookup callbacks.
|
||||
void OnShaderLookup(
|
||||
const GFSDK_Aftermath_ShaderHash& shaderHash,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary) const;
|
||||
|
||||
// Handler for shader instructions lookup callbacks.
|
||||
void OnShaderInstructionsLookup(
|
||||
const GFSDK_Aftermath_ShaderInstructionsHash& shaderInstructionsHash,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary) const;
|
||||
|
||||
// Handler for shader source debug info lookup callbacks.
|
||||
void OnShaderSourceDebugInfoLookup(
|
||||
const GFSDK_Aftermath_ShaderDebugName& shaderDebugName,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary) const;
|
||||
|
||||
//*********************************************************
|
||||
// Static callback wrappers.
|
||||
//
|
||||
|
||||
// GPU crash dump callback.
|
||||
static void GpuCrashDumpCallback(
|
||||
const void* pGpuCrashDump,
|
||||
const uint32_t gpuCrashDumpSize,
|
||||
void* pUserData);
|
||||
|
||||
// Shader debug information callback.
|
||||
static void ShaderDebugInfoCallback(
|
||||
const void* pShaderDebugInfo,
|
||||
const uint32_t shaderDebugInfoSize,
|
||||
void* pUserData);
|
||||
|
||||
// GPU crash dump description callback.
|
||||
static void CrashDumpDescriptionCallback(
|
||||
PFN_GFSDK_Aftermath_AddGpuCrashDumpDescription addDescription,
|
||||
void* pUserData);
|
||||
|
||||
// Shader debug information lookup callback.
|
||||
static void ShaderDebugInfoLookupCallback(
|
||||
const GFSDK_Aftermath_ShaderDebugInfoIdentifier* pIdentifier,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderDebugInfo,
|
||||
void* pUserData);
|
||||
|
||||
// Shader lookup callback.
|
||||
static void ShaderLookupCallback(
|
||||
const GFSDK_Aftermath_ShaderHash* pShaderHash,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary,
|
||||
void* pUserData);
|
||||
|
||||
// Shader instructions lookup callback.
|
||||
static void ShaderInstructionsLookupCallback(
|
||||
const GFSDK_Aftermath_ShaderInstructionsHash* pShaderInstructionsHash,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary,
|
||||
void* pUserData);
|
||||
|
||||
// Shader source debug info lookup callback.
|
||||
static void ShaderSourceDebugInfoLookupCallback(
|
||||
const GFSDK_Aftermath_ShaderDebugName* pShaderDebugName,
|
||||
PFN_GFSDK_Aftermath_SetData setShaderBinary,
|
||||
void* pUserData);
|
||||
|
||||
//*********************************************************
|
||||
// GPU crash tracker state.
|
||||
//
|
||||
|
||||
// Is the GPU crash dump tracker initialized?
|
||||
bool m_initialized;
|
||||
|
||||
// For thread-safe access of GPU crash tracker state.
|
||||
mutable std::mutex m_mutex;
|
||||
|
||||
// List of Shader Debug Information by ShaderDebugInfoIdentifier.
|
||||
std::map<GFSDK_Aftermath_ShaderDebugInfoIdentifier, std::vector<uint8_t>> m_shaderDebugInfo;
|
||||
|
||||
// The mock shader database.
|
||||
ShaderDatabase m_shaderDatabase;
|
||||
};
|
||||
@@ -0,0 +1,142 @@
|
||||
//*********************************************************
|
||||
//
|
||||
// Copyright (c) 2019, NVIDIA CORPORATION. All rights reserved.
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
//*********************************************************
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <iomanip>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
|
||||
#include <vulkan/vulkan.hpp>
|
||||
#include "GFSDK_Aftermath.h"
|
||||
#include "GFSDK_Aftermath_GpuCrashDump.h"
|
||||
#include "GFSDK_Aftermath_GpuCrashDumpDecoding.h"
|
||||
|
||||
//*********************************************************
|
||||
// Some std::to_string overloads for some Nsight Aftermath
|
||||
// API types.
|
||||
//
|
||||
|
||||
namespace std
|
||||
{
|
||||
template<typename T>
|
||||
inline std::string to_hex_string(T n)
|
||||
{
|
||||
std::stringstream stream;
|
||||
stream << std::setfill('0') << std::setw(2 * sizeof(T)) << std::hex << n;
|
||||
return stream.str();
|
||||
}
|
||||
|
||||
inline std::string to_string(GFSDK_Aftermath_Result result)
|
||||
{
|
||||
return std::string("0x") + to_hex_string(static_cast<uint32_t>(result));
|
||||
}
|
||||
|
||||
inline std::string to_string(const GFSDK_Aftermath_ShaderDebugInfoIdentifier& identifier)
|
||||
{
|
||||
return to_hex_string(identifier.id[0]) + "-" + to_hex_string(identifier.id[1]);
|
||||
}
|
||||
|
||||
inline std::string to_string(const GFSDK_Aftermath_ShaderHash& hash)
|
||||
{
|
||||
return to_hex_string(hash.hash);
|
||||
}
|
||||
|
||||
inline std::string to_string(const GFSDK_Aftermath_ShaderInstructionsHash& hash)
|
||||
{
|
||||
return to_hex_string(hash.hash) + "-" + to_hex_string(hash.hash);
|
||||
}
|
||||
} // namespace std
|
||||
|
||||
//*********************************************************
|
||||
// Helper for comparing shader hashes and debug info identifier.
