1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237
|
import rdtest
import os
import random
import struct
import renderdoc as rd
class Iter_Test(rdtest.TestCase):
slow_test = True
def save_texture(self, texsave: rd.TextureSave):
if texsave.resourceId == rd.ResourceId.Null():
return
rdtest.log.print("Saving image of " + str(texsave.resourceId))
texsave.comp.blackPoint = 0.0
texsave.comp.whitePoint = 1.0
texsave.alpha = rd.AlphaMapping.BlendToCheckerboard
filename = rdtest.get_tmp_path('texsave')
texsave.destType = rd.FileType.HDR
self.controller.SaveTexture(texsave, filename + ".hdr")
texsave.destType = rd.FileType.JPG
self.controller.SaveTexture(texsave, filename + ".jpg")
texsave.mip = -1
texsave.slice.sliceIndex = -1
texsave.destType = rd.FileType.DDS
self.controller.SaveTexture(texsave, filename + ".dds")
def image_save(self, draw: rd.DrawcallDescription):
pipe: rd.PipeState = self.controller.GetPipelineState()
texsave = rd.TextureSave()
for res in pipe.GetOutputTargets():
texsave.resourceId = res.resourceId
texsave.mip = res.firstMip
self.save_texture(texsave)
depth = pipe.GetDepthTarget()
texsave.resourceId = depth.resourceId
texsave.mip = depth.firstMip
self.save_texture(texsave)
rdtest.log.success('Successfully saved images at {}: {}'.format(draw.eventId, draw.name))
def vert_debug(self, draw: rd.DrawcallDescription):
pipe: rd.PipeState = self.controller.GetPipelineState()
if pipe.GetShader(rd.ShaderStage.Vertex) == rd.ResourceId.Null():
rdtest.log.print("No vertex shader bound at {}: {}".format(draw.eventId, draw.name))
return
if not (draw.flags & rd.DrawFlags.Drawcall):
rdtest.log.print("{}: {} is not a debuggable drawcall".format(draw.eventId, draw.name))
return
vtx = int(random.random()*draw.numIndices)
inst = 0
idx = vtx
if draw.numIndices == 0:
rdtest.log.print("Empty drawcall (0 vertices), skipping")
return
if draw.flags & rd.DrawFlags.Instanced:
inst = int(random.random()*draw.numInstances)
if draw.numInstances == 0:
rdtest.log.print("Empty drawcall (0 instances), skipping")
return
if draw.flags & rd.DrawFlags.Indexed:
ib = pipe.GetIBuffer()
mesh = rd.MeshFormat()
mesh.indexResourceId = ib.resourceId
mesh.indexByteStride = draw.indexByteWidth
mesh.indexByteOffset = ib.byteOffset + draw.indexOffset * draw.indexByteWidth
mesh.baseVertex = draw.baseVertex
indices = rdtest.fetch_indices(self.controller, mesh, 0, vtx, 1)
if len(indices) < 1:
rdtest.log.print("No index buffer, skipping")
return
idx = indices[0]
rdtest.log.print("Debugging vtx %d idx %d (inst %d)" % (vtx, idx, inst))
trace = self.controller.DebugVertex(vtx, inst, idx, draw.instanceOffset, draw.vertexOffset)
rdtest.log.success('Successfully debugged vertex in {} cycles'.format(len(trace.states)))
def pixel_debug(self, draw: rd.DrawcallDescription):
pipe: rd.PipeState = self.controller.GetPipelineState()
if pipe.GetShader(rd.ShaderStage.Pixel) == rd.ResourceId.Null():
rdtest.log.print("No pixel shader bound at {}: {}".format(draw.eventId, draw.name))
return
if len(pipe.GetOutputTargets()) == 0 and pipe.GetDepthTarget().resourceId == rd.ResourceId.Null():
rdtest.log.print("No render targets bound at {}: {}".format(draw.eventId, draw.name))
return
if not (draw.flags & rd.DrawFlags.Drawcall):
rdtest.log.print("{}: {} is not a debuggable drawcall".format(draw.eventId, draw.name))
return
viewport = pipe.GetViewport(0)
