/**************************************************************************/
/* aftermath_context.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "aftermath_data.h"
#include "core/typedefs.h"
#ifdef AFTERMATH_ENABLED
#include "core/os/mutex.h"
#include "core/templates/hash_map.h"
#include "core/templates/vector.h"
#endif
/**
* AftermathContext - process-singleton owning all Aftermath state.
* Always declared so call sites never need #ifdefs.
* Method bodies compile to empty stubs when AFTERMATH_ENABLED is off.
*/
class AftermathContext {
public:
static AftermathContext &get();
bool load_functions();
bool is_initialized() const { return _initialized; }
void register_shader(AftermathShaderType p_type, const uint8_t *p_bytes, uint32_t p_size);
// D3D12 requires an explicit init call after device creation.
// Vulkan initializes implicitly via VkDeviceDiagnosticsConfigCreateInfoNV.
void initialize_d3d12(void *p_d3d12_device);
void wait_for_dump();
const char *const *vk_required_extensions() const;
void *vk_device_diagnostics_config();
const char *dump_dir() const {
#ifdef AFTERMATH_ENABLED
return _dump_dir;
#else
return "";
#endif
}
private:
bool _initialized = false;
#ifdef AFTERMATH_ENABLED
// Function pointers loaded from GFSDK_Aftermath_Lib.x64.dll.
void *fn_EnableGpuCrashDumps = nullptr;
void *fn_DisableGpuCrashDumps = nullptr;
void *fn_GetCrashDumpStatus = nullptr;
void *fn_GetShaderDebugInfoIdentifier = nullptr;
void *fn_GpuCrashDump_CreateDecoder = nullptr;
void *fn_GpuCrashDump_GenerateJSON = nullptr;
void *fn_GpuCrashDump_GetJSON = nullptr;
void *fn_GpuCrashDump_DestroyDecoder = nullptr;
#ifdef AFTERMATH_ENABLED_D3D12
void *fn_DX12_Initialize = nullptr;
void *fn_GetShaderHash = nullptr;
#endif
#ifdef AFTERMATH_ENABLED_VULKAN
void *fn_GetShaderHashSpirv = nullptr;
#endif
Mutex shader_map_mutex;
HashMap<uint64_t, Vector<uint8_t>> shader_map;
char _dump_dir[512] = {};
// Raw storage for VkDeviceDiagnosticsConfigCreateInfoNV (avoids leaking SDK types).
uint8_t vk_diag_config_storage[64] = {};
static const char *vk_ext_names[3];
void _create_dump_dirs();
void _write_file(const char *p_path, const void *p_data, uint32_t p_size);
// Static Aftermath C-callable callbacks (full signatures in aftermath_context.cpp).
static void _cb_gpu_crash_dump(const void *p_data, uint32_t p_size, void *p_user);
static void _cb_shader_debug_info(const void *p_data, uint32_t p_size, void *p_user);
static void _cb_description(void *p_add_value_fn, void *p_user);
static void _cb_resolve_marker(const void *p_marker, uint32_t p_size, void *p_user, void **pp_resolved, uint32_t *p_resolved_size);
static void _cb_shader_lookup(const void *p_hash, void *p_set_shader_fn, void *p_user);
static void _cb_shader_debug_info_lookup(const void *p_id, void *p_set_debug_info_fn, void *p_user);
#endif // AFTERMATH_ENABLED
};