让RenderDoc批量导出纹理
2020/10
03
18:10
RenderDoc导出纹理时只能一张张导出,非常麻烦,改一下RenderDoc,效果如下

一、qrenderdoc\Windows\TextureViewer.ui中追加2个按钮
<item>
<widget class="QToolButton" name="saveTex">
<property name="toolTip">
<string>Save selected Texture</string>
</property>
<property name="text">
<string/>
</property>
<property name="icon">
<iconset resource="../Resources/resources.qrc">
<normaloff>:/save.png</normaloff>:/save.png</iconset>
</property>
<property name="autoRaise">
<bool>true</bool>
</property>
</widget>
</item>
<item>
// 追加以下代码
<widget class="QToolButton" name="saveTexs">
<property name="toolTip">
<string>Batch Save Textures => d:\\capture\\ </string>
</property>
<property name="text">
<string/>
</property>
<property name="icon">
<iconset resource="../Resources/resources.qrc">
<normaloff>:/save2.png</normaloff>:/save2.png</iconset>
</property>
<property name="autoRaise">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="QToolButton" name="saveAllTex">
<property name="toolTip">
<string>Save all Textures => d:\\capture\\ </string>
</property>
<property name="text">
<string/>
</property>
<property name="icon">
<iconset resource="../Resources/resources.qrc">
<normaloff>:/save3.png</normaloff>:/save3.png</iconset>
</property>
<property name="autoRaise">
<bool>true</bool>
</property>
</widget>
</item>
<item>
二、qrenderdoc/Code/Resources.h中追加2个图标
RESOURCE_DEF(save, "save.png") \
RESOURCE_DEF(save2, "save2.png") \
RESOURCE_DEF(save3, "save3.png") \
三、qrenderdoc/Resources/目录中添加几个新图标,save2.png, save2@2x.png, save3.png, save3@2x.png
四、qrenderdoc/Resources/resources.qrc中追加2个图标
<file>save.png</file>
<file>save2.png</file>
<file>save3.png</file>
五、在qrenderdoc/Windows/TextureViewer.cpp中追加代码
static TextureSave tmpSaveCfg;
void TextureViewer::SaveStageResourcePreviews(ShaderStage stage,
const rdcarray<ShaderResource> &resourceDetails,
const rdcarray<Bindpoint> &mapping,
rdcarray<BoundResourceArray> &ResList,
int &prevIndex, bool copy,
bool rw, const QString& savePath)
{
for(int idx=0; idx < mapping.count(); idx++)
{
const Bindpoint &key = mapping[idx];
const rdcarray<BoundResource> *resArray = NULL;
uint32_t dynamicallyUsedResCount = 1;
int32_t firstIndex = 0;
int residx = ResList.indexOf(key);
if(residx >= 0)
{
resArray = &ResList[residx].resources;
dynamicallyUsedResCount = ResList[residx].dynamicallyUsedCount;
firstIndex = ResList[residx].firstIndex;
}
int arrayLen = resArray != NULL ? resArray->count() : 1;
const bool collapseArray = arrayLen > 8 && (dynamicallyUsedResCount > 20 || m_ShowUnused);
for(int i = 0; i < arrayLen; i++)
{
int arrayIdx = firstIndex + i;
if(resArray && i >= resArray->count())
break;
if(resArray && !resArray->at(i).dynamicallyUsed)
continue;
BoundResource res = {};
if(resArray)
res = resArray->at(i);
Following follow(*this, rw ? FollowType::ReadWrite : FollowType::ReadOnly, stage, idx,
arrayIdx);
// show if it's referenced by the shader - regardless of empty or not
bool show = key.used || copy;
// it's bound, but not referenced, and we have "show disabled"
show = show || (m_ShowUnused && res.resourceId != ResourceId());
// it's empty, and we have "show empty"
show = show || (m_ShowEmpty && res.resourceId == ResourceId());
// it's the one we're following
show = show || (follow == m_Following);
if(!show)
{
continue;
}
tmpSaveCfg.resourceId = res.resourceId;
tmpSaveCfg.destType = FileType::TGA;
tmpSaveCfg.channelExtract = -1;
tmpSaveCfg.alphaCol = FloatVector(0, 0, 0, 0);
uint64_t currId = *((uint64_t*)&res.resourceId);
QString fn = QString(tr("%1\\%2.tga")).arg(savePath).arg(currId);
bool ret = false;
m_Ctx.Replay().BlockInvoke([this, &ret, fn](IReplayController *r)
{
ret = r->SaveTexture(tmpSaveCfg, fn.toUtf8().data());
});
}
}
}
static uint captureBatch = 0;
void TextureViewer::on_saveTexs_clicked()
{
int outIndex = 0;
int inIndex = 0;
bool copy = false, clear = false, compute = false;
Following::GetDrawContext(m_Ctx, copy, clear, compute);
ShaderStage stages[] = {ShaderStage::Vertex, ShaderStage::Hull, ShaderStage::Domain,
ShaderStage::Geometry, ShaderStage::Pixel};
int count = 5;
if(compute)
{
stages[0] = ShaderStage::Compute;
count = 1;
}
const rdcarray<ShaderResource> empty;
QString currDir;
for(int i = 0; i < 2048; ++i)
{
++captureBatch;
currDir = QString(tr("d:\\capture\\cap_%1")).arg(captureBatch);
QDir dir(currDir);
if(dir.exists())
{
continue;
}
dir.mkpath(currDir);
break;
}
// display resources used for all stages
for(int i = 0; i < count; i++)
{
ShaderStage stage = stages[i];
m_ReadWriteResources[(uint32_t)stage] =
Following::GetReadWriteResources(m_Ctx, stage, !m_ShowUnused);
m_ReadOnlyResources[(uint32_t)stage] =
Following::GetReadOnlyResources(m_Ctx, stage, !m_ShowUnused);
const ShaderReflection *details = Following::GetReflection(m_Ctx, stage);
const ShaderBindpointMapping &mapping = Following::GetMapping(m_Ctx, stage);
SaveStageResourcePreviews(stage, details != NULL ? details->readOnlyResources : empty,
mapping.readOnlyResources, m_ReadOnlyResources[(uint32_t)stage],
inIndex, copy, false, currDir);
}
}
void TextureViewer::on_saveAllTex_clicked()
{
for(const TextureDescription &tex : m_Ctx.GetTextures())
{
tmpSaveCfg.resourceId = tex.resourceId;
tmpSaveCfg.destType = FileType::TGA;
tmpSaveCfg.channelExtract = -1;
tmpSaveCfg.alphaCol = FloatVector(0, 0, 0, 0);
QString fn;
fn.sprintf("d:\\capture\\%d.tga", tex.resourceId);
QFileInfo qi(fn);
QDir dir(qi.absoluteDir());
if (!dir.exists())
{
dir.makeAbsolute();
}
bool ret = false;
m_Ctx.Replay().BlockInvoke([this, &ret, fn](IReplayController *r) {
ret = r->SaveTexture(tmpSaveCfg, fn.toUtf8().data());
});
}
}
然后头文件中追加
void on_saveTexs_clicked();
void on_saveAllTex_clicked();
void SaveStageResourcePreviews(ShaderStage stage, const rdcarray &resourceDetails, const rdcarray &mapping, rdcarray &ResList, int &prevIndex, bool copy, bool rw, const QString& savePath);
然后构建后,点黄色按钮可批量导出纹理到 d:\capture\cap_XXX 目录中
点紫色按钮可导出所有纹理到 d:\capture\目录中
也不会弹出对话框了,实乃挖图利器
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