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renderdoc

RenderDoc GPU frame-capture analysis — headless .rdc capture, batch deserialization, frame reports and full-text search scripts, plus the manual Event Browser / Pipeline State / shader-debug workflow. Use when an image is wrong (missing, black, NaN, wrong color, flickering), when pipeline state or resource contents need ground truth, or when a frame looks slow.

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RenderDoc Frame Analysis

RenderDoc = single-frame API capture + GPU replay + inspection (Vulkan 1.4, D3D11/D3D12, OpenGL 3.2+, GLES 2.0–3.2). It answers "which event produced this pixel/vertex, what did the shader actually read, is this state correct, what does this buffer contain, why is this pass expensive".

It is not an API validator (run validation layers at runtime for ground truth on invalid use) and replay is not a perfect reproduction: timing-sensitive bugs can vanish, extra memory is allocated, and Vulkan/D3D12 captures often do not replay across different vendors (D3D11/GL captures are portable).

Repo toolchain

FileRole
scripts/rdc_analyze.mdManual (UI) methodology: capture hygiene, Event Browser bisection, Texture Viewer/overlays/pixel history, Pipeline State checklist, Mesh Viewer, shader debugging, defect patterns, performance signatures, root-cause table. Read sections on demand — do not load all 746 lines.
scripts/renderdoc_capture.shHeadless capture of a windowed target: renderdoccmd capture -w + window wait + synthetic F12 + poll for the .rdc.
scripts/rdc_report.pyOne capture → compact frame report (text or --json). Fast triage in CI/agent runs.
scripts/rdc_analyze.pyMany captures → full deserialization into greppable artifacts, plus substring --search.

All three scripts need RenderDoc installed (renderdoccmd.exe), Python 3.8+ stdlib only, and honor RENDERDOC_DIR / --renderdoc-cmd.

1. Capture a frame

bash scripts/renderdoc_capture.sh --exe build/bin/example_path_tracing.exe --args dx \
     --out build/renderdoc_captures            # last stdout line = the .rdc path
  • The target must present a frame (GUI mode). --offline, --compare/-c and --out_ref all force headless mode → no window → no capture (examples/common/reference_compare.h). Compute-only binaries likewise produce nothing; for those, embed the RenderDoc app API (StartFrameCapture/EndFrameCapture/TriggerCapture from renderdoc_app.h).
  • --args "dx --spp 16" passes program args; --timeout, --workdir, --keep-running tune the run; logs go to stderr, capture.log lands in --out.
  • Prefer the dx backend for captures: it forwards Resource::set_name(...) (include/luisa/runtime/rhi/resource.h) to ID3D12Resource::SetName, so named buffers/textures/PSOs appear in the UI and in named_resources. The Vulkan backend's Device::set_name is currently a no-op (src/backends/vk/device.cpp), so those captures show unnamed ResourceIds.
  • Name your own resources before capturing (resource.set_name("SceneColor")); kernel names come free (kernel_16hex), and LUISA_CORO_SHADER_MAP=1 names coro scheduler shaders. LUISA_DUMP_SOURCE=1 dumps generated source so disassembly can be mapped back to it.
  • Enable API validation in capture options when you suspect invalid use (D3D12 SDK layers ship in build/bin), then read RenderDoc's Debug Messages.

2. Headless triage with the scripts

# single capture, human summary (or --json for machine-readable)
python scripts/rdc_report.py build/renderdoc_captures/pt_frame1071.rdc [--json] [--workdir DIR]

# batch: full deserialize into ./analyzed/<stem>/
python scripts/rdc_analyze.py 1.rdc 2.rdc 3.rdc -o analyzed
# re-export even if artifacts exist:
python scripts/rdc_analyze.py 1.rdc -o analyzed --force

# substring search over every chunk name / resource name / field value
python scripts/rdc_analyze.py captures/frame.rdc --search "R32G32B10A2"      # formats
python scripts/rdc_analyze.py captures/frame.rdc --search "SceneColor"       # resource names
python scripts/rdc_analyze.py captures/*.rdc --search "vkCmdDispatch"        # across captures

Use rdc_report.py for "what is in this frame / is it even the frame I think" and rdc_analyze.py for anything you must grep (formats, resource ids, descriptors, dispatch grids, shader names). Both parse the zip.xml chunk stream produced by renderdoccmd convert.

