230 lines
8.0 KiB
C++
230 lines
8.0 KiB
C++
// Copyright (C) Microsoft Corporation. All Rights Reserved.
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#ifndef _D3DDM_HPP
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#define _D3DDM_HPP
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#define D3DDM_VERSION 0xDBDB0003 // version tag
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// base names for shared memory segments
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#define D3DDM_TGTCTX_SM "D3DDM_DTC_" // tgt pid
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#define D3DDM_MONCTX_SM "D3DDM_DMC_" // mon id
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#define D3DDM_CMDDATA_SM "D3DDM_CD_" // mon id
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#define D3DDM_TSHFILE_SM "D3DDM_TSF_" // tgt pid; target shader -> file association
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#define D3DDM_IMAGE_SM "D3DDM_I_" // 0..n
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// base names for events
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#define D3DDM_TGT_EVENTBP "D3DDM_TEBP_" // tgt pid
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#define D3DDM_TGT_EVENTACK "D3DDM_TEACK_" // tgt pid
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#define D3DDM_MON_EVENTCMD "D3DDM_MECMD_" // mon id
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#define D3DDM_MAX_BP 32 // max number of breakpoints for all types
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// event definitions - can set more than one in single word so they
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// can be used as breakpoint enables
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#define D3DDM_EVENT_RSTOKEN (1<<0)
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#define D3DDM_EVENT_BEGINSCENE (1<<1)
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#define D3DDM_EVENT_ENDSCENE (1<<2)
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#define D3DDM_EVENT_VERTEX (1<<8)
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#define D3DDM_EVENT_VERTEXSHADERINST (2<<8)
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#define D3DDM_EVENT_VERTEXSHADER (3<<8)
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#define D3DDM_EVENT_PRIMITIVE (1<<15)
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#define D3DDM_EVENT_PIXEL (1<<16)
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#define D3DDM_EVENT_PIXELSHADERINST (1<<17)
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#define D3DDM_EVENT_PIXELSHADER (1<<18)
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#define D3DDM_EVENT_TARGETDISCONNECT (1<<30)
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#define D3DDM_EVENT_TARGETEXIT (1<<31)
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// command definitions - command enum is in upper 16 bits so lower 16
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// can be used to send command specific parameter information
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#define D3DDM_CMD_MASK (0xffff<<16)
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#define D3DDM_CMD_GO (1<<16)
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#define D3DDM_CMD_GETDEVICESTATE (2<<16)
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#define D3DDM_CMD_GETTEXTURESTATE (3<<16)
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#define D3DDM_CMD_GETPRIMITIVESTATE (4<<16)
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#define D3DDM_CMD_GETVERTEXSHADER (5<<16)
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#define D3DDM_CMD_GETVERTEXSTATE (8<<16)
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#define D3DDM_CMD_GETVERTEXSHADERCONST (9<<16)
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#define D3DDM_CMD_GETVERTEXSHADERINST (10<<16) // 15:00 shader instruction
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#define D3DDM_CMD_GETVERTEXSHADERSTATE (11<<16)
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#define D3DDM_CMD_GETPIXELSTATE (16<<16) // 01:00 pixel selection from 2x2 grid
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#define D3DDM_CMD_GETPIXELSHADERCONST (17<<16)
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#define D3DDM_CMD_GETPIXELSHADERINST (18<<16) // 15:00 shader instruction
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#define D3DDM_CMD_GETPIXELSHADERSTATE (19<<16)
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#define D3DDM_CMD_DUMPTEXTURE (32<<16) // 03:00 SM selection (up to 16)
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// 06:04 texture stage (0..7)
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// 10:07 LOD (0..15)
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// 15:11 cubemap or volume slice (0..31)
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#define D3DDM_CMD_DUMPRENDERTARGET (33<<16) // 03:00 SM selection (up to 16)
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const UINT D3DDM_MAX_TSSSTAGES = 8;
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const UINT D3DDM_MAX_TSSVALUE = 32;
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const UINT D3DDM_MAX_RS = 256;
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const UINT D3DDM_MAX_VSDECL = 128;
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const UINT D3DDM_MAX_VSINPUTREG = 16;
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const UINT D3DDM_MAX_VSCONSTREG = 128;
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const UINT D3DDM_MAX_VSTEMPREG = 12;
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const UINT D3DDM_MAX_VSRASTOUTREG = 3;
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const UINT D3DDM_MAX_VSATTROUTREG = 2;
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const UINT D3DDM_MAX_VSTEXCRDOUTREG = 8;
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const UINT D3DDM_MAX_VSINSTDWORD = 32;
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const UINT D3DDM_MAX_VSINSTSTRING = 128;
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const UINT D3DDM_MAX_PSINPUTREG = 2;
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const UINT D3DDM_MAX_PSCONSTREG = 8;
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const UINT D3DDM_MAX_PSTEMPREG = 2;
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const UINT D3DDM_MAX_PSTEXTREG = 8;
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const UINT D3DDM_MAX_PSINSTDWORD = 32;
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const UINT D3DDM_MAX_PSINSTSTRING = 128;
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// structs for command data
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typedef struct _D3DDMDeviceState
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{
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UINT32 TextureStageState[D3DDM_MAX_TSSSTAGES][D3DDM_MAX_TSSVALUE];
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UINT32 RenderState[D3DDM_MAX_RS];
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UINT32 VertexShaderHandle;
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UINT32 PixelShaderHandle;
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UINT MaxVShaderHandle;
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UINT MaxPShaderHandle;
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} D3DDMDeviceState;
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typedef struct _D3DDMTextureState
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{
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} D3DDMTextureState;
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typedef struct _D3DDMVertexShader
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{
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UINT32 Decl[D3DDM_MAX_VSDECL];
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// followed by user data
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} D3DDMVertexShader;
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typedef struct _D3DDMVertexState
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{
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FLOAT InputRegs[D3DDM_MAX_VSINPUTREG][4];
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} D3DDMVertexState;
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typedef struct _D3DDMVertexShaderConst
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{
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FLOAT ConstRegs[D3DDM_MAX_VSCONSTREG][4];
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} D3DDMVertexShaderConst;
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typedef struct _D3DDMVertexShaderInst
