text: /******************************************************************************
   * The MIT License (MIT)
   *
   * Copyright (c) 2015-2017 Baldur Karlsson
   *
   * 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 "api/replay/renderdoc_replay.h"
  #include "core/core.h"
  #include "replay/replay_driver.h"
  #include "vk_common.h"
  #include "vk_info.h"
  
  #if ENABLED(RDOC_WIN32)
  
  #include <windows.h>
  #define WINDOW_HANDLE_DECL HWND wnd;
  #define WINDOW_HANDLE_INIT wnd = NULL;
  
  #elif ENABLED(RDOC_ANDROID)
  
  #define WINDOW_HANDLE_DECL ANativeWindow *wnd;
  #define WINDOW_HANDLE_INIT wnd = NULL;
  
  #elif ENABLED(RDOC_LINUX)
  
  #if ENABLED(RDOC_XLIB)
  
  #define WINDOW_HANDLE_XLIB \
    struct                   \
    {                        \
      Display *display;      \
      Drawable window;       \
    } xlib;
  
  #else
  
  #define WINDOW_HANDLE_XLIB \
    struct                   \
    {                        \
    } xlib;
  
  #endif
  
  #if ENABLED(RDOC_XCB)
  
  #define WINDOW_HANDLE_XCB         \
    struct                          \
    {                               \
      xcb_connection_t *connection; \
      xcb_window_t window;          \
    } xcb;
  
  #else
  
  #define WINDOW_HANDLE_XCB \
    struct                  \
    {                       \
    } xcb;
  
  #endif
  
  #define WINDOW_HANDLE_DECL \
    WINDOW_HANDLE_XLIB       \
    WINDOW_HANDLE_XCB
  
  #define WINDOW_HANDLE_INIT \
    RDCEraseEl(xlib);        \
    RDCEraseEl(xcb);
  
  #elif ENABLED(RDOC_APPLE)
  
  #define WINDOW_HANDLE_DECL void *wnd;
  #define WINDOW_HANDLE_INIT wnd = NULL;
  
  #else
  
  #error "Unknown platform"
  
  #endif
  
  #include <map>
  using std::map;
  
  // similar to RDCUNIMPLEMENTED but for things that are hit often so we don't want to fire the
  // debugbreak.
  #define VULKANNOTIMP(...)                                \
    do                                                     \
    {                                                      \
      static bool msgprinted = false;                      \
      if(!msgprinted)                                      \
        RDCDEBUG("Vulkan not implemented - " __VA_ARGS__); \
      msgprinted = true;                                   \
    } while((void)0, 0)
  
  #define MSAA_MESH_VIEW OPTION_ON
  
  #if ENABLED(MSAA_MESH_VIEW)
  #define VULKAN_MESH_VIEW_SAMPLES VK_SAMPLE_COUNT_4_BIT
  #else
  #define VULKAN_MESH_VIEW_SAMPLES VK_SAMPLE_COUNT_1_BIT
  #endif
  
  class WrappedVulkan;
  class VulkanDebugManager;
  class VulkanResourceManager;
  
  class VulkanReplay : public IReplayDriver
  {
  public:
    VulkanReplay();
  
    void SetProxy(bool p) { m_Proxy = p; }
    bool IsRemoteProxy() { return m_Proxy; }
    void Shutdown();
  
    void SetDriver(WrappedVulkan *d) { m_pDriver = d; }
    APIProperties GetAPIProperties();
  
    vector<ResourceId> GetBuffers();
    BufferDescription GetBuffer(ResourceId id);
  
    vector<ResourceId> GetTextures();
    TextureDescription GetTexture(ResourceId id);
  
    ShaderReflection *GetShader(ResourceId shader, string entryPoint);
  
    vector<string> GetDisassemblyTargets();
    string DisassembleShader(const ShaderReflection *refl, const string &target);
  
    vector<EventUsage> GetUsage(ResourceId id);
  
