mirror of
https://github.com/baldurk/renderdoc.git
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ed4c3756d0
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.
311 lines
11 KiB
Python
311 lines
11 KiB
Python
import struct
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from typing import List
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import renderdoc
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# Alias for convenience - we need to import as-is so types don't get confused
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rd = renderdoc
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def open_capture(filename="", cap: rd.CaptureFile=None, opts: rd.ReplayOptions=None):
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"""
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Opens a capture file and begins a replay.
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:param filename: The filename to open, or empty if cap is used.
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:param cap: The capture file to use, or ``None`` if a filename is given.
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:param opts: The replay options to use, or ``None`` to use the default options.
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:return: A replay controller for the capture
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:rtype: renderdoc.ReplayController
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"""
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if opts is None:
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opts = rd.ReplayOptions()
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# Open a capture file handle
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own_cap = False
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api = "Unknown"
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if cap is None:
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own_cap = True
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cap = rd.OpenCaptureFile()
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# Open a particular file
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result = cap.OpenFile(filename, '', None)
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# Make sure the file opened successfully
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if result != rd.ResultCode.Succeeded:
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cap.Shutdown()
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raise RuntimeError("Couldn't open '{}': {}".format(filename, str(result)))
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api = cap.DriverName()
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# Make sure we can replay
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if not cap.LocalReplaySupport():
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cap.Shutdown()
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raise RuntimeError("{} capture cannot be replayed".format(api))
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result, controller = cap.OpenCapture(opts, None)
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if own_cap:
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cap.Shutdown()
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if result != rd.ResultCode.Succeeded:
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raise RuntimeError("Couldn't initialise replay for {}: {}".format(api, str(result)))
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return controller
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def fetch_indices(controller: rd.ReplayController, action: rd.ActionDescription, mesh: rd.MeshFormat, index_offset: int, first_index: int, num_indices: int):
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pipe = controller.GetPipelineState()
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restart_idx = pipe.GetRestartIndex() & ((1 << (mesh.indexByteStride*8)) - 1)
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restart_enabled = pipe.IsRestartEnabled()
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# If we have an index buffer
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if mesh.indexResourceId != rd.ResourceId.Null():
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offset = mesh.indexByteStride*(first_index + index_offset)
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avail_bytes = mesh.indexByteSize
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if avail_bytes > offset:
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avail_bytes = avail_bytes - offset
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else:
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avail_bytes = 0
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read_bytes = min([avail_bytes, mesh.indexByteStride*num_indices])
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# Fetch the data
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if read_bytes > 0:
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ibdata = controller.GetBufferData(mesh.indexResourceId,
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mesh.indexByteOffset + offset,
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read_bytes)
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else:
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ibdata = bytes()
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# Get the character for the width of index
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index_fmt = 'B'
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if mesh.indexByteStride == 2:
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index_fmt = 'H'
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elif mesh.indexByteStride == 4:
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index_fmt = 'I'
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avail_indices = int(len(ibdata) / mesh.indexByteStride)
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# Duplicate the format by the number of indices
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index_fmt = '=' + str(min([avail_indices, num_indices])) + index_fmt
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# Unpack all the indices
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indices = struct.unpack_from(index_fmt, ibdata)
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extra = []
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if avail_indices < num_indices:
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extra = [None] * (num_indices - avail_indices)
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# Apply the baseVertex offset
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return [i if restart_enabled and i == restart_idx else i + mesh.baseVertex for i in indices] + extra
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else:
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# With no index buffer, just generate a range
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return tuple(range(first_index, first_index + num_indices))
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class MeshAttribute:
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mesh: rd.MeshFormat
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name: str
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def get_vsin_attrs(controller: rd.ReplayController, vertexOffset: int, index_mesh: rd.MeshFormat):
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pipe: rd.PipeState = controller.GetPipelineState()
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inputs: List[rd.VertexInputAttribute] = pipe.GetVertexInputs()
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attrs: List[MeshAttribute] = []
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vbs: List[rd.BoundVBuffer] = pipe.GetVBuffers()
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for a in inputs:
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if not a.used:
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continue
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attr = MeshAttribute()
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attr.name = a.name
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attr.mesh = rd.MeshFormat(index_mesh)
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attr.mesh.vertexByteStride = vbs[a.vertexBuffer].byteStride
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attr.mesh.instStepRate = a.instanceRate
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attr.mesh.instanced = a.perInstance
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attr.mesh.vertexResourceId = vbs[a.vertexBuffer].resourceId
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offs = a.byteOffset + vertexOffset * attr.mesh.vertexByteStride
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attr.mesh.vertexByteOffset = vbs[a.vertexBuffer].byteOffset + offs
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attr.mesh.vertexByteSize = max([0, vbs[a.vertexBuffer].byteSize - offs])
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attr.mesh.format = a.format
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attrs.append(attr)
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return attrs
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def get_postvs_attrs(controller: rd.ReplayController, mesh: rd.MeshFormat, data_stage: rd.MeshDataStage):
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pipe: rd.PipeState = controller.GetPipelineState()
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if data_stage == rd.MeshDataStage.VSOut:
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shader = pipe.GetShaderReflection(rd.ShaderStage.Vertex)
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else:
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shader = pipe.GetShaderReflection(rd.ShaderStage.Geometry)
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if shader is None:
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shader = pipe.GetShaderReflection(rd.ShaderStage.Domain)
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attrs: List[MeshAttribute] = []
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posidx = 0
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for sig in shader.outputSignature:
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attr = MeshAttribute()
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attr.mesh = rd.MeshFormat(mesh)
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# Construct a resource format for this element
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attr.mesh.format = rd.ResourceFormat()
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attr.mesh.format.compByteWidth = rd.VarTypeByteSize(sig.varType)
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attr.mesh.format.compCount = sig.compCount
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attr.mesh.format.compType = rd.VarTypeCompType(sig.varType)
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attr.mesh.format.type = rd.ResourceFormatType.Regular
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attr.name = sig.semanticIdxName if sig.varName == '' else sig.varName
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if sig.systemValue == rd.ShaderBuiltin.Position:
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posidx = len(attrs)
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attrs.append(attr)
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# Shuffle the position element to the front
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if posidx > 0:
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pos = attrs[posidx]
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del attrs[posidx]
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attrs.insert(0, pos)
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accum_offset = 0
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for i in range(0, len(attrs)):
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# Note that some APIs such as Vulkan will pad the size of the attribute here
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# while others will tightly pack
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fmt = attrs[i].mesh.format
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elem_size = (8 if fmt.compByteWidth > 4 else 4)
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alignment = elem_size
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if fmt.compCount == 2:
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alignment = elem_size * 2
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elif fmt.compCount > 2:
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alignment = elem_size * 4
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if pipe.HasAlignedPostVSData(data_stage) and (accum_offset % alignment) != 0:
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accum_offset += alignment - (accum_offset % alignment)
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attrs[i].mesh.vertexByteOffset += accum_offset
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accum_offset += elem_size * fmt.compCount
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return attrs
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# Unpack a tuple of the given format, from the data
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def unpack_data(fmt: rd.ResourceFormat, data: bytes, data_offset: int):
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# We don't handle 'special' formats - typically bit-packed such as 10:10:10:2
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if fmt.Special():
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raise RuntimeError("Packed formats are not supported!")
