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2024-04-10 18:58:52 +01:00

253 lines
12 KiB
Python

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)