|
||||
//
|
||||
|
||||
// Helper for comparing GFSDK_Aftermath_ShaderDebugInfoIdentifier.
|
||||
inline bool operator<(const GFSDK_Aftermath_ShaderDebugInfoIdentifier& lhs, const GFSDK_Aftermath_ShaderDebugInfoIdentifier& rhs)
|
||||
{
|
||||
if (lhs.id[0] == rhs.id[0])
|
||||
{
|
||||
return lhs.id[1] < rhs.id[1];
|
||||
}
|
||||
return lhs.id[0] < rhs.id[0];
|
||||
}
|
||||
|
||||
// Helper for comparing GFSDK_Aftermath_ShaderHash.
|
||||
inline bool operator<(const GFSDK_Aftermath_ShaderHash& lhs, const GFSDK_Aftermath_ShaderHash& rhs)
|
||||
{
|
||||
return lhs.hash < rhs.hash;
|
||||
}
|
||||
|
||||
// Helper for comparing GFSDK_Aftermath_ShaderInstructionsHash.
|
||||
inline bool operator<(const GFSDK_Aftermath_ShaderInstructionsHash& lhs, const GFSDK_Aftermath_ShaderInstructionsHash& rhs)
|
||||
{
|
||||
return lhs.hash < rhs.hash;
|
||||
}
|
||||
|
||||
// Helper for comparing GFSDK_Aftermath_ShaderDebugName.
|
||||
inline bool operator<(const GFSDK_Aftermath_ShaderDebugName& lhs, const GFSDK_Aftermath_ShaderDebugName& rhs)
|
||||
{
|
||||
return strncmp(lhs.name, rhs.name, sizeof(lhs.name)) < 0;
|
||||
}
|
||||
|
||||
//*********************************************************
|
||||
// Helper for checking Nsight Aftermath failures.
|
||||
//
|
||||
|
||||
inline std::string AftermathErrorMessage(GFSDK_Aftermath_Result result)
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
case GFSDK_Aftermath_Result_FAIL_DriverVersionNotSupported:
|
||||
return "Unsupported driver version - requires a recent NVIDIA R445 display driver or newer.";
|
||||
default:
|
||||
return "Aftermath Error 0x" + std::to_hex_string(result);
|
||||
}
|
||||
}
|
||||
|
||||
// Helper macro for checking Nsight Aftermath results and throwing exception
|
||||
// in case of a failure.
|
||||
#ifdef _WIN32
|
||||
#define AFTERMATH_CHECK_ERROR(FC) \
|
||||
[&]() { \
|
||||
GFSDK_Aftermath_Result _result = FC; \
|
||||
if (!GFSDK_Aftermath_SUCCEED(_result)) \
|
||||
{ \
|
||||
std::cout << AftermathErrorMessage(_result).c_str() << std::endl; \
|
||||
exit(1); \
|
||||
} \
|
||||
}()
|
||||
#else
|
||||
#define AFTERMATH_CHECK_ERROR(FC) \
|
||||
[&]() { \
|
||||
GFSDK_Aftermath_Result _result = FC; \
|
||||
if (!GFSDK_Aftermath_SUCCEED(_result)) \
|
||||
{ \
|
||||
printf("%s\n", AftermathErrorMessage(_result).c_str()); \
|
||||
fflush(stdout); \
|
||||
exit(1); \
|
||||
} \
|
||||
}()
|
||||
#endif
|
||||
@@ -0,0 +1,147 @@
|
||||
//*********************************************************
|
||||
//
|
||||
// Copyright (c) 2019-2020, NVIDIA CORPORATION. All rights reserved.
|
||||
//
|
||||
// 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 <fstream>
|
||||
#include <iomanip>
|
||||
|
||||
#include "NsightAftermathShaderDatabase.h"
|
||||
|
||||
//*********************************************************
|
||||
// ShaderDatabase implementation
|
||||
//*********************************************************
|
||||
|
||||
ShaderDatabase::ShaderDatabase()
|
||||
: m_shaderBinaries()
|
||||
, m_shaderBinariesWithDebugInfo()
|
||||
{
|
||||
// Add shader binaries to database
|
||||
AddShaderBinary("cube.vert.spirv");
|
||||
AddShaderBinary("cube.frag.spirv");
|
||||
|
||||
// Add the not stripped shader binaries to the database, too.
