Light culling crashes, so i remove it for now
This commit is contained in:
Vendored
-601
@@ -1,601 +0,0 @@
|
|||||||
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
@@ -1,889 +0,0 @@
|
|||||||
# 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
@@ -1,483 +0,0 @@
|
|||||||
/*
|
|
||||||
* 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
|
|
||||||
@@ -1,236 +0,0 @@
|
|||||||
/*
|
|
||||||
* 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
|
|
||||||
@@ -1,232 +0,0 @@
|
|||||||
/*
|
|
||||||
* 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
|
|
||||||
@@ -1,982 +0,0 @@
|
|||||||
/*
|
|
||||||
* 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
|
|
||||||
|
|
||||||
@@ -1,22 +0,0 @@
|
|||||||
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
|
|
||||||
@@ -164,7 +164,7 @@ typedef uint32 KeyModifierFlags;
|
|||||||
namespace Gfx
|
namespace Gfx
|
||||||
{
|
{
|
||||||
static constexpr bool useAsyncCompute = true;
|
static constexpr bool useAsyncCompute = true;
|
||||||
static constexpr bool waitIdleOnSubmit = true;
|
static constexpr bool waitIdleOnSubmit = false;
|
||||||
static constexpr bool useMeshShading = true;
|
static constexpr bool useMeshShading = true;
|
||||||
static constexpr uint32 numFramesBuffered = 3;
|
static constexpr uint32 numFramesBuffered = 3;
|
||||||
|
|
||||||
|
|||||||
@@ -24,7 +24,7 @@ struct GraphicsInitializer
|
|||||||
: applicationName("SeeleEngine")
|
: applicationName("SeeleEngine")
|
||||||
, engineName("SeeleEngine")
|
, engineName("SeeleEngine")
|
||||||
, windowLayoutFile(nullptr)
|
, windowLayoutFile(nullptr)
|
||||||
, layers{"VK_LAYER_KHRONOS_validation"}
|
, layers{"VK_LAYER_KHRONOS_validation", "VK_LAYER_LUNARG_monitor"}
|
||||||
, instanceExtensions{}
|
, instanceExtensions{}
|
||||||
, deviceExtensions{"VK_KHR_swapchain"}
|
, deviceExtensions{"VK_KHR_swapchain"}
|
||||||
, windowHandle(nullptr)
|
, windowHandle(nullptr)
|
||||||
|
|||||||
@@ -7,7 +7,6 @@
|
|||||||
#include "Pipeline.h"
|
#include "Pipeline.h"
|
||||||
#include "Descriptor.h"
|
#include "Descriptor.h"
|
||||||
#include "Window.h"
|
#include "Window.h"
|
||||||
#include <vulkan/vulkan_core.h>
|
|
||||||
|
|
||||||
using namespace Seele;
|
using namespace Seele;
|
||||||
using namespace Seele::Vulkan;
|
using namespace Seele::Vulkan;
|
||||||
@@ -28,7 +27,9 @@ Command::Command(PGraphics graphics, VkCommandPool cmdPool, PCommandPool pool)
|
|||||||
VK_CHECK(vkAllocateCommandBuffers(graphics->getDevice(), &allocInfo, &handle))
|
VK_CHECK(vkAllocateCommandBuffers(graphics->getDevice(), &allocInfo, &handle))
|
||||||
|
|
||||||
fence = new Fence(graphics);
|
fence = new Fence(graphics);
|
||||||
|
signalSemaphore = new Semaphore(graphics);
|
||||||
state = State::Init;
|
state = State::Init;
|
||||||
|
//std::cout << "Cmd " << handle << " semaphore " << signalSemaphore->getHandle() << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
Command::~Command()
|
Command::~Command()
|
||||||
@@ -98,6 +99,7 @@ void Command::executeCommands(const Array<Gfx::PRenderCommand>& commands)
|
|||||||
for(auto& descriptor : command->boundDescriptors)
|
for(auto& descriptor : command->boundDescriptors)
|
||||||
{
|
{
|
||||||
boundDescriptors.add(descriptor);
|
boundDescriptors.add(descriptor);
|
||||||
|
//std::cout << "Cmd " << handle << " bound descriptor " << descriptor->getHandle() << std::endl;
|
||||||
}
|
}
|
||||||
cmdBuffers[i] = command->getHandle();
|
cmdBuffers[i] = command->getHandle();
|
||||||
}
|
}
|
||||||
@@ -119,6 +121,7 @@ void Command::executeCommands(const Array<Gfx::PComputeCommand>& commands)
