import rdtest import os import random import struct from typing import List import renderdoc as rd class Iter_Test(rdtest.TestCase): slow_test = True def save_texture(self, texsave: rd.TextureSave): if texsave.resourceId == rd.ResourceId.Null(): return rdtest.log.print("Saving image of " + str(texsave.resourceId)) texsave.comp.blackPoint = 0.0 texsave.comp.whitePoint = 1.0 texsave.alpha = rd.AlphaMapping.BlendToCheckerboard filename = rdtest.get_tmp_path('texsave') texsave.destType = rd.FileType.HDR self.controller.SaveTexture(texsave, filename + ".hdr") texsave.destType = rd.FileType.JPG self.controller.SaveTexture(texsave, filename + ".jpg") texsave.mip = -1 texsave.slice.sliceIndex = -1 texsave.destType = rd.FileType.DDS self.controller.SaveTexture(texsave, filename + ".dds") def image_save(self, action: rd.ActionDescription): pipe: rd.PipeState = self.controller.GetPipelineState() texsave = rd.TextureSave() for res in pipe.GetOutputTargets(): texsave.resourceId = res.resource texsave.mip = res.firstMip self.save_texture(texsave) depth = pipe.GetDepthTarget() texsave.resourceId = depth.resource texsave.mip = depth.firstMip self.save_texture(texsave) rdtest.log.success('Successfully saved images at {}'.format(action.eventId)) def compute_debug(self, action: rd.ActionDescription): pipe: rd.PipeState = self.controller.GetPipelineState() refl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Compute) if pipe.GetShader(rd.ShaderStage.Compute) == rd.ResourceId.Null(): rdtest.log.print(f"No compute shader bound at {action.eventId}") return if not (action.flags & rd.ActionFlags.Dispatch) and action.drawIndex == 0: rdtest.log.print(f"{action.eventId} is not a debuggable action") return wgSize = action.dispatchDimension if any(dim == 0 for dim in wgSize): rdtest.log.print(f"Empty dispatch ({wgSize[0]}x{wgSize[1]}x{wgSize[2]}), skipping") return groupid = [0,0,0] for i in range(3): groupid[i] = random.randint(0, wgSize[i]-1) threadid = [0,0,0] for i in range(3): threadid[i] = random.randint(0, refl.dispatchThreadsDimension[i]-1) rdtest.log.print(f"Debug Thread Workgroup:{wgSize} groupid:{tuple(groupid)} threadid:{tuple(threadid)}") trace: rd.ShaderDebugTrace = self.controller.DebugThread(tuple(groupid), tuple(threadid)) if trace.debugger is None: self.controller.FreeTrace(trace) rdtest.log.print("No debug result") return try: cycles, variables = self.process_trace(trace) except rdtest.TestFailureException as err: rdtest.log.error(f"Error debugging: {err.message}") return rdtest.log.success(f'Successfully debugged compute shader in {cycles} cycles {len(refl.outputSignature)}') self.controller.FreeTrace(trace) def vert_debug(self, action: rd.ActionDescription): pipe: rd.PipeState = self.controller.GetPipelineState() refl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Vertex) if pipe.GetShader(rd.ShaderStage.Vertex) == rd.ResourceId.Null(): rdtest.log.print("No vertex shader bound at {}".format(action.eventId)) return if not (action.flags & rd.ActionFlags.Drawcall) and action.drawIndex == 0: rdtest.log.print("{} is not a debuggable action".format(action.eventId)) return vtx = int(random.random()*action.numIndices) inst = 0 idx = vtx if action.numIndices == 0: rdtest.log.print("Empty action (0 vertices), skipping") return if action.flags & rd.ActionFlags.Instanced: inst = int(random.random()*action.numInstances) if action.numInstances == 0: rdtest.log.print("Empty action (0 instances), skipping") return if action.flags & rd.ActionFlags.Indexed: ib = pipe.GetIBuffer() mesh = rd.MeshFormat() mesh.indexResourceId = ib.resourceId mesh.indexByteStride = ib.byteStride mesh.indexByteOffset = ib.byteOffset + action.indexOffset * ib.byteStride mesh.indexByteSize = ib.byteSize mesh.baseVertex = action.baseVertex indices = rdtest.fetch_indices(self.controller, action, mesh, 0, vtx, 1) if len(indices) < 1: rdtest.log.print("No index buffer, skipping") return idx = indices[0] if idx is None: rdtest.log.print("Index buffer out of bounds for idx 0, skipping") return striprestart_index = pipe.GetRestartIndex() & ((1 << (ib.byteStride*8)) - 1) if pipe.IsRestartEnabled() and idx == striprestart_index: return