# TODO, query for some pixel this drawcall actually touched.
x = int(random.random()*viewport.width + viewport.x)
y = int(random.random()*viewport.height + viewport.y)
target = rd.ResourceId.Null()
if len(pipe.GetOutputTargets()) > 0:
target = pipe.GetOutputTargets()[0].resourceId
if target == rd.ResourceId.Null():
target = pipe.GetDepthTarget().resourceId
if target == rd.ResourceId.Null():
rdtest.log.print("No targets bound! Can't fetch history at {}".format(draw.eventId))
return
rdtest.log.print("Fetching history for %d,%d on target %s" % (x, y, str(target)))
history = self.controller.PixelHistory(target, x, y, 0, 0, 0xffffffff, rd.CompType.Typeless)
rdtest.log.success("Pixel %d,%d has %d history events" % (x, y, len(history)))
lastmod: rd.PixelModification = None
for i in range(len(history)-1, 0, -1):
mod = history[i]
draw = self.find_draw('', mod.eventId)
rdtest.log.print(" hit %d at %d is %s (%s)" % (i, mod.eventId, draw.name, str(draw.flags)))
if draw is None or not (draw.flags & rd.DrawFlags.Drawcall):
continue
lastmod = history[i]
rdtest.log.print("Got a hit on a drawcall at event %d" % lastmod.eventId)
if mod.sampleMasked or mod.backfaceCulled or mod.depthClipped or mod.viewClipped or mod.scissorClipped or mod.depthTestFailed or mod.stencilTestFailed:
rdtest.log.print("This hit failed, looking for one that passed....")
continue
break
if lastmod is not None:
rdtest.log.print("Debugging pixel {},{} @ {}".format(x, y, lastmod.eventId))
self.controller.SetFrameEvent(lastmod.eventId, True)
trace = self.controller.DebugPixel(x, y, 0xffffffff, 0xffffffff)
rdtest.log.success('Successfully debugged pixel in {} cycles'.format(len(trace.states)))
self.controller.SetFrameEvent(draw.eventId, True)
def iter_test(self, path):
try:
self.controller = rdtest.open_capture(path)
except RuntimeError as err:
rdtest.log.print("Skipping. Can't open {}: {}".format(path, err))
return
# Handy tweaks when running locally to disable certain things
action_chance = 0.1 # Chance of doing anything at all
do_image_save = 0.25 # Chance of saving images of the outputs
do_vert_debug = 1.0 # Chance of debugging a vertex (if valid)
do_pixel_debug = 1.0 # Chance of doing pixel history at the current event and debugging a pixel (if valid)
actions = {
'Image Save': {'chance': 0.25, 'func': self.image_save},
'Vertex Debug': {'chance': 1.0, 'func': self.vert_debug},
'Pixel History & Debug': {'chance': 1.0, 'func': self.pixel_debug},
}
# To choose an action, if we're going to do one, we take random in range(0, choice_max) then check each action
# type in turn to see which part of the range we landed in
choice_max = 0
for action in actions:
choice_max += actions[action]['chance']
draw = self.get_first_draw()
while draw:
rdtest.log.print("{} - {}".format(draw.eventId, draw.name))
self.controller.SetFrameEvent(draw.eventId, False)
rdtest.log.print("Set event")
# If we should take an action at this event
if random.random() < action_chance:
c = random.random() * choice_max
for action in actions:
chance = actions[action]['chance']
if c < chance:
rdtest.log.print("Performing action '{}'".format(action))
actions[action]['func'](draw)
break
else:
c -= chance
draw = draw.next
self.controller.Shutdown()
def run(self):
dir_path = self.get_ref_path('', extra=True)
for file in os.scandir(dir_path):
if '.rdc' not in file.name:
continue
# Ensure we are deterministic at least from run to run by seeding with the path
random.seed(file.name)
rdtest.log.print('Iterating {}'.format(file.name))
self.iter_test(file.path)
rdtest.log.success("Iterated {}".format(file.name))
rdtest.log.success("Iterated all files")
|