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renderdoc/renderdoc/driver/shaders/spirv/spirv_debug_setup.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "spirv_debug.h"
#include "common/formatting.h"
#include "spirv_op_helpers.h"
#include "spirv_reflect.h"
static ShaderVariable *pointerIfMutable(const ShaderVariable &var)
{
return NULL;
}
static ShaderVariable *pointerIfMutable(ShaderVariable &var)
{
return &var;
}
static uint32_t VarByteSize(const ShaderVariable &var)
{
return VarTypeByteSize(var.type) * RDCMAX(1U, (uint32_t)var.rows) *
RDCMAX(1U, (uint32_t)var.columns);
}
namespace rdcspv
{
void AssignValue(ShaderVariable &dst, const ShaderVariable &src)
{
dst.value = src.value;
RDCASSERTEQUAL(dst.members.size(), src.members.size());
for(size_t i = 0; i < src.members.size(); i++)
AssignValue(dst.members[i], src.members[i]);
}
Debugger::Debugger()
{
}
Debugger::~Debugger()
{
SAFE_DELETE(apiWrapper);
}
void Debugger::Parse(const rdcarray<uint32_t> &spirvWords)
{
Processor::Parse(spirvWords);
}
Iter Debugger::GetIterForInstruction(uint32_t inst)
{
return Iter(m_SPIRV, instructionOffsets[inst]);
}
uint32_t Debugger::GetInstructionForIter(Iter it)
{
return instructionOffsets.indexOf(it.offs());
}
uint32_t Debugger::GetInstructionForFunction(Id id)
{
return instructionOffsets.indexOf(functions[id].begin);
}
uint32_t Debugger::GetInstructionForLabel(Id id)
{
uint32_t ret = labelInstruction[id];
RDCASSERT(ret);
return ret;
}
const rdcspv::DataType &Debugger::GetType(Id typeId)
{
return dataTypes[typeId];
}
const rdcspv::DataType &Debugger::GetTypeForId(Id ssaId)
{
return dataTypes[idTypes[ssaId]];
}
const Decorations &Debugger::GetDecorations(Id typeId)
{
return decorations[typeId];
}
void Debugger::MakeSignatureNames(const rdcarray<SPIRVInterfaceAccess> &sigList,
rdcarray<rdcstr> &sigNames)
{
for(const SPIRVInterfaceAccess &sig : sigList)
{
rdcstr name = GetRawName(sig.ID);
const DataType *type = &dataTypes[idTypes[sig.ID]];
RDCASSERT(type->type == DataType::PointerType);
type = &dataTypes[type->InnerType()];
for(uint32_t chain : sig.accessChain)
{
if(type->type == DataType::ArrayType)
{
name += StringFormat::Fmt("[%u]", chain);
type = &dataTypes[type->InnerType()];
}
else if(type->type == DataType::StructType)
{
if(!type->children[chain].name.empty())
name += "." + type->children[chain].name;
else
name += StringFormat::Fmt("._child%u", chain);
type = &dataTypes[type->children[chain].type];
}
else if(type->type == DataType::MatrixType)
{
name += StringFormat::Fmt(".col%u", chain);
type = &dataTypes[type->InnerType()];
}
else
{
RDCERR("Got access chain with non-aggregate type in interface.");
break;
}
}
sigNames.push_back(name);
}
}
ShaderDebugTrace *Debugger::BeginDebug(DebugAPIWrapper *apiWrapper, const ShaderStage stage,
const rdcstr &entryPoint,
const rdcarray<SpecConstant> &specInfo,
const std::map<size_t, uint32_t> &instructionLines,
const SPIRVPatchData &patchData, uint32_t activeIndex)
{
Id entryId = entryLookup[entryPoint];
if(entryId == Id())
{
RDCERR("Invalid entry point '%s'", entryPoint.c_str());
return new ShaderDebugTrace;
}
if(m_MajorVersion > 1 || m_MinorVersion > 5)
{
RDCERR("Unsupported SPIR-V version %u.%u", m_MajorVersion, m_MinorVersion);
return new ShaderDebugTrace;
}
// whitelist supported extensions
for(const rdcstr &ext : extensions)
{
if(ext == "SPV_KHR_shader_draw_parameters" || ext == "SPV_KHR_device_group" ||
ext == "SPV_KHR_multiview" || ext == "SPV_KHR_storage_buffer_storage_class" ||
ext == "SPV_KHR_post_depth_coverage" || ext == "SPV_EXT_shader_stencil_export" ||
ext == "SPV_EXT_shader_viewport_index_layer" || ext == "SPV_EXT_fragment_fully_covered" ||
ext == "SPV_GOOGLE_decorate_string" || ext == "SPV_GOOGLE_hlsl_functionality1" ||
ext == "SPV_EXT_descriptor_indexing" || ext == "SPV_KHR_vulkan_memory_model" ||
ext == "SPV_EXT_fragment_invocation_density" ||
ext == "SPV_KHR_no_integer_wrap_decoration" || ext == "SPV_KHR_float_controls" ||
ext == "SPV_KHR_shader_clock")
{
continue;
}
RDCERR("Unsupported SPIR-V extension %s", ext.c_str());
return new ShaderDebugTrace;
}
for(Capability c : capabilities)
{
bool supported = false;
switch(c)
{
case Capability::Matrix:
case Capability::Shader:
// we "support" geometry/tessellation in case the module contains other entry points, but
// these can't be debugged right now.
case Capability::Geometry:
case Capability::Tessellation:
case Capability::AtomicStorage:
case Capability::TessellationPointSize:
case Capability::GeometryPointSize:
case Capability::ImageGatherExtended:
case Capability::StorageImageMultisample:
case Capability::UniformBufferArrayDynamicIndexing:
case Capability::SampledImageArrayDynamicIndexing:
case Capability::StorageBufferArrayDynamicIndexing:
case Capability::StorageImageArrayDynamicIndexing:
case Capability::ClipDistance:
case Capability::CullDistance:
case Capability::ImageCubeArray:
case Capability::SampleRateShading:
case Capability::ImageRect:
case Capability::SampledRect:
case Capability::InputAttachment:
case Capability::MinLod:
case Capability::Sampled1D:
case Capability::Image1D:
case Capability::SampledCubeArray:
case Capability::SampledBuffer:
case Capability::ImageBuffer:
case Capability::ImageMSArray:
case Capability::StorageImageExtendedFormats:
case Capability::ImageQuery:
case Capability::DerivativeControl:
case Capability::TransformFeedback:
case Capability::GeometryStreams:
case Capability::StorageImageReadWithoutFormat:
case Capability::StorageImageWriteWithoutFormat:
case Capability::MultiViewport:
case Capability::ShaderLayer:
case Capability::ShaderViewportIndex:
case Capability::DrawParameters:
case Capability::DeviceGroup:
case Capability::MultiView:
case Capability::AtomicStorageOps:
case Capability::SampleMaskPostDepthCoverage:
case Capability::StencilExportEXT:
case Capability::ShaderClockKHR:
case Capability::ShaderViewportIndexLayerEXT:
case Capability::FragmentFullyCoveredEXT:
case Capability::FragmentDensityEXT:
case Capability::ShaderNonUniform:
case Capability::RuntimeDescriptorArray:
case Capability::InputAttachmentArrayDynamicIndexing:
case Capability::UniformTexelBufferArrayDynamicIndexing:
case Capability::StorageTexelBufferArrayDynamicIndexing:
case Capability::UniformBufferArrayNonUniformIndexing:
case Capability::SampledImageArrayNonUniformIndexing:
case Capability::StorageBufferArrayNonUniformIndexing:
case Capability::StorageImageArrayNonUniformIndexing:
case Capability::InputAttachmentArrayNonUniformIndexing:
case Capability::UniformTexelBufferArrayNonUniformIndexing:
case Capability::StorageTexelBufferArrayNonUniformIndexing:
case Capability::VulkanMemoryModel:
case Capability::VulkanMemoryModelDeviceScope:
case Capability::DemoteToHelperInvocationEXT:
case Capability::Float64:
{
supported = true;
break;
}
// we plan to support these but needs additional testing/proving
// all these are related to non-32-bit types
case Capability::Float16Buffer:
case Capability::Float16:
case Capability::Int64:
case Capability::Int16:
case Capability::Int8:
case Capability::StorageBuffer16BitAccess:
case Capability::UniformAndStorageBuffer16BitAccess:
case Capability::StoragePushConstant16:
case Capability::StorageInputOutput16:
case Capability::StorageBuffer8BitAccess:
case Capability::UniformAndStorageBuffer8BitAccess:
case Capability::StoragePushConstant8:
// atomics
case Capability::Int64Atomics:
// physical pointers
case Capability::PhysicalStorageBufferAddresses:
// MSAA custom interpolation
case Capability::InterpolationFunction:
