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Decoding Mesh Data

In this example we will fetch the geometry inputs to and outputs from a vertex shader. While this sample does not handle all possible edge cases, it is more complex than most others.

First we gather the API state that describes the vertex input data. In this example we will use the API abstraction :py:class:`~renderdoc.PipeState` so that this code works on a capture from any API:

state = controller.GetPipelineState()

# Get the index & vertex buffers, and fixed vertex inputs
ib = state.GetIBuffer()
vbs = state.GetVBuffers()
attrs = state.GetVertexInputs()

We iterate over every attribute defined, and create an object that describes where to source it from, based on :py:class:`~renderdoc.MeshFormat` - since that is the format returned by :py:meth:`~renderdoc.ReplayController.GetPostVSData` this allows us to re-use code.

In the object we pass both the indices (which does not vary per attribute in our case) as well as the data for the vertex buffer the attribute comes from.

for attr in attrs:
        # We don't handle instance attributes
        if attr.perInstance:
                raise RuntimeError("Instanced properties are not supported!")

        meshInput = MeshData()
        meshInput.indexResourceId = ib.resourceId
        meshInput.indexByteOffset = ib.byteOffset
        meshInput.indexByteStride = draw.indexByteWidth
        meshInput.baseVertex = draw.baseVertex
        meshInput.indexOffset = draw.indexOffset
        meshInput.numIndices = draw.numIndices

        # If the draw doesn't use an index buffer, don't use it even if bound
        if not (draw.flags & rd.DrawFlags.Indexed):
                meshInput.indexResourceId = rd.ResourceId.Null()

        # The total offset is the attribute offset from the base of the vertex
        meshInput.vertexByteOffset = attr.byteOffset + vbs[attr.vertexBuffer].byteOffset
        meshInput.format = attr.format
        meshInput.vertexResourceId = vbs[attr.vertexBuffer].resourceId
        meshInput.vertexByteStride = vbs[attr.vertexBuffer].byteStride
        meshInput.name = attr.name

        meshInputs.append(meshInput)

Next we fetch the index data using :py:meth:`~renderdoc.ReplayController.GetBufferData`, applying any offsets that might be present, and decode it using python's struct module. If we're not using index buffers, then we just generate a range of indices from the first vertex up to the number of indices.

def getIndices(controller, mesh):
    # Get the character for the width of index
    indexFormat = 'B'
    if mesh.indexByteStride == 2:
        indexFormat = 'H'
    elif mesh.indexByteStride == 4:
        indexFormat = 'I'

    # Duplicate the format by the number of indices
    indexFormat = str(mesh.numIndices) + indexFormat

    # If we have an index buffer
    if mesh.indexResourceId != rd.ResourceId.Null():
        # Fetch the data
        ibdata = controller.GetBufferData(mesh.indexResourceId, mesh.indexByteOffset, 0)

        # Unpack all the indices, starting from the first index to fetch
        offset = mesh.indexOffset * mesh.indexByteStride
        indices = struct.unpack_from(indexFormat, ibdata, offset)

        # Apply the baseVertex offset
        return [i + mesh.baseVertex for i in indices]
    else:
        # With no index buffer, just generate a range
        return tuple(range(vertexOffset, vertexOffset+mesh.numIndices))

To begin with, we define a helper that will read a given variable out of a bytes object, using a :py:class:`~renderdoc.ResourceFormat` do define the size and format of the data.

We only handle simple regular formatted types, rather than bit-packed types, to simplify the code. As a shortcut, we use a hash of strings, where the hash key is the component type, and then the character index in the string is the byte width. This gives us the struct.unpack character to decode one component of the variable, then we prepend the number of components to fetch.

For normalised formats - :py:attr:`~renderdoc.CompType.UNorm` and :py:attr:`~renderdoc.CompType.SNorm` - we also divide the resulting integer value to get the final floating point value used.

# Unpack a tuple of the given format, from the data
def unpackData(fmt, data):
    # We don't handle 'special' formats - typically bit-packed such as 10:10:10:2
    if fmt.Special():
        raise RuntimeError("Packed formats are not supported!")

    formatChars = {}
    #                                 012345678
    formatChars[rd.CompType.UInt]  = "xBHxIxxxL"
    formatChars[rd.CompType.SInt]  = "xbhxixxxl"
    formatChars[rd.CompType.Float] = "xxexfxxxd" # only 2, 4 and 8 are valid

