Grindstone Game Engine v0.2.0
An open source game engine and toolkit.
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NsightAftermathShaderDatabase.h
1//*********************************************************
2//
3// Copyright (c) 2019-2022, NVIDIA CORPORATION. All rights reserved.
4//
5// Permission is hereby granted, free of charge, to any person obtaining a
6// copy of this software and associated documentation files (the "Software"),
7// to deal in the Software without restriction, including without limitation
8// the rights to use, copy, modify, merge, publish, distribute, sublicense,
9// and/or sell copies of the Software, and to permit persons to whom the
10// Software is furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21// DEALINGS IN THE SOFTWARE.
22//
23//*********************************************************
24
25#pragma once
26
27#include <vector>
28#include <map>
29#include <mutex>
30
31#include "NsightAftermathHelpers.h"
32
33//*********************************************************
34// Implements a very simple shader database to help demonstrate
35// how to use the Nsight Aftermath GPU crash dump decoder API.
36//
37// In a real world scenario this would be part of an offline
38// analysis tool. This is for demonstration purposes only!
39//
40class ShaderDatabase
41{
42public:
43 ShaderDatabase();
44 ~ShaderDatabase();
45
46 // Initialize the shader database
47 void Initialize(bool applicationUsesStrippedShaders);
48
49 // Find a shader bytecode binary by shader hash.
50 bool FindShaderBinary(const GFSDK_Aftermath_ShaderBinaryHash& shaderHash, std::vector<uint8_t>& shader) const;
51
52 // Find a source shader debug info by shader debug name generated by the DXC compiler.
53 bool FindShaderBinaryWithDebugData(const GFSDK_Aftermath_ShaderDebugName& shaderDebugName, std::vector<uint8_t>& shader) const;
54
55private:
56
57 void AddShaderBinary(const char* shaderFilePath);
58 void AddShaderBinaryWithDebugInfo(const char* strippedShaderFilePath, const char* shaderFilePath);
59
60 static bool ReadFile(const char* filename, std::vector<uint8_t>& data);
61
62 // List of shader binaries by ShaderBinaryHash.
63 std::map<GFSDK_Aftermath_ShaderBinaryHash, std::vector<uint8_t>> m_shaderBinaries;
64
65 // List of available shader binaries with source debug information by ShaderDebugName.
66 std::map<GFSDK_Aftermath_ShaderDebugName, std::vector<uint8_t>> m_shaderBinariesWithDebugInfo;
67};