// variable pointers
case Capability::VariablePointersStorageBuffer:
case Capability::VariablePointers:
// float controls
case Capability::DenormPreserve:
case Capability::DenormFlushToZero:
case Capability::SignedZeroInfNanPreserve:
case Capability::RoundingModeRTE:
case Capability::RoundingModeRTZ:
// group instructions
case Capability::Groups:
case Capability::GroupNonUniform:
case Capability::GroupNonUniformVote:
case Capability::GroupNonUniformArithmetic:
case Capability::GroupNonUniformBallot:
case Capability::GroupNonUniformShuffle:
case Capability::GroupNonUniformShuffleRelative:
case Capability::GroupNonUniformClustered:
case Capability::GroupNonUniformQuad:
case Capability::SubgroupBallotKHR:
case Capability::SubgroupVoteKHR:
// sparse operations
case Capability::SparseResidency:
// fragment interlock
case Capability::FragmentShaderSampleInterlockEXT:
case Capability::FragmentShaderShadingRateInterlockEXT:
case Capability::FragmentShaderPixelInterlockEXT:
{
supported = false;
break;
}
// no plans to support these - mostly Kernel/OpenCL related or vendor extensions
case Capability::Addresses:
case Capability::Linkage:
case Capability::Kernel:
case Capability::Vector16:
case Capability::ImageBasic:
case Capability::ImageReadWrite:
case Capability::ImageMipmap:
case Capability::Pipes:
case Capability::DeviceEnqueue:
case Capability::LiteralSampler:
case Capability::GenericPointer:
case Capability::SubgroupDispatch:
case Capability::NamedBarrier:
case Capability::PipeStorage:
case Capability::Float16ImageAMD:
case Capability::ImageGatherBiasLodAMD:
case Capability::FragmentMaskAMD:
case Capability::ImageReadWriteLodAMD:
case Capability::SampleMaskOverrideCoverageNV:
case Capability::GeometryShaderPassthroughNV:
case Capability::ShaderViewportMaskNV:
case Capability::ShaderStereoViewNV:
case Capability::PerViewAttributesNV:
case Capability::MeshShadingNV:
case Capability::FragmentBarycentricNV:
case Capability::ImageFootprintNV:
case Capability::ComputeDerivativeGroupQuadsNV:
case Capability::GroupNonUniformPartitionedNV:
case Capability::RayTracingNV:
case Capability::ComputeDerivativeGroupLinearNV:
case Capability::CooperativeMatrixNV:
case Capability::ShaderSMBuiltinsNV:
case Capability::SubgroupShuffleINTEL:
case Capability::SubgroupBufferBlockIOINTEL:
case Capability::SubgroupImageBlockIOINTEL:
case Capability::SubgroupImageMediaBlockIOINTEL:
case Capability::IntegerFunctions2INTEL:
case Capability::SubgroupAvcMotionEstimationINTEL:
case Capability::SubgroupAvcMotionEstimationIntraINTEL:
case Capability::SubgroupAvcMotionEstimationChromaINTEL:
case Capability::Max:
case Capability::Invalid:
{
supported = false;
break;
}
}
if(!supported)
{
RDCERR("Unsupported capability '%s'", ToStr(c).c_str());
return new ShaderDebugTrace;
}
}
global.clock = uint64_t(time(NULL)) << 32;
for(auto it = extSets.begin(); it != extSets.end(); it++)
{
Id id = it->first;
const rdcstr &setname = it->second;
if(setname == "GLSL.std.450")
{
ExtInstDispatcher extinst;
extinst.name = setname;
ConfigureGLSLStd450(extinst);
global.extInsts[id] = extinst;
}
else if(setname.beginsWith("NonSemantic."))
{
ExtInstDispatcher extinst;
extinst.name = setname;
extinst.nonsemantic = true;
global.extInsts[id] = extinst;
}
else
{
RDCERR("Unsupported extended instruction set: %s", setname.c_str());
return new ShaderDebugTrace;
}
}
for(const rdcstr &e : extensions)
{
if(e == "SPV_GOOGLE_decorate_string" || e == "SPV_GOOGLE_hlsl_functionality1" ||
e == "SPV_EXT_descriptor_indexing")
{
// supported extensions
}
else
{
RDCERR("Unsupported extension '%s'", e.c_str());
return new ShaderDebugTrace;
}
}
ShaderDebugTrace *ret = new ShaderDebugTrace;
ret->debugger = this;
ret->stage = stage;
this->activeLaneIndex = activeIndex;
this->stage = stage;
this->apiWrapper = apiWrapper;
uint32_t workgroupSize = stage == ShaderStage::Pixel ? 4 : 1;
for(uint32_t i = 0; i < workgroupSize; i++)
workgroup.push_back(ThreadState(i, *this, global));
ThreadState &active = GetActiveLane();
active.nextInstruction = instructionOffsets.indexOf(functions[entryId].begin);
active.ids.resize(idOffsets.size());
// evaluate all constants
for(auto it = constants.begin(); it != constants.end(); it++)
active.ids[it->first] = EvaluateConstant(it->first, specInfo);
rdcarray<rdcstr> inputSigNames, outputSigNames;
MakeSignatureNames(patchData.inputs, inputSigNames);
MakeSignatureNames(patchData.outputs, outputSigNames);
struct PointerId
{
PointerId(Id i, rdcarray<ShaderVariable> GlobalState::*th, rdcarray<ShaderVariable> &storage)
: id(i), globalStorage(th), index(storage.size() - 1)
{
}
PointerId(Id i, rdcarray<ShaderVariable> ThreadState::*th, rdcarray<ShaderVariable> &storage)
: id(i), threadStorage(th), index(storage.size() - 1)
{
}
void Set(Debugger &d, const GlobalState &global, ThreadState &lane) const
{
if(globalStorage)
lane.ids[id] = d.MakePointerVariable(id, &(global.*globalStorage)[index]);
else
lane.ids[id] = d.MakePointerVariable(id, &(lane.*threadStorage)[index]);
}
Id id;
rdcarray<ShaderVariable> GlobalState::*globalStorage = NULL;
rdcarray<ShaderVariable> ThreadState::*threadStorage = NULL;
size_t index;
};
#define GLOBAL_POINTER(id, list) PointerId(id, &GlobalState::list, global.list)
#define THREAD_POINTER(id, list) PointerId(id, &ThreadState::list, active.list)
rdcarray<Id> inputIDs, outputIDs;
rdcarray<PointerId> pointerIDs;
// allocate storage for globals with opaque storage classes, and prepare to set up pointers to
// them for the global variables themselves
for(const Variable &v : globals)
{
if(v.storage == StorageClass::Input || v.storage == StorageClass::Output)
{
const bool isInput = (v.storage == StorageClass::Input);
ShaderVariable var;
var.name = GetRawName(v.id);
rdcstr rawName = var.name;
rdcstr sourceName = GetHumanName(v.id);
// if we don't have a good human name, generate a better one using the interface information
// we have
if(sourceName == var.name)
{
if(decorations[v.id].flags & Decorations::HasBuiltIn)
sourceName = StringFormat::Fmt("_%s", ToStr(decorations[v.id].builtIn).c_str());
else if(decorations[v.id].flags & Decorations::HasLocation)
sourceName =
StringFormat::Fmt("_%s%u", isInput ? "input" : "output", decorations[v.id].location);
}
const DataType &type = dataTypes[v.type];
// global variables should all be pointers into opaque storage
RDCASSERT(type.type == DataType::PointerType);
const rdcarray<rdcstr> &sigNames = isInput ? inputSigNames : outputSigNames;
// fill the interface variable
auto fillInputCallback = [this, isInput, ret, stage, &sigNames, &rawName, &sourceName](
ShaderVariable &var, const Decorations &curDecorations, const DataType &type,
uint64_t location, const rdcstr &accessSuffix) {
if(!var.members.empty())
return;
if(isInput)
{
uint32_t component = 0;
for(const DecorationAndParamData &dec : curDecorations.others)
{
if(dec.value == Decoration::Component)
{
component = dec.component;
break;
}
}
ShaderBuiltin builtin = ShaderBuiltin::Undefined;
if(curDecorations.flags & Decorations::HasBuiltIn)
builtin = MakeShaderBuiltin(stage, curDecorations.builtIn);
this->apiWrapper->FillInputValue(var, builtin, (uint32_t)location, component);
}
else
{
// make it obvious when uninitialised outputs are written
memset(var.value.u64v, 0xcc, sizeof(var.value.u64v));
}
if(sourceName != rawName)
{
rdcstr debugVarName = rawName + accessSuffix;
SourceVariableMapping sourceVar;
sourceVar.name = sourceName + accessSuffix;
sourceVar.offset = (uint32_t)location;
sourceVar.type = var.type;
sourceVar.rows = var.rows;
