dfranx / ShaderDebugger

[DEPRECATED] C++ library for debugging HLSL & GLSL shaders

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ShaderDebugger

This project is deprecated. Check SPIRV-VM instead.

ShaderDebugger is a cross platform C++ library that can be used to debug GLSL and HLSL shaders. It has plenty of cool features: conditional breakpoints, step-by-step debugging, executing expressions on the fly, get variable values, etc... We will describe each of those in more details later in this README file.

ShaderDebugger let's you see what actually happens in your shaders without having to use #ifs or some other tricks.

If you don't care about all of this and just want to see ShaderDebugger in action, check SDBG - a CLI shader debugger.

How and why?

This library parses shaders into AST using glsl-parser & hlslparser. The AST is then traversed to generate bytecode using the aGen library. The generated bytecode can then be executed using BlueVM.

ShaderDebugger was made to add debugging feature to SHADERed but it is MIT licensed which means that anyone can use, distribute, modify it, etc...

I encourage you to integrate it into your own project! Consider sharing your (or someone's) ShaderDebugger projects here: link

Integrating

If you want to add ShaderDebugger to your project, just add_subdirectory ShaderDebugger:

For example, first clone ShaderDebugger:

git clone https://github.com/dfranx/ShaderDebugger.git
cd ShaderDebugger
git submodule init
git submodule update

You can then add ShaderDebugger to your project:

add_subdirectory(./path/to/your/ShaderDebugger)

After you've added it to your project, you can link it:

target_link_libraries(your_project ShaderDebugger)

ShaderDebugger has only one dependency: glm.

Example

std::string src = "... your shader code ...";

sd::ShaderDebugger dbg;
dbg.SetSource<sd::GLSLCompiler>(sd::ShaderType::Pixel, src, "main", NULL, sd::GLSL::Library());
// or dbg.SetSource<sd::HLSLCompiler>(sd::ShaderType::Pixel, src, "main", NULL, sd::HLSL::Library());

dbg.SetGlobalValue("iFactor", 0.7f);
dbg.SetGlobalValue("iColor", "vec3", glm::vec4(0.5f, 0.6f, 0.7f, 0.0f));

bv_variable ret = dbg.Execute(); // execute the entry function

glm::vec3 outColor = sd::AsVector<3, float>(*dbg.GetGlobalValue("outColor"));
printf("outColor = vec3(%.2f, %.2f, %.2f);\n", outColor.x, outColor.y, outColor.z);

bv_variable_deinitialize(&ret);

Or you can execute code line by line:

while (vs.Step()) {
    // get various info: GetCurrentFunction, GetFunctionStack, GetGlobalValue, GetLocalValue, etc...
}

You can also execute expressions using the ShaderDebugger::Immediate:

bv_variable result = dbg.Immediate("sin(a * 2.0f) + texture(tex, uv).x");
// result contains the result of the expression
bv_variable_deinitialize(&result);

Screenshots

SDBG in action:

Documentation

I am working on a website which will host documentation for ShaderDebugger and SHADERed. But until then, function descriptions will be located here:

ShaderDebugger::SetSource<Compiler>(stage, source, entry, args, library)

Compiler is a class type which is used to compile the source into the bytecode. Currently only pixel and vertex stages are supported, but more might be added in future. library is a instance of bv_library. It contains all the object definitions (vec3, mat3, ...) and all the function implementations (sin, cos, ...). sd::HLSLCompiler and sd::HLSL::Library() are used for HLSL shaders, while sd::GLSLCompiler and sd::GLSL::Library() are used for GLSL shaders. SetSource returns false when an error occurs. To get the error message use GetLastError(). If an error occurs, please refrain from calling any other ShaderDebugger methods as they will cause a crash.

ShaderDebugger::Step()

Step 1 line.

ShaderDebugger::StepOver()

Step 1 line but don't enter the functions that are used on that line.

ShaderDebugger::StepOut()

Execute the code until we leave current function.

