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74 lines
3 KiB
ReStructuredText
74 lines
3 KiB
ReStructuredText
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SPIR-V Debugging
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================
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SPIR-V is a binary shader intermediate representation used extensively by
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Vulkan applications. Mesa translates SPIR-V shaders into its internal NIR
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representation using the `spirv_to_nir` function.
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.. _spirv_capture:
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SPIR-V Shader Capture
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~~~~~~~~~~~~~~~~~~~~~
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Set the environment variable `MESA_SPIRV_DUMP_PATH` to a directory where
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the SPIR-V shaders will be captured. This is useful for debugging purposes,
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allowing developers to inspect the SPIR-V shaders provided by applications.
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Shader capture filenames are a hexadecimal representation of the shader's
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BLAKE3 hash. The file extension corresponds to the shader stage, e.g.
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`.vert` for vertex shaders or `.frag` for fragment shaders.
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It is usually necessary to disable the shader cache to activate the dump logic.
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This can be done by setting the `MESA_SHADER_CACHE_DISABLE` environment variable to `1`.
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.. code-block:: sh
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MESA_SPIRV_DUMP_PATH=$(pwd) MESA_SHADER_CACHE_DISABLE=1 vkcube
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.. _spirv_replacement:
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SPIR-V Shader Replacement
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~~~~~~~~~~~~~~~~~~~~~~~~~
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SPIR-V shaders can be replaced with alternative SPIR-V shaders
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during runtime. This is useful for debugging or testing purposes, allowing
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developers to swap out shaders without modifying the application.
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To enable shader replacement, set the environment variable
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`MESA_SPIRV_READ_PATH` to the directory containing the replacement SPIR-V shaders.
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The filenames of the replacement shaders must match the original shader's BLAKE3
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hash and the extensions must match the original shader stages (e.g., `.vert`, `.frag`).
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It is usually necessary to disable the shader cache to ensure that
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the replacement shaders are used. This can be done by setting the
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`MESA_SHADER_CACHE_DISABLE` environment variable to `1`.
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When a shader is replaced, Mesa will log the replacement action, including
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the original shader's BLAKE3 hash and the filename of the replacement shader.
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Set `MESA_SPIRV_LOG_LEVEL=info` to see these log messages printed to `stderr`.
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.. code-block:: sh
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MESA_SPIRV_READ_PATH=$(pwd)/replace MESA_SPIRV_LOG_LEVEL=info MESA_SHADER_CACHE_DISABLE=1 vkcube
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To replace a shader with a modified version of a captured shader, you can
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convert the captured SPIR-V shader to GLSL, edit as needed, and then
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recompile it back to SPIR-V.
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.. code-block:: sh
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# Capture a SPIR-V shader
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MESA_SPIRV_DUMP_PATH=$(pwd) MESA_SHADER_CACHE_DISABLE=1 vkcube
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# Convert a captured SPIR-V shader to Vulkan-flavored GLSL
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# spriv-cross is bundled with the Vulkan SDK and also generally available via package managers
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spirv-cross -V 0x36c56e0f736238.frag --output 0x36c56e0f736238.frag.glsl
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# <Edit the GLSL file as needed>
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# Recompile the GLSL shader to SPIR-V
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# Some shaders may require additional flags, such as "--auto-map-locations"
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glslang -V 0x36c56e0f736238.frag.glsl -o replace/0x36c56e0f736238.frag
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# run the application with the replacement shader
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MESA_SPIRV_READ_PATH=$(pwd)/replace MESA_SPIRV_LOG_LEVEL=info MESA_SHADER_CACHE_DISABLE=1 vkcube
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