sourceVar.columns = var.columns;
sourceVar.signatureIndex = sigNames.indexOf(debugVarName);
for(uint32_t x = 0; x < uint32_t(var.rows) * var.columns; x++)
sourceVar.variables.push_back(DebugVariableReference(
isInput ? DebugVariableType::Input : DebugVariableType::Variable, debugVarName, x));
ret->sourceVars.push_back(sourceVar);
if(!isInput)
globalSourceVars.push_back(sourceVar);
}
};
WalkVariable<ShaderVariable, true>(decorations[v.id], dataTypes[type.InnerType()], ~0U, var,
rdcstr(), fillInputCallback);
if(isInput)
{
// create the opaque storage
active.inputs.push_back(var);
// then make sure we know which ID to set up for the pointer
inputIDs.push_back(v.id);
pointerIDs.push_back(THREAD_POINTER(v.id, inputs));
}
else
{
active.outputs.push_back(var);
outputIDs.push_back(v.id);
liveGlobals.push_back(v.id);
pointerIDs.push_back(THREAD_POINTER(v.id, outputs));
}
}
// pick up uniform globals, which could be cbuffers, and push constants
else if(v.storage == StorageClass::Uniform || v.storage == StorageClass::StorageBuffer ||
v.storage == StorageClass::PushConstant)
{
ShaderVariable var;
var.name = GetRawName(v.id);
rdcstr sourceName = GetHumanName(v.id);
const DataType &type = dataTypes[v.type];
// global variables should all be pointers into opaque storage
RDCASSERT(type.type == DataType::PointerType);
const DataType *innertype = &dataTypes[type.InnerType()];
if(sourceName == var.name)
sourceName = GetHumanName(innertype->id);
bool isArray = false;
if(innertype->type == DataType::ArrayType)
{
isArray = true;
innertype = &dataTypes[innertype->InnerType()];
}
const bool ssbo = (v.storage == StorageClass::StorageBuffer) ||
(decorations[innertype->id].flags & Decorations::BufferBlock);
if(innertype->type == DataType::StructType)
{
// if we don't have a good human name, generate a better one using the interface information
// we have
if(sourceName == var.name)
{
if(v.storage == StorageClass::PushConstant)
sourceName = "_pushconsts";
else if(ssbo)
sourceName = StringFormat::Fmt("_buffer_set%u_bind%u", decorations[v.id].set,
decorations[v.id].binding);
else
sourceName = StringFormat::Fmt("_cbuffer_set%u_bind%u", decorations[v.id].set,
decorations[v.id].binding);
}
uint32_t bindset = 0, bind = 0;
if(v.storage == StorageClass::PushConstant)
{
bindset = PushConstantBindSet;
}
else
{
if(decorations[v.id].flags & Decorations::HasDescriptorSet)
bindset = decorations[v.id].set;
if(decorations[v.id].flags & Decorations::HasBinding)
bind = decorations[v.id].binding;
}
SourceVariableMapping sourceVar;
sourceVar.name = sourceName;
sourceVar.offset = 0;
if(ssbo)
{
var.rows = 1;
var.columns = 1;
var.type = VarType::ReadWriteResource;
var.SetBinding((int32_t)bindset, (int32_t)bind, 0U);
var.value.u64v[SSBOVariableSlot] = 1;
if(isArray)
var.value.u64v[ArrayVariableSlot] = 1;
sourceVar.type = VarType::ReadWriteResource;
sourceVar.rows = 1;
sourceVar.columns = 1;
sourceVar.variables.push_back(
DebugVariableReference(DebugVariableType::ReadWriteResource, var.name));
global.readWriteResources.push_back(var);
pointerIDs.push_back(GLOBAL_POINTER(v.id, readWriteResources));
}
else
{
BindpointIndex bindpoint;
// TODO handle arrays
bindpoint.bindset = (int32_t)bindset;
bindpoint.bind = (int32_t)bind;
auto cbufferCallback = [this, bindpoint](
ShaderVariable &var, const Decorations &curDecorations, const DataType &type,
uint64_t offset, const rdcstr &) {
if(!var.members.empty())
return;
// non-matrix case is simple, just read the size of the variable
if(var.rows == 1)
{
this->apiWrapper->ReadBufferValue(bindpoint, offset, VarByteSize(var), var.value.uv);
}
else
{
// matrix case is more complicated. Either read column by column or row by row
// depending on
// majorness
uint32_t matrixStride = curDecorations.matrixStride;
if(!(curDecorations.flags & Decorations::HasMatrixStride))
{
RDCWARN("Matrix without matrix stride - assuming legacy vec4 packed");
matrixStride = 16;
}
if(curDecorations.flags & Decorations::ColMajor)
{
ShaderValue tmp;
uint32_t colSize = VarTypeByteSize(var.type) * var.rows;
for(uint32_t c = 0; c < var.columns; c++)
{
// read the column
this->apiWrapper->ReadBufferValue(bindpoint, offset + c * matrixStride, colSize,
&tmp.uv[0]);
// now write it into the appropiate elements in the destination ShaderValue
for(uint32_t r = 0; r < var.rows; r++)
var.value.uv[r * var.columns + c] = tmp.uv[r];
}
}
else
{
// row major is easier, read row-by-row directly into the output variable
uint32_t rowSize = VarTypeByteSize(var.type) * var.columns;
for(uint32_t r = 0; r < var.rows; r++)
{
// read the column into the destination ShaderValue, which is tightly packed with
// rows
this->apiWrapper->ReadBufferValue(bindpoint, offset + r * matrixStride, rowSize,
&var.value.uv[r * var.columns]);
}
}
}
};
WalkVariable<ShaderVariable, true>(decorations[v.id], *innertype, 0U, var, rdcstr(),
cbufferCallback);
if(isArray)
RDCERR("Uniform buffer arrays not supported yet");
sourceVar.type = VarType::ConstantBlock;
sourceVar.rows = 1;
sourceVar.columns = 1;
sourceVar.variables.push_back(DebugVariableReference(DebugVariableType::Constant, var.name));
global.constantBlocks.push_back(var);
pointerIDs.push_back(GLOBAL_POINTER(v.id, constantBlocks));
}
ret->sourceVars.push_back(sourceVar);
}
else
{
RDCERR("Unhandled type of uniform: %u", innertype->type);
}
}
else if(v.storage == StorageClass::UniformConstant)
{
// only images/samplers are allowed to be in UniformConstant
ShaderVariable var;
var.rows = 1;
var.columns = 1;
var.name = GetRawName(v.id);
rdcstr sourceName = GetHumanName(v.id);
const DataType &type = dataTypes[v.type];
// global variables should all be pointers into opaque storage
RDCASSERT(type.type == DataType::PointerType);
const DataType *innertype = &dataTypes[type.InnerType()];
// if we don't have a good human name, generate a better one using the interface information
// we have
if(sourceName == var.name)
{
rdcstr innerName;
if(innertype->type == DataType::SamplerType)
innerName = "sampler";
else if(innertype->type == DataType::SampledImageType)
innerName = "sampledImage";
else if(innertype->type == DataType::ImageType)
innerName = "image";
sourceName = StringFormat::Fmt("_%s_set%u_bind%u", innerName.c_str(), decorations[v.id].set,
decorations[v.id].binding);
}
DebugVariableType debugType = DebugVariableType::ReadOnlyResource;
uint32_t set = 0, bind = 0;
if(decorations[v.id].flags & Decorations::HasDescriptorSet)
set = decorations[v.id].set;
if(decorations[v.id].flags & Decorations::HasBinding)
bind = decorations[v.id].binding;
var.SetBinding((int32_t)set, (int32_t)bind, 0U);
if(innertype->type == DataType::ArrayType)
{
var.value.u64v[ArrayVariableSlot] = 1;
innertype = &dataTypes[innertype->InnerType()];
}
if(innertype->type == DataType::SamplerType)
{
var.type = VarType::Sampler;
debugType = DebugVariableType::Sampler;
global.samplers.push_back(var);
pointerIDs.push_back(GLOBAL_POINTER(v.id, samplers));
}
else if(innertype->type == DataType::SampledImageType || innertype->type == DataType::ImageType)
{
var.type = VarType::ReadOnlyResource;
debugType = DebugVariableType::ReadOnlyResource;
// store the texture type here, since the image may be copied around and combined with a
// sampler, so accessing the original type might be non-trivial at point of access
uint32_t texType = DebugAPIWrapper::Float_Texture;
Id imgid = type.InnerType();
if(innertype->type == DataType::SampledImageType)
imgid = sampledImageTypes[imgid].baseId;
if(imageTypes[imgid].dim == Dim::Buffer)
texType |= DebugAPIWrapper::Buffer_Texture;