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format_chars = {
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# 012345678
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rd.CompType.UInt: "xBHxIxxxQ",
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rd.CompType.SInt: "xbhxixxxq",
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rd.CompType.Float: "xxexfxxxd", # only 2, 4 and 8 are valid
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}
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# These types have identical decodes, but we might post-process them
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format_chars[rd.CompType.UNorm] = format_chars[rd.CompType.UInt]
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format_chars[rd.CompType.UScaled] = format_chars[rd.CompType.UInt]
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format_chars[rd.CompType.SNorm] = format_chars[rd.CompType.SInt]
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format_chars[rd.CompType.SScaled] = format_chars[rd.CompType.SInt]
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# We need to fetch compCount components
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vertex_format = '=' + str(fmt.compCount) + format_chars[fmt.compType][fmt.compByteWidth]
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if data_offset >= len(data):
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return None
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# Unpack the data
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try:
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value = struct.unpack_from(vertex_format, data, data_offset)
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except struct.error as ex:
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raise
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# If the format needs post-processing such as normalisation, do that now
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if fmt.compType == rd.CompType.UNorm:
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divisor = float((1 << (fmt.compByteWidth*8)) - 1)
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value = tuple(float(i) / divisor for i in value)
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elif fmt.compType == rd.CompType.SNorm:
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max_neg = -(1 << (fmt.compByteWidth*8 - 1))
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divisor = -float(max_neg+1)
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value = tuple(-1.0 if (i == max_neg) else float(i / divisor) for i in value)
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elif fmt.compType == rd.CompType.UScaled or fmt.compType == rd.CompType.SScaled:
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value = tuple(float(i) for i in value)
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# If the format is BGRA, swap the two components
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if fmt.BGRAOrder():
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value = tuple(value[i] for i in [2, 1, 0, 3])
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return value
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def decode_mesh_data(controller: rd.ReplayController, indices: List[int], display_indices: List[int],
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attrs: List[MeshAttribute], instance: int = 0, indexOffset: int = 0):
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ret = []
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buffer_ranges = {}
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for attr in attrs:
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begin = attr.mesh.vertexByteOffset
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end = min(begin + attr.mesh.vertexByteSize, 0xffffffffffffffff)
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# This could be more optimal if we figure out the lower/upper bounds of any attribute and only fetch the
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# data we need. For each referenced buffer, pick the attribute that references the largest range and fetch that
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if attr.mesh.vertexResourceId in buffer_ranges:
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buf_range = buffer_ranges[attr.mesh.vertexResourceId]
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if buf_range[0] < begin:
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begin = buf_range[0]
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if buf_range[1] > end:
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end = buf_range[1]
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buffer_ranges[attr.mesh.vertexResourceId] = (begin, end)
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buffer_data = {}
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for buf, buf_range in buffer_ranges.items():
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buffer_data[buf] = controller.GetBufferData(buf, buf_range[0], buf_range[1] - buf_range[0])
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# Calculate the strip restart index for this index width
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striprestart_index = None
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if controller.GetPipelineState().IsRestartEnabled() and attrs[0].mesh.indexResourceId != rd.ResourceId.Null():
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striprestart_index = (controller.GetPipelineState().GetRestartIndex() &
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((1 << (attrs[0].mesh.indexByteStride*8)) - 1))
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for i,idx in enumerate(indices):
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vertex = {'vtx': i, 'idx': display_indices[i]}
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if striprestart_index is None or idx != striprestart_index:
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for attr in attrs:
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if idx is None:
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vertex[attr.name] = None
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continue
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offset = attr.mesh.vertexByteStride * idx
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if attr.mesh.instanced:
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offset = (attr.mesh.vertexByteStride +
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attr.mesh.vertexByteStride * int(instance / max(attr.mesh.instStepRate, 1)))
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vertex[attr.name] = unpack_data(attr.mesh.format, buffer_data[attr.mesh.vertexResourceId],
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attr.mesh.vertexByteOffset + offset -
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buffer_ranges[attr.mesh.vertexResourceId][0])
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ret.append(vertex)
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return ret
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