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{
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DWORD Inst[D3DDM_MAX_VSINSTDWORD];
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char InstString[D3DDM_MAX_VSINSTSTRING];
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} D3DDMVertexShaderInst;
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typedef struct _D3DDMVertexShaderState
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{
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UINT CurrentInst;
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FLOAT TempRegs[D3DDM_MAX_VSTEMPREG][4];
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FLOAT AddressReg[4];
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FLOAT RastOutRegs[D3DDM_MAX_VSRASTOUTREG][4];
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FLOAT AttrOutRegs[D3DDM_MAX_VSATTROUTREG][4];
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FLOAT TexCrdOutRegs[D3DDM_MAX_VSTEXCRDOUTREG][4];
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} D3DDMVertexShaderState;
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typedef struct _D3DDMPrimState
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{
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} D3DDMPrimState;
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typedef struct _D3DDMPixelState
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{
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UINT Location[2];
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FLOAT Depth;
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FLOAT FogIntensity;
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FLOAT InputRegs[D3DDM_MAX_PSINPUTREG][4];
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} D3DDMPixelState;
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typedef struct _D3DDMPixelShaderConst
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{
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FLOAT ConstRegs[D3DDM_MAX_PSCONSTREG][4];
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} D3DDMPixelShaderConst;
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typedef struct _D3DDMPixelShaderInst
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{
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DWORD Inst[D3DDM_MAX_PSINSTDWORD];
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char InstString[D3DDM_MAX_PSINSTSTRING];
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} D3DDMPixelShaderInst;
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typedef struct _D3DDMPixelShaderState
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{
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UINT CurrentInst;
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FLOAT TempRegs[D3DDM_MAX_PSTEMPREG][4];
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FLOAT TextRegs[D3DDM_MAX_PSTEXTREG][4];
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BOOL Discard;
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} D3DDMPixelShaderState;
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// size of command data buffer - large enough for any (single) command,
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// the largest of which is the instruction + instruction comment (128KB)
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#define D3DDM_CMDDATA_SIZE 0x28000
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//
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// DebugMonitorContext & DebugTargetContext - Contexts for each side of the
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// target/monitor processes.
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//
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// DebugMonitorContext is R/W to monitor and RO to debug target. The only
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// exception is the TargetIDRequest, which is written by a target when
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// requesting to be connected to that monitor.
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//
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// The TargetBP (BreakPoint) event is signaled by the target whenever a
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// breakpoint is hit.
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//
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// The MonitorCmd (Command) event is signaled by the monitor when a command
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// is ready to be processed by the target, and the TargetAck is signaled
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// when the target is done processing the command. This is reversed during
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// target attachment, where the target signals (via MonitorCmd) the monitor
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// to look at it's TargetIDRequest and connect to that target, sending an
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// acknowledge to the target via TargetAck.
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//
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typedef struct _DebugMonitorContext
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{
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int MonitorID; // 1..X ID of monitor
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int TargetIDRequest; // pid of CMDing target; writeable by target
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int TargetID; // pid of attached target; zero if not connected
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UINT32 Command; // D3DDM_CMD_* token
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// breakpoint settings
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UINT32 EventBP;
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UINT64 VertexCountBP;
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UINT64 PrimitiveCountBP;
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UINT64 PixelCountBP;
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DWORD VertexShaderHandleBP;
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DWORD PixelShaderHandleBP;
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UINT32 RastVertexBPEnable;
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UINT32 PixelBPEnable;
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INT32 RastVertexBP[D3DDM_MAX_BP][2];
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UINT PixelBP[D3DDM_MAX_BP][2];
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} DebugMonitorContext;
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typedef struct _DebugTargetContext
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{
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DWORD Version; // version
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int ProcessID; // pid of this target
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int MonitorID; // ID of monitor; zero if not connected
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UINT32 CommandBufferSize; // size of data in command buffer
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// status/state
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UINT32 EventStatus;
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UINT32 SceneCount;
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UINT64 PrimitiveCount;
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UINT64 PixelCount;
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// The target side maintains dirty flags so the monitor side knows when to
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// requery target-side state.
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#define D3DDM_SC_DEVICESTATE (1<<0)
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#define D3DDM_SC_TEXTURE (1<<1)
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#define D3DDM_SC_PSSETSHADER (1<<2)
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#define D3DDM_SC_PSCONSTANTS (1<<3)
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#define D3DDM_SC_VSSETSHADER (1<<4)
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#define D3DDM_SC_VSCONSTANTS (1<<5)
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#define D3DDM_SC_VSMODIFYSHADERS (1<<6)
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#define D3DDM_SC_PSMODIFYSHADERS (1<<7)
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UINT32 StateChanged;
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} DebugTargetContext;
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#endif // _D3DDM_HPP
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