README: Add docs for shader logging.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This commit is contained in:
Hans-Kristian Arntzen 2020-09-22 14:56:55 +02:00
parent 9d36ab59d6
commit 2572b370d5
1 changed files with 37 additions and 0 deletions

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@ -143,3 +143,40 @@ pass `-Denable_renderdoc=true` to Meson.
If only `VKD3D_AUTO_CAPTURE_SHADER` is set, `VKD3D_AUTO_CAPTURE_COUNTS` is considered to be equal to `"0"`, i.e. a capture is only
made on first encounter with the target shader.
If both are set, the capture counter is only incremented and considered when a submission contains the use of the target shader.
### Shader logging
It is possible to log the output of replaced shaders, essentially a custom shader printf. To enable this feature, `VK_KHR_buffer_device_address` must be supported.
First, use `VKD3D_SHADER_DEBUG_RING_SIZE_LOG2=28` for example to set up a 256 MiB ring buffer in host memory.
Since this buffer is allocated in host memory, feel free to make it as large as you want, as it does not consume VRAM.
A worker thread will read the data as it comes in and log it. There is potential here to emit more structured information later.
The main reason this is implemented instead of the validation layer printf system is run-time performance,
and avoids any possible accidental hiding of bugs by introducing validation layers which add locking, etc.
Using `debugPrintEXT` is also possible if that fits better with your debugging scenario.
With this shader replacement scheme, we're able to add shader logging as unintrusive as possible.
Replaced shaders will need to include `debug_channel.h` from `include/shader-debug`.
Use `glslc -I/path/to/vkd3d-proton/include/shader-debug --target-env=vulkan1.1` when compiling replaced shaders.
```
void DEBUG_CHANNEL_INIT(uvec3 ID);
```
is used somewhere in your replaced shader. This should be initialized with `gl_GlobalInvocationID` or similar.
This ID will show up in the log. For each subgroup which calls `DEBUG_CHANNEL_INIT`, an instance counter is generated.
This allows you to correlate several messages which all originate from the same instance counter, which is logged alongside the ID.
An invocation can be uniquely identified with the instance + `DEBUG_CHANNEL_INIT` id.
`DEBUG_CHANNEL_INIT` can be called from non-uniform control flow, as it does not use `barrier()` or similar constructs.
It can also be used in vertex and fragment shaders for this reason.
```
void DEBUG_CHANNEL_MSG();
void DEBUG_CHANNEL_MSG(uint v0);
void DEBUG_CHANNEL_MSG(uint v0, uint v1, ...); // Up to 4 components, can be expanded as needed up to 16.
void DEBUG_CHANNEL_MSG(int v0);
void DEBUG_CHANNEL_MSG(int v0, int v1, ...); // Up to 4 components, ...
void DEBUG_CHANNEL_MSG(float v0);
void DEBUG_CHANNEL_MSG(float v0, float v1, ...); // Up to 4 components, ...
```
These functions log, formatting is `#%x` for uint, `%d` for int and `%f` for float type.