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PLAYGROUND NEVER MERGE: Playground/workgroup debugger #124
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Useful for multi-threaded use of VulkanCreationInfo to guarantee it can't be accidentally mutated. Primary usage is for SPRIV shader debugging. Change existing VulkanDebugManager helpers to use the new helpers
Adds to an MT safe queue which is processed on the debugger device thread Made ClampScalars static methods become Debugger helper member functions
Thread Simulation queues MathOp, SampleGatherOp requests and then the Thread is paused. The Debugger loop processes the MathOp queue, batches MathOps together into a single command list, Submit, Sync. The Debugger loop processes the SampleGatherOp queue, batches GPU SampleGatherOps together into a single command list, Submit, Sync. Some SampleGatherOps are run on the CPU and do not use the GPU. When the queued operations are completed, the results are written back into the Thread Simulation and the paused Threads are rerun.
Disabled by default : controlled by a debug config option More parts of apiWrapper and Debugger APIs need converting to be queued operations which run on the debugger thread and not on the Thread simulation thread
The Debugger APIs run on the device thread if required, FillInputValue(), ReadTexel(), WriteTexel()
Add read/write locking for containers "usedNames" and "dynamicNames"
Mark any pointer writes that require a callback to run on the device thread
ThreadState DeviceOpResult ReadPointerValue(Id pointer, ShaderVariable &ret); Debugger DeviceOpResult ReadFromPointer(const ShaderVariable &ptr, ShaderVariable &ret) const; DeviceOpResult GetPointerValue(const ShaderVariable &v, ShaderVariable &ret) const;
Run EnterFunction(), EnterEntryPoint(), ProcessScopeChange() on device thread
This reverts commit e8c11f2.
Removes need for a copy in job creation and removes need for activeMask member in ActiveTangleData
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