if(imageTypes[imgid].dim == Dim::SubpassData)
texType |= DebugAPIWrapper::Subpass_Texture;
if(imageTypes[imgid].retType.type == Op::TypeInt)
{
if(imageTypes[imgid].retType.signedness)
texType |= DebugAPIWrapper::SInt_Texture;
else
texType |= DebugAPIWrapper::UInt_Texture;
}
var.value.u64v[TextureTypeVariableSlot] = texType;
if(imageTypes[imgid].sampled == 2 && imageTypes[imgid].dim != Dim::SubpassData)
{
var.type = VarType::ReadWriteResource;
debugType = DebugVariableType::ReadWriteResource;
global.readWriteResources.push_back(var);
pointerIDs.push_back(GLOBAL_POINTER(v.id, readWriteResources));
}
else
{
global.readOnlyResources.push_back(var);
pointerIDs.push_back(GLOBAL_POINTER(v.id, readOnlyResources));
}
}
else
{
RDCERR("Unhandled type of uniform: %u", innertype->type);
}
SourceVariableMapping sourceVar;
sourceVar.name = sourceName;
sourceVar.type = var.type;
sourceVar.rows = 1;
sourceVar.columns = 1;
sourceVar.offset = 0;
sourceVar.variables.push_back(DebugVariableReference(debugType, var.name));
ret->sourceVars.push_back(sourceVar);
}
else if(v.storage == StorageClass::Private || v.storage == StorageClass::Workgroup)
{
// private variables are allocated as globals. Similar to outputs
ShaderVariable var;
var.name = GetRawName(v.id);
rdcstr sourceName = GetHumanName(v.id);
const DataType &type = dataTypes[v.type];
// global variables should all be pointers into opaque storage
RDCASSERT(type.type == DataType::PointerType);
auto uninitialisedCallback = [](ShaderVariable &var, const Decorations &, const DataType &,
uint64_t, const rdcstr &) {
if(!var.members.empty())
return;
memset(var.value.u64v, 0xcc, sizeof(var.value.u64v));
};
WalkVariable<ShaderVariable, true>(decorations[v.id], dataTypes[type.InnerType()], ~0U, var,
rdcstr(), uninitialisedCallback);
if(v.initializer != Id())
AssignValue(var, active.ids[v.initializer]);
if(v.storage == StorageClass::Private)
{
active.privates.push_back(var);
pointerIDs.push_back(THREAD_POINTER(v.id, privates));
}
else if(v.storage == StorageClass::Workgroup)
{
global.workgroups.push_back(var);
pointerIDs.push_back(GLOBAL_POINTER(v.id, workgroups));
}
liveGlobals.push_back(v.id);
if(sourceName != var.name)
{
SourceVariableMapping sourceVar;
sourceVar.name = sourceName;
sourceVar.type = var.type;
sourceVar.rows = RDCMAX(1U, (uint32_t)var.rows);
sourceVar.columns = RDCMAX(1U, (uint32_t)var.columns);
sourceVar.offset = 0;
for(uint32_t x = 0; x < sourceVar.rows * sourceVar.columns; x++)
sourceVar.variables.push_back(
DebugVariableReference(DebugVariableType::Variable, var.name, x));
globalSourceVars.push_back(sourceVar);
}
}
else
{
RDCERR("Unhandled type of global variable: %s", ToStr(v.storage).c_str());
}
}
std::sort(liveGlobals.begin(), liveGlobals.end());
for(uint32_t i = 0; i < workgroupSize; i++)
{
ThreadState &lane = workgroup[i];
if(i != activeLaneIndex)
{
lane.nextInstruction = active.nextInstruction;
lane.inputs = active.inputs;
lane.outputs = active.outputs;
lane.privates = active.privates;
lane.ids = active.ids;
// mark as inactive/helper lane
lane.helperInvocation = true;
}
// now that the globals are allocated and their storage won't move, we can take pointers to them
for(const PointerId &p : pointerIDs)
p.Set(*this, global, lane);
}
ret->lineInfo.resize(instructionOffsets.size());
for(size_t i = 0; i < instructionOffsets.size(); i++)
{
auto it = instructionLines.find(instructionOffsets[i]);
if(it != instructionLines.end())
ret->lineInfo[i].disassemblyLine = it->second;
else
ret->lineInfo[i].disassemblyLine = 0;
}
ret->constantBlocks = global.constantBlocks;
ret->readOnlyResources = global.readOnlyResources;
ret->readWriteResources = global.readWriteResources;
ret->samplers = global.samplers;
ret->inputs = active.inputs;
if(stage == ShaderStage::Pixel)
{
// apply derivatives to generate the correct inputs for the quad neighbours
for(uint32_t q = 0; q < workgroupSize; q++)
{
if(q == activeLaneIndex)
continue;
for(size_t i = 0; i < inputIDs.size(); i++)
{
Id id = inputIDs[i];
const DataType &type = dataTypes[idTypes[id]];
// global variables should all be pointers into opaque storage
RDCASSERT(type.type == DataType::PointerType);
const DataType &innertype = dataTypes[type.InnerType()];
auto derivCallback = [this, q](ShaderVariable &var, const Decorations &dec,
const DataType &type, uint64_t location, const rdcstr &) {
if(!var.members.empty())
return;
ApplyDerivatives(q, dec, (uint32_t)location, type, var);
};
WalkVariable<ShaderVariable, false>(decorations[id], innertype, ~0U, workgroup[q].inputs[i],
rdcstr(), derivCallback);
}
}
}
return ret;
}
rdcarray<ShaderDebugState> Debugger::ContinueDebug()
{
ThreadState &active = GetActiveLane();
rdcarray<ShaderDebugState> ret;
// initialise the first ShaderDebugState if we haven't stepped yet
if(steps == 0)
{
// we should be sitting at the entry point function prologue, step forward into the first block
// and past any function-local variable declarations
for(ThreadState &thread : workgroup)
thread.EnterFunction({});
ShaderDebugState initial;
initial.nextInstruction = active.nextInstruction;
for(const Id &v : active.live)
initial.changes.push_back({ShaderVariable(), GetPointerValue(active.ids[v])});
initial.sourceVars = active.sourceVars;
initial.stepIndex = steps;
active.FillCallstack(initial);
ret.push_back(initial);
steps++;
}
// if we've finished, return an empty set to signify that
if(active.Finished())
return ret;
rdcarray<bool> activeMask;
// do 100 in a chunk
for(int cycleCounter = 0; cycleCounter < 100; cycleCounter++)
{
global.clock++;
if(active.Finished())
break;
// calculate the current mask of which threads are active
CalcActiveMask(activeMask);
// step all active members of the workgroup
for(size_t lane = 0; lane < workgroup.size(); lane++)
{
ThreadState &thread = workgroup[lane];
if(activeMask[lane])
{
if(thread.nextInstruction >= instructionOffsets.size())
{
if(lane == activeLaneIndex)
ret.push_back(ShaderDebugState());
continue;
}
if(lane == activeLaneIndex)
{
ShaderDebugState state;
// see if we're retiring any IDs at this state
for(size_t l = 0; l < thread.live.size();)
{
Id id = thread.live[l];
if(idDeathOffset[id] < instructionOffsets[thread.nextInstruction])
{
thread.live.erase(l);
ShaderVariableChange change;
change.before = GetPointerValue(thread.ids[id]);
state.changes.push_back(change);
rdcstr name = GetRawName(id);
thread.sourceVars.removeIf([name](const SourceVariableMapping &var) {
return var.variables[0].name.beginsWith(name);
});
continue;
}
l++;
}
thread.StepNext(&state, workgroup);
state.stepIndex = steps;
state.sourceVars = thread.sourceVars;
thread.FillCallstack(state);
ret.push_back(state);
}
else
{
thread.StepNext(NULL, workgroup);
}
}
}
steps++;
}
return ret;
}
ShaderVariable Debugger::MakePointerVariable(Id id, const ShaderVariable *v, uint32_t scalar0,
uint32_t scalar1) const
{
ShaderVariable var;
var.rows = var.columns = 1;
var.type = VarType::GPUPointer;
var.name = GetRawName(id);
var.value.u64v[PointerVariableSlot] = (uint64_t)(uintptr_t)v;
var.value.u64v[Scalar0VariableSlot] = scalar0;
var.value.u64v[Scalar1VariableSlot] = scalar1;
var.value.u64v[BaseIdVariableSlot] = id.value();
return var;
}
ShaderVariable Debugger::MakeCompositePointer(const ShaderVariable &base, Id id,
rdcarray<uint32_t> &indices)
{
const ShaderVariable *leaf = &base;
// if the base is a plain value, we just start walking down the chain. If the base is a pointer
// though, we want to step down the chain in the underlying storage, so dereference first.