    # These types have identical decodes, but we might post-process them
    formatChars[rd.CompType.UNorm] = formatChars[rd.CompType.UInt]
    formatChars[rd.CompType.UScaled] = formatChars[rd.CompType.UInt]
    formatChars[rd.CompType.SNorm] = formatChars[rd.CompType.SInt]
    formatChars[rd.CompType.SScaled] = formatChars[rd.CompType.SInt]
    formatChars[rd.CompType.Double] = formatChars[rd.CompType.Float]

    # We need to fetch compCount components
    vertexFormat = str(fmt.compCount) + formatChars[fmt.compType][fmt.compByteWidth]

    # Unpack the data
    value = struct.unpack_from(vertexFormat, data, 0)

    # If the format needs post-processing such as normalisation, do that now
    if fmt.compType == rd.CompType.UNorm:
        divisor = float((1 << fmt.compByteWidth) - 1)
        value = tuple(float(value[i]) / divisor for i in value)
    elif fmt.compType == rd.CompType.SNorm:
        maxNeg = -(1 << (fmt.compByteWidth - 1))
        divisor = float(-(maxNeg-1))
        value = tuple((float(value[i]) if (value[i] == maxNeg) else (float(value[i]) / divisor)) for i in value)

    # If the format is BGRA, swap the two components
    if fmt.bgraOrder:
        value = tuple(value[i] for i in [2, 1, 0, 3])

    return value

Finally with that helper defined we can iterate over each attribute for the first three indices:

indices = getIndices(controller, meshData[0])

# We'll decode the first three indices making up a triangle
for i in range(0, 3):
        idx = indices[i]

        print("Vertex %d is index %d:" % (i, idx))

for attr in meshData:

Using the index, we can fetch the right vertex data for each vertex's attribute using :py:meth:`~renderdoc.ReplayController.GetBufferData` again. This simplified approach is very wasteful since we re-fetch the same vertex data for each vertex buffer over and over. A more realistic sample would cache the vertex data:

# This is the data we're reading from. This would be good to cache instead of
# re-fetching for every attribute for every index
offset = attr.vertexByteOffset + attr.vertexByteStride * idx
data = controller.GetBufferData(attr.vertexResourceId, offset, 0)

# Get the value from the data
value = unpackData(attr.format, data)

# We don't go into the details of semantic matching here, just print both
print("\tAttribute '%s': %s" % (attr.name, str(value)))

For the vertex outputs, we do something very similar but instead of fetching the attributes from state bindings, we look at the shader reflection data of the vertex. Similarly instead of fetching the vertex byte data from bound vertex buffers, we call :py:meth:`~renderdoc.ReplayController.GetPostVSData` to fetch it from the analysis.

In the case of vertex outputs there is no explicit offset available, so we calculate our own offsets. Note that for some APIs like Vulkan the outputs are not necessarily tightly packed, so padding calculations may be necessary.

The position output is also treated specially - it always appears first, regardless of the actual order of the outputs. We solve this by noting which output is the builtin position output, and shuffling it to the start of the array.

posidx = 0

vs = controller.GetPipelineState().GetShaderReflection(rd.ShaderStage.Vertex)

# Repeat the process, but this time sourcing the data from postvs.
# Since these are outputs, we iterate over the list of outputs from the
# vertex shader's reflection data
for attr in vs.outputSignature:
        # Copy most properties from the postvs struct
        meshOutput = MeshData()
        meshOutput.indexResourceId = postvs.indexResourceId
        meshOutput.indexByteOffset = postvs.indexByteOffset
        meshOutput.indexByteStride = postvs.indexByteStride
        meshOutput.baseVertex = postvs.baseVertex
        meshOutput.indexOffset = 0
        meshOutput.numIndices = postvs.numIndices

        # The total offset is the attribute offset from the base of the vertex,
        # as calculated by the stride per index
        meshOutput.vertexByteOffset = postvs.vertexByteOffset
        meshOutput.vertexResourceId = postvs.vertexResourceId
        meshOutput.vertexByteStride = postvs.vertexByteStride

        # Construct a resource format for this element
        meshOutput.format = rd.ResourceFormat()
        meshOutput.format.compByteWidth = 8 if attr.compType == rd.CompType.Double else 4
        meshOutput.format.compCount = attr.compCount
        meshOutput.format.compType = attr.compType
        meshOutput.format.type = rd.ResourceFormatType.Regular

        meshOutput.name = attr.semanticIdxName if attr.varName == '' else attr.varName

        if attr.systemValue == rd.ShaderBuiltin.Position:
                posidx = len(meshOutputs)

        meshOutputs.append(meshOutput)

# Shuffle the position element to the front
if posidx > 0:
        pos = meshOutputs[posidx]
        del meshOutputs[posidx]
        meshOutputs.insert(0, pos)

accumOffset = 0

for i in range(0, len(meshOutputs)):
        meshOutputs[i].vertexByteOffset = accumOffset