|
||||
AddShaderBinaryWithDebugInfo("cube.vert.spirv", "cube.vert.full.spirv");
|
||||
AddShaderBinaryWithDebugInfo("cube.frag.spirv", "cube.frag.full.spirv");
|
||||
}
|
||||
|
||||
ShaderDatabase::~ShaderDatabase()
|
||||
{
|
||||
}
|
||||
|
||||
bool ShaderDatabase::ReadFile(const char* filename, std::vector<uint8_t>& data)
|
||||
{
|
||||
std::ifstream fs(filename, std::ios::in | std::ios::binary);
|
||||
if (!fs)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
fs.seekg(0, std::ios::end);
|
||||
data.resize(fs.tellg());
|
||||
fs.seekg(0, std::ios::beg);
|
||||
fs.read(reinterpret_cast<char*>(data.data()), data.size());
|
||||
fs.close();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ShaderDatabase::AddShaderBinary(const char* shaderFilePath)
|
||||
{
|
||||
// Read the shader binary code from the file
|
||||
std::vector<uint8_t> data;
|
||||
if (!ReadFile(shaderFilePath, data))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Create shader hash for the shader
|
||||
const GFSDK_Aftermath_SpirvCode shader{ data.data(), uint32_t(data.size()) };
|
||||
GFSDK_Aftermath_ShaderHash shaderHash;
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GetShaderHashSpirv(
|
||||
GFSDK_Aftermath_Version_API,
|
||||
&shader,
|
||||
&shaderHash));
|
||||
|
||||
// Store the data for shader mapping when decoding GPU crash dumps.
|
||||
// cf. FindShaderBinary()
|
||||
m_shaderBinaries[shaderHash].swap(data);
|
||||
}
|
||||
|
||||
void ShaderDatabase::AddShaderBinaryWithDebugInfo(const char* strippedShaderFilePath, const char* shaderFilePath)
|
||||
{
|
||||
// Read the shader debug data from the file
|
||||
std::vector<uint8_t> data;
|
||||
if (!ReadFile(shaderFilePath, data))
|
||||
{
|
||||
return;
|
||||
}
|
||||
std::vector<uint8_t> strippedData;
|
||||
if (!ReadFile(strippedShaderFilePath, strippedData))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Generate shader debug name.
|
||||
GFSDK_Aftermath_ShaderDebugName debugName;
|
||||
const GFSDK_Aftermath_SpirvCode shader{ data.data(), uint32_t(data.size()) };
|
||||
const GFSDK_Aftermath_SpirvCode strippedShader{ strippedData.data(), uint32_t(strippedData.size()) };
|
||||
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GetShaderDebugNameSpirv(
|
||||
GFSDK_Aftermath_Version_API,
|
||||
&shader,
|
||||
&strippedShader,
|
||||
&debugName));
|
||||
|
||||
// Store the data for shader instruction address mapping when decoding GPU crash dumps.
|
||||
// cf. FindShaderBinaryWithDebugData()
|
||||
m_shaderBinariesWithDebugInfo[debugName].swap(data);
|
||||
}
|
||||
|
||||
// Find a shader binary by shader hash.
|
||||
bool ShaderDatabase::FindShaderBinary(const GFSDK_Aftermath_ShaderHash& shaderHash, std::vector<uint8_t>& shader) const
|
||||
{
|
||||
// Find shader binary data for the shader hash
|
||||
auto i_shader = m_shaderBinaries.find(shaderHash);
|
||||
if (i_shader == m_shaderBinaries.end())
|
||||
{
|
||||
// Nothing found.
|
||||
return false;
|
||||
}
|
||||
|
||||
shader = i_shader->second;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Find a shader binary with debug information by shader debug name.
|
||||
bool ShaderDatabase::FindShaderBinaryWithDebugData(const GFSDK_Aftermath_ShaderDebugName& shaderDebugName, std::vector<uint8_t>& shader) const
|
||||
{
|
||||
// Find shader binary for the shader debug name.
|
||||
auto i_shader = m_shaderBinariesWithDebugInfo.find(shaderDebugName);
|
||||
if (i_shader == m_shaderBinariesWithDebugInfo.end())
|
||||
{
|
||||
// Nothing found.
|
||||
return false;
|
||||
}
|
||||
|
||||
shader = i_shader->second;
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
//*********************************************************
|
||||
//
|
||||
// Copyright (c) 2019, NVIDIA CORPORATION. All rights reserved.
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
//*********************************************************
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include <mutex>
|
||||
|
||||
#include "NsightAftermathHelpers.h"
|
||||
|
||||
//*********************************************************
|
||||
// Implements a very simple shader database to help demonstrate
|
||||
// how to use the Nsight Aftermath GPU crash dump decoder API.
|
||||
//
|
||||
// In a real world scenario this would be part of an offline
|
||||
// analysis tool. This is for demonstration purposes only!
|
||||
//
|
||||
class ShaderDatabase
|
||||
{
|
||||
public:
|
||||
ShaderDatabase();
|
||||
~ShaderDatabase();
|
||||
|
||||
// Find a shader bytecode binary by shader hash.
|
||||
bool FindShaderBinary(const GFSDK_Aftermath_ShaderHash& shaderHash, std::vector<uint8_t>& shader) const;
|
||||
|
||||
// Find a source shader debug info by shader debug name generated by the DXC compiler.