Report contents: API/driver, backbuffer size, capture size, chunk count, CPU-side API span, present flags, per-API-call histogram, compute dispatch grids (+duration), pipeline bytecode sizes, BLAS/TLAS build counts, named resources, texture inventory with approximate VRAM, buffer alloc count/total, chrome.json event categories.

analyzed/<stem>/ artifacts:

FileContents
thumbnail.pngembedded frame thumbnail (look at it first)
capture.zip.xmlcomplete XML chunk stream (~10× capture size: 41 MiB .rdc → 305 MiB)
capture.chrome.jsonchrome://tracing API trace — use for timeline/GPU-gap reading
chunks.jsonlone JSON per chunk: name, id, timestamp, duration, fields, string
report.json / report.txtstructured summary and its text rendering

Query chunks.jsonl instead of re-parsing the 300 MB XML:

import json
rows = [json.loads(l) for l in open("analyzed/pt_frame1071/chunks.jsonl")]
for r in rows:
    if "Dispatch" in r["name"]:
        f = r["fields"]
        print(r["id"], r["name"], (f.get("ThreadGroupCountX") or f.get("x"),
              f.get("ThreadGroupCountY") or f.get("y"), f.get("ThreadGroupCountZ") or f.get("z")),
              f"{(r['duration'] or 0)/10:.1f}us")

Search hits print [chunk id] name ts=… dur=…us plus up to 8 matching/leading fields; cap the printed hits with SEARCH_MAX (default 200). Chunk id/timestamp are capture-stream ordering keys — map them to UI EIDs by name/position, they are not the same numbers.

3. Manual investigation workflow (scripts/rdc_analyze.md)

Section map: §1 capabilities/limits · §2 capture setup (validation, debuggable shaders, naming, minimal repro) · §3 the windows as one system · §4 Event Browser + bisection · §5 Texture Viewer, HDR range, overlays, pixel history · §6 Pipeline State checklist · §7 Mesh Viewer · §8 pixel/vertex/compute debugging · §9 constant-buffer/texture/buffer/usage inspection · §10 defect patterns · §11 performance · §12 custom visualization + hot shader replacement · §13 Python API automation · §14 end-to-end sequence · §15 root-cause table · §16 tips · §17 stuck checklist.

Order that works (never start with shader debugging):

  1. Health check — API, GPU, driver, does the bug reproduce in the capture? Debug Messages first.
  2. Frame structure — group events into passes (shadow → gbuffer → lighting → transparent → post → UI); count draws; hunt unexpected repeats/fullscreen passes.
  3. Bisect to the first bad event — open the final output, jump to mid-frame, walk earlier/later until the introducing EID is found; bookmark first-bad and last-good.
  4. Follow the resource chain — is the bad value already in an input of that event? Trace the producer with Resource Inspector / usage (ascending EID order) until the first writer of bad data.
  5. Validate the pipeline contract — targets & formats & mip/slice, vertex input (index buffer, strides, layout), shader + entry point + permutation, constants (transpose, stale frame CB, wrong index), textures/samplers (sRGB vs linear, wrong mip), rasterizer (cull/winding/scissor/viewport), depth-stencil, blend/write mask, synchronization. Note Pipeline State shows the state after the selected action — compare adjacent EIDs for before/after.
  6. Route by data type — geometry → Mesh Viewer (VS Input right/wrong splits the bug before/after the vertex shader) · pixel/color → Texture Viewer + Pixel History (green=passed, red=failed test, gray=unknown write) · state/resource → Pipeline State + Resource Inspector · validity → Debug Messages · compute output → UAV/buffer raw inspection (custom HLSL/GLSL-lite formats) · performance → per-action timings + Performance Counter Viewer.
  7. Hypothesis → test — compare against a good sibling draw, toggle postprocess, hot-replace a shader with a constant color, or use NaN/negative/INF + depth/stencil pass-fail + wireframe/quad-overdraw/triangle-size overlays.