|
|||||||
for(auto& descriptor : command->boundDescriptors)
|
for(auto& descriptor : command->boundDescriptors)
|
||||||
{
|
{
|
||||||
boundDescriptors.add(descriptor);
|
boundDescriptors.add(descriptor);
|
||||||
|
//std::cout << "Cmd " << handle << " bound descriptor " << descriptor->getHandle() << std::endl;
|
||||||
}
|
}
|
||||||
cmdBuffers[i] = command->getHandle();
|
cmdBuffers[i] = command->getHandle();
|
||||||
}
|
}
|
||||||
@@ -129,6 +132,7 @@ void Command::waitForSemaphore(VkPipelineStageFlags flags, PSemaphore semaphore)
|
|||||||
{
|
{
|
||||||
waitSemaphores.add(semaphore);
|
waitSemaphores.add(semaphore);
|
||||||
waitFlags.add(flags);
|
waitFlags.add(flags);
|
||||||
|
//std::cout << "Cmd " << handle << " wait for " << semaphore->getHandle() << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Command::checkFence()
|
void Command::checkFence()
|
||||||
@@ -136,6 +140,7 @@ void Command::checkFence()
|
|||||||
assert(state == State::Submit || !fence->isSignaled());
|
assert(state == State::Submit || !fence->isSignaled());
|
||||||
if (fence->isSignaled())
|
if (fence->isSignaled())
|
||||||
{
|
{
|
||||||
|
//std::cout << "Cmd " << handle << " was signaled" << std::endl;
|
||||||
vkResetCommandBuffer(handle, VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT);
|
vkResetCommandBuffer(handle, VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT);
|
||||||
fence->reset();
|
fence->reset();
|
||||||
for(auto& command : executingComputes)
|
for(auto& command : executingComputes)
|
||||||
@@ -151,7 +156,7 @@ void Command::checkFence()
|
|||||||
for(auto& descriptor : boundDescriptors)
|
for(auto& descriptor : boundDescriptors)
|
||||||
{
|
{
|
||||||
descriptor->unbind();
|
descriptor->unbind();
|
||||||
//std::cout << "Unbinding descriptor " << descriptor.cast<DescriptorSet>()->getHandle() << " to cmd " << handle << std::endl;
|
//std::cout << "Cmd " << handle << " unbind " << descriptor->getHandle() << std::endl;
|
||||||
}
|
}
|
||||||
boundDescriptors.clear();
|
boundDescriptors.clear();
|
||||||
graphics->getDestructionManager()->notifyCmdComplete(this);
|
graphics->getDestructionManager()->notifyCmdComplete(this);
|
||||||
@@ -286,7 +291,6 @@ void RenderCommand::bindDescriptor(const Array<Gfx::PDescriptorSet>& descriptorS
|
|||||||
assert(descriptorSet->writeDescriptors.size() == 0);
|
assert(descriptorSet->writeDescriptors.size() == 0);
|
||||||
descriptorSet->bind();
|
descriptorSet->bind();
|
||||||
|
|
||||||
//std::cout << "Binding descriptor " << descriptorSet->getHandle() << " to cmd " << handle << std::endl;
|
|
||||||
boundDescriptors.add(descriptorSet.getHandle());
|
boundDescriptors.add(descriptorSet.getHandle());
|
||||||
sets[descriptorSet->getSetIndex()] = descriptorSet->getHandle();
|
sets[descriptorSet->getSetIndex()] = descriptorSet->getHandle();
|
||||||
}
|
}
|
||||||
@@ -321,6 +325,7 @@ void RenderCommand::pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStag
|
|||||||
|
|
||||||
void RenderCommand::draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance)
|
void RenderCommand::draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance)
|
||||||
{
|
{
|
||||||
|
graphics->setCheckpointMarker(handle, "Fuck");
|
||||||
assert(threadId == std::this_thread::get_id());
|
assert(threadId == std::this_thread::get_id());
|
||||||
vkCmdDraw(handle, vertexCount, instanceCount, firstVertex, firstInstance);
|
vkCmdDraw(handle, vertexCount, instanceCount, firstVertex, firstInstance);
|
||||||
}
|
}
|
||||||