if(base.type == VarType::GPUPointer)
leaf = (const ShaderVariable *)(uintptr_t)base.value.u64v[PointerVariableSlot];
bool isArray = false;
if((leaf->type == VarType::ReadWriteResource || leaf->type == VarType::ReadOnlyResource ||
leaf->type == VarType::Sampler) &&
leaf->value.u64v[ArrayVariableSlot])
{
isArray = true;
}
if(leaf->type == VarType::ReadWriteResource && leaf->value.u64v[SSBOVariableSlot])
{
ShaderVariable ret = MakePointerVariable(id, leaf);
uint64_t byteOffset = base.value.u64v[BufferPointerByteOffsetVariableSlot];
ret.value.u64v[MajorStrideVariableSlot] = base.value.u64v[MajorStrideVariableSlot];
const DataType *type = &dataTypes[idTypes[id]];
RDCASSERT(type->type == DataType::PointerType);
type = &dataTypes[type->InnerType()];
// first walk any aggregate types
size_t i = 0;
// if it's an array, consume the array index first
if(isArray)
{
ret.value.u64v[ArrayVariableSlot] = indices[i++];
type = &dataTypes[type->InnerType()];
}
Decorations curDecorations = decorations[type->id];
while(i < indices.size() &&
(type->type == DataType::ArrayType || type->type == DataType::StructType))
{
if(type->type == DataType::ArrayType)
{
// look up the array stride
const Decorations &dec = decorations[type->id];
RDCASSERT(dec.flags & Decorations::HasArrayStride);
// offset increases by index * arrayStride
byteOffset += indices[i] * dec.arrayStride;
// new type is the inner type
type = &dataTypes[type->InnerType()];
}
else
{
// otherwise it's a struct member
const DataType::Child &child = type->children[indices[i]];
// offset increases by member offset
RDCASSERT(child.decorations.flags & Decorations::HasOffset);
byteOffset += child.decorations.offset;
// new type is the child type
type = &dataTypes[child.type];
curDecorations = child.decorations;
}
i++;
}
if(curDecorations.flags & Decorations::HasMatrixStride)
ret.value.u64v[MajorStrideVariableSlot] = curDecorations.matrixStride;
if(curDecorations.flags & Decorations::RowMajor)
ret.value.u64v[MajorStrideVariableSlot] |= 0x80000000U;
size_t remaining = indices.size() - i;
if(remaining == 2)
{
// pointer to a scalar in a matrix. indices[i] is column, indices[i + 1] is row
RDCASSERT(curDecorations.flags & Decorations::HasMatrixStride);
// type is the resulting scalar (first inner does matrix->colun type, second does column
// type->scalar type)
type = &dataTypes[dataTypes[type->InnerType()].InnerType()];
if(curDecorations.flags & Decorations::RowMajor)
{
byteOffset +=
curDecorations.matrixStride * indices[i + 1] + indices[i] * (type->scalar().width / 8);
}
else
{
byteOffset +=
curDecorations.matrixStride * indices[i] + indices[i + 1] * (type->scalar().width / 8);
}
}
else if(remaining == 1)
{
if(type->type == DataType::VectorType)
{
// pointer to a scalar in a vector.
// type is the resulting scalar (first inner does matrix->colun type, second does column
// type->scalar type)
type = &dataTypes[type->InnerType()];
byteOffset += indices[i] * (type->scalar().width / 8);
}
else
{
// pointer to a column in a matrix
RDCASSERT(curDecorations.flags & Decorations::HasMatrixStride);
// type is the resulting vector
type = &dataTypes[type->InnerType()];
if(curDecorations.flags & Decorations::RowMajor)
{
byteOffset += indices[i] * (type->scalar().width / 8);
}
else
{
byteOffset += curDecorations.matrixStride * indices[i];
}
}
}
ret.value.u64v[BufferPointerTypeIdVariableSlot] = type->id.value();
ret.value.u64v[BufferPointerByteOffsetVariableSlot] = byteOffset;
return ret;
}
// first walk any struct member/array indices
size_t i = 0;
if(isArray)
i++;
while(i < indices.size() && !leaf->members.empty())
{
leaf = &leaf->members[indices[i++]];
}
// apply any remaining scalar selectors
uint32_t scalar0 = ~0U, scalar1 = ~0U;
size_t remaining = indices.size() - i;
if(remaining == 2)
{
scalar0 = indices[i];
scalar1 = indices[i + 1];
}
else if(remaining == 1)
{
scalar0 = indices[i];
}
ShaderVariable ret = MakePointerVariable(id, leaf, scalar0, scalar1);
if(isArray)
ret.value.u64v[ArrayVariableSlot] = indices[0];
return ret;
}
ShaderVariable Debugger::GetPointerValue(const ShaderVariable &ptr) const
{
// opaque pointers display as their inner value
if(IsOpaquePointer(ptr))
{
const ShaderVariable *inner =
(const ShaderVariable *)(uintptr_t)ptr.value.u64v[PointerVariableSlot];
ShaderVariable ret = *inner;
ret.name = ptr.name;
// inherit any array index from the pointer
BindpointIndex bind = ret.GetBinding();
ret.SetBinding(bind.bindset, bind.bind, (uint32_t)ptr.value.u64v[ArrayVariableSlot]);
return ret;
}
// every other kind of pointer displays as its contents
return ReadFromPointer(ptr);
}
ShaderVariable Debugger::ReadFromPointer(const ShaderVariable &ptr) const
{
if(ptr.type != VarType::GPUPointer)
return ptr;
const ShaderVariable *inner =
(const ShaderVariable *)(uintptr_t)ptr.value.u64v[PointerVariableSlot];
ShaderVariable ret;
if(inner->type == VarType::ReadWriteResource && inner->value.u64v[SSBOVariableSlot])
{
rdcspv::Id typeId =
rdcspv::Id::fromWord(uint32_t(ptr.value.u64v[BufferPointerTypeIdVariableSlot]));
uint64_t byteOffset = ptr.value.u64v[BufferPointerByteOffsetVariableSlot];
BindpointIndex bind = inner->GetBinding();
bind.arrayIndex = (uint32_t)ptr.value.u64v[ArrayVariableSlot];
uint32_t matrixStride = (uint32_t)ptr.value.u64v[MajorStrideVariableSlot];
bool rowMajor = (matrixStride & 0x80000000U) != 0;
matrixStride &= 0xff;
auto readCallback = [this, bind, matrixStride, rowMajor](
ShaderVariable &var, const Decorations &, const DataType &type, uint64_t offset,
const rdcstr &) {
// ignore any callbacks we get on the way up for structs/arrays, we don't need it we only read
// or write at primitive level
if(!var.members.empty())
return;
if(type.type == DataType::MatrixType)
{
RDCASSERT(matrixStride != 0);
if(rowMajor)
{
for(uint8_t r = 0; r < var.rows; r++)
{
apiWrapper->ReadBufferValue(bind, offset + r * matrixStride,
VarTypeByteSize(var.type) * var.columns,
&var.value.uv[r * var.columns]);
}
}
else
{
ShaderValue tmp = {};
// read column-wise
for(uint8_t c = 0; c < var.columns; c++)
{
apiWrapper->ReadBufferValue(bind, offset + c * matrixStride,
VarTypeByteSize(var.type) * var.rows, &tmp.uv[c * var.rows]);
}
// transpose into our row major storage
for(uint8_t r = 0; r < var.rows; r++)
{
for(uint8_t c = 0; c < var.columns; c++)
{
if(VarTypeByteSize(var.type) == 8)
var.value.u64v[r * var.columns + c] = tmp.u64v[c * var.rows + r];
else
var.value.uv[r * var.columns + c] = tmp.uv[c * var.rows + r];
}
}
}
}
else if(type.type == DataType::VectorType)
{
if(!rowMajor)
{
// we can read a vector at a time if the matrix is column major
apiWrapper->ReadBufferValue(bind, offset, VarTypeByteSize(var.type) * var.columns,
var.value.uv);
}
else
{
for(uint8_t c = 0; c < var.columns; c++)
{
if(VarTypeByteSize(var.type) == 8)
apiWrapper->ReadBufferValue(bind, offset + c * matrixStride,
VarTypeByteSize(var.type), &var.value.u64v[c]);
else
apiWrapper->ReadBufferValue(bind, offset + c * matrixStride,
VarTypeByteSize(var.type), &var.value.uv[c]);
}
}
}
else if(type.type == DataType::ScalarType)
{
apiWrapper->ReadBufferValue(bind, offset, VarTypeByteSize(var.type), var.value.uv);
}
};
WalkVariable<ShaderVariable, true>(Decorations(), dataTypes[typeId], byteOffset, ret, rdcstr(),
readCallback);
ret.name = ptr.name;
return ret;
}
ret = *inner;
ret.name = ptr.name;
if(inner->type == VarType::ReadOnlyResource || inner->type == VarType::ReadWriteResource ||
inner->type == VarType::Sampler)
{
BindpointIndex bind = ret.GetBinding();
ret.SetBinding(bind.bindset, bind.bind, (uint32_t)ptr.value.u64v[ArrayVariableSlot]);
}
// we don't support pointers to scalars since our 'unit' of pointer is a ShaderVariable, so check
// if we have scalar indices to apply:
uint32_t scalar0 = (uint32_t)ptr.value.u64v[Scalar0VariableSlot];
uint32_t scalar1 = (uint32_t)ptr.value.u64v[Scalar1VariableSlot];
ShaderValue val;
if(ret.rows > 1)
{
// matrix case
if(scalar0 != ~0U && scalar1 != ~0U)
{