|
||||
bool FindShaderBinaryWithDebugData(const GFSDK_Aftermath_ShaderDebugName& shaderDebugName, std::vector<uint8_t>& shader) const;
|
||||
|
||||
private:
|
||||
|
||||
void AddShaderBinary(const char* shaderFilePath);
|
||||
void AddShaderBinaryWithDebugInfo(const char* strippedShaderFilePath, const char* shaderFilePath);
|
||||
|
||||
static bool ReadFile(const char* filename, std::vector<uint8_t>& data);
|
||||
|
||||
// List of shader binaries by ShaderHash.
|
||||
std::map<GFSDK_Aftermath_ShaderHash, std::vector<uint8_t>> m_shaderBinaries;
|
||||
|
||||
// List of available shader binaries with source debug information by ShaderDebugName.
|
||||
std::map<GFSDK_Aftermath_ShaderDebugName, std::vector<uint8_t>> m_shaderBinariesWithDebugInfo;
|
||||
};
|
||||
@@ -350,7 +350,7 @@ VkAccessFlags UniformBuffer::getDestAccessMask()
|
||||
}
|
||||
|
||||
StructuredBuffer::StructuredBuffer(PGraphics graphics, const StructuredBufferCreateInfo &resourceData)
|
||||
: Gfx::StructuredBuffer(graphics->getFamilyMapping(), resourceData.resourceData.owner)
|
||||
: Gfx::StructuredBuffer(graphics->getFamilyMapping(), resourceData.resourceData)
|
||||
, Vulkan::ShaderBuffer(graphics, resourceData.resourceData.size, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, currentOwner, resourceData.bDynamic)
|
||||
{
|
||||
if (resourceData.resourceData.data != nullptr)
|
||||
@@ -365,6 +365,44 @@ StructuredBuffer::~StructuredBuffer()
|
||||
{
|
||||
}
|
||||
|
||||
bool StructuredBuffer::updateContents(const BulkResourceData &resourceData)
|
||||
{
|
||||
Gfx::StructuredBuffer::updateContents(resourceData);
|
||||
//We always want to update, as the contents could be different on the GPU
|
||||
void* data = lock();
|
||||
std::memcpy(data, resourceData.data, resourceData.size);
|
||||
unlock();
|
||||
return true;
|
||||
}
|
||||
void* StructuredBuffer::lock(bool bWriteOnly)
|
||||
{
|
||||
if(dedicatedStagingBuffer != nullptr)
|
||||
{
|
||||
return dedicatedStagingBuffer->getMappedPointer();
|
||||
}
|
||||
return ShaderBuffer::lock(bWriteOnly);
|
||||
}
|
||||
|
||||
void StructuredBuffer::unlock()
|
||||
{
|
||||
if(dedicatedStagingBuffer != nullptr)
|
||||
{
|
||||
dedicatedStagingBuffer->flushMappedMemory();
|
||||
PCmdBuffer cmdBuffer = graphics->getQueueCommands(currentOwner)->getCommands();
|
||||
VkCommandBuffer cmdHandle = cmdBuffer->getHandle();
|
||||
|
||||
VkBufferCopy region;
|
||||
std::memset(®ion, 0, sizeof(VkBufferCopy));
|
||||
region.size = ShaderBuffer::size;
|
||||
vkCmdCopyBuffer(cmdHandle, dedicatedStagingBuffer->getHandle(), buffers[currentBuffer].buffer, 1, ®ion);
|
||||
graphics->getQueueCommands(currentOwner)->submitCommands();
|
||||
}
|
||||
else
|
||||
{
|
||||
ShaderBuffer::unlock();
|
||||
}
|
||||
}
|
||||
|
||||
void StructuredBuffer::requestOwnershipTransfer(Gfx::QueueType newOwner)
|
||||
{
|
||||
Gfx::QueueOwnedResource::transferOwnership(newOwner);
|
||||
|
||||
@@ -91,13 +91,12 @@ void CmdBuffer::executeCommands(const Array<Gfx::PRenderCommand>& commands)
|
||||
for (uint32 i = 0; i < commands.size(); ++i)
|
||||
{
|
||||
auto command = commands[i].cast<RenderCommand>();
|
||||
// Cache array and size to save on pointer access
|
||||
for(auto boundDescriptor : command->boundDescriptors)
|
||||
{
|
||||
boundDescriptor->currentlyBound = this;
|
||||
}
|
||||
command->end();
|
||||
executingRenders.add(command);
|
||||
for(auto descriptor : command->boundDescriptors)
|
||||
{
|
||||
boundDescriptors.add(descriptor);
|
||||
}
|
||||
cmdBuffers[i] = command->getHandle();
|
||||
}
|
||||
vkCmdExecuteCommands(handle, (uint32)cmdBuffers.size(), cmdBuffers.data());
|
||||
@@ -109,13 +108,12 @@ void CmdBuffer::executeCommands(const Array<Gfx::PComputeCommand>& commands)
|
||||
for (uint32 i = 0; i < commands.size(); ++i)
|
||||
{
|
||||
auto command = commands[i].cast<ComputeCommand>();
|
||||
