mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-05 09:30:44 +00:00
Start iteration of SPIR-V opcodes
* Currently the only flow control we handle is function calls and returns, ending the thread when we return from the entry point.
This commit is contained in:
@@ -291,7 +291,7 @@ public:
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bool Finished() const;
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void StepNext(ShaderDebugState *prevState, DebugAPIWrapper *apiWrapper,
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void StepNext(ShaderDebugState *state, DebugAPIWrapper *apiWrapper,
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const rdcarray<ThreadState> &prevWorkgroup);
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private:
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@@ -99,6 +99,7 @@ set(sources
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spirv_compile.cpp
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spirv_compile.h
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spirv_debug_setup.cpp
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spirv_debug.cpp
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spirv_debug.h
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spirv_reflect.cpp
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spirv_reflect.h
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@@ -156,6 +156,7 @@
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<PrecompiledHeaderFile>precompiled.h</PrecompiledHeaderFile>
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<ForcedIncludeFiles>precompiled.h</ForcedIncludeFiles>
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</ClCompile>
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<ClCompile Include="spirv_debug.cpp" />
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<ClCompile Include="spirv_debug_setup.cpp" />
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<ClCompile Include="spirv_disassemble.cpp">
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<WarningLevel>Level4</WarningLevel>
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@@ -144,6 +144,7 @@
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<ClCompile Include="glslang_compile.cpp" />
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<ClCompile Include="spirv_processor.cpp" />
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<ClCompile Include="spirv_debug_setup.cpp" />
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<ClCompile Include="spirv_debug.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\..\3rdparty\glslang\OGLCompilersDLL\InitializeDll.h">
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@@ -0,0 +1,193 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "spirv_debug.h"
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#include "common/formatting.h"
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#include "spirv_op_helpers.h"
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namespace rdcspv
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{
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ThreadState::ThreadState(int workgroupIdx, Debugger &debug, const GlobalState &globalState)
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: debugger(debug), global(globalState)
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{
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workgroupIndex = workgroupIdx;
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nextInstruction = 0;
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done = false;
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}
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ThreadState::~ThreadState()
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{
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for(StackFrame *stack : callstack)
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delete stack;
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callstack.clear();
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}
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bool ThreadState::Finished() const
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{
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return done || callstack.empty();
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}
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void ThreadState::FillCallstack(ShaderDebugState &state)
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{
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for(const StackFrame *frame : callstack)
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state.callstack.push_back(debugger.GetHumanName(frame->function));
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}
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void ThreadState::EnterFunction(ShaderDebugState *state, const rdcarray<Id> &arguments)
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{
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Iter it = debugger.GetIterForInstruction(nextInstruction);
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RDCASSERT(OpDecoder(it).op == Op::Function);
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OpFunction func(it);
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StackFrame *frame = new StackFrame();
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frame->function = func.result;
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callstack.push_back(frame);
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it++;
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size_t arg = 0;
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while(OpDecoder(it).op == Op::FunctionParameter)
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{
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OpFunctionParameter param(it);
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if(arg <= arguments.size())
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{
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// TODO fill in function parameter
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}
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else
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{
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RDCERR("Not enough function parameters!");
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}
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arg++;
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it++;
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}
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// next should be the start of the first function block
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RDCASSERT(OpDecoder(it).op == Op::Label);
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it++;
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// handle any variable declarations
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while(OpDecoder(it).op == Op::Variable)
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{
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OpVariable decl(it);
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// TODO declare variable
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it++;
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}
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// next instruction is the first actual instruction we'll execute
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nextInstruction = debugger.GetInstructionForIter(it);
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}
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void ThreadState::StepNext(ShaderDebugState *state,
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const rdcarray<rdcarray<ShaderVariable>> &prevWorkgroup)
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{
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Iter it = debugger.GetIterForInstruction(nextInstruction);
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nextInstruction++;
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OpDecoder opdata(it);