// two indices - selecting a scalar. scalar0 is the first index in the chain so it chooses
// column
if(VarTypeByteSize(ret.type) == 8)
val.u64v[0] = ret.value.u64v[scalar1 * ret.columns + scalar0];
else
val.uv[0] = ret.value.uv[scalar1 * ret.columns + scalar0];
// it's a scalar now, even if it was a matrix before
ret.rows = ret.columns = 1;
ret.value = val;
}
else if(scalar0 != ~0U)
{
// one index, selecting a column
for(uint32_t row = 0; row < ret.rows; row++)
{
if(VarTypeByteSize(ret.type) == 8)
val.u64v[row] = ret.value.u64v[row * ret.columns + scalar0];
else
val.uv[row] = ret.value.uv[row * ret.columns + scalar0];
}
// it's a vector now, even if it was a matrix before
ret.rows = 1;
ret.value = val;
}
}
else
{
// vector case, selecting a scalar (if anything)
if(scalar0 != ~0U)
{
if(VarTypeByteSize(ret.type) == 8)
val.u64v[0] = ret.value.u64v[scalar0];
else
val.uv[0] = ret.value.uv[scalar0];
// it's a scalar now, even if it was a matrix before
ret.columns = 1;
ret.value = val;
}
}
return ret;
}
Id Debugger::GetPointerBaseId(const ShaderVariable &ptr) const
{
RDCASSERT(ptr.type == VarType::GPUPointer);
// we stored the base ID so that it's always available regardless of access chains
return Id::fromWord((uint32_t)ptr.value.u64v[BaseIdVariableSlot]);
}
bool Debugger::IsOpaquePointer(const ShaderVariable &ptr) const
{
if(ptr.type != VarType::GPUPointer)
return false;
ShaderVariable *inner = (ShaderVariable *)(uintptr_t)ptr.value.u64v[PointerVariableSlot];
return inner->type == VarType::ReadOnlyResource || inner->type == VarType::Sampler ||
inner->type == VarType::ReadWriteResource;
}
bool Debugger::ArePointersAndEqual(const ShaderVariable &a, const ShaderVariable &b) const
{
// we can do a pointer comparison by checking the values, since we store all pointer-related
// data in there
if(a.type == VarType::GPUPointer && b.type == VarType::GPUPointer)
return memcmp(&a.value, &b.value, sizeof(ShaderValue)) == 0;
return false;
}
void Debugger::WriteThroughPointer(const ShaderVariable &ptr, const ShaderVariable &val)
{
ShaderVariable *storage = (ShaderVariable *)(uintptr_t)ptr.value.u64v[PointerVariableSlot];
if(storage->type == VarType::ReadWriteResource)
{
rdcspv::Id typeId =
rdcspv::Id::fromWord(uint32_t(ptr.value.u64v[BufferPointerTypeIdVariableSlot]));
uint64_t byteOffset = ptr.value.u64v[BufferPointerByteOffsetVariableSlot];
const DataType &type = dataTypes[typeId];
BindpointIndex bind = storage->GetBinding();
bind.arrayIndex = (uint32_t)ptr.value.u64v[ArrayVariableSlot];
uint32_t matrixStride = (uint32_t)ptr.value.u64v[MajorStrideVariableSlot];
bool rowMajor = (matrixStride & 0x80000000U) != 0;
matrixStride &= 0xff;
auto writeCallback = [this, bind, matrixStride, rowMajor](
const ShaderVariable &var, const Decorations &, const DataType &type, uint64_t offset,
const rdcstr &) {
if(!var.members.empty())
return;
if(type.type == DataType::MatrixType)
{
RDCASSERT(matrixStride != 0);
if(rowMajor)
{
for(uint8_t r = 0; r < var.rows; r++)
{
apiWrapper->WriteBufferValue(bind, offset + r * matrixStride,
VarTypeByteSize(var.type) * var.columns,
&var.value.uv[r * var.columns]);
}
}
else
{
ShaderValue tmp = {};
// transpose from our row major storage
for(uint8_t r = 0; r < var.rows; r++)
{
for(uint8_t c = 0; c < var.columns; c++)
{
if(VarTypeByteSize(var.type) == 8)
tmp.u64v[c * var.rows + r] = var.value.u64v[r * var.columns + c];
else
tmp.uv[c * var.rows + r] = var.value.uv[r * var.columns + c];
}
}
// read column-wise
for(uint8_t c = 0; c < var.columns; c++)
{
apiWrapper->WriteBufferValue(bind, offset + c * matrixStride,
VarTypeByteSize(var.type) * var.rows, &tmp.uv[c * var.rows]);
}
}
}
else if(type.type == DataType::VectorType)
{
if(!rowMajor)
{
// we can write a vector at a time if the matrix is column major
apiWrapper->WriteBufferValue(bind, offset, VarTypeByteSize(var.type) * var.columns,
var.value.uv);
}
else
{
for(uint8_t c = 0; c < var.columns; c++)
{
if(VarTypeByteSize(var.type) == 8)
apiWrapper->WriteBufferValue(bind, offset + c * matrixStride,
VarTypeByteSize(var.type), &var.value.u64v[c]);
else
apiWrapper->WriteBufferValue(bind, offset + c * matrixStride,
VarTypeByteSize(var.type), &var.value.uv[c]);
}
}
}
else if(type.type == DataType::ScalarType)
{
apiWrapper->WriteBufferValue(bind, offset, VarTypeByteSize(var.type), var.value.uv);
}
};
WalkVariable<const ShaderVariable, false>(Decorations(), dataTypes[typeId], byteOffset, val,
rdcstr(), writeCallback);
return;
}
// we don't support pointers to scalars since our 'unit' of pointer is a ShaderVariable, so check
// if we have scalar indices to apply:
uint32_t scalar0 = (uint32_t)ptr.value.u64v[Scalar0VariableSlot];
uint32_t scalar1 = (uint32_t)ptr.value.u64v[Scalar1VariableSlot];
// in the common case we don't have scalar selectors. In this case just assign the value
if(scalar0 == ~0U && scalar1 == ~0U)
{
AssignValue(*storage, val);
}
else
{
// otherwise we need to store only the selected part of this pointer. We assume by SPIR-V
// validity rules that the incoming value matches the pointed value
if(storage->rows > 1)
{
// matrix case
if(scalar0 != ~0U && scalar1 != ~0U)
{
// two indices - selecting a scalar. scalar0 is the first index in the chain so it chooses
// column
if(VarTypeByteSize(storage->type) == 8)
storage->value.u64v[scalar1 * storage->columns + scalar0] = val.value.u64v[0];
else
storage->value.uv[scalar1 * storage->columns + scalar0] = val.value.uv[0];
}
else if(scalar0 != ~0U)
{
// one index, selecting a column
for(uint32_t row = 0; row < storage->rows; row++)
{
if(VarTypeByteSize(storage->type) == 8)
storage->value.u64v[row * storage->columns + scalar0] = val.value.u64v[row];
else
storage->value.uv[row * storage->columns + scalar0] = val.value.uv[row];
}
}
}
else
{
// vector case, selecting a scalar
if(VarTypeByteSize(storage->type) == 8)
storage->value.u64v[scalar0] = val.value.u64v[0];
else
storage->value.uv[scalar0] = val.value.uv[0];
}
}
}
rdcstr Debugger::GetRawName(Id id) const
{
return StringFormat::Fmt("_%u", id.value());
}
rdcstr Debugger::GetHumanName(Id id)
{
// see if we have a dynamic name assigned (to disambiguate), if so use that
auto it = dynamicNames.find(id);
if(it != dynamicNames.end())
return it->second;
// otherwise try the string first
rdcstr name = strings[id];
// if we don't have a string name, we can be sure the id is unambiguous
if(name.empty())
return GetRawName(id);
rdcstr basename = name;
// otherwise check to see if it's been used before. If so give it a new name
int alias = 2;
while(usedNames.find(name) != usedNames.end())
{
name = basename + "@" + ToStr(alias);
alias++;
}
usedNames.insert(name);
dynamicNames[id] = name;
return name;
}
void Debugger::AddSourceVars(rdcarray<SourceVariableMapping> &sourceVars, const ShaderVariable &var,
Id id)
{
rdcstr name;
auto it = dynamicNames.find(id);
if(it != dynamicNames.end())
name = it->second;
else
name = strings[id];
if(!name.empty())
{
Id type = idTypes[id];
SourceVariableMapping sourceVar;
sourceVar.name = name;
sourceVar.offset = 0;
sourceVar.type = var.type;
sourceVar.rows = RDCMAX(1U, (uint32_t)var.rows);
sourceVar.columns = RDCMAX(1U, (uint32_t)var.columns);
for(uint32_t x = 0; x < sourceVar.rows * sourceVar.columns; x++)
sourceVar.variables.push_back(DebugVariableReference(DebugVariableType::Variable, var.name, x));
sourceVars.push_back(sourceVar);
}
}
void Debugger::CalcActiveMask(rdcarray<bool> &activeMask)
{
// one bool per workgroup thread
activeMask.resize(workgroup.size());
// mark any threads that have finished as inactive, otherwise they're active
for(size_t i = 0; i < workgroup.size(); i++)
activeMask[i] = !workgroup[i].Finished();
// only pixel shaders automatically converge workgroups, compute shaders need explicit sync
if(stage != ShaderStage::Pixel)
return;
// otherwise we need to make sure that control flow which converges stays in lockstep so that
// derivatives etc are still valid. While diverged, we don't have to keep threads in lockstep
// since using derivatives is invalid.
