Files
renderdoc/util/test/rdtest/analyse.py
T
Shahbaz Youssefi ed4c3756d0 Enable primitive restart for list topologies
This is supported by OpenGL, and on Vulkan with
VK_EXT_primitive_topology_list_restart.  On Vulkan, all drivers are
known to support this even without
VK_EXT_primitive_topology_list_restart.  On D3D, primitive restart is
only supported for strip topologies.

Previously, RenderDoc specifically disabled primitive restart for
non-strip topologies.  In this change, that is no longer done.  If the
app enables primitive restart, so will RenderDoc behave accordingly.  It
would be the responsibility of the app to avoid primitive restart if the
API doesn't allow it.
2022-08-29 14:59:14 +01:00

311 lines
11 KiB
Python

import struct
from typing import List
import renderdoc
# Alias for convenience - we need to import as-is so types don't get confused
rd = renderdoc
def open_capture(filename="", cap: rd.CaptureFile=None, opts: rd.ReplayOptions=None):
"""
Opens a capture file and begins a replay.
:param filename: The filename to open, or empty if cap is used.
:param cap: The capture file to use, or ``None`` if a filename is given.
:param opts: The replay options to use, or ``None`` to use the default options.
:return: A replay controller for the capture
:rtype: renderdoc.ReplayController
"""
if opts is None:
opts = rd.ReplayOptions()
# Open a capture file handle
own_cap = False
api = "Unknown"
if cap is None:
own_cap = True
cap = rd.OpenCaptureFile()
# Open a particular file
result = cap.OpenFile(filename, '', None)
# Make sure the file opened successfully
if result != rd.ResultCode.Succeeded:
cap.Shutdown()
raise RuntimeError("Couldn't open '{}': {}".format(filename, str(result)))
api = cap.DriverName()
# Make sure we can replay
if not cap.LocalReplaySupport():
cap.Shutdown()
raise RuntimeError("{} capture cannot be replayed".format(api))
result, controller = cap.OpenCapture(opts, None)
if own_cap:
cap.Shutdown()
if result != rd.ResultCode.Succeeded:
raise RuntimeError("Couldn't initialise replay for {}: {}".format(api, str(result)))
return controller
def fetch_indices(controller: rd.ReplayController, action: rd.ActionDescription, mesh: rd.MeshFormat, index_offset: int, first_index: int, num_indices: int):
pipe = controller.GetPipelineState()
restart_idx = pipe.GetRestartIndex() & ((1 << (mesh.indexByteStride*8)) - 1)
restart_enabled = pipe.IsRestartEnabled()
# If we have an index buffer
if mesh.indexResourceId != rd.ResourceId.Null():
offset = mesh.indexByteStride*(first_index + index_offset)
avail_bytes = mesh.indexByteSize
if avail_bytes > offset:
avail_bytes = avail_bytes - offset
else:
avail_bytes = 0
read_bytes = min([avail_bytes, mesh.indexByteStride*num_indices])
# Fetch the data
if read_bytes > 0:
ibdata = controller.GetBufferData(mesh.indexResourceId,
mesh.indexByteOffset + offset,
read_bytes)
else:
ibdata = bytes()
# Get the character for the width of index
index_fmt = 'B'
if mesh.indexByteStride == 2:
index_fmt = 'H'
elif mesh.indexByteStride == 4:
index_fmt = 'I'
avail_indices = int(len(ibdata) / mesh.indexByteStride)
# Duplicate the format by the number of indices
index_fmt = '=' + str(min([avail_indices, num_indices])) + index_fmt
# Unpack all the indices
indices = struct.unpack_from(index_fmt, ibdata)
extra = []
if avail_indices < num_indices:
extra = [None] * (num_indices - avail_indices)
# Apply the baseVertex offset
return [i if restart_enabled and i == restart_idx else i + mesh.baseVertex for i in indices] + extra
else:
# With no index buffer, just generate a range
return tuple(range(first_index, first_index + num_indices))
class MeshAttribute:
mesh: rd.MeshFormat
name: str
def get_vsin_attrs(controller: rd.ReplayController, vertexOffset: int, index_mesh: rd.MeshFormat):
pipe: rd.PipeState = controller.GetPipelineState()
inputs: List[rd.VertexInputAttribute] = pipe.GetVertexInputs()
attrs: List[MeshAttribute] = []
vbs: List[rd.BoundVBuffer] = pipe.GetVBuffers()
for a in inputs:
if not a.used:
continue
attr = MeshAttribute()
attr.name = a.name
attr.mesh = rd.MeshFormat(index_mesh)
attr.mesh.vertexByteStride = vbs[a.vertexBuffer].byteStride
attr.mesh.instStepRate = a.instanceRate
attr.mesh.instanced = a.perInstance
attr.mesh.vertexResourceId = vbs[a.vertexBuffer].resourceId
offs = a.byteOffset + vertexOffset * attr.mesh.vertexByteStride
attr.mesh.vertexByteOffset = vbs[a.vertexBuffer].byteOffset + offs
attr.mesh.vertexByteSize = max([0, vbs[a.vertexBuffer].byteSize - offs])
attr.mesh.format = a.format
attrs.append(attr)
return attrs
def get_postvs_attrs(controller: rd.ReplayController, mesh: rd.MeshFormat, data_stage: rd.MeshDataStage):
pipe: rd.PipeState = controller.GetPipelineState()
if data_stage == rd.MeshDataStage.VSOut:
shader = pipe.GetShaderReflection(rd.ShaderStage.Vertex)
else:
shader = pipe.GetShaderReflection(rd.ShaderStage.Geometry)
if shader is None:
