Various tests for nv2a rendering.
Based on code from https://github.com/Ernegien/nxdk/tree/test/texture-formats/samples/texture-formats
Golden test results from XBOX hardware are available here
Tests will be executed automatically if no gamepad input is given within an initial timeout.
Individual tests may be executed via the menu.
Tests can optionally be determined via a configuration file loaded from the XBOX. The file follows a simple line-based format.
- A test suite and all of the tests within will be enabled if the suite name appears on a single line.
- A single test within an enabled suite may be disabled by prefixing its name with a
-
after the line containing the test suite containing it. - Any line starting with
#
will be ignored.
The names used are the same as the names that appear in the nxdk_praph_tests
menu.
If the entire file is empty (or commented out), it will be ignored and all tests will be enabled.
For example:
ThisTestSuiteIsEnabled
-ExceptThisTest
# This is ignored.
In the default release build, the test suite will look for this file in
e:/nxdk_pgraph_tests/pgraph_tests.cnf
and d:\pgraph_tests.cnf
, taking
whichever is found first. If neither is found, all tests will be executed.
The default release build will also write a template of this file called
config.cnf
(see the DUMP_CONFIG_FILE
Makefile variable).
If the ENABLE_PROGRESS_LOG
Makefile variable is set to y
, a progress log
named pgraph_progress_log.txt
will be saved in the output directory. This may
be useful when trying to track down emulator crashes (e.g., due to unimplemented
features).
DPAD:
- Up - Move the menu cursor up. Inside of a test, go to the previous test in the active suite.
- Down - Move the menu cursor down. Inside of a test, go to the previous test in the active suite.
- Left - Move the menu cursor up by half a page.
- Right - Move the menu cursor down by half a page.
- A - Enter a submenu or test. Inside of a test, re-run the test.
- B - Go up one menu or leave a test. If pressed on the root menu, exit the application.
- X - Run all tests for the current suite.
- Y - Toggle saving of results and multi-frame rendering.
- Start - Enter a submenu or test.
- Back - Go up one menu or leave a test. If pressed on the root menu, exit the application.
- Black - Exit the application.
This project uses nv2a-vsh to assemble some of the vertex shaders for tests.
It can be installed via pip3 install nv2a-vsh --upgrade
.
This test suite requires some modifications to the pbkit used by the nxdk in order to operate.
To facilitate this, the nxdk is included as a submodule of this project, referencing the
cmake_pgraph_tester
branch from https://github.com/abaire/nxdk.
This project should be cloned with the --recursive
flag to pull the submodules and their submodules,
after the fact this can be achieved via git submodule update --init --recursive
.
As of July 2023, the nxdk's CMake implementation requires bootstrapping before it may be used. To facilitate this, run
the prewarm-nxdk.sh
script from this project's root directory. It will navigate into the nxdk
subdir and build all
of the sample projects, triggering the creation of the nxdk
libraries needed for the toolchain and for this project.
The CMake target can be configured to use the toolchain from the nxdk:
-
CMake options
-DCMAKE_TOOLCHAIN_FILE=<absolute_path_to_this_project>/third_party/nxdk/share/toolchain-nxdk.cmake
-
Environment
NXDK_DIR=<absolute_path_to_this_project>/third_party/nxdk
On macOS you may also have to modify PATH
in the Environment
section such that a homebrew version of LLVM
is preferred over Xcode's (to supply dlltool
).
Assuming that this project has been checked out at /development/pgraph_tester
:
- CMake options:
-DCMAKE_TOOLCHAIN_FILE=/development/pgraph_tester/third_party/nxdk/share/toolchain-nxdk.cmake
- Environment:
NXDK_DIR=/development/pgraph_tester/third_party/nxdk
Using nv2a log events from xemu
- Enable tracing of nv2a log events as normal (see xemu documentation) and exercise the event of interest within the game.
- Duplicate an existing test as a skeleton.
- Add the duplicated test to
CMakeLists.txt
andmain.cpp
(please preserve alphabetical ordering if possible). - Use nv2a_to_pbkit to get a rough
set of pbkit invocations duplicating the behavior from the log. Take the
interesting portions of the converted output and put them into the body of
the test. You may wish to utilize some of the helper methods from
TestHost
and similar classes rather than using the raw output to improve readability.
See the README in the nv2a_vsh_asm repository for an overview.