//
// We take advantage of SPIR-V's structured control flow. We only ever diverge at a branch
// instruction, and the preceeding OpLoopMerge/OpSelectionMerge.
//
// So the scheme is as follows:
// * If we haven't diverged and all threads have the same nextInstruction, we're still uniform so
// continue in lockstep.
// * As soon as they differ, we've diverged. Check the last mergeBlock that was specified - we
// won't be uniform again until all threads reach that block.
// * Once we've diverged, any threads which are NOT in the merge block are active, and any threads
// which are in it are inactive. This causes them to pause and wait for others to catch up
// until the point where all threads are in the merge block at which point we've converged and
// can go back to uniformity.
// if we're waiting on a converge block to be reached, we've diverged previously.
bool wasDiverged = convergeBlock != Id();
// see if we've diverged by starting procesing different next instructions
bool diverged = false;
for(size_t i = 1; !diverged && i < workgroup.size(); i++)
diverged |= (workgroup[0].nextInstruction != workgroup[i].nextInstruction);
if(!wasDiverged && diverged)
{
// if we've newly diverged, all workgroups should have the same merge block - the point where we
// become uniform again.
convergeBlock = workgroup[0].mergeBlock;
for(size_t i = 1; !diverged && i < workgroup.size(); i++)
RDCASSERT(convergeBlock == workgroup[i].mergeBlock);
}
if(wasDiverged || diverged)
{
// for every thread, turn it off if it's in the converge block
rdcarray<bool> inConverge;
inConverge.resize(activeMask.size());
for(size_t i = 0; i < workgroup.size(); i++)
inConverge[i] = (workgroup[i].callstack.back()->curBlock == convergeBlock);
// is any thread active, but not converged?
bool anyActiveNotConverged = false;
for(size_t i = 0; i < workgroup.size(); i++)
anyActiveNotConverged |= activeMask[i] && !inConverge[i];
if(anyActiveNotConverged)
{
// if so, then only non-converged threads are active right now
for(size_t i = 0; i < workgroup.size(); i++)
activeMask[i] &= !inConverge[i];
}
else
{
// otherwise we can leave the active mask as is, forget the convergence point, and allow
// everything to run as normal
convergeBlock = Id();
}
}
}
void Debugger::AllocateVariable(Id id, Id typeId, ShaderVariable &outVar)
{
// allocs should always be pointers
RDCASSERT(dataTypes[typeId].type == DataType::PointerType);
WalkVariable<ShaderVariable, true>(Decorations(), dataTypes[dataTypes[typeId].InnerType()], ~0U,
outVar, rdcstr(), NULL);
}
template <typename ShaderVarType, bool allocate>
uint32_t Debugger::WalkVariable(
const Decorations &curDecorations, const DataType &type, uint64_t offsetOrLocation,
ShaderVarType &var, const rdcstr &accessSuffix,
std::function<void(ShaderVarType &, const Decorations &, const DataType &, uint64_t, const rdcstr &)>
callback) const
{
// if we're walking a const variable we just want to walk it without modification. So outVar
// is NULL. Otherwise outVar points to the variable itself so we modify it before iterating
ShaderVariable *outVar = allocate ? pointerIfMutable(var) : NULL;
// the Location decoration should either be on the variable itself (in which case we hit this
// first thing), or on the first member of a struct. i.e. once we have a location already and
// we're auto-assigning from there we shouldn't encounter another location decoration somewhere
// further down the struct chain. This also prevents us from using the same location for every
// element in an array, since we have the same set of decorations on the array as on the members
if((curDecorations.flags & Decorations::HasLocation) && offsetOrLocation == ~0U)
offsetOrLocation = curDecorations.location;
uint32_t numLocations = 0;
switch(type.type)
{
case DataType::ScalarType:
{
if(outVar)
{
outVar->type = type.scalar().Type();
outVar->rows = 1;
outVar->columns = 1;
}
numLocations = 1;
break;
}
case DataType::VectorType:
{
if(outVar)
{
outVar->type = type.scalar().Type();
outVar->rows = 1;
outVar->columns = RDCMAX(1U, type.vector().count);
}
numLocations = 1;
break;
}
case DataType::MatrixType:
{
if(outVar)
{
outVar->type = type.scalar().Type();
outVar->columns = RDCMAX(1U, type.matrix().count);
outVar->rows = RDCMAX(1U, type.vector().count);
}
numLocations = var.rows;
break;
}
case DataType::StructType:
{
for(int32_t i = 0; i < type.children.count(); i++)
{
if(outVar)
{
outVar->members.push_back(ShaderVariable());
if(!type.children[i].name.empty())
outVar->members.back().name = type.children[i].name;
else
outVar->members.back().name = StringFormat::Fmt("_child%d", i);
}
rdcstr childAccess = accessSuffix + "." + var.members.back().name;
const Decorations &childDecorations = type.children[i].decorations;
uint64_t childOffsetOrLocation = offsetOrLocation;
// if the struct is concrete, it must have an offset. Otherwise it's opaque and we're using
// locations
if(childDecorations.flags & Decorations::HasOffset)
childOffsetOrLocation += childDecorations.offset;
else if(offsetOrLocation != ~0U)
childOffsetOrLocation += numLocations;
uint32_t childLocations = WalkVariable<ShaderVarType, allocate>(
childDecorations, dataTypes[type.children[i].type], childOffsetOrLocation,
var.members[i], childAccess, callback);
numLocations += childLocations;
}
break;
}
case DataType::ArrayType:
{
// array stride is decorated on the type, not the member itself
const Decorations &typeDecorations = decorations[type.id];
uint32_t childOffset = 0;
ShaderVariable len = GetActiveLane().ids[type.length];
for(uint32_t i = 0; i < len.value.u.x; i++)
{
if(outVar)
{
outVar->members.push_back(ShaderVariable());
outVar->members.back().name = StringFormat::Fmt("[%u]", i);
}
rdcstr childAccess = accessSuffix + var.members.back().name;
uint32_t childLocations = WalkVariable<ShaderVarType, allocate>(
curDecorations, dataTypes[type.InnerType()], offsetOrLocation + childOffset,
var.members[i], childAccess, callback);
numLocations += childLocations;
// as above - either the type is concrete and has an array stride, or else we're using
// locations
if(typeDecorations.flags & Decorations::HasArrayStride)
childOffset += decorations[type.id].arrayStride;
else if(offsetOrLocation != ~0U)
childOffset = numLocations;
}
break;
}
case DataType::PointerType:
case DataType::ImageType:
case DataType::SamplerType:
case DataType::SampledImageType:
case DataType::UnknownType:
{
RDCERR("Unexpected variable type %d", type.type);
return numLocations;
}
}
if(callback)
callback(var, curDecorations, type, offsetOrLocation, accessSuffix);
// for auto-assigning locations, we return the number of locations
return numLocations;
}
uint32_t Debugger::ApplyDerivatives(uint32_t quadIndex, const Decorations &curDecorations,
uint32_t location, const DataType &inType, ShaderVariable &outVar)
{
// only floats have derivatives
if(outVar.type == VarType::Float)
{
ShaderBuiltin builtin = ShaderBuiltin::Undefined;
if(curDecorations.flags & Decorations::HasBuiltIn)
builtin = MakeShaderBuiltin(stage, curDecorations.builtIn);
uint32_t component = 0;
for(const DecorationAndParamData &dec : curDecorations.others)
{
if(dec.value == Decoration::Component)
{
component = dec.component;
break;
}
}
// We make the assumption that the coarse derivatives are generated from (0,0) in the quad, and
// fine derivatives are generated from the destination index and its neighbours in X and Y.
