Rasagar/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Debugging/ShaderDebugPrintManager.cs

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2024-08-26 13:07:20 -07:00
using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering
{
/// <summary>
/// Internal development tool.
/// Manages gpu-buffers for shader debug printing.
/// </summary>
public sealed class ShaderDebugPrintManager
{
private static readonly ShaderDebugPrintManager s_Instance = new ShaderDebugPrintManager();
private const int k_FramesInFlight = 4;
private const int k_MaxBufferElements = 1024 * 16; // Must match the shader size definition
private List<GraphicsBuffer> m_OutputBuffers = new List<GraphicsBuffer>();
private List<Rendering.AsyncGPUReadbackRequest> m_ReadbackRequests =
new List<Rendering.AsyncGPUReadbackRequest>();
// Cache Action to avoid delegate allocation
private Action<AsyncGPUReadbackRequest> m_BufferReadCompleteAction;
private int m_FrameCounter = 0;
private bool m_FrameCleared = false;
private string m_OutputLine = "";
private Action<string> m_OutputAction;
private static readonly int m_ShaderPropertyIDInputMouse = Shader.PropertyToID("_ShaderDebugPrintInputMouse");
private static readonly int m_ShaderPropertyIDInputFrame = Shader.PropertyToID("_ShaderDebugPrintInputFrame");
private static readonly int m_shaderDebugOutputData = Shader.PropertyToID("shaderDebugOutputData");
// A static "container" for all profiler markers.
private static class Profiling
{
// Uses nameof to avoid aliasing
public static readonly ProfilingSampler BufferReadComplete = new ProfilingSampler($"{nameof(ShaderDebugPrintManager)}.{nameof(BufferReadComplete)}");
}
// Should match: com.unity.render-pipelines.core/ShaderLibrary/ShaderDebugPrint.hlsl
enum DebugValueType
{
TypeUint = 1,
TypeInt = 2,
TypeFloat = 3,
TypeUint2 = 4,
TypeInt2 = 5,
TypeFloat2 = 6,
TypeUint3 = 7,
TypeInt3 = 8,
TypeFloat3 = 9,
TypeUint4 = 10,
TypeInt4 = 11,
TypeFloat4 = 12,
TypeBool = 13,
};
private const uint k_TypeHasTag = 128;
private int DebugValueTypeToElemSize(DebugValueType type)
{
switch (type)
{
case DebugValueType.TypeUint:
case DebugValueType.TypeInt:
case DebugValueType.TypeFloat:
case DebugValueType.TypeBool:
return 1;
case DebugValueType.TypeUint2:
case DebugValueType.TypeInt2:
case DebugValueType.TypeFloat2:
return 2;
case DebugValueType.TypeUint3:
case DebugValueType.TypeInt3:
case DebugValueType.TypeFloat3:
return 3;
case DebugValueType.TypeUint4:
case DebugValueType.TypeInt4:
case DebugValueType.TypeFloat4:
return 4;
default:
return 0;
}
}
private ShaderDebugPrintManager()
{
for (int i = 0; i < k_FramesInFlight; i++)
{
m_OutputBuffers.Add(new GraphicsBuffer(GraphicsBuffer.Target.Structured, k_MaxBufferElements, 4));
m_ReadbackRequests.Add(new Rendering.AsyncGPUReadbackRequest());
}
m_BufferReadCompleteAction = BufferReadComplete;
m_OutputAction = DefaultOutput;
}
/// <summary>
/// Get the current instance.
/// </summary>
public static ShaderDebugPrintManager instance => s_Instance;
/// <summary>
/// Set shader input constants.
/// </summary>
/// <param name="cmd">CommandBuffer to store the commands.</param>
/// <param name="input">Input parameters for the constants.</param>
public void SetShaderDebugPrintInputConstants(CommandBuffer cmd, ShaderDebugPrintInput input)
{
var mouse = new Vector4(input.pos.x, input.pos.y, input.leftDown ? 1 : 0, input.rightDown ? 1 : 0);
cmd.SetGlobalVector(m_ShaderPropertyIDInputMouse, mouse);
cmd.SetGlobalInt(m_ShaderPropertyIDInputFrame, m_FrameCounter);
}
/// <summary>
/// Binds the gpu-buffers for current frame.