shader = pipe.GetShaderReflection(rd.ShaderStage.Domain)
attrs: List[MeshAttribute] = []
posidx = 0
for sig in shader.outputSignature:
attr = MeshAttribute()
attr.mesh = rd.MeshFormat(mesh)
# Construct a resource format for this element
attr.mesh.format = rd.ResourceFormat()
attr.mesh.format.compByteWidth = rd.VarTypeByteSize(sig.varType)
attr.mesh.format.compCount = sig.compCount
attr.mesh.format.compType = rd.VarTypeCompType(sig.varType)
attr.mesh.format.type = rd.ResourceFormatType.Regular
attr.name = sig.semanticIdxName if sig.varName == '' else sig.varName
if sig.systemValue == rd.ShaderBuiltin.Position:
posidx = len(attrs)
attrs.append(attr)
# Shuffle the position element to the front
if posidx > 0:
pos = attrs[posidx]
del attrs[posidx]
attrs.insert(0, pos)
accum_offset = 0
for i in range(0, len(attrs)):
# Note that some APIs such as Vulkan will pad the size of the attribute here
# while others will tightly pack
fmt = attrs[i].mesh.format
elem_size = (8 if fmt.compByteWidth > 4 else 4)
alignment = elem_size
if fmt.compCount == 2:
alignment = elem_size * 2
elif fmt.compCount > 2:
alignment = elem_size * 4
if pipe.HasAlignedPostVSData(data_stage) and (accum_offset % alignment) != 0:
accum_offset += alignment - (accum_offset % alignment)
attrs[i].mesh.vertexByteOffset += accum_offset
accum_offset += elem_size * fmt.compCount
return attrs
# Unpack a tuple of the given format, from the data
def unpack_data(fmt: rd.ResourceFormat, data: bytes, data_offset: int):
# We don't handle 'special' formats - typically bit-packed such as 10:10:10:2
if fmt.Special():
raise RuntimeError("Packed formats are not supported!")
format_chars = {
# 012345678
rd.CompType.UInt: "xBHxIxxxQ",
rd.CompType.SInt: "xbhxixxxq",
rd.CompType.Float: "xxexfxxxd", # only 2, 4 and 8 are valid
}
# These types have identical decodes, but we might post-process them
format_chars[rd.CompType.UNorm] = format_chars[rd.CompType.UInt]
format_chars[rd.CompType.UScaled] = format_chars[rd.CompType.UInt]
format_chars[rd.CompType.SNorm] = format_chars[rd.CompType.SInt]
format_chars[rd.CompType.SScaled] = format_chars[rd.CompType.SInt]
# We need to fetch compCount components
vertex_format = '=' + str(fmt.compCount) + format_chars[fmt.compType][fmt.compByteWidth]
if data_offset >= len(data):
return None
# Unpack the data
try:
value = struct.unpack_from(vertex_format, data, data_offset)
except struct.error as ex:
raise
# If the format needs post-processing such as normalisation, do that now
if fmt.compType == rd.CompType.UNorm:
divisor = float((1 << (fmt.compByteWidth*8)) - 1)
value = tuple(float(i) / divisor for i in value)
elif fmt.compType == rd.CompType.SNorm:
max_neg = -(1 << (fmt.compByteWidth*8 - 1))
divisor = -float(max_neg+1)
value = tuple(-1.0 if (i == max_neg) else float(i / divisor) for i in value)
elif fmt.compType == rd.CompType.UScaled or fmt.compType == rd.CompType.SScaled:
value = tuple(float(i) for i in value)
# If the format is BGRA, swap the two components
if fmt.BGRAOrder():
value = tuple(value[i] for i in [2, 1, 0, 3])
return value
def decode_mesh_data(controller: rd.ReplayController, indices: List[int], display_indices: List[int],
attrs: List[MeshAttribute], instance: int = 0, indexOffset: int = 0):
ret = []
buffer_ranges = {}
for attr in attrs:
begin = attr.mesh.vertexByteOffset
end = min(begin + attr.mesh.vertexByteSize, 0xffffffffffffffff)
# This could be more optimal if we figure out the lower/upper bounds of any attribute and only fetch the
# data we need. For each referenced buffer, pick the attribute that references the largest range and fetch that
if attr.mesh.vertexResourceId in buffer_ranges:
buf_range = buffer_ranges[attr.mesh.vertexResourceId]
if buf_range[0] < begin:
begin = buf_range[0]
if buf_range[1] > end:
end = buf_range[1]
buffer_ranges[attr.mesh.vertexResourceId] = (begin, end)
buffer_data = {}
for buf, buf_range in buffer_ranges.items():
buffer_data[buf] = controller.GetBufferData(buf, buf_range[0], buf_range[1] - buf_range[0])
# Calculate the strip restart index for this index width
striprestart_index = None
if controller.GetPipelineState().IsRestartEnabled() and attrs[0].mesh.indexResourceId != rd.ResourceId.Null():
striprestart_index = (controller.GetPipelineState().GetRestartIndex() &
((1 << (attrs[0].mesh.indexByteStride*8)) - 1))
for i,idx in enumerate(indices):
vertex = {'vtx': i, 'idx': display_indices[i]}
if striprestart_index is None or idx != striprestart_index:
for attr in attrs:
if idx is None:
vertex[attr.name] = None
continue
offset = attr.mesh.vertexByteStride * idx
if attr.mesh.instanced:
offset = (attr.mesh.vertexByteStride +
attr.mesh.vertexByteStride * int(instance / max(attr.mesh.instStepRate, 1)))
vertex[attr.name] = unpack_data(attr.mesh.format, buffer_data[attr.mesh.vertexResourceId],
attr.mesh.vertexByteOffset + offset -
buffer_ranges[attr.mesh.vertexResourceId][0])
ret.append(vertex)
return ret