// Cache array and size to save on pointer access
|
||||
for(auto boundDescriptor : command->boundDescriptors)
|
||||
{
|
||||
boundDescriptor->currentlyBound = this;
|
||||
}
|
||||
command->end();
|
||||
executingComputes.add(command);
|
||||
for(auto descriptor : command->boundDescriptors)
|
||||
{
|
||||
boundDescriptors.add(descriptor);
|
||||
}
|
||||
cmdBuffers[i] = command->getHandle();
|
||||
}
|
||||
vkCmdExecuteCommands(handle, (uint32)cmdBuffers.size(), cmdBuffers.data());
|
||||
@@ -145,6 +143,10 @@ void CmdBuffer::refreshFence()
|
||||
command->reset();
|
||||
}
|
||||
executingRenders.clear();
|
||||
for(auto descriptor : boundDescriptors)
|
||||
{
|
||||
descriptor->unbind();
|
||||
}
|
||||
state = State::ReadyBegin;
|
||||
}
|
||||
}
|
||||
@@ -196,10 +198,6 @@ void SecondaryCmdBuffer::end()
|
||||
void SecondaryCmdBuffer::reset()
|
||||
{
|
||||
vkResetCommandBuffer(handle, VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT);
|
||||
for(auto boundDescriptor : boundDescriptors)
|
||||
{
|
||||
boundDescriptor->currentlyBound = nullptr;
|
||||
}
|
||||
boundDescriptors.clear();
|
||||
ready = true;
|
||||
}
|
||||
@@ -251,6 +249,8 @@ void RenderCommand::bindDescriptor(Gfx::PDescriptorSet descriptorSet)
|
||||
{
|
||||
auto descriptor = descriptorSet.cast<DescriptorSet>();
|
||||
boundDescriptors.add(descriptor.getHandle());
|
||||
descriptor->bind();
|
||||
//std::cout << "Binding descriptor " << descriptor->getHandle() << " to cmd " << handle << std::endl;
|
||||
VkDescriptorSet setHandle = descriptor->getHandle();
|
||||
vkCmdBindDescriptorSets(handle, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline->getLayout(), descriptorSet->getSetIndex(), 1, &setHandle, 0, nullptr);
|
||||
}
|
||||
@@ -260,6 +260,8 @@ void RenderCommand::bindDescriptor(const Array<Gfx::PDescriptorSet>& descriptorS
|
||||
for(uint32 i = 0; i < descriptorSets.size(); ++i)
|
||||
{
|
||||
auto descriptorSet = descriptorSets[i].cast<DescriptorSet>();
|
||||
descriptorSet->bind();
|
||||
//std::cout << "Binding descriptor " << descriptorSet->getHandle() << " to cmd " << handle << std::endl;
|
||||
boundDescriptors.add(descriptorSet.getHandle());
|
||||
sets[descriptorSet->getSetIndex()] = descriptorSet->getHandle();
|
||||
}
|
||||
@@ -326,6 +328,8 @@ void ComputeCommand::bindDescriptor(Gfx::PDescriptorSet descriptorSet)
|
||||
{
|
||||
auto descriptor = descriptorSet.cast<DescriptorSet>();
|
||||
boundDescriptors.add(descriptor.getHandle());
|
||||
descriptor->bind();
|
||||
//std::cout << "Binding descriptor " << descriptor->getHandle() << " to cmd " << handle << std::endl;
|
||||
VkDescriptorSet setHandle = descriptor->getHandle();
|
||||
vkCmdBindDescriptorSets(handle, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline->getLayout(), descriptorSet->getSetIndex(), 1, &setHandle, 0, nullptr);
|
||||
}
|
||||
@@ -337,6 +341,8 @@ void ComputeCommand::bindDescriptor(const Array<Gfx::PDescriptorSet>& descriptor
|
||||
{
|
||||
auto descriptorSet = descriptorSets[i].cast<DescriptorSet>();
|
||||
boundDescriptors.add(descriptorSet.getHandle());
|
||||
descriptorSet->bind();
|
||||
//std::cout << "Binding descriptor " << descriptorSet->getHandle() << " to cmd " << handle << std::endl;
|
||||
sets[descriptorSet->getSetIndex()] = descriptorSet->getHandle();
|
||||
}
|
||||
vkCmdBindDescriptorSets(handle, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline->getLayout(), 0, (uint32)descriptorSets.size(), sets, 0, nullptr);
|
||||
|
||||
@@ -31,6 +31,7 @@ DEFINE_REF(CmdBufferBase)
|
||||
|
||||
DECLARE_REF(RenderCommand)
|
||||
DECLARE_REF(ComputeCommand)
|
||||
DECLARE_REF(DescriptorSet)
|
||||
DECLARE_REF(CommandBufferManager)
|
||||
class CmdBuffer : public CmdBufferBase
|
||||
{
|
||||
@@ -68,6 +69,7 @@ private:
|
||||
Array<VkPipelineStageFlags> waitFlags;
|
||||
Array<PRenderCommand> executingRenders;
|
||||