/// </summary>
/// <param name="cmd">CommandBuffer to store the commands.</param>
public void SetShaderDebugPrintBindings(CommandBuffer cmd)
{
int index = m_FrameCounter % k_FramesInFlight;
if (!m_ReadbackRequests[index].done)
{
// We shouldn't end up here too often
m_ReadbackRequests[index].WaitForCompletion();
}
cmd.SetGlobalBuffer(m_shaderDebugOutputData, m_OutputBuffers[index]);
ClearShaderDebugPrintBuffer();
}
private void ClearShaderDebugPrintBuffer()
{
// Only clear the buffer the first time this is called in each frame
if (!m_FrameCleared)
{
int index = m_FrameCounter % k_FramesInFlight;
NativeArray<uint> data = new NativeArray<uint>(1, Allocator.Temp);
data[0] = 0;
m_OutputBuffers[index].SetData(data, 0, 0, 1);
m_FrameCleared = true;
}
}
private void BufferReadComplete(Rendering.AsyncGPUReadbackRequest request)
{
using var profScope = new ProfilingScope(Profiling.BufferReadComplete);
Assert.IsTrue(request.done);
if (!request.hasError)
{
NativeArray<uint> data = request.GetData<uint>(0);
uint count = data[0];
if (count >= k_MaxBufferElements)
{
count = k_MaxBufferElements;
// Shader print buffer is full, some data is lost!
Debug.LogWarning("Debug Shader Print Buffer Full!");
}
string newOutputLine = "";
if (count > 0)
newOutputLine += "Frame #" + m_FrameCounter + ": ";
unsafe // Need to do ugly casts via pointers
{
uint* ptr = (uint*)data.GetUnsafePtr();
for (int i = 1; i < count;)
{
DebugValueType type = (DebugValueType)(data[i] & 0x0f);
bool hasTag = (data[i] & k_TypeHasTag) == k_TypeHasTag;
// ensure elem for tag after the header
if (hasTag && i + 1 < count)
{
uint tagEncoded = data[i + 1];
i++;
for (int j = 0; j < 4; j++)
{
char c = (char)(tagEncoded & 255);
// skip '\0', for low-level output (avoid string termination)
if (c == 0)
continue;
newOutputLine += c;
tagEncoded >>= 8;
}
newOutputLine += " ";
}
// ensure elem for payload after the header/tag
int elemSize = DebugValueTypeToElemSize(type);
if (i + elemSize > count)
break;
i++; // [i] == payload
switch (type)
{
case DebugValueType.TypeUint:
{
newOutputLine += $"{data[i]}u";
break;
}
case DebugValueType.TypeInt:
{
int valueInt = *(int*)&ptr[i];
newOutputLine += valueInt;
break;
}
case DebugValueType.TypeFloat:
{
float valueFloat = *(float*)&ptr[i];
newOutputLine += $"{valueFloat}f";
break;
}
case DebugValueType.TypeUint2:
{
uint* valueUint2 = &ptr[i];
newOutputLine += $"uint2({valueUint2[0]}, {valueUint2[1]})";
break;
}
case DebugValueType.TypeInt2:
{
int* valueInt2 = (int*)&ptr[i];
newOutputLine += $"int2({valueInt2[0]}, {valueInt2[1]})";
break;
}
case DebugValueType.TypeFloat2:
{
float* valueFloat2 = (float*)&ptr[i];
newOutputLine += $"float2({valueFloat2[0]}, {valueFloat2[1]})";
break;
}
case DebugValueType.TypeUint3:
{
uint* valueUint3 = &ptr[i];
newOutputLine += $"uint3({valueUint3[0]}, {valueUint3[1]}, {valueUint3[2]})";
break;
}
case DebugValueType.TypeInt3:
{
int* valueInt3 = (int*)&ptr[i];
newOutputLine += $"int3({valueInt3[0]}, {valueInt3[1]}, {valueInt3[2]})";
break;
}
case DebugValueType.TypeFloat3:
{
float* valueFloat3 = (float*)&ptr[i];
newOutputLine += $"float3({valueFloat3[0]}, {valueFloat3[1]}, {valueFloat3[2]})";
break;
}
case DebugValueType.TypeUint4:
{
uint* valueUint4 = &ptr[i];
newOutputLine += $"uint4({valueUint4[0]}, {valueUint4[1]}, {valueUint4[2]}, {valueUint4[3]})";
break;
}
case DebugValueType.TypeInt4:
{
int* valueInt4 = (int*)&ptr[i];
newOutputLine += $"int4({valueInt4[0]}, {valueInt4[1]}, {valueInt4[2]}, {valueInt4[3]})";
break;
}
case DebugValueType.TypeFloat4:
{
float* valueFloat4 = (float*)&ptr[i];
newOutputLine += $"float4({valueFloat4[0]}, {valueFloat4[1]}, {valueFloat4[2]}, {valueFloat4[3]})";
break;
}
case DebugValueType.TypeBool:
{
newOutputLine += ((data[i] == 0) ? "False" : "True");
break;
}
default:
i = (int)count; // Cannot handle the rest if there is an unknown type
break;
}
i += elemSize;
newOutputLine += " ";
}
}
if (count > 0)
{
m_OutputLine = newOutputLine;
m_OutputAction(newOutputLine);
}
}
else
{
const string errorMsg = "Error at read back!";
m_OutputLine = errorMsg;
m_OutputAction(errorMsg);
}
}
/// <summary>
/// Initiate async read-back of the GPU buffer to the CPU.
