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, draw: rd.DrawcallDescription): pipe: rd.PipeState = self.controller.GetPipelineState() texsave = rd.TextureSave() for res in pipe.GetOutputTargets(): texsave.resourceId = res.resourceId texsave.mip = res.firstMip self.save_texture(texsave) depth = pipe.GetDepthTarget() texsave.resourceId = depth.resourceId texsave.mip = depth.firstMip self.save_texture(texsave) rdtest.log.success('Successfully saved images at {}: {}'.format(draw.eventId, draw.name)) def vert_debug(self, draw: rd.DrawcallDescription): 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(draw.eventId, draw.name)) return if not (draw.flags & rd.DrawFlags.Drawcall): rdtest.log.print("{}: {} is not a debuggable drawcall".format(draw.eventId, draw.name)) return vtx = int(random.random()*draw.numIndices) inst = 0 idx = vtx if draw.numIndices == 0: rdtest.log.print("Empty drawcall (0 vertices), skipping") return if draw.flags & rd.DrawFlags.Instanced: inst = int(random.random()*draw.numInstances) if draw.numInstances == 0: rdtest.log.print("Empty drawcall (0 instances), skipping") return if draw.flags & rd.DrawFlags.Indexed: ib = pipe.GetIBuffer() mesh = rd.MeshFormat() mesh.indexResourceId = ib.resourceId mesh.indexByteStride = draw.indexByteWidth mesh.indexByteOffset = ib.byteOffset + draw.indexOffset * draw.indexByteWidth mesh.baseVertex = draw.baseVertex indices = rdtest.fetch_indices(self.controller, mesh, 0, vtx, 1) if len(indices) < 1: rdtest.log.print("No index buffer, skipping") return idx = indices[0] striprestart_index = pipe.GetStripRestartIndex() & ((1 << (draw.indexByteWidth*8)) - 1) if pipe.IsStripRestartEnabled() and idx == striprestart_index: return rdtest.log.print("Debugging vtx %d idx %d (inst %d)" % (vtx, idx, inst)) postvs = self.get_postvs(draw, rd.MeshDataStage.VSOut, first_index=vtx, num_indices=1, instance=inst) trace: rd.ShaderDebugTrace = self.controller.DebugVertex(vtx, inst, idx) if trace.debugger is None: self.controller.FreeTrace(trace) if self.props.shaderDebugging: raise rdtest.TestFailureException("Shader debugging supported but no debug result") else: rdtest.log.print("No debug result") return cycles, variables = self.process_trace(trace) 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(): raise rdtest.TestFailureException("Don't have expected output for {}".format(name)) expect = postvs[0][name] value = self.evaluate_source_var(var, variables) if len(expect) != value.columns: raise rdtest.TestFailureException( "Output {} at EID {} has different size ({} values) to expectation ({} values)" .format(name, draw.eventId, value.columns, len(expect))) debugged = value.value.fv[0:value.columns] # 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, draw.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, draw: rd.DrawcallDescription): pipe: rd.PipeState = self.controller.GetPipelineState() if pipe.GetShader(rd.ShaderStage.Pixel) == rd.ResourceId.Null(): rdtest.log.print("No pixel shader bound at {}: {}".format(draw.eventId, draw.name)) return if len(pipe.GetOutputTargets()) == 0 and pipe.GetDepthTarget().resourceId == rd.ResourceId.Null(): rdtest.log.print("No render targets bound at {}: {}".format(draw.eventId, draw.name)) return if not (draw.flags & rd.DrawFlags.Drawcall): rdtest.log.print("{}: {} is not a debuggable drawcall".format(draw.eventId, draw.name)) return viewport = pipe.GetViewport(0) # TODO, query for some pixel this drawcall actually touched. x = int(random.random()*viewport.width + viewport.x) y = int(random.random()*viewport.height + viewport.y) target = rd.ResourceId.Null() if len(pipe.GetOutputTargets()) > 0: valid_targets = [o.resourceId for o in pipe.GetOutputTargets() if o.resourceId != rd.ResourceId.Null()] rdtest.log.print("Valid targets at {} are {}".format(draw.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().resourceId if target == rd.ResourceId.Null(): rdtest.log.print("No targets bound! Can't fetch history at {}".format(draw.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] draw = self.find_draw('', mod.eventId) rdtest.log.print(" hit %d at %d is %s (%s)" % (i, mod.eventId, draw.name, str(draw.flags))) if draw is None or not (draw.flags & rd.DrawFlags.Drawcall): continue lastmod = history[i] rdtest.log.print("Got a hit on a drawcall 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 break if target == pipe.GetDepthTarget().resourceId: 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() trace = self.controller.DebugPixel(x, y, 0, lastmod.primitiveID) if trace.debugger is None: self.controller.FreeTrace(trace) rdtest.log.print("No debug result") return cycles, variables = self.process_trace(trace) output_index = [o.resourceId for o in pipe.GetOutputTargets()].index(target) if draw.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 (draw.flags & rd.DrawFlags.Instanced) and draw.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 = [debugged.value.f.x, debugged.value.f.y, debugged.value.f.z, debugged.value.f.w] # 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(lastmod.shaderOut.col.floatValue, 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, lastmod.shaderOut.col.floatValue)) 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(draw.eventId, True) def iter_test(self): # Handy tweaks when running locally to disable certain things action_chance = 0.1 # Chance of doing anything at all do_image_save = 0.25 # Chance of saving images of the outputs 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) self.props: rd.APIProperties = self.controller.GetAPIProperties() actions = { 'Image Save': {'chance': do_image_save, 'func': self.image_save}, 'Vertex Debug': {'chance': do_vert_debug, 'func': self.vert_debug}, 'Pixel History & Debug': {'chance': do_pixel_debug, 'func': self.pixel_debug}, } # 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 action in actions: choice_max += actions[action]['chance'] draw = self.get_first_draw() last_draw = self.get_last_draw() while draw: rdtest.log.print("{}/{} - {}".format(draw.eventId, last_draw.eventId, draw.name)) self.controller.SetFrameEvent(draw.eventId, False) rdtest.log.print("Set event") # If we should take an action at this event if random.random() < action_chance: c = random.random() * choice_max for action in actions: chance = actions[action]['chance'] if c < chance: rdtest.log.print("Performing action '{}'".format(action)) actions[action]['func'](draw) break else: c -= chance draw = draw.next 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)