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// skip OpLine/OpNoLine
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while(opdata.op == Op::Line || opdata.op == Op::NoLine)
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{
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it++;
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nextInstruction++;
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opdata = OpDecoder(it);
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}
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switch(opdata.op)
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{
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case Op::FunctionCall:
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{
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OpFunctionCall call(it);
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// we hit this twice. The first time we don't have a return value so we jump into the
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// function. The second time we do have a return value so we process it and continue
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if(returnValue.name.empty())
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{
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uint32_t returnInstruction = nextInstruction - 1;
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nextInstruction = debugger.GetInstructionForFunction(call.function);
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EnterFunction(state, call.arguments);
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RDCASSERT(callstack.back()->function == call.function);
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callstack.back()->funcCallInstruction = returnInstruction;
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}
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else
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{
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// process ret;
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returnValue.name.clear();
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}
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break;
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}
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case Op::Return:
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case Op::ReturnValue:
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{
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StackFrame *exitingFrame = callstack.back();
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callstack.pop_back();
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if(callstack.empty())
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{
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// if there's no callstack there's no return address, jump to the function end
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it++; // see what the next instruction is
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// keep going until it's the end of the function
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while(OpDecoder(it).op != Op::FunctionEnd)
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{
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nextInstruction++;
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it++;
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}
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}
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else
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{
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if(opdata.op == Op::ReturnValue)
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{
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OpReturnValue ret(it);
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// TODO: returnValue = MakeValue(ret.value);
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returnValue.name = "<return value>";
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}
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nextInstruction = exitingFrame->funcCallInstruction;
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}
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delete exitingFrame;
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break;
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}
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default: RDCWARN("Unhandled SPIR-V operation %s", ToStr(opdata.op).c_str()); break;
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}
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// set the state's next instruction (if we have one) to ours, bounded by how many
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// instructions there are
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if(state)
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state->nextInstruction = RDCMIN(nextInstruction, debugger.GetNumInstructions() - 1);
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}
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}; // namespace rdcspv
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@@ -51,15 +51,36 @@ public:
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rdcarray<ShaderVariable> constantBlocks;
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};
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class ThreadState
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struct StackFrame
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{
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public:
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ThreadState(int workgroupIdx, GlobalState &globalState);
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StackFrame() = default;
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Id function;
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uint32_t funcCallInstruction = ~0U;
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private:
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// disallow copying to ensure the locals we allocate never move around
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StackFrame(const StackFrame &o) = delete;
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StackFrame &operator=(const StackFrame &o) = delete;
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};
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class Debugger;
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struct ThreadState
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{
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ThreadState(int workgroupIdx, Debugger &debug, const GlobalState &globalState);
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~ThreadState();
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void EnterFunction(ShaderDebugState *state, const rdcarray<Id> &arguments);
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void StepNext(ShaderDebugState *state, const rdcarray<rdcarray<ShaderVariable>> &prevWorkgroup);
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void FillCallstack(ShaderDebugState &state);
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bool Finished() const;
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bool Finished() const { return done; }
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uint32_t nextInstruction;
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GlobalState &global;
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const GlobalState &global;
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Debugger &debugger;
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// thread-local inputs/outputs. This array does not change over the course of debugging
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rdcarray<ShaderVariable> inputs, outputs;
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@@ -75,10 +96,12 @@ public:
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// changes (and vice-versa - a change via any of those pointers must update all other pointers).