    FrameRecord GetFrameRecord();
    vector<DebugMessage> GetDebugMessages();
  
    void SavePipelineState();
    D3D11Pipe::State GetD3D11PipelineState() { return D3D11Pipe::State(); }
    D3D12Pipe::State GetD3D12PipelineState() { return D3D12Pipe::State(); }
    GLPipe::State GetGLPipelineState() { return GLPipe::State(); }
    VKPipe::State GetVulkanPipelineState() { return m_VulkanPipelineState; }
    void FreeTargetResource(ResourceId id);
  
    void ReadLogInitialisation();
    void ReplayLog(uint32_t endEventID, ReplayLogType replayType);
  
    vector<uint32_t> GetPassEvents(uint32_t eventID);
  
    vector<WindowingSystem> GetSupportedWindowSystems();
  
    uint64_t MakeOutputWindow(WindowingSystem system, void *data, bool depth);
    void DestroyOutputWindow(uint64_t id);
    bool CheckResizeOutputWindow(uint64_t id);
    void GetOutputWindowDimensions(uint64_t id, int32_t &w, int32_t &h);
    void ClearOutputWindowColor(uint64_t id, float col[4]);
    void ClearOutputWindowDepth(uint64_t id, float depth, uint8_t stencil);
    void BindOutputWindow(uint64_t id, bool depth);
    bool IsOutputWindowVisible(uint64_t id);
    void FlipOutputWindow(uint64_t id);
  
    void InitPostVSBuffers(uint32_t eventID);
    void InitPostVSBuffers(const vector<uint32_t> &passEvents);
  
    ResourceId GetLiveID(ResourceId id);
  
    vector<GPUCounter> EnumerateCounters();
    void DescribeCounter(GPUCounter counterID, CounterDescription &desc);
    vector<CounterResult> FetchCounters(const vector<GPUCounter> &counters);
  
    bool GetMinMax(ResourceId texid, uint32_t sliceFace, uint32_t mip, uint32_t sample,
                   CompType typeHint, float *minval, float *maxval);
    bool GetHistogram(ResourceId texid, uint32_t sliceFace, uint32_t mip, uint32_t sample,
                      CompType typeHint, float minval, float maxval, bool channels[4],
                      vector<uint32_t> &histogram);
  
    MeshFormat GetPostVSBuffers(uint32_t eventID, uint32_t instID, MeshDataStage stage);
  
    void GetBufferData(ResourceId buff, uint64_t offset, uint64_t len, vector<byte> &retData);
    byte *GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip,
                         const GetTextureDataParams &params, size_t &dataSize);
  
    void ReplaceResource(ResourceId from, ResourceId to);
    void RemoveReplacement(ResourceId id);
  
    void RenderMesh(uint32_t eventID, const vector<MeshFormat> &secondaryDraws, const MeshDisplay &cfg);
  
    void BuildTargetShader(string source, string entry, const uint32_t compileFlags, ShaderStage type,
                           ResourceId *id, string *errors);
    void BuildCustomShader(string source, string entry, const uint32_t compileFlags, ShaderStage type,
                           ResourceId *id, string *errors);
    void FreeCustomShader(ResourceId id);
  
    bool RenderTexture(TextureDisplay cfg);
  
    void RenderCheckerboard(Vec3f light, Vec3f dark);
  
    void RenderHighlightBox(float w, float h, float scale);
  
    void FillCBufferVariables(ResourceId shader, string entryPoint, uint32_t cbufSlot,
                              vector<ShaderVariable> &outvars, const vector<byte> &data);
  
    vector<PixelModification> PixelHistory(vector<EventUsage> events, ResourceId target, uint32_t x,
                                           uint32_t y, uint32_t slice, uint32_t mip,
                                           uint32_t sampleIdx, CompType typeHint);
    ShaderDebugTrace DebugVertex(uint32_t eventID, uint32_t vertid, uint32_t instid, uint32_t idx,
                                 uint32_t instOffset, uint32_t vertOffset);
    ShaderDebugTrace DebugPixel(uint32_t eventID, uint32_t x, uint32_t y, uint32_t sample,
                                uint32_t primitive);
    ShaderDebugTrace DebugThread(uint32_t eventID, const uint32_t groupid[3],
                                 const uint32_t threadid[3]);
    void PickPixel(ResourceId texture, uint32_t x, uint32_t y, uint32_t sliceFace, uint32_t mip,
                   uint32_t sample, CompType typeHint, float pixel[4]);
    uint32_t PickVertex(uint32_t eventID, const MeshDisplay &cfg, uint32_t x, uint32_t y);
  
    ResourceId RenderOverlay(ResourceId cfg, CompType typeHint, DebugOverlay overlay,
                             uint32_t eventID, const vector<uint32_t> &passEvents);
    ResourceId ApplyCustomShader(ResourceId shader, ResourceId texid, uint32_t mip, uint32_t arrayIdx,
                                 uint32_t sampleIdx, CompType typeHint);
  