/// Prepare a new GPU buffer for the next frame.
/// </summary>
public void EndFrame()
{
int index = m_FrameCounter % k_FramesInFlight;
m_ReadbackRequests[index] = Rendering.AsyncGPUReadback.Request(m_OutputBuffers[index], m_BufferReadCompleteAction);
m_FrameCounter++;
m_FrameCleared = false;
}
/// <summary>
/// Initiate synchronous read-back of the GPU buffer to the CPU and executes output action. By default prints to the debug log.
/// </summary>
public void PrintImmediate()
{
int index = m_FrameCounter % k_FramesInFlight;
var request = Rendering.AsyncGPUReadback.Request(m_OutputBuffers[index]);
request.WaitForCompletion();
m_BufferReadCompleteAction(request);
m_FrameCounter++;
m_FrameCleared = false;
}
// Custom output API
/// <summary>
/// Get current print line.
/// </summary>
public string outputLine { get => m_OutputLine; }
/// <summary>
/// Action taken for each print line. By default prints to the debug log.
/// </summary>
public Action<string> outputAction { set => m_OutputAction = value; }
/// <summary>
/// The default output action. Print to the debug log.
/// </summary>
/// <param name="line">Line to be printed.</param>
public void DefaultOutput(string line)
{
Debug.Log(line);
}
}
/// <summary>
/// Shader constant input parameters.
/// </summary>
public struct ShaderDebugPrintInput
{
// Mouse input for the shader
/// <summary>
/// Mouse position.
/// GameView bottom-left == (0,0) top-right == (surface.width, surface.height) where surface == game display surface/rendertarget
/// For screen pixel coordinates, game-view should be set to "Free Aspect".
/// Works only in PlayMode.
/// </summary>
public Vector2 pos { get; set; }
/// <summary>
/// Left mouse button is pressed.
/// </summary>
public bool leftDown { get; set; }
/// <summary>
/// Right mouse button is pressed.
/// </summary>
public bool rightDown { get; set; }
/// <summary>
/// Middle mouse button is pressed.
/// </summary>
public bool middleDown { get; set; }
/// <summary>
/// Pretty print parameters for debug purposes.
/// </summary>
/// <returns>A string containing debug information</returns>
// NOTE: Separate from ToString on purpose.
public string String()
{
return $"Mouse: {pos.x}x{pos.y} Btns: Left:{leftDown} Right:{rightDown} Middle:{middleDown} ";
}
}
/// <summary>
/// Reads system input to produce ShaderDebugPrintInput parameters.
/// </summary>
public static class ShaderDebugPrintInputProducer
{
/// <summary>
/// Read system input.
/// </summary>
/// <returns>Input parameters for ShaderDebugPrintManager.</returns>
static public ShaderDebugPrintInput Get()
{
var r = new ShaderDebugPrintInput();
#if ENABLE_LEGACY_INPUT_MANAGER
r.pos = Input.mousePosition;
r.leftDown = Input.GetMouseButton(0);
r.rightDown = Input.GetMouseButton(1);
r.middleDown = Input.GetMouseButton(2);
#endif
#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
// NOTE: needs Unity.InputSystem asmdef reference.
var mouse = InputSystem.Mouse.current;
r.pos = mouse.position.ReadValue();
r.leftDown = mouse.leftButton.isPressed;
r.rightDown = mouse.rightButton.isPressed;
r.middleDown = mouse.middleButton.isPressed;
#endif
return r;
}
}
}