// This isn't spec'd but we must assume something and this will hopefully get us closest to
// reproducing actual results.
//
// For debugging, we need members of the quad to be able to generate coarse and fine
// derivatives.
//
// For (0,0) we only need the coarse derivatives to get our neighbours (1,0) and (0,1) which
// will give us coarse and fine derivatives being identical.
//
// For the others we will need to use a combination of coarse and fine derivatives to get the
// diagonal element in the quad. In the examples below, remember that the quad indices are:
//
// +---+---+
// | 0 | 1 |
// +---+---+
// | 2 | 3 |
// +---+---+
//
// And that we have definitions of the derivatives:
//
// ddx_coarse = (1,0) - (0,0)
// ddy_coarse = (0,1) - (0,0)
//
// i.e. the same for all members of the quad
//
// ddx_fine = (x,y) - (1-x,y)
// ddy_fine = (x,y) - (x,1-y)
//
// i.e. the difference to the neighbour of our desired invocation (the one we have the actual
// inputs for, from gathering above).
//
// So e.g. if our thread is at (1,1) destIdx = 3
//
// (1,0) = (1,1) - ddx_fine
// (0,1) = (1,1) - ddy_fine
// (0,0) = (1,1) - ddy_fine - ddx_coarse
//
// and ddy_coarse is unused. For (1,0) destIdx = 1:
//
// (1,1) = (1,0) + ddy_fine
// (0,1) = (1,0) - ddx_coarse + ddy_coarse
// (0,0) = (1,0) - ddx_coarse
//
// and ddx_fine is unused (it's identical to ddx_coarse anyway)
if(curDecorations.flags & Decorations::HasLocation)
location = curDecorations.location;
DebugAPIWrapper::DerivativeDeltas derivs =
apiWrapper->GetDerivative(builtin, location, component);
Vec4f &dst = *(Vec4f *)outVar.value.fv;
// in the diagrams below * marks the active lane index.
//
// V and ^ == coarse ddy
// , and ` == fine ddy
// < and > == coarse ddx
// { and } == fine ddx
//
// We are basically making one or two cardinal direction moves from the starting point
// (activeLaneIndex) to the end point (quadIndex).
RDCASSERTNOTEQUAL(activeLaneIndex, quadIndex);
switch(activeLaneIndex)
{
case 0:
{
// +---+---+
// |*0 > 1 |
// +-V-+-V-+
// | 2 | 3 |
// +---+---+
switch(quadIndex)
{
case 0: break;
case 1: dst += derivs.ddxcoarse; break;
case 2: dst += derivs.ddycoarse; break;
case 3:
dst += derivs.ddxcoarse;
dst += derivs.ddycoarse;
break;
default: break;
}
break;
}
case 1:
{
// we need to use fine to get from 1 to 3 as coarse only ever involves 0->1 and 0->2
// +---+---+
// | 0 < 1*|
// +-V-+-,-+
// | 2 | 3 |
// +---+---+
switch(quadIndex)
{
case 0: dst -= derivs.ddxcoarse; break;
case 1: break;
case 2:
dst -= derivs.ddxcoarse;
dst += derivs.ddycoarse;
break;
case 3: dst += derivs.ddyfine; break;
default: break;
}
break;
}
case 2:
{
// +---+---+
// | 0 > 1 |
// +-^-+---+
// |*2 } 3 |
// +---+---+
switch(quadIndex)
{
case 0: dst -= derivs.ddycoarse; break;
case 1:
dst -= derivs.ddycoarse;
dst += derivs.ddxcoarse;
break;
case 2: break;
case 3: dst += derivs.ddxfine; break;
default: break;
}
break;
}
case 3:
{
// +---+---+
// | 0 < 1 |
// +---+-`-+
// | 2 { 3*|
// +---+---+
switch(quadIndex)
{
case 0:
dst -= derivs.ddyfine;
dst -= derivs.ddxcoarse;
break;
case 1: dst -= derivs.ddyfine; break;
case 2: dst -= derivs.ddxfine; break;
case 3: break;
default: break;
}
break;
}
default: break;
}
}
// each row consumes a new location
return outVar.rows;
}
void Debugger::PreParse(uint32_t maxId)
{
Processor::PreParse(maxId);
strings.resize(idTypes.size());
}
void Debugger::PostParse()
{
Processor::PostParse();
for(const MemberName &mem : memberNames)
dataTypes[mem.id].children[mem.member].name = mem.name;
// global IDs never hit a death point
for(const Variable &v : globals)
idDeathOffset[v.id] = ~0U;
memberNames.clear();
}
void Debugger::RegisterOp(Iter it)
{
Processor::RegisterOp(it);
OpDecoder opdata(it);
// we add +1 so that we don't remove the ID on its last use, but the next subsequent instruction
// since blocks always end with a terminator that doesn't consume IDs we're interested in
// (variables) we'll always have one extra instruction to step to
OpDecoder::ForEachID(it, [this, &it](Id id, bool result) {
idDeathOffset[id] = RDCMAX(it.offs() + 1, idDeathOffset[id]);
});
if(opdata.op == Op::ExtInst)
{
OpExtInst extinst(it);
if(extSets[extinst.set] == "GLSL.std.450")
{
// all parameters to GLSL.std.450 are Ids, extend idDeathOffset appropriately
for(const uint32_t param : extinst.params)
{
Id id = Id::fromWord(param);
idDeathOffset[id] = RDCMAX(it.offs() + 1, idDeathOffset[id]);
}
}
}
if(opdata.op == Op::Line || opdata.op == Op::NoLine)
{
// ignore OpLine/OpNoLine
}
if(opdata.op == Op::String)
{
OpString string(it);
strings[string.result] = string.string;
}
else if(opdata.op == Op::Name)
{
OpName name(it);
// technically you could name a string - in that case we ignore the name
if(strings[name.target].empty())
strings[name.target] = name.name;
}
else if(opdata.op == Op::MemberName)
{
OpMemberName memberName(it);
memberNames.push_back({memberName.type, memberName.member, memberName.name});
}
else if(opdata.op == Op::EntryPoint)
{
OpEntryPoint entryPoint(it);
entryLookup[entryPoint.name] = entryPoint.entryPoint;
}
else if(opdata.op == Op::Function)
{
OpFunction func(it);
curFunction = &functions[func.result];
curFunction->begin = it.offs();
}
else if(opdata.op == Op::FunctionParameter)
{
OpFunctionParameter param(it);
curFunction->parameters.push_back(param.result);
}
else if(opdata.op == Op::Variable)
{
OpVariable var(it);
if(var.storageClass == StorageClass::Function && curFunction)
curFunction->variables.push_back(var.result);
}
else if(opdata.op == Op::Label)
{
OpLabel lab(it);
labelInstruction[lab.result] = instructionOffsets.count();
}
// everything else inside a function becomes an instruction, including the OpFunction and
// OpFunctionEnd. We won't actually execute these instructions
instructionOffsets.push_back(it.offs());
if(opdata.op == Op::FunctionEnd)
{
// don't automatically kill function parameters and variables. They will be manually killed when
// returning from a function's scope
for(const Id id : curFunction->parameters)
idDeathOffset[id] = ~0U;
for(const Id id : curFunction->variables)
idDeathOffset[id] = ~0U;
curFunction = NULL;
}
}
}; // namespace rdcspv