SPIRV shader debugger: `OpDebugValue` does not update the value of an vector element.
csyonghe opened this issue · comments
Description
When debugging SPIRV shader that uses OpDebugValue
to update an element of a OpDebugTypeVector
debug variable, the variable value does not change in the debug watch window.
Steps to reproduce
- Open the attached repro file in top-of-tree render doc.
- Select the
vkCmdDispatch
command from event browser. - Goto "Pipeline State" tab, click "Debug" button to debug the compute shader.
- Step through line 75 of the shader source.
- Should expect
t.memberB
to have updated vector value, but it is not updated.
Environment
- RenderDoc commit: 70b79d7
- Operating System: Windows 11
- Graphics API: Vulkan 1.2/SPIRV 1.5
The construction of using DebugValue
to index into a vector and using OpAccessChain
through a pointer to a structure member to modify the y-component is not currently handled by the RenderDoc source level debugging.
Source
t.memberB = float3(1, 2, 3);
t.memberB.y = 4.0;
SPIRV slang
%167 = OpAccessChain %_ptr_Function_v3float %t %int_1
OpStore %167 %168
%175 = OpAccessChain %_ptr_Function_float %167 %int_1
OpStore %175 %float_4
For reference: SPIRV glslang
construction which does work with RenderDoc source debugging
%86 = OpAccessChain %_ptr_Function_v3float %t %int_1
OpStore %86 %84
%89 = OpAccessChain %_ptr_Function_float %t %int_1 %uint_1
OpStore %89 %float_4
The difference with glslang and slang's own spirv backend (enabled with -emit-spirv-directly
in slangc
) is that Slang uses more SSA registers than explicit OpVar
s and is relying on OpDebugValue
to update a debug variable. Therefore we don't use OpDebugDeclare
to link a debug variable with an actual variable as done in glslang, but rely more heavily on OpDebugValue
.