rdtest.log.print("Debugging vtx %d idx %d (inst %d)" % (vtx, idx, inst)) postvs = self.get_postvs(action, rd.MeshDataStage.VSOut, first_index=vtx, num_indices=1, instance=inst) trace: rd.ShaderDebugTrace = self.controller.DebugVertex(vtx, inst, idx, 0) if trace.debugger is None: self.controller.FreeTrace(trace) rdtest.log.print("No debug result") return try: cycles, variables = self.process_trace(trace) except rdtest.TestFailureException as err: rdtest.log.error(f"Error debugging: {err.message}") return outputs = 0 for var in trace.sourceVars: var: rd.SourceVariableMapping if var.variables[0].type == rd.DebugVariableType.Variable and var.signatureIndex >= 0: name = var.name if name not in postvs[0].keys(): rdtest.log.error("Don't have expected output for {}".format(name)) continue expect = postvs[0][name] value = self.evaluate_source_var(var, variables) if len(expect) != value.columns: rdtest.log.error( "Output {} at EID {} has different size ({} values) to expectation ({} values)" .format(name, action.eventId, value.columns, len(expect))) continue compType = rd.VarTypeCompType(value.type) if compType == rd.CompType.UInt: debugged = list(value.value.u32v[0:value.columns]) elif compType == rd.CompType.SInt: debugged = list(value.value.s32v[0:value.columns]) else: debugged = list(value.value.f32v[0:value.columns]) # For now, ignore debugged values that are uninitialised. This is an application bug but it causes false # reports of problems for comp in range(4): if value.value.u32v[comp] == 0xcccccccc: debugged[comp] = expect[comp] # Unfortunately we can't ever trust that we should get back a matching results, because some shaders # rely on undefined/inaccurate maths that we don't emulate. # So the best we can do is log an error for manual verification is_eq, diff_amt = rdtest.value_compare_diff(expect, debugged, eps=5.0E-06) if not is_eq: rdtest.log.error( "Debugged value {} at EID {} vert {} (idx {}) instance {}: {} difference. {} doesn't exactly match postvs output {}".format( name, action.eventId, vtx, idx, inst, diff_amt, debugged, expect)) outputs = outputs + 1 rdtest.log.success('Successfully debugged vertex in {} cycles, {}/{} outputs match' .format(cycles, outputs, len(refl.outputSignature))) self.controller.FreeTrace(trace) def pixel_debug(self, action: rd.ActionDescription): pipe: rd.PipeState = self.controller.GetPipelineState() if pipe.GetShader(rd.ShaderStage.Pixel) == rd.ResourceId.Null(): rdtest.log.print("No pixel shader bound at {}".format(action.eventId)) return if len(pipe.GetOutputTargets()) == 0 and pipe.GetDepthTarget().resource == rd.ResourceId.Null(): rdtest.log.print("No render targets bound at {}".format(action.eventId)) return if not (action.flags & rd.ActionFlags.Drawcall): rdtest.log.print("{} is not a debuggable action".format(action.eventId)) return viewport = pipe.GetViewport(0) # TODO, query for some pixel this action actually touched. x = int(random.random()*viewport.width + viewport.x) y = int(random.random()*viewport.height + viewport.y) x = abs(x) y = abs(y) target = rd.ResourceId.Null() if len(pipe.GetOutputTargets()) > 0: valid_targets = [o.resource for o in pipe.GetOutputTargets() if o.resource != rd.ResourceId.Null()] rdtest.log.print("Valid targets at {} are {}".format(action.eventId, valid_targets)) if len(valid_targets) > 0: target = valid_targets[int(random.random()*len(valid_targets))] if target == rd.ResourceId.Null(): target = pipe.GetDepthTarget().resource if target == rd.ResourceId.Null(): rdtest.log.print("No targets bound! Can't fetch history at {}".format(action.eventId)) return rdtest.log.print("Fetching history for %d,%d on target %s" % (x, y, str(target))) history = self.controller.PixelHistory(target, x, y, rd.Subresource(0, 0, 0), rd.CompType.Typeless) rdtest.log.success("Pixel %d,%d has %d history events" % (x, y, len(history))) lastmod: rd.PixelModification = None for i in reversed(range(len(history))): mod = history[i] action = self.find_action('', mod.eventId) if action is None: continue if not(action.flags & rd.ActionFlags.Drawcall): if action.drawIndex == 0: continue if not(action.flags & rd.ActionFlags.Clea): continue if not(action.flags & rd.ActionFlags.Copy): continue if not(action.flags & rd.ActionFlags.Resolve): continue rdtest.log.print(" hit %d at %d (%s)" % (i, mod.eventId, str(action.flags))) lastmod = history[i] rdtest.log.print("Got a hit on a action at event %d" % lastmod.eventId) if mod.sampleMasked or mod.backfaceCulled or mod.depthClipped or mod.viewClipped or mod.scissorClipped or mod.shaderDiscarded or mod.depthTestFailed or mod.stencilTestFailed: rdtest.log.print("This hit failed, looking for one that passed....") lastmod = None continue if not mod.shaderOut.IsValid(): rdtest.log.print("This hit's shader out is not valid, looking for one that valid....") lastmod = None continue if mod.primitiveID == 0xffffffff: rdtest.log.print("This hit's primitive ID is invalid, looking for one that is valid....") lastmod = None continue break if target == pipe.GetDepthTarget().resource: rdtest.log.print("Not doing pixel debug for depth output") return if lastmod is not None: rdtest.log.print("Debugging pixel {},{} @ {}, primitive {}".format(x, y, lastmod.eventId, lastmod.primitiveID)) self.controller.SetFrameEvent(lastmod.eventId, True) pipe: rd.PipeState = self.controller.GetPipelineState() if pipe.GetShader(rd.ShaderStage.Pixel) == rd.ResourceId.Null(): rdtest.log.print("Nothing to debug. No pixel shader bound at {}".format(action.eventId)) return inputs = rd.DebugPixelInputs() inputs.sample = 0 inputs.primitive = lastmod.primitiveID; trace = self.controller.DebugPixel(x, y, inputs) if trace.debugger is None: self.controller.FreeTrace(trace) rdtest.log.print("No debug result") return try: cycles, variables = self.process_trace(trace) except rdtest.TestFailureException as err: rdtest.log.error(f"Error debugging: {err.message}") return output_index = [o.resource for o in pipe.GetOutputTargets()].index(target) if action.outputs[0] == rd.ResourceId.Null(): rdtest.log.success('Successfully debugged pixel in {} cycles, skipping result check due to no output'.format(cycles)) self.controller.FreeTrace(trace) elif (action.flags & rd.ActionFlags.Instanced) and action.numInstances > 1: rdtest.log.success('Successfully debugged pixel in {} cycles, skipping result check due to instancing'.format(cycles)) self.controller.FreeTrace(trace) elif pipe.GetColorBlends()[output_index].writeMask == 0: rdtest.log.success('Successfully debugged pixel in {} cycles, skipping result check due to write mask'.format(cycles)) self.controller.FreeTrace(trace) else: rdtest.log.print("At event {} the target is index {}".format(lastmod.eventId, output_index)) output_sourcevar = self.find_output_source_var(trace, rd.ShaderBuiltin.ColorOutput, output_index) if output_sourcevar is not None: debugged = self.evaluate_source_var(output_sourcevar, variables) self.controller.FreeTrace(trace) debuggedValue = list(debugged.value.f32v[0:4]) # For now, ignore debugged values that are uninitialised. This is an application bug but it causes # false reports of problems for idx in range(4): if debugged.value.u32v[idx] == 0xcccccccc: debuggedValue[idx] = lastmod.shaderOut.col.floatValue[idx] historyValue = list(lastmod.shaderOut.col.floatValue) tex = self.get_texture(target) historyValue = historyValue[0:tex.format.compCount] debuggedValue = debuggedValue[0:tex.format.compCount] # Unfortunately we can't ever trust that we should get back a matching results, because some shaders # rely on undefined/inaccurate maths that we don't emulate. # So the best we can do is log an error for manual verification is_eq, diff_amt = rdtest.value_compare_diff(historyValue, debuggedValue, eps=5.0E-06) if not is_eq: rdtest.log.error( "Debugged value {} at EID {} {},{}: {} difference. {} doesn't exactly match history shader output {}".format( debugged.name, lastmod.eventId, x, y, diff_amt, debuggedValue, historyValue)) rdtest.log.success('Successfully debugged pixel in {} cycles, result matches'.format(cycles)) else: # This could be an application error - undefined but seen in the wild rdtest.log.error("At EID {} No output variable declared for index {}".format(lastmod.eventId, output_index)) self.controller.SetFrameEvent(action.eventId, True) def mesh_output(self, action: rd.ActionDescription): self.controller.GetPostVSData(0, 