Files
Jake Turner d0b69c7034 Add Python test helper validate_eventids()
Called when loading captures in Iter_Test and Repeat_Load

Checks the consistency of EventIds:

Walk the actions to find all the referenced EventId's:
- Error if any EventId is duplicated
- Error if the EventId's are not contiguous (with no gaps)
2026-04-24 15:50:40 +01:00

525 lines
21 KiB
Python

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)
if not self.validate_eventids(self.controller):
raise rdtest.TestFailureException("ERROR: capture doesn't have valid event IDs.")
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)