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SparseIdMap<rdcarray<Id>> pointersForId;
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ShaderVariable returnValue;
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rdcarray<StackFrame *> callstack;
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// the list of IDs that are currently valid and live
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rdcarray<Id> live;
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private:
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// index in the pixel quad
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int workgroupIndex;
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bool done;
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@@ -97,12 +120,14 @@ public:
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rdcarray<ShaderDebugState> ContinueDebug();
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GlobalState GetGlobal() { return global; }
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ThreadState &GetActiveLane() { return workgroup[activeLaneIndex]; }
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private:
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virtual void PreParse(uint32_t maxId);
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virtual void PostParse();
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virtual void RegisterOp(Iter it);
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Iter GetIterForInstruction(uint32_t inst);
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uint32_t GetInstructionForIter(Iter it);
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uint32_t GetInstructionForFunction(Id id);
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const DataType &GetType(Id typeId);
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rdcstr GetRawName(Id id) const;
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rdcstr GetHumanName(Id id);
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void AllocateVariable(Id id, Id typeId, DebugVariableType sourceVarType, const rdcstr &sourceName,
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ShaderVariable &outVar);
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ShaderVariable EvaluatePointerVariable(const ShaderVariable &v) const;
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ShaderVariable MakePointerVariable(Id id, const ShaderVariable *v, uint32_t scalar0 = ~0U,
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@@ -111,6 +136,14 @@ private:
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void WriteThroughPointer(const ShaderVariable &ptr, const ShaderVariable &val);
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ShaderVariable MakeCompositePointer(const ShaderVariable &base, Id id, rdcarray<uint32_t> &indices);
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uint32_t GetNumInstructions() { return (uint32_t)instructionOffsets.size(); }
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GlobalState GetGlobal() { return global; }
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ThreadState &GetActiveLane() { return workgroup[activeLaneIndex]; }
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private:
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virtual void PreParse(uint32_t maxId);
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virtual void PostParse();
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virtual void RegisterOp(Iter it);
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void AllocateVariable(const Decorations &varDecorations, const Decorations &curDecorations,
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DebugVariableType sourceVarType, const rdcstr &sourceName, uint32_t offset,
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const DataType &inType, ShaderVariable &outVar);
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@@ -154,11 +187,9 @@ private:
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rdcarray<size_t> instructionOffsets;
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rdcstr GetRawName(Id id) const;
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rdcstr GetHumanName(Id id);
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std::set<rdcstr> usedNames;
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std::map<Id, rdcstr> dynamicNames;
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void CalcActiveMask(rdcarray<bool> &activeMask);
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};
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// this does a 'safe' value assignment, by doing parallel depth-first iteration of both variables
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@@ -44,13 +44,6 @@ void AssignValue(ShaderVariable &dst, const ShaderVariable &src)
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AssignValue(dst.members[i], src.members[i]);
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}
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ThreadState::ThreadState(int workgroupIdx, GlobalState &globalState) : global(globalState)
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{
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workgroupIndex = workgroupIdx;
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nextInstruction = 0;
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done = false;
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}
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Debugger::Debugger()
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{
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}
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@@ -65,6 +58,26 @@ void Debugger::Parse(const rdcarray<uint32_t> &spirvWords)
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Processor::Parse(spirvWords);
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}
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Iter Debugger::GetIterForInstruction(uint32_t inst)
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{
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return Iter(m_SPIRV, instructionOffsets[inst]);
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}
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uint32_t Debugger::GetInstructionForIter(Iter it)
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{
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return instructionOffsets.indexOf(it.offs());
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}
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uint32_t Debugger::GetInstructionForFunction(Id id)
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{
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return instructionOffsets.indexOf(functions[id].begin);
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}
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const rdcspv::DataType &Debugger::GetType(Id typeId)
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{
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return dataTypes[typeId];
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}
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ShaderDebugTrace *Debugger::BeginDebug(DebugAPIWrapper *apiWrapper, const ShaderStage stage,
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const rdcstr &entryPoint,
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const rdcarray<SpecConstant> &specInfo,
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@@ -87,7 +100,7 @@ ShaderDebugTrace *Debugger::BeginDebug(DebugAPIWrapper *apiWrapper, const Shader