        # Note that some APIs such as Vulkan will pad the size of the attribute here
        # while others will tightly pack
        fmt = meshOutputs[i].format

        accumOffset += (8 if fmt.compType == rd.CompType.Double else 4) * fmt.compCount

Example Source

.. only:: html and not htmlhelp

    :download:`Download the example script <decode_mesh.py>`.
.. literalinclude:: decode_mesh.py

Sample output:

Decoding mesh inputs at 69: DrawIndexed(5580)


Mesh configuration:
    POSITION0:
        - vertex: <ResourceId 142> / 44 stride
        - format: CompType.Float x 3 @ 0
    TANGENT0:
        - vertex: <ResourceId 142> / 44 stride
        - format: CompType.Float x 3 @ 12
    NORMAL0:
        - vertex: <ResourceId 142> / 44 stride
        - format: CompType.Float x 3 @ 24
    TEXCOORD0:
        - vertex: <ResourceId 142> / 44 stride
        - format: CompType.Float x 2 @ 36
Vertex 0 is index 0:
    Attribute 'POSITION0': (1.0, -1.5, 0.0)
    Attribute 'TANGENT0': (-0.0, 0.0, 1.0)
    Attribute 'NORMAL0': (0.9701425433158875, 0.24253533780574799, 0.0)
    Attribute 'TEXCOORD0': (0.0, 1.0)
Vertex 1 is index 31:
    Attribute 'POSITION0': (0.9750000238418579, -1.399999976158142, 0.0)
    Attribute 'TANGENT0': (-0.0, 0.0, 1.0)
    Attribute 'NORMAL0': (0.9701424241065979, 0.24253588914871216, 0.0)
    Attribute 'TEXCOORD0': (0.0, 0.9666666388511658)
Vertex 2 is index 32:
    Attribute 'POSITION0': (0.9536939859390259, -1.399999976158142, 0.20271390676498413)
    Attribute 'TANGENT0': (-0.20791170001029968, 0.0, 0.9781476259231567)
    Attribute 'NORMAL0': (0.9489423036575317, 0.24253617227077484, 0.20170393586158752)
    Attribute 'TEXCOORD0': (0.03333333507180214, 0.9666666388511658)
Decoding mesh outputs


Mesh configuration:
    SV_POSITION:
        - vertex: <ResourceId 1000000000000000237> / 68 stride
        - format: CompType.Float x 4 @ 0
    POSITION:
        - vertex: <ResourceId 1000000000000000237> / 68 stride
        - format: CompType.Float x 4 @ 16
    TEXCOORD:
        - vertex: <ResourceId 1000000000000000237> / 68 stride
        - format: CompType.Float x 2 @ 32
    TANGENT:
        - vertex: <ResourceId 1000000000000000237> / 68 stride
        - format: CompType.Float x 3 @ 40
    NORMAL:
        - vertex: <ResourceId 1000000000000000237> / 68 stride
        - format: CompType.Float x 4 @ 52
Vertex 0 is index 0:
    Attribute 'SV_POSITION': (-6.269223690032959, -4.345583915710449, -2.4250497817993164, -2.0)
    Attribute 'POSITION': (-4.0, 0.0, -12.0, 1.0)
    Attribute 'TEXCOORD': (0.0, 1.0)
    Attribute 'TANGENT': (-5.0, 1.5, -11.0)
    Attribute 'NORMAL': (0.9701425433158875, 0.24253533780574799, 0.0, 0.0)
Vertex 1 is index 31:
    Attribute 'SV_POSITION': (-6.308406352996826, -4.104162216186523, -2.4250497817993164, -2.0)
    Attribute 'POSITION': (-4.025000095367432, 0.10000002384185791, -12.0, 1.0)
    Attribute 'TEXCOORD': (0.0, 0.9666666388511658)
    Attribute 'TANGENT': (-5.0, 1.5, -11.0)
    Attribute 'NORMAL': (0.9701424241065979, 0.24253588914871216, 0.0, 0.0)
Vertex 2 is index 32:
    Attribute 'SV_POSITION': (-6.341799736022949, -4.104162216186523, -2.221970558166504, -1.797286033630371)
    Attribute 'POSITION': (-4.046306133270264, 0.10000002384185791, -11.797286033630371, 1.0)
    Attribute 'TEXCOORD': (0.03333333507180214, 0.9666666388511658)
    Attribute 'TANGENT': (-5.207911491394043, 1.5, -11.021852493286133)
    Attribute 'NORMAL': (0.9489423036575317, 0.24253617227077484, 0.20170393586158752, 0.0)