209 lines
6.4 KiB
C
209 lines
6.4 KiB
C
/*
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* Copyright 2020 Hans-Kristian Arntzen for Valve Corporation
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef DEBUG_CHANNEL_H_
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#define DEBUG_CHANNEL_H_
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#extension GL_EXT_buffer_reference : require
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#extension GL_ARB_gpu_shader_int64 : require
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#extension GL_KHR_shader_subgroup_basic : require
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#extension GL_KHR_shader_subgroup_ballot : require
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layout(buffer_reference, std430, buffer_reference_align = 4) buffer ControlBlock
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{
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uint message_counter;
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uint instance_counter;
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};
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layout(buffer_reference, std430, buffer_reference_align = 4) buffer RingBuffer
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{
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uint data[];
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};
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layout(constant_id = 0) const uint64_t DEBUG_SHADER_HASH = 0;
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layout(constant_id = 1) const uint64_t DEBUG_SHADER_ATOMIC_BDA = 0;
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layout(constant_id = 2) const uint64_t DEBUG_SHADER_RING_BDA = 0;
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layout(constant_id = 3) const uint DEBUG_SHADER_RING_SIZE = 0;
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const uint DEBUG_SHADER_RING_MASK = DEBUG_SHADER_RING_SIZE - 1;
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const bool DEBUG_SHADER_RING_ACTIVE = DEBUG_SHADER_ATOMIC_BDA != 0;
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const uint DEBUG_CHANNEL_FMT_HEX = 0;
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const uint DEBUG_CHANNEL_FMT_I32 = 1;
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const uint DEBUG_CHANNEL_FMT_F32 = 2;
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const uint DEBUG_CHANNEL_FMT_HEX_ALL = DEBUG_CHANNEL_FMT_HEX * 0x55555555u;
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const uint DEBUG_CHANNEL_FMT_I32_ALL = DEBUG_CHANNEL_FMT_I32 * 0x55555555u;
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const uint DEBUG_CHANNEL_FMT_F32_ALL = DEBUG_CHANNEL_FMT_F32 * 0x55555555u;
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uint DEBUG_CHANNEL_INSTANCE_COUNTER;
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uvec3 DEBUG_CHANNEL_ID;
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void DEBUG_CHANNEL_INIT(uvec3 id)
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{
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if (!DEBUG_SHADER_RING_ACTIVE)
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return;
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DEBUG_CHANNEL_ID = id;
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uint inst;
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if (subgroupElect())
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inst = atomicAdd(ControlBlock(DEBUG_SHADER_ATOMIC_BDA).instance_counter, 1u);
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DEBUG_CHANNEL_INSTANCE_COUNTER = subgroupBroadcastFirst(inst);
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}
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void DEBUG_CHANNEL_WRITE_HEADER(RingBuffer buf, uint offset, uint num_words, uint fmt)
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{
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buf.data[(offset + 0) & DEBUG_SHADER_RING_MASK] = num_words;
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buf.data[(offset + 1) & DEBUG_SHADER_RING_MASK] = uint(DEBUG_SHADER_HASH);
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buf.data[(offset + 2) & DEBUG_SHADER_RING_MASK] = uint(DEBUG_SHADER_HASH >> 32);
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buf.data[(offset + 3) & DEBUG_SHADER_RING_MASK] = DEBUG_CHANNEL_INSTANCE_COUNTER;
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buf.data[(offset + 4) & DEBUG_SHADER_RING_MASK] = DEBUG_CHANNEL_ID.x;
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buf.data[(offset + 5) & DEBUG_SHADER_RING_MASK] = DEBUG_CHANNEL_ID.y;
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buf.data[(offset + 6) & DEBUG_SHADER_RING_MASK] = DEBUG_CHANNEL_ID.z;
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buf.data[(offset + 7) & DEBUG_SHADER_RING_MASK] = fmt;
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}
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uint DEBUG_CHANNEL_ALLOCATE(uint words)
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{
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uint offset = atomicAdd(ControlBlock(DEBUG_SHADER_ATOMIC_BDA).message_counter, words);
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return offset;
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}
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void DEBUG_CHANNEL_MSG_()
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{
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if (!DEBUG_SHADER_RING_ACTIVE)
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return;
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uint words = 8;
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uint offset = DEBUG_CHANNEL_ALLOCATE(words);
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DEBUG_CHANNEL_WRITE_HEADER(RingBuffer(DEBUG_SHADER_RING_BDA), offset, words, 0);
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}
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void DEBUG_CHANNEL_MSG_(uint fmt, uint v0)
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{
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if (!DEBUG_SHADER_RING_ACTIVE)
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return;
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RingBuffer buf = RingBuffer(DEBUG_SHADER_RING_BDA);
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uint words = 9;
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uint offset = DEBUG_CHANNEL_ALLOCATE(words);
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DEBUG_CHANNEL_WRITE_HEADER(buf, offset, words, fmt);