Array<PComputeCommand> executingComputes;
|
||||
Array<DescriptorSet*> boundDescriptors;
|
||||
friend class RenderCommand;
|
||||
friend class CommandBufferManager;
|
||||
friend class Queue;
|
||||
@@ -76,7 +78,6 @@ DEFINE_REF(CmdBuffer)
|
||||
|
||||
DECLARE_REF(GraphicsPipeline)
|
||||
DECLARE_REF(ComputePipeline)
|
||||
DECLARE_REF(DescriptorSet)
|
||||
|
||||
class SecondaryCmdBuffer: public CmdBufferBase
|
||||
{
|
||||
|
||||
@@ -220,7 +220,7 @@ void DescriptorSet::writeChanges()
|
||||
{
|
||||
if(isCurrentlyBound())
|
||||
{
|
||||
currentlyBound->waitForCommand(1000000000u);
|
||||
std::cout << "Descriptor currently bound, allocate a new one instead" << std::endl;
|
||||
assert(!isCurrentlyBound());
|
||||
}
|
||||
vkUpdateDescriptorSets(graphics->getDevice(), (uint32)writeDescriptors.size(), writeDescriptors.data(), 0, nullptr);
|
||||
@@ -289,7 +289,6 @@ void DescriptorAllocator::allocateDescriptorSet(Gfx::PDescriptorSet &descriptorS
|
||||
{
|
||||
//If it hasnt been initialized, allocate it
|
||||
VK_CHECK(vkAllocateDescriptorSets(graphics->getDevice(), &allocInfo, &cachedHandles[setIndex]->setHandle));
|
||||
|
||||
}
|
||||
cachedHandles[setIndex]->currentlyInUse = true;
|
||||
descriptorSet = cachedHandles[setIndex];
|
||||
|
||||
@@ -64,7 +64,7 @@ public:
|
||||
, graphics(graphics)
|
||||
, owner(owner)
|
||||
, currentlyInUse(false)
|
||||
, currentlyBound(nullptr)
|
||||
, currentlyBound(false)
|
||||
{
|
||||
}
|
||||
virtual ~DescriptorSet();
|
||||
@@ -77,12 +77,20 @@ public:
|
||||
|
||||
inline bool isCurrentlyBound() const
|
||||
{
|
||||
return currentlyBound != nullptr;
|
||||
return currentlyBound;
|
||||
}
|
||||
inline bool isCurrentlyInUse() const
|
||||
{
|
||||
return currentlyInUse;
|
||||
}
|
||||
void bind()
|
||||
{
|
||||
currentlyBound = true;
|
||||
}
|
||||
void unbind()
|
||||
{
|
||||
currentlyBound = false;
|
||||
}
|
||||
void free()
|
||||
{
|
||||
currentlyInUse = false;
|
||||
@@ -104,7 +112,8 @@ private:
|
||||
VkDescriptorSet setHandle;
|
||||
PGraphics graphics;
|
||||
PDescriptorAllocator owner;
|
||||
PCmdBuffer currentlyBound;
|
||||
//PCmdBuffer currentlyBound;
|
||||
bool currentlyBound;
|
||||
bool currentlyInUse;
|
||||
friend class DescriptorAllocator;
|
||||
friend class CmdBuffer;
|
||||
|
||||
@@ -412,6 +412,8 @@ void Graphics::setupDebugCallback()
|
||||
VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT);
|
||||
|
||||
VK_CHECK(CreateDebugReportCallbackEXT(instance, &createInfo, nullptr, &callback));
|
||||
|
||||
crashTracker.Initialize();
|
||||
}
|
||||
|
||||
void Graphics::pickPhysicalDevice()
|
||||
@@ -537,6 +539,16 @@ void Graphics::createDevice(GraphicsInitializer initializer)
|
||||
queueInfos.data(),
|
||||
(uint32)queueInfos.size(),
|
||||
&features);
|
||||
#if ENABLE_VALIDATION
|
||||
VkDeviceDiagnosticsConfigCreateInfoNV crashDiagInfo;
|
||||
crashDiagInfo.sType = VK_STRUCTURE_TYPE_DEVICE_DIAGNOSTICS_CONFIG_CREATE_INFO_NV;
|
||||
crashDiagInfo.pNext = nullptr;
|
||||
crashDiagInfo.flags =
|
||||
VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_RESOURCE_TRACKING_BIT_NV |
|
||||
VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_AUTOMATIC_CHECKPOINTS_BIT_NV |
|
||||
VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_SHADER_DEBUG_INFO_BIT_NV;
|
||||
deviceInfo.pNext = &crashDiagInfo;
|
||||
#endif
|
||||
deviceInfo.enabledExtensionCount = (uint32)initializer.deviceExtensions.size();
|
||||
deviceInfo.ppEnabledExtensionNames = initializer.deviceExtensions.data();
|
||||
deviceInfo.enabledLayerCount = (uint32_t)initializer.layers.size();
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
#include "VulkanGraphicsResources.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
#include "NsightAftermathGpuCrashTracker.h"
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
@@ -98,6 +99,7 @@ protected:
|
||||
Map<uint32, PFramebuffer> allocatedFramebuffers;
