import copy import rdtest import struct import renderdoc as rd from typing import Tuple class VK_Shader_Editing(rdtest.TestCase): demos_test_name = 'VK_Shader_Editing' def check_capture(self): eid = self.find_action("Draw 1").next.eventId self.controller.SetFrameEvent(eid, False) pipe: rd.PipeState = self.controller.GetPipelineState() fsrefl1: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment) eid = self.find_action("Draw 2").next.eventId self.controller.SetFrameEvent(eid, False) pipe: rd.PipeState = self.controller.GetPipelineState() fsrefl2: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment) vsrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Vertex) tex: rd.ResourceId = pipe.GetOutputTargets()[0].resource # Both triangles should be green self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0]) rdtest.log.success("Values are as expected initially") source: str = fsrefl1.debugInfo.files[0].contents.replace('#if 1', '#if 0') newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fsrefl1.entryPoint, rd.ShaderEncoding.GLSL, bytes(source, 'UTF-8'), rd.ShaderCompileFlags(), rd.ShaderStage.Fragment) if len(newShader[1]) != 0: raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) FS1 = newShader[0] source: str = fsrefl2.debugInfo.files[0].contents.replace('#if 1', '#if 0') newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fsrefl2.entryPoint, rd.ShaderEncoding.GLSL, bytes(source, 'UTF-8'), rd.ShaderCompileFlags(), rd.ShaderStage.Fragment) if len(newShader[1]) != 0: raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) FS2 = newShader[0] source: str = vsrefl.debugInfo.files[0].contents.replace('Position.xyz', 'Position.xyz+vec3(1.0)') newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint, rd.ShaderEncoding.GLSL, bytes(source, 'UTF-8'), rd.ShaderCompileFlags(), rd.ShaderStage.Vertex) if len(newShader[1]) != 0: raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) offsetVS = newShader[0] source: bytes = vsrefl.rawBytes self.check(vsrefl.entryPoint == "main") # we search-replace in the SPIR-V expecting that 'main' won't appear anywhere other than in the OpEntryPoint patched_entry_source = source.replace(b'main', b't_st') newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader('t_st', vsrefl.encoding, patched_entry_source, rd.ShaderCompileFlags(), rd.ShaderStage.Vertex) if len(newShader[1]) != 0: raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) nochangeVS = newShader[0] # Edit both fragment shaders self.controller.ReplaceResource(fsrefl1.resourceId, FS1) self.controller.ReplaceResource(fsrefl2.resourceId, FS2) # Refresh the replay if it didn't happen already self.controller.SetFrameEvent(eid, True) # Triangles have green and blue channel self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0]) rdtest.log.success("Values are as expected after fragment editing") # Now "edit" the VS but don't change it. We should still get the same values self.controller.ReplaceResource(vsrefl.resourceId, nochangeVS) self.controller.SetFrameEvent(eid, True) # Triangles have green and blue channel self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0]) rdtest.log.success("Values are as expected after no-op vertex editing") # Change the VS to one that has offset the triangles off-centre self.controller.ReplaceResource(vsrefl.resourceId, offsetVS) self.controller.SetFrameEvent(eid, True) # Original sample positions are now the clear color self.check_pixel_value(tex, 0.25, 0.5, [0.2, 0.2, 0.2, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.2, 0.2, 0.2, 1.0]) # Triangles have green and blue channel self.check_pixel_value(tex, 0.45, 0.95, [0.0, 1.0, 1.0, 1.0]) self.check_pixel_value(tex, 0.95, 0.95, [0.0, 1.0, 1.0, 1.0]) rdtest.log.success("Values are as expected after offset vertex editing") # Now undo the first FS edit self.controller.RemoveReplacement(fsrefl1.resourceId) self.controller.SetFrameEvent(eid, True) # Original sample positions are still the clear color self.check_pixel_value(tex, 0.25, 0.5, [0.2, 0.2, 0.2, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.2, 0.2, 0.2, 1.0]) # The right triangle is the edited colour, the other two have reverted to green channel only self.check_pixel_value(tex, 0.45, 