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buf.data[(offset + 8) & DEBUG_SHADER_RING_MASK] = v0;
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}
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void DEBUG_CHANNEL_MSG_(uint fmt, uint v0, uint v1)
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{
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if (!DEBUG_SHADER_RING_ACTIVE)
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return;
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RingBuffer buf = RingBuffer(DEBUG_SHADER_RING_BDA);
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uint words = 10;
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uint offset = DEBUG_CHANNEL_ALLOCATE(words);
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DEBUG_CHANNEL_WRITE_HEADER(buf, offset, words, fmt);
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buf.data[(offset + 8) & DEBUG_SHADER_RING_MASK] = v0;
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buf.data[(offset + 9) & DEBUG_SHADER_RING_MASK] = v1;
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}
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void DEBUG_CHANNEL_MSG_(uint fmt, uint v0, uint v1, uint v2)
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{
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if (!DEBUG_SHADER_RING_ACTIVE)
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return;
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RingBuffer buf = RingBuffer(DEBUG_SHADER_RING_BDA);
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uint words = 11;
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uint offset = DEBUG_CHANNEL_ALLOCATE(words);
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DEBUG_CHANNEL_WRITE_HEADER(buf, offset, words, fmt);
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buf.data[(offset + 8) & DEBUG_SHADER_RING_MASK] = v0;
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buf.data[(offset + 9) & DEBUG_SHADER_RING_MASK] = v1;
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buf.data[(offset + 10) & DEBUG_SHADER_RING_MASK] = v2;
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}
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void DEBUG_CHANNEL_MSG_(uint fmt, uint v0, uint v1, uint v2, uint v3)
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{
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if (!DEBUG_SHADER_RING_ACTIVE)
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return;
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RingBuffer buf = RingBuffer(DEBUG_SHADER_RING_BDA);
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uint words = 12;
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uint offset = DEBUG_CHANNEL_ALLOCATE(words);
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DEBUG_CHANNEL_WRITE_HEADER(buf, offset, words, fmt);
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buf.data[(offset + 8) & DEBUG_SHADER_RING_MASK] = v0;
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buf.data[(offset + 9) & DEBUG_SHADER_RING_MASK] = v1;
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buf.data[(offset + 10) & DEBUG_SHADER_RING_MASK] = v2;
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buf.data[(offset + 11) & DEBUG_SHADER_RING_MASK] = v3;
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}
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void DEBUG_CHANNEL_MSG()
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{
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DEBUG_CHANNEL_MSG_();
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}
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void DEBUG_CHANNEL_MSG(uint v0)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_HEX_ALL, v0);
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}
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void DEBUG_CHANNEL_MSG(uint v0, uint v1)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_HEX_ALL, v0, v1);
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}
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void DEBUG_CHANNEL_MSG(uint v0, uint v1, uint v2)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_HEX_ALL, v0, v1, v2);
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}
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void DEBUG_CHANNEL_MSG(uint v0, uint v1, uint v2, uint v3)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_HEX_ALL, v0, v1, v2, v3);
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}
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void DEBUG_CHANNEL_MSG(int v0)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_I32_ALL, v0);
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}
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void DEBUG_CHANNEL_MSG(int v0, int v1)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_I32_ALL, v0, v1);
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}
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void DEBUG_CHANNEL_MSG(int v0, int v1, int v2)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_I32_ALL, v0, v1, v2);
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}
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void DEBUG_CHANNEL_MSG(int v0, int v1, int v2, int v3)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_I32_ALL, v0, v1, v2, v3);
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}
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void DEBUG_CHANNEL_MSG(float v0)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_F32_ALL, floatBitsToUint(v0));
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}
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void DEBUG_CHANNEL_MSG(float v0, float v1)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_F32_ALL, floatBitsToUint(v0), floatBitsToUint(v1));
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}
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void DEBUG_CHANNEL_MSG(float v0, float v1, float v2)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_F32_ALL, floatBitsToUint(v0), floatBitsToUint(v1), floatBitsToUint(v2));
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}
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void DEBUG_CHANNEL_MSG(float v0, float v1, float v2, float v3)
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{
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DEBUG_CHANNEL_MSG_(DEBUG_CHANNEL_FMT_F32_ALL, floatBitsToUint(v0), floatBitsToUint(v1), floatBitsToUint(v2), floatBitsToUint(v3));
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}
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#endif
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