@@ -516,15 +521,15 @@ void CommandPool::submitCommands(PSemaphore signalSemaphore)
|
|||||||
{
|
{
|
||||||
assert(command->state == Command::State::Begin); // Not in a renderpass
|
assert(command->state == Command::State::Begin); // Not in a renderpass
|
||||||
command->end();
|
command->end();
|
||||||
|
Array<VkSemaphore> semaphores = { command->signalSemaphore->getHandle() };
|
||||||
if (signalSemaphore != nullptr)
|
if (signalSemaphore != nullptr)
|
||||||
{
|
{
|
||||||
queue->submitCommandBuffer(command, signalSemaphore->getHandle());
|
semaphores.add(signalSemaphore->getHandle());
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
queue->submitCommandBuffer(command);
|
|
||||||
}
|
}
|
||||||
|
queue->submitCommandBuffer(command, semaphores);
|
||||||
|
//std::cout << "Cmd " << command->getHandle() << " signalling " << command->signalSemaphore->getHandle() << std::endl;
|
||||||
|
|
||||||
|
PSemaphore waitSemaphore = command->signalSemaphore;
|
||||||
for (uint32 i = 0; i < allocatedBuffers.size(); ++i)
|
for (uint32 i = 0; i < allocatedBuffers.size(); ++i)
|
||||||
{
|
{
|
||||||
PCommand cmdBuffer = allocatedBuffers[i];
|
PCommand cmdBuffer = allocatedBuffers[i];
|
||||||
@@ -533,6 +538,7 @@ void CommandPool::submitCommands(PSemaphore signalSemaphore)
|
|||||||
{
|
{
|
||||||
command = cmdBuffer;
|
command = cmdBuffer;
|
||||||
command->begin();
|
command->begin();
|
||||||
|
command->waitForSemaphore(VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, waitSemaphore);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@@ -543,4 +549,5 @@ void CommandPool::submitCommands(PSemaphore signalSemaphore)
|
|||||||
allocatedBuffers.add(new Command(graphics, commandPool, this));
|
allocatedBuffers.add(new Command(graphics, commandPool, this));
|
||||||
command = allocatedBuffers.back();
|
command = allocatedBuffers.back();
|
||||||
command->begin();
|
command->begin();
|
||||||
|
command->waitForSemaphore(VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, waitSemaphore);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -48,6 +48,7 @@ private:
|
|||||||
PGraphics graphics;
|
PGraphics graphics;
|
||||||
PCommandPool pool;
|
PCommandPool pool;
|
||||||
OFence fence;
|
OFence fence;
|
||||||
|
OSemaphore signalSemaphore;
|
||||||
State state;
|
State state;
|
||||||
VkViewport currentViewport;
|
VkViewport currentViewport;
|
||||||
VkRect2D currentScissor;
|
VkRect2D currentScissor;
|
||||||
|
|||||||
@@ -57,7 +57,7 @@ public:
|
|||||||
: setHandle(VK_NULL_HANDLE)
|
: setHandle(VK_NULL_HANDLE)
|
||||||
, graphics(graphics)
|
, graphics(graphics)
|
||||||
, owner(owner)
|
, owner(owner)
|
||||||
, currentlyBound(false)
|
, bindCount(0)
|
||||||
, currentlyInUse(false)
|
, currentlyInUse(false)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
@@ -72,7 +72,7 @@ public:
|
|||||||
|
|
||||||
constexpr bool isCurrentlyBound() const
|
constexpr bool isCurrentlyBound() const
|
||||||
{
|
{
|
||||||
return currentlyBound;
|
return bindCount > 0;
|
||||||
}
|
}
|
||||||
constexpr bool isCurrentlyInUse() const
|
constexpr bool isCurrentlyInUse() const
|
||||||
{
|
{
|
||||||
@@ -80,11 +80,11 @@ public:
|
|||||||
}
|
}
|
||||||
constexpr void bind()
|
constexpr void bind()
|
||||||
{
|
{
|
||||||
currentlyBound = true;
|
bindCount++;
|
||||||
}
|
}
|
||||||
constexpr void unbind()
|
constexpr void unbind()
|
||||||
{
|
{
|
||||||
currentlyBound = false;
|
bindCount--;
|
||||||
}
|
}
|
||||||
constexpr void allocate()
|
constexpr void allocate()
|
||||||
{
|
{
|
||||||
@@ -111,7 +111,7 @@ private:
