65 lines
2.7 KiB
C++
65 lines
2.7 KiB
C++
//*********************************************************
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//
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// Copyright (c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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//
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//*********************************************************
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#pragma once
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#include <vector>
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#include <map>
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#include <mutex>
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#include "NsightAftermathHelpers.h"
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//*********************************************************
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// Implements a very simple shader database to help demonstrate
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// how to use the Nsight Aftermath GPU crash dump decoder API.
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//
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// In a real world scenario this would be part of an offline
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// analysis tool. This is for demonstration purposes only!
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//
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class ShaderDatabase
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{
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public:
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ShaderDatabase();
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~ShaderDatabase();
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// Find a shader bytecode binary by shader hash.
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bool FindShaderBinary(const GFSDK_Aftermath_ShaderHash& shaderHash, std::vector<uint8_t>& shader) const;
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// Find a source shader debug info by shader debug name generated by the DXC compiler.
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bool FindShaderBinaryWithDebugData(const GFSDK_Aftermath_ShaderDebugName& shaderDebugName, std::vector<uint8_t>& shader) const;
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private:
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void AddShaderBinary(const char* shaderFilePath);
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void AddShaderBinaryWithDebugInfo(const char* strippedShaderFilePath, const char* shaderFilePath);
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static bool ReadFile(const char* filename, std::vector<uint8_t>& data);
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// List of shader binaries by ShaderHash.
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std::map<GFSDK_Aftermath_ShaderHash, std::vector<uint8_t>> m_shaderBinaries;
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// List of available shader binaries with source debug information by ShaderDebugName.
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std::map<GFSDK_Aftermath_ShaderDebugName, std::vector<uint8_t>> m_shaderBinariesWithDebugInfo;
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};
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