//********************************************************* // // Copyright (c) 2019, NVIDIA CORPORATION. All rights reserved. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. // //********************************************************* #pragma once #include #include #include #include "NsightAftermathHelpers.h" //********************************************************* // Implements a very simple shader database to help demonstrate // how to use the Nsight Aftermath GPU crash dump decoder API. // // In a real world scenario this would be part of an offline // analysis tool. This is for demonstration purposes only! // class ShaderDatabase { public: ShaderDatabase(); ~ShaderDatabase(); // Find a shader bytecode binary by shader hash. bool FindShaderBinary(const GFSDK_Aftermath_ShaderHash& shaderHash, std::vector& shader) const; // Find a source shader debug info by shader debug name generated by the DXC compiler. bool FindShaderBinaryWithDebugData(const GFSDK_Aftermath_ShaderDebugName& shaderDebugName, std::vector& shader) const; private: void AddShaderBinary(const char* shaderFilePath); void AddShaderBinaryWithDebugInfo(const char* strippedShaderFilePath, const char* shaderFilePath); static bool ReadFile(const char* filename, std::vector& data); // List of shader binaries by ShaderHash. std::map> m_shaderBinaries; // List of available shader binaries with source debug information by ShaderDebugName. std::map> m_shaderBinariesWithDebugInfo; };