import rdtest import os import random import struct 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() 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] rdtest.log.print("Debugging vtx %d idx %d (inst %d)" % (vtx, idx, inst)) trace = self.controller.DebugVertex(vtx, inst, idx, draw.instanceOffset, draw.vertexOffset) rdtest.log.success('Successfully debugged vertex in {} cycles'.format(len(trace.states))) 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: target = pipe.GetOutputTargets()[0].resourceId 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, 0, 0, 0xffffffff, rd.CompType.Typeless) rdtest.log.success("Pixel %d,%d has %d history events" % (x, y, len(history))) lastmod: rd.PixelModification = None for i in range(len(history)-1, 0, -1): 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.depthTestFailed or mod.stencilTestFailed: rdtest.log.print("This hit failed, looking for one that passed....") continue break if lastmod is not None: rdtest.log.print("Debugging pixel {},{} @ {}".format(x, y, lastmod.eventId)) self.controller.SetFrameEvent(lastmod.eventId, True) trace = self.controller.DebugPixel(x, y, 0xffffffff, 0xffffffff) rdtest.log.success('Successfully debugged pixel in {} cycles'.format(len(trace.states))) self.controller.SetFrameEvent(draw.eventId, True) def iter_test(self, path): try: self.controller = rdtest.open_capture(path) except RuntimeError as err: rdtest.log.print("Skipping. Can't open {}: {}".format(path, err)) return # 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) actions = { 'Image Save': {'chance': 0.25, 'func': self.image_save}, 'Vertex Debug': {'chance': 1.0, 'func': self.vert_debug}, 'Pixel History & Debug': {'chance': 1.0, '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() while draw: rdtest.log.print("{} - {}".format(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 self.controller.Shutdown() def run(self): dir_path = self.get_ref_path('', extra=True) for file in os.scandir(dir_path): 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) rdtest.log.print('Iterating {}'.format(file.name)) self.iter_test(file.path) rdtest.log.success("Iterated {}".format(file.name)) rdtest.log.success("Iterated all files")