*.vsh
files are assembed via the generate_nv2a_vshinc_files
function in CMakeLists.txt. Each vsh file produces a
corresponding .vshinc
file that contains a C-style list of 32-bit integers containing the vertex shader operations.
This file is intended to be included from test source files to initialize a constant array which may then be used to
populate a VertexShaderProgram
via SetShaderOverride
.
For example:
// Note that the VertexShaderProgram does not copy this data, so it is important that it remain in scope throughout
// the use of the VertexShaderProgram object.
static const uint32_t kPassthroughVsh[] = {
#include "passthrough.vshinc"
};
// ...
auto shader = std::make_shared<VertexShaderProgram>();
shader->SetShaderOverride(kPassthroughVsh, sizeof(kPassthroughVsh));
host_.SetVertexShaderProgram(shader);
Uniform values may then be set via the VertexShaderProgram::SetUniform*
series of functions. By default, the 0th
uniform will be available in the shader as c96
.
For example, a shader that takes a 4-element vertex might have the code:
#vertex vector 96
which would be populated via
shader->shader->SetUniformF(0, -1.f, 1.5f, 0.f, 1.f);
Create a build target
- Create a new
Embedded GDB Server
target - Set the Target to
nxdk_pgraph_tests_xiso
- Set the Executable to
nxdk_pgraph_tests
- Set
Download executable
toNever
- Set
'target remote' args
to127.0.0.1:1234
- Set
GDB Server
to the path to the xemu binary - Set
GDB Server args
to-s -S -dvd_path "$CMakeCurrentBuildDir$/xiso/nxdk_pgraph_tests.iso"
(the-S
is optional and will cause xemu to wait for the debugger to connnect) - Under
Advanced GDB Server Options
- Set "Working directory" to
$ProjectFileDir$
- On macOS, set "Environment variables"
to
DYLD_FALLBACK_LIBRARY_PATH=/<the full path to your xemu.app bundle>/Contents/Libraries/<the architecture for your platform, e.g., arm64>
- Set "Reset command" to
Never
- Set "Working directory" to
To capture DbgPrint, additionally append -device lpc47m157 -serial tcp:127.0.0.1:9091
to GDB Server args
and use
something like pykdclient.
NOTE: If you see a failure due to "Remote target doesn't support qGetTIBAddr packet", check the GDB output to make sure
that the .gdbinit
file was successfully loaded.
Deploying with xbdm_gdb_bridge
To create a launch configuration that deploys the devhost to an XBDM-enabled XBOX (devkit) with debugging enabled:
-
Upload the full set of resource files to the XBOX
This can be done with xbdm_gdb_bridge binary and a
CMake Application
target.- Create a new
CMake Application
target - Set
Target
tonxdk_pgraph_tests_xiso
- Set
Executable
to the full path to the xbdm_gdb_bridge binary binary - Set
Program arguments
to<YOUR_XBOX_IP> -v3 -- mkdir e:\$CMakeCurrentTargetName$ && putfile $CMakeCurrentBuildDir$/xbe/xbe_file e:\$CMakeCurrentTargetName$ -f
- Run the target. You will need to do this any time the resources are changed. The XBE can be uploaded as part of the debug step.
- Create a new
-
Create a new
Embedded GDB Server
run config.- Set the "Target" to
nxdk_pgraph_tests
- Set the "Executable binary" to
nxdk_pgraph_tests
- Set "Download executable" to
Never
- Set "'target remote' args" to
localhost:1999
- Set "GDB Server" to the full path to the xbdm_gdb_bridge binary binary
- Set "GDB Server args"
to
<YOUR_XBOX_IP> -s -- gdb :1999 e:\$CMakeCurrentTargetName$
- Under "Advanced GDB Server Options"
- Set "Reset command" to
Never
- Set "Reset command" to
- Add a "Before launch" > "Run External tool" to copy the default.xbe to the XBOX:
- Set "Program" to the full path to the xbdm_gdb_bridge binary binary
- Set "Arguments"
to
<YOUR_XBOX_IP> -- mkdir e:\$CMakeCurrentTargetName$ && putfile $CMakeCurrentBuildDir$/xbe/xbe_file/default.xbe e:\$CMakeCurrentTargetName$ -f
- Uncheck "Synchronize files after execution"
- Set the "Target" to