|
|||||||
VkDescriptorSet setHandle;
|
VkDescriptorSet setHandle;
|
||||||
PGraphics graphics;
|
PGraphics graphics;
|
||||||
PDescriptorPool owner;
|
PDescriptorPool owner;
|
||||||
bool currentlyBound;
|
uint32 bindCount;
|
||||||
bool currentlyInUse;
|
bool currentlyInUse;
|
||||||
friend class DescriptorPool;
|
friend class DescriptorPool;
|
||||||
friend class Command;
|
friend class Command;
|
||||||
|
|||||||
@@ -18,7 +18,7 @@ Queue::~Queue()
|
|||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
void Queue::submitCommandBuffer(PCommand command, uint32 numSignalSemaphores, VkSemaphore *signalSemaphores)
|
void Queue::submitCommandBuffer(PCommand command, const Array<VkSemaphore>& signalSemaphores)
|
||||||
{
|
{
|
||||||
std::unique_lock lock(queueLock);
|
std::unique_lock lock(queueLock);
|
||||||
assert(command->state == Command::State::End);
|
assert(command->state == Command::State::End);
|
||||||
@@ -28,12 +28,9 @@ void Queue::submitCommandBuffer(PCommand command, uint32 numSignalSemaphores, Vk
|
|||||||
VkCommandBuffer cmdHandle = command->handle;
|
VkCommandBuffer cmdHandle = command->handle;
|
||||||
|
|
||||||
Array<VkSemaphore> waitSemaphores;
|
Array<VkSemaphore> waitSemaphores;
|
||||||
if (command->waitSemaphores.size() > 0)
|
for (PSemaphore semaphore : command->waitSemaphores)
|
||||||
{
|
{
|
||||||
for (PSemaphore semaphore : command->waitSemaphores)
|
waitSemaphores.add(semaphore->getHandle());
|
||||||
{
|
|
||||||
waitSemaphores.add(semaphore->getHandle());
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
VkSubmitInfo submitInfo = {
|
VkSubmitInfo submitInfo = {
|
||||||
@@ -44,8 +41,8 @@ void Queue::submitCommandBuffer(PCommand command, uint32 numSignalSemaphores, Vk
|
|||||||
.pWaitDstStageMask = command->waitFlags.data(),
|
.pWaitDstStageMask = command->waitFlags.data(),
|
||||||
.commandBufferCount = 1,
|
.commandBufferCount = 1,
|
||||||
.pCommandBuffers = &cmdHandle,
|
.pCommandBuffers = &cmdHandle,
|
||||||
.signalSemaphoreCount = static_cast<uint32>(numSignalSemaphores),
|
.signalSemaphoreCount = static_cast<uint32>(signalSemaphores.size()),
|
||||||
.pSignalSemaphores = signalSemaphores,
|
.pSignalSemaphores = signalSemaphores.data(),
|
||||||
};
|
};
|
||||||
|
|
||||||
VK_CHECK(vkQueueSubmit(queue, 1, &submitInfo, command->fence->getHandle()));
|
VK_CHECK(vkQueueSubmit(queue, 1, &submitInfo, command->fence->getHandle()));
|
||||||
|
|||||||
@@ -12,11 +12,7 @@ class Queue
|
|||||||
public:
|
public:
|
||||||
Queue(PGraphics graphics, Gfx::QueueType queueType, uint32 familyIndex, uint32 queueIndex);
|
Queue(PGraphics graphics, Gfx::QueueType queueType, uint32 familyIndex, uint32 queueIndex);
|
||||||
virtual ~Queue();
|
virtual ~Queue();
|
||||||
void submitCommandBuffer(PCommand command, uint32 numSignalSemaphores = 0, VkSemaphore *signalSemaphore = nullptr);
|
void submitCommandBuffer(PCommand command, const Array<VkSemaphore>& signalSemaphore);
|
||||||
void submitCommandBuffer(PCommand command, VkSemaphore signalSemaphore)
|
|
||||||
{
|
|
||||||
submitCommandBuffer(command, 1, &signalSemaphore);
|
|
||||||
}
|
|
||||||
constexpr uint32 getFamilyIndex() const
|
constexpr uint32 getFamilyIndex() const
|
||||||
{
|
{
|
||||||
return familyIndex;
|
return familyIndex;
|
||||||
|
|||||||
@@ -33,7 +33,6 @@ void Window::render()
|
|||||||
view->render();
|
view->render();
|
||||||
}
|
}
|
||||||
gfxHandle->endFrame();
|
gfxHandle->endFrame();
|
||||||
std::cout << "Render" << std::endl;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user