|
||||
PAllocator allocator;
|
||||
PStagingManager stagingManager;
|
||||
GpuCrashTracker crashTracker;
|
||||
|
||||
friend class Window;
|
||||
};
|
||||
|
||||
@@ -8,6 +8,10 @@
|
||||
VkResult res = (f); \
|
||||
if (res != VK_SUCCESS) \
|
||||
{ \
|
||||
if(res == VK_ERROR_DEVICE_LOST) \
|
||||
{ \
|
||||
std::this_thread::sleep_for(std::chrono::seconds(3)); \
|
||||
} \
|
||||
std::cout << "Fatal : VkResult is \"" << res << "\" in " << __FILE__ << " at line " << __LINE__ << std::endl; \
|
||||
assert(res == VK_SUCCESS); \
|
||||
} \
|
||||
|
||||
@@ -160,7 +160,10 @@ class StructuredBuffer : public Gfx::StructuredBuffer, public ShaderBuffer
|
||||
public:
|
||||
StructuredBuffer(PGraphics graphics, const StructuredBufferCreateInfo &resourceData);
|
||||
virtual ~StructuredBuffer();
|
||||
virtual bool updateContents(const BulkResourceData &resourceData);
|
||||
|
||||
virtual void* lock(bool bWriteOnly = true) override;
|
||||
virtual void unlock() override;
|
||||
protected:
|
||||
// Inherited via Vulkan::Buffer
|
||||
virtual VkAccessFlags getSourceAccessMask();
|
||||
|
||||
@@ -370,7 +370,11 @@ PComputePipeline PipelineCache::createPipeline(const ComputePipelineCreateInfo&
|
||||
computeStage->getModuleHandle(),
|
||||
computeStage->getEntryPointName());
|
||||
VkPipeline pipelineHandle;
|
||||
auto beginTime = std::chrono::high_resolution_clock::now();
|
||||
VK_CHECK(vkCreateComputePipelines(graphics->getDevice(), cache, 1, &createInfo, nullptr, &pipelineHandle));
|
||||
auto endTime = std::chrono::high_resolution_clock::now();
|
||||
int64 delta = std::chrono::duration_cast<std::chrono::microseconds>(endTime - beginTime).count();
|
||||
std::cout << "Compute creation time: " << delta << std::endl;
|
||||
PComputePipeline result = new ComputePipeline(graphics, pipelineHandle, layout, computeInfo);
|
||||
return result;
|
||||
}
|
||||
@@ -22,44 +22,44 @@ Queue::~Queue()
|
||||
|
||||
void Queue::submitCommandBuffer(PCmdBuffer cmdBuffer, uint32 numSignalSemaphores, VkSemaphore *signalSemaphores)
|
||||
{
|
||||
|
||||
std::scoped_lock lck(queueLock);
|
||||
assert(cmdBuffer->state == CmdBuffer::State::Ended);
|
||||
|
||||
PFence fence = cmdBuffer->fence;
|
||||
assert(!fence->isSignaled());
|
||||
|
||||
const VkCommandBuffer cmdBuffers[] = {cmdBuffer->handle};
|
||||
|
||||
VkSubmitInfo submitInfo =
|
||||
init::SubmitInfo();
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = cmdBuffers;
|
||||
submitInfo.signalSemaphoreCount = static_cast<uint32>(numSignalSemaphores);
|
||||
submitInfo.pSignalSemaphores = signalSemaphores;
|
||||
|
||||
Array<VkSemaphore> waitSemaphores;
|
||||
if (cmdBuffer->waitSemaphores.size() > 0)
|
||||
{
|
||||
std::scoped_lock lck(queueLock);
|
||||
assert(cmdBuffer->state == CmdBuffer::State::Ended);
|
||||
|
||||
PFence fence = cmdBuffer->fence;
|
||||
assert(!fence->isSignaled());
|
||||
|
||||
const VkCommandBuffer cmdBuffers[] = {cmdBuffer->handle};
|
||||
|
||||
VkSubmitInfo submitInfo =
|
||||
init::SubmitInfo();
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = cmdBuffers;
|
||||
submitInfo.signalSemaphoreCount = static_cast<uint32>(numSignalSemaphores);
|
||||
submitInfo.pSignalSemaphores = signalSemaphores;
|
||||
|
||||
Array<VkSemaphore> waitSemaphores;
|
||||
if (cmdBuffer->waitSemaphores.size() > 0)
|
||||
for (PSemaphore semaphore : cmdBuffer->waitSemaphores)
|
||||
{
|
||||
for (PSemaphore semaphore : cmdBuffer->waitSemaphores)
|
||||
{
|
||||
waitSemaphores.add(semaphore->getHandle());
|
||||
}
|
||||
submitInfo.waitSemaphoreCount = static_cast<uint32>(cmdBuffer->waitSemaphores.size());
|
||||
submitInfo.pWaitSemaphores = waitSemaphores.data();
|
||||
submitInfo.pWaitDstStageMask = cmdBuffer->waitFlags.data();
|
||||
waitSemaphores.add(semaphore->getHandle());
|
||||
}
|
||||
VK_CHECK(vkQueueSubmit(queue, 1, &submitInfo, fence->getHandle()));