    ResourceId CreateProxyTexture(const TextureDescription &templateTex);
    void SetProxyTextureData(ResourceId texid, uint32_t arrayIdx, uint32_t mip, byte *data,
                             size_t dataSize);
    bool IsTextureSupported(const ResourceFormat &format);
    bool NeedRemapForFetch(const ResourceFormat &format);
  
    ResourceId CreateProxyBuffer(const BufferDescription &templateBuf);
    void SetProxyBufferData(ResourceId bufid, byte *data, size_t dataSize);
  
    bool IsRenderOutput(ResourceId id);
  
    void FileChanged();
  
    void InitCallstackResolver();
    bool HasCallstacks();
    Callstack::StackResolver *GetCallstackResolver();
  
    // called before any VkDevice is created, to init any counters
    static void PreDeviceInitCounters();
    // called after the VkDevice is created, to init any counters
    void PostDeviceInitCounters();
  
    // called after any VkDevice is destroyed, to do corresponding shutdown of counters
    static void PostDeviceShutdownCounters();
    // called before the VkDevice is destroyed, to shutdown any counters
    void PreDeviceShutdownCounters();
  
    // used for vulkan layer bookkeeping. Ideally this should all be handled by installers/packages,
    // but for developers running builds locally or just in case, we need to be able to update the
    // layer registration ourselves.
    // These functions are defined in vk_<platform>.cpp
    static bool CheckVulkanLayer(VulkanLayerFlags &flags, std::vector<std::string> &myJSONs,
                                 std::vector<std::string> &otherJSONs);
    static void InstallVulkanLayer(bool systemLevel);
  
  private:
    struct OutputWindow
    {
      OutputWindow();
  
      void SetCol(VkDeviceMemory mem, VkImage img);
      void SetDS(VkDeviceMemory mem, VkImage img);
      void Create(WrappedVulkan *driver, VkDevice device, bool depth);
      void Destroy(WrappedVulkan *driver, VkDevice device);
  
      // implemented in vk_replay_platform.cpp
      void CreateSurface(VkInstance inst);
      void SetWindowHandle(WindowingSystem system, void *data);
  
      WindowingSystem m_WindowSystem;
  
      WINDOW_HANDLE_DECL;
  
      bool fresh;
  
      uint32_t width, height;
  
      bool hasDepth;
  
      int failures;
      int recreatePause;
  
      VkSurfaceKHR surface;
      VkSwapchainKHR swap;
      uint32_t numImgs;
      VkImage colimg[8];
      VkImageMemoryBarrier colBarrier[8];
  
      VkImage bb;
      VkImageView bbview;
      VkDeviceMemory bbmem;
      VkImageMemoryBarrier bbBarrier;
      VkFramebuffer fb, fbdepth;
      VkRenderPass rp, rpdepth;
      uint32_t curidx;
  
      VkImage dsimg;
      VkDeviceMemory dsmem;
      VkImageView dsview;
      VkImageMemoryBarrier depthBarrier;
  
      VulkanResourceManager *GetResourceManager() { return m_ResourceManager; }
      VulkanResourceManager *m_ResourceManager;
    };
  
    VKPipe::State m_VulkanPipelineState;
  
    map<uint64_t, OutputWindow> m_OutputWindows;
    uint64_t m_OutputWinID;
    uint64_t m_ActiveWinID;
    bool m_BindDepth;
    uint32_t m_DebugWidth, m_DebugHeight;
  
    HighlightCache m_HighlightCache;
  
    bool m_Proxy;
  
    WrappedVulkan *m_pDriver;
  
    enum TexDisplayFlags
    {
      eTexDisplay_F32Render = 0x1,
      eTexDisplay_BlendAlpha = 0x2,
      eTexDisplay_MipShift = 0x4,
    };
  
    bool RenderTextureInternal(TextureDisplay cfg, VkRenderPassBeginInfo rpbegin, int flags);
  
    void CreateTexImageView(VkImageAspectFlags aspectFlags, VkImage liveIm,
                            VulkanCreationInfo::Image &iminfo);
  
    void FillCBufferVariables(rdctype::array<ShaderConstant>, vector<ShaderVariable> &outvars,
                              const vector<byte> &data, size_t baseOffset);
  
    VulkanDebugManager *GetDebugManager();
    VulkanResourceManager *GetResourceManager();
  };
  