0, rd.MeshDataStage.VSOut) self.controller.GetPostVSData(0, 0, rd.MeshDataStage.GSOut) rdtest.log.success('Successfully fetched mesh output') def drawcall_overlay(self, action: rd.ActionDescription): pipe = self.controller.GetPipelineState() if len(pipe.GetOutputTargets()) == 0 and pipe.GetDepthTarget().resource == rd.ResourceId.Null(): rdtest.log.print("No render targets bound at {}".format(action.eventId)) return if not (action.flags & rd.ActionFlags.Drawcall): rdtest.log.print("{} is not a drawcall".format(action.eventId)) return tex = rd.TextureDisplay() tex.overlay = rd.DebugOverlay.Drawcall tex.resourceId = rd.ResourceId() col = pipe.GetOutputTargets() depth = pipe.GetDepthTarget() if len(col) > 1 and col[0].resourceId != rd.ResourceId(): tex.resourceId = col[0].resourceId elif depth.resource != rd.ResourceId(): tex.resourceId = depth.resource if tex.resourceId != rd.ResourceId(): self.texout.SetTextureDisplay(tex) self.texout.Display() rdtest.log.success('Successfully did drawcall overlay') def iter_test(self): # Handy tweaks when running locally to disable certain things test_chance = 0.1 # Chance of doing anything at all do_image_save = 0.25 # Chance of saving images of the outputs do_compute_debug = 1.0 # Chance of debugging a compute thread do_vert_debug = 1.0 # Chance of debugging a vertex (if valid) do_pixel_debug = 1.0 # Chance of doing pixel history at the current event and debugging a pixel (if valid) mesh_output = 1.0 # Chance of fetching mesh output data drawcall_overlay = 0.0 # Always show drawcall overlay when we run tests self.props: rd.APIProperties = self.controller.GetAPIProperties() event_tests = { 'Image Save': {'chance': do_image_save, 'func': self.image_save}, 'Compute Debug': {'chance': do_compute_debug, 'func': self.compute_debug}, 'Vertex Debug': {'chance': do_vert_debug, 'func': self.vert_debug}, 'Pixel History & Debug': {'chance': do_pixel_debug, 'func': self.pixel_debug}, 'Mesh Output': {'chance': mesh_output, 'func': self.mesh_output}, 'Drawcall overlay': {'chance': drawcall_overlay, 'func': self.drawcall_overlay}, } # To choose an action, if we're going to do one, we take random in range(0, choice_max) then check each action # type in turn to see which part of the range we landed in choice_max = 0 for event_test in event_tests: choice_max += event_tests[event_test]['chance'] action = self.get_first_action() last_action = self.get_last_action() self.texout = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture) while action: rdtest.log.print("{}/{}".format(action.eventId, last_action.eventId)) self.controller.SetFrameEvent(action.eventId, False) rdtest.log.print("Set event") # If we should take an action at this event if random.random() < test_chance: c = random.random() * choice_max for event_test in event_tests: chance = event_tests[event_test]['chance'] if c < chance or chance == 0.0: rdtest.log.print("Performing test '{}' on event {}".format(event_test, action.eventId)) event_tests[event_test]['func'](action) break else: c -= chance fatal = self.controller.GetFatalErrorStatus() if fatal.code != rd.ResultCode.Succeeded: rdtest.log.error(f"Fatal error detected: {fatal.Message()}") break action = action.next self.texout.Shutdown() def run(self): dir_path = self.get_ref_path('', extra=True) for file in sorted(os.scandir(dir_path), key=lambda e: e.name.lower()): if '.rdc' not in file.name: continue # Ensure we are deterministic at least from run to run by seeding with the path random.seed(file.name) self.filename = file.name rdtest.log.print("Opening '{}'.".format(file.name)) try: self.controller = rdtest.open_capture(file.path) except RuntimeError as err: rdtest.log.print("Skipping. Can't open {}: {}".format(file.path, err)) continue section_name = 'Iterating {}'.format(file.name) rdtest.log.begin_section(section_name) self.iter_test() rdtest.log.end_section(section_name) self.controller.Shutdown() rdtest.log.success("Iterated all files") # Useful for calling from within the UI def run_external(self, controller: rd.ReplayController): self.controller = controller self.iter_test() def run_locally(r): test = Iter_Test() test.run_external(r)