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int workgroupSize = stage == ShaderStage::Pixel ? 4 : 1;
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for(int i = 0; i < workgroupSize; i++)
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workgroup.push_back(ThreadState(i, global));
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workgroup.push_back(ThreadState(i, *this, global));
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ThreadState &active = GetActiveLane();
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@@ -235,37 +248,12 @@ rdcarray<ShaderDebugState> Debugger::ContinueDebug()
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rdcarray<ShaderDebugState> ret;
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// if we've finished, return an empty set to signify that
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if(active.Finished())
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return ret;
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// initialise a blank set of shader variable changes in the first ShaderDebugState
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// initialise the first ShaderDebugState if we haven't stepped yet
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if(steps == 0)
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{
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// we should be sitting at the entry point function prologue, step forward into the first block
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// and past any function-local variable declarations
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{
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Iter it(m_SPIRV, instructionOffsets[active.nextInstruction]);
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RDCASSERT(OpDecoder(it).op == Op::Function);
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it++;
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// vulkan doesn't allow entry points with parameters, next should be a label
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RDCASSERT(OpDecoder(it).op == Op::Label);
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it++;
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// handle any variable declarations
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while(OpDecoder(it).op == Op::Variable)
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{
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OpVariable decl(it);
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// TODO declare variable
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it++;
|
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}
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// next instruction is the first actual instruction we'll execute
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active.nextInstruction = instructionOffsets.indexOf(it.offs());
|
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}
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active.EnterFunction(NULL, {});
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ShaderDebugState initial;
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@@ -276,11 +264,72 @@ rdcarray<ShaderDebugState> Debugger::ContinueDebug()
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initial.sourceVars = sourceVars;
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initial.stepIndex = steps;
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active.FillCallstack(initial);
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ret.push_back(initial);
|
||||
|
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steps++;
|
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}
|
||||
|
||||
// if we've finished, return an empty set to signify that
|
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if(active.Finished())
|
||||
return ret;
|
||||
|
||||
rdcarray<rdcarray<ShaderVariable>> oldworkgroup;
|
||||
|
||||
oldworkgroup.resize(workgroup.size());
|
||||
|
||||
rdcarray<bool> activeMask;
|
||||
|
||||
// do 100 in a chunk
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for(int cycleCounter = 0; cycleCounter < 100; cycleCounter++)
|
||||
{
|
||||
if(active.Finished())
|
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break;
|
||||
|
||||
// set up the old workgroup so that cross-workgroup/cross-quad operations (e.g. DDX/DDY) get
|
||||
// consistent results even when we step the quad out of order. Otherwise if an operation reads
|
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// and writes from the same register we'd trash data needed for other workgroup elements.
|
||||
for(size_t i = 0; i < oldworkgroup.size(); i++)
|
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oldworkgroup[i] = workgroup[i].ids;
|
||||
|
||||
// calculate the current mask of which threads are active
|
||||
CalcActiveMask(activeMask);
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||||
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||||
// step all active members of the workgroup
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for(size_t i = 0; i < workgroup.size(); i++)
|
||||
{
|
||||
if(activeMask[i])
|
||||
{
|
||||
if(workgroup[i].nextInstruction >= instructionOffsets.size())
|
||||
{
|
||||
if(i == activeLaneIndex)
|
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ret.push_back(ShaderDebugState());
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
if(i == activeLaneIndex)
|
||||
{
|
||||
ShaderDebugState state;
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||||
workgroup[i].StepNext(&state, oldworkgroup);
|
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state.stepIndex = steps;
|
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state.sourceVars = sourceVars;
|
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workgroup[i].FillCallstack(state);
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ret.push_back(state);
|
||||
}
|
||||
else
|
||||
{
|
||||
workgroup[i].StepNext(NULL, oldworkgroup);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
steps++;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
@@ -503,6 +552,32 @@ rdcstr Debugger::GetHumanName(Id id)
|
||||
return name;
|
||||
}
|
||||
|
||||
void Debugger::CalcActiveMask(rdcarray<bool> &activeMask)
|
||||
{
|
||||
// one bool per workgroup thread
|
||||
activeMask.resize(workgroup.size());
|
||||
|
||||
// start as active, then if necessary turn off threads that are running diverged
|
||||
for(bool &active : activeMask)
|
||||
active = true;
|
||||
|
||||
// only pixel shaders automatically converge workgroups, compute shaders need explicit sync
|
||||
if(stage != ShaderStage::Pixel)
|
||||
return;
|
||||
|
||||
// TODO handle diverging control flow
|
||||
}
|
||||
|
||||
void Debugger::AllocateVariable(Id id, Id typeId, DebugVariableType sourceVarType,
|
||||
const rdcstr &sourceName, ShaderVariable &outVar)
|
||||
{
|
||||
// allocs should always be pointers
|
||||
RDCASSERT(dataTypes[typeId].type == DataType::PointerType);
|
||||
|
||||
AllocateVariable(decorations[id], decorations[id], sourceVarType, sourceName, 0,
|
||||
dataTypes[dataTypes[typeId].InnerType()], outVar);
|
||||
}
|
||||
|
||||
void Debugger::AllocateVariable(const Decorations &varDecorations, const Decorations &curDecorations,
|
||||
DebugVariableType sourceVarType, const rdcstr &sourceName,
|
||||
uint32_t offset, const DataType &inType, ShaderVariable &outVar)
|
||||
|
||||
Reference in New Issue
Block a user