Overlays worth turning on immediately for a LuisaCompute renderer: NaN/negative/INF (bloom/volumetrics/light-accum poisoning → black screen), depth pass/fail and stencil pass/fail (missing object), wireframe (did the triangles exist at all), quad overdraw / triangle size (performance).

4. Symptom → first place to look

SymptomLook atTypical root cause
Object missingEvent Browser, Mesh Viewer, Pixel Historyculled / zero count / bad index offset / wrong RT slice / scissor zero / depth always fails / winding-cull mismatch
Wrong position or scaleVS constantsmatrix transpose or row/column-major, wrong per-object CB slot, stale frame constants, instance stride
Exploded / distorted meshMesh Viewer VS input↔outputstride-format mismatch, bad skinning weights/bones, NaNs, meshlet payload packing
Wrong color/lightingG-buffer + PS constants + Texture Viewerwrong texture/mip, sRGB-linear mismatch, tangent basis, light index, GGX denominator
Black after postprocessNaN/INF overlay on intermediatesdivide by zero, unnormalized zero vector, log/pow of negative, unclamped HDR, temporal history
Flicker / intermittentResource usage + validation messagesmissing barrier, uninitialized data, stale descriptor/dynamic index, previous-frame hazard
Indirect draw wrongargument buffer inspectioncount not reset, alignment/stride, ExecuteIndirect layout, state between compute and draw
Low FPS / expensive passper-action timings + countersthousands of tiny draws, overdraw, tiny triangles, bandwidth, barrier storms, dispatch far larger than data

Counter units differ (seconds, %, ratio, bytes, cycles, …) — never compare raw values across units; treat counters as hypotheses ranked by per-action GPU duration.

5. Script gotchas (verified)

  • Exports dominate disk: zip.xml ≈ 10× the .rdc; delete analyzed/ and *.zip.xml after the session. Export+parse of a 41 MiB, 165-chunk D3D12 capture took ~7 s.
  • rdc_report.py --keep-exports is accepted but ignored — the exports always stay in --workdir (default: next to the .rdc).
  • rdc_report.py texture/buffer inventory is D3D12-specific (CreatePlacedResource/CreateCommittedResource + DXGI_FORMAT_*); Vulkan/GL captures still report histogram, dispatches, pipelines, present, but an empty texture/buffer table.
  • The reported cpu_api_span_ms spans the whole capture including initialization (a path-tracing capture reported 35 s) — it is not frame time. Read capture.chrome.json or per-chunk durations instead.
  • rdc_analyze.py -o is relative to the current directory, but --search only reuses a cache at <dir-of-.rdc>/analyzed/<stem>/capture.zip.xml; otherwise it re-exports into <dir-of-.rdc>/.analyze_tmp. Deserialize with -o <rdc dir>/analyzed to make searches instant.
  • Field extraction flattens nested structs and first occurrence wins, so a value printed for e.g. Format may come from an outer field, not the one you expected — confirm against capture.zip.xml or the UI before drawing a conclusion.
  • Both scripts raise SystemExit on the first failing renderdoccmd call; if renderdoccmd is missing set RENDERDOC_DIR (e.g. D:/RenderDoc) instead of editing paths.

6. When stuck, answer in order

exact symptom → first RT showing it → first EID introducing it → is bad data already in an input → right shader bound → constants correct at that EID → expected resources bound → formats/strides/offsets/mips/slices/sRGB → viewport/scissor/cull/depth/stencil/blend/RT → pixel history pass-fail → VS input vs output → validation messages → does it vanish with postprocess disabled → draw/resource/state/synchronization/performance defect?

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