0.95, [0.0, 1.0, 0.0, 1.0]) self.check_pixel_value(tex, 0.95, 0.95, [0.0, 1.0, 1.0, 1.0]) rdtest.log.success("Values are as expected after removing first fragment edit") # Now undo the first VS edit self.controller.RemoveReplacement(vsrefl.resourceId) self.controller.SetFrameEvent(eid, True) # The right triangle is the edited colour, but they are back in the original positions self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0]) rdtest.log.success("Values are as expected after removing vertex edit") # finally undo the second FS edit self.controller.RemoveReplacement(fsrefl2.resourceId) self.controller.SetFrameEvent(eid, True) # We should be back to where we started self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0]) rdtest.log.success("Values are as expected after removing all edits") self.controller.FreeTargetResource(nochangeVS) self.controller.FreeTargetResource(offsetVS) self.controller.FreeTargetResource(FS1) self.controller.FreeTargetResource(FS2) bufout = self.get_resource_by_name("bufout").resourceId self.controller.SetFrameEvent(self.find_action("Pre-Dispatch").eventId, False) pipe: rd.PipeState = self.controller.GetPipelineState() csrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Compute) uints = struct.unpack_from('=4L', self.controller.GetBufferData(bufout, 0, 0), 0) if not rdtest.value_compare(uints, [222, 222, 222, 222]): raise rdtest.TestFailureException( 'bufout data is incorrect before dispatch: {}'.format(uints)) eid = self.find_action("Post-Dispatch").eventId self.controller.SetFrameEvent(eid, False) uints = struct.unpack_from('=4L', self.controller.GetBufferData(bufout, 0, 0), 0) if not rdtest.value_compare(uints, [777, 888, 999, 1110]): raise rdtest.TestFailureException( 'bufout data is incorrect after dispatch: {}'.format(uints)) self.check(csrefl.debugInfo.encoding == rd.ShaderEncoding.HLSL) self.check(csrefl.entryPoint == "hlsl_main") rdtest.log.success("Values are as expected before compute shader edits") raw_source: bytes = csrefl.rawBytes # search-replace in the SPIR-V for 'hlsl_main' replace with a string of the same length patched_entry_source = raw_source.replace(b'hlsl_main', b'main_hlsl') newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader('main_hlsl', csrefl.encoding, patched_entry_source, rd.ShaderCompileFlags(), rd.ShaderStage.Compute) if len(newShader[1]) != 0: raise rdtest.TestFailureException("Failed to compile edited compute shader: {}".format(newShader[1])) nochangeCS = newShader[0] self.controller.ReplaceResource(csrefl.resourceId, nochangeCS) self.controller.SetFrameEvent(eid, False) uints = struct.unpack_from('=4L', self.controller.GetBufferData(bufout, 0, 0), 0) if not rdtest.value_compare(uints, [777, 888, 999, 1110]): raise rdtest.TestFailureException( 'bufout data is incorrect after dispatch: {}'.format(uints)) rdtest.log.success("Values are as expected after compute shader entry point change") glsl_source = b""" #version 450 core layout(push_constant) uniform PushData { uvec4 data; } push; layout(binding = 0, std430) buffer inbuftype { uvec4 data[]; } inbuf; layout(binding = 1, std430) buffer outbuftype { uvec4 data[]; } outbuf; layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { outbuf.data[0].x += inbuf.data[0].x * push.data.w; outbuf.data[0].y += inbuf.data[0].y * push.data.z; outbuf.data[0].z += inbuf.data[0].z * push.data.y; outbuf.data[0].w += inbuf.data[0].w * push.data.x; } """ newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader('main', rd.ShaderEncoding.GLSL, glsl_source, rd.ShaderCompileFlags(), rd.ShaderStage.Compute) if len(newShader[1]) != 0: raise rdtest.TestFailureException("Failed to compile edited compute shader: {}".format(newShader[1])) CS1 = newShader[0] self.controller.ReplaceResource(csrefl.resourceId, CS1) self.controller.SetFrameEvent(eid, False) uints = struct.unpack_from('=4L', self.controller.GetBufferData(bufout, 0, 0), 0) if not rdtest.value_compare(uints, [1110, 999, 888, 777]): raise rdtest.TestFailureException( 'bufout data is incorrect after dispatch: {}'.format(uints)) rdtest.log.success("Values are as expected after compute shader edit") self.controller.FreeTargetResource(CS1) self.controller.FreeTargetResource(nochangeCS)