|
||||
cmdBuffer->state = CmdBuffer::State::Submitted;
|
||||
cmdBuffer->waitFlags.clear();
|
||||
cmdBuffer->waitSemaphores.clear();
|
||||
|
||||
if (Gfx::waitIdleOnSubmit)
|
||||
{
|
||||
fence->wait(200 * 1000ull);
|
||||
}
|
||||
|
||||
cmdBuffer->refreshFence();
|
||||
graphics->getStagingManager()->clearPending();
|
||||
submitInfo.waitSemaphoreCount = static_cast<uint32>(cmdBuffer->waitSemaphores.size());
|
||||
submitInfo.pWaitSemaphores = waitSemaphores.data();
|
||||
submitInfo.pWaitDstStageMask = cmdBuffer->waitFlags.data();
|
||||
}
|
||||
VK_CHECK(vkQueueSubmit(queue, 1, &submitInfo, fence->getHandle()));
|
||||
cmdBuffer->state = CmdBuffer::State::Submitted;
|
||||
cmdBuffer->waitFlags.clear();
|
||||
cmdBuffer->waitSemaphores.clear();
|
||||
|
||||
if (Gfx::waitIdleOnSubmit)
|
||||
{
|
||||
fence->wait(200 * 1000ull);
|
||||
}
|
||||
|
||||
cmdBuffer->refreshFence();
|
||||
graphics->getStagingManager()->clearPending();
|
||||
|
||||
}
|
||||
@@ -137,11 +137,11 @@ void Material::compile()
|
||||
uniformInitializer.resourceData.size = uniformDataSize;
|
||||
uniformBuffer = WindowManager::getGraphics()->createUniformBuffer(uniformInitializer);
|
||||
}
|
||||
layout->create();
|
||||
BRDF* brdf = BRDF::getBRDFByName(profile);
|
||||
brdf->generateMaterialCode(codeStream, j["code"]);
|
||||
codeStream << "};";
|
||||
codeStream.close();
|
||||
layout->create();
|
||||
setStatus(Status::Ready);
|
||||
}
|
||||
|
||||
|
||||
@@ -17,24 +17,25 @@ Scene::Scene(Gfx::PGraphics graphics)
|
||||
, updater(new SceneUpdater())
|
||||
{
|
||||
lightEnv.directionalLights[0].color = Vector4(1, 1, 1, 1);
|
||||
lightEnv.directionalLights[0].direction = Vector4(1, 0, 0, 1);
|
||||
lightEnv.directionalLights[0].direction = Vector4(1, 1, 0, 1);
|
||||
lightEnv.directionalLights[0].intensity = Vector4(1, 1, 1, 1);
|
||||
lightEnv.numDirectionalLights = 1;
|
||||
lightEnv.numDirectionalLights = 0;
|
||||
srand((unsigned int)time(NULL));
|
||||
for(uint32 i = 0; i < MAX_POINT_LIGHTS; ++i)
|
||||
for(uint32 i = 0; i < MAX_POINT_LIGHTS/2; ++i)
|
||||
{
|
||||
lightEnv.pointLights[i].colorRange = Vector4(frand(), frand(), frand(), frand() * 30);
|
||||
lightEnv.pointLights[i].positionWS = Vector4(frand() * 200-100, frand(), frand() * 200-100, 1);
|
||||
lightEnv.pointLights[i].positionWS = Vector4(frand() * 100-50, frand(), frand() * 100-50, 1);
|
||||
lightEnv.pointLights[i].positionVS = Vector4(frand() * 100-50, frand(), frand() * 100-50, 1);
|
||||
}
|
||||
lightEnv.numPointLights = MAX_POINT_LIGHTS;
|
||||
lightEnv.numPointLights = MAX_POINT_LIGHTS/2;
|
||||
|
||||
BulkResourceData lightInit;
|
||||
StructuredBufferCreateInfo structuredInfo;
|
||||
UniformBufferCreateInfo structuredInfo;
|
||||
lightInit.size = sizeof(LightEnv);
|
||||
lightInit.data = (uint8*)&lightEnv;
|
||||
structuredInfo.resourceData = lightInit;
|
||||
structuredInfo.bDynamic = false;
|
||||
lightBuffer = graphics->createStructuredBuffer(structuredInfo);
|
||||
lightBuffer = graphics->createUniformBuffer(structuredInfo);
|
||||
}
|
||||
|
||||
Scene::~Scene()
|
||||
|
||||
@@ -46,14 +46,14 @@ public:
|
||||
|
||||
const Array<PPrimitiveComponent>& getPrimitives() const { return primitives; }
|
||||
const Array<MeshBatch>& getStaticMeshes() const { return staticMeshes; }
|
||||
const Gfx::PStructuredBuffer& getLightBuffer() const { return lightBuffer; }
|
||||
const Gfx::PUniformBuffer& getLightBuffer() const { return lightBuffer; }
|
||||
UPSceneUpdater& getSceneUpdater() { return updater; }
|
||||
private:
|
||||
Array<MeshBatch> staticMeshes;
|
||||
Array<PActor> rootActors;
|
||||
Array<PPrimitiveComponent> primitives;
|
||||
LightEnv lightEnv;
|
||||
Gfx::PStructuredBuffer lightBuffer;
|
||||
Gfx::PUniformBuffer lightBuffer;
|
||||
Gfx::PGraphics graphics;
|
||||
UPSceneUpdater updater;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user