ShaderDebugger::Immediate(expression)

Execute an expression and return it's value. Example: bv_variable var = dbg.Immediate("acc + sin(tex.Sample(smp, uv).x)");

ShaderDebugger::AddBreakpoint(line)

Add a basic breakpoint on the provided line.

ShaderDebugger::AddConditionalBreakpoint(line, condition)

Add a conditional breakpoint on the provided line. Example: dbg.AddConditionalBreakpoint(17, "i > 10")

ShaderDebugger::Execute(function, args)

This method runs some function defined in the shader code. Example: dbg.Execute("someRandomFunction", NULL). This way you can test some other functions manually without having to run the whole main()/entry function.

Call Execute() with no arguments to execute the entry function. Even though it is possible to render the whole scene using ShaderDebugger, I suggest that you do not do that. It would take ages. ShaderDebugger/BlueVM need to improve quite a lot for this to be plausible.

ShaderDebugger::GetCurrentFunction()

Returns the name of the function which is currently being executed.

ShaderDebugger::GetFunctionStack()

As the name suggest, this method returns the function stack (list of functions).

ShaderDebugger::GetCurrentFunctionLocals()

Get list of all local variable names used in the current function

ShaderDebugger::GetLocalValue(varname)

Get a value of the local variable that has the same name as the provided one. Example: bv_variable* var = dbg.GetLocalValue("tempColor"). If a variable with such name doesn't exist, GetLocalValue will return nullptr.

ShaderDebugger::GetCurrentLine()

Get the number of line on which the internal stepper is located on.

ShaderDebugger::Jump(line)

Make the internal stepper jump to the provided line.

ShaderDebugger::Continue()

Run the code until we hit some breakpoint or exit the entry function. If ShaderDebugger hit a breakpoint when stepping through the code, it will automatically stop and Continue() will return true. Otherwise, it will execute whole code and return false.

ShaderDebugger::SetSemanticValue(semantic, value)

Bind a value to a certain semantic string. Example: dbg.SetSemanticValue("SV_Depth", bv_variable_create_float(0.1f));

ShaderDebugger::AddGlobal(name)

Add a global variable definition. Example: dbg.AddGlobal("gl_FragCoord");

ShaderDebugger::SetGlobalValue(name, value)

Change global variable's value. Example: dbg.SetGlobalValue("gl_FragCoord", "vec4", glm::vec4(100, 100, 0, 0));

ShaderDebugger::IsDiscarded()

Check if the discard; command was called.

ShaderDebugger::GetCompiler()

Get the pointer to the compiler that was used to compile the shader.

Compiler::GetGlobals()

Get the list of all global variables.

Compiler::GetStructures()

Get the list of all user defined structures (their definition information - for example: members).

Compiler::GetFunctions()

Get the list of all user defined functions.

Compiler::GetLocals(func)

Get the list of all local variables inside of a function.

Compiler::GetLocalType(func, varname)

Get the type of the local variable in some function.

Other functions

There are plenty of other functions but I encourage you to download ShaderDebugger and explore them yourself!

Partners / Sponsors

...

Contact: dfranx00 at gmail dot com

Supporters

Silver supporter(s): Hugo Locurcio

Support

Support the development of this project on Patreon:

You can support the development of this project via PayPal: Buy now with PayPal

My e-mail address for businesses (or if you just want to contact me): dfranx00 at gmail dot com

TODO

Here is the list of features/bugfixes that I need to do:

GLSL

  • interface blocks
  • local & structure member arrays
  • fix ternary statement parsing

HLSL

  • classes / interfaces
  • namespaces
  • switch statement
  • matrix<T, X, Y>, vector<T, X>
  • initializer lists

Both

  • cubemaps
  • some function implementations are missing (check HLSLLibrary.cpp / GLSLLibrary.cpp)
  • expand all HLSL library functions to support matrices too (example: abs(some_matrix))
  • fix matrixes, these don't work:
    • mat4 m; m[0].x = 1.0f;
    • mat4 m[4]; m[0][0][0];

LICENSE

ShaderDebugger is licensed under MIT license. See LICENSE for more details.

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[DEPRECATED] C++ library for debugging HLSL & GLSL shaders

License:MIT License


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