398 lines
22 KiB
HTML
398 lines
22 KiB
HTML
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<main>
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<h1 id="matdbg"><a class="header" href="#matdbg">matdbg</a></h1>
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<ol>
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<li><a href="#capabilities">Capabilities</a></li>
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<li><a href="#setup-for-desktop">Setup for Desktop</a></li>
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<li><a href="#setup-for-android">Setup for Android</a></li>
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<li><a href="#debugger-usage">Debugger Usage</a></li>
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<li><a href="#architecture-overview">Architecture Overview</a></li>
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<li><a href="#c-server">C++ Server</a></li>
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<li><a href="#javascript-client">JavaScript Client</a></li>
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<li><a href="#http-requests">HTTP Requests</a></li>
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<li><a href="#websocket-messages">WebSocket Messages</a></li>
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<li><a href="#wish-list">Wish List</a></li>
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<li><a href="#screenshot">Screenshot</a></li>
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<li><a href="#material-chunks">Material Chunks</a></li>
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</ol>
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<h2 id="capabilities"><a class="header" href="#capabilities">Capabilities</a></h2>
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<p>matdbg is a library and web application that enables debugging and live-editing of Filament shaders.
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At the time of this writing, the following capabilities are supported.</p>
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<ul>
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<li>OpenGL: Editing GLSL</li>
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<li>Metal: Editing MSL</li>
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<li>Vulkan: Editing transpiled GLSL, displaying disassembled SPIR-V</li>
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<li>WebGPU: Editing WGSL</li>
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</ul>
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<p>Note that a given material can be built with multiple backends, even though only one backend
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is active in a particular session. For example, if the current app is using Vulkan, it is still
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possible to inspect the Metal shaders, as long as the material has been built with Metal support
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included.</p>
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<h2 id="setup-for-desktop"><a class="header" href="#setup-for-desktop">Setup for Desktop</a></h2>
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<p>When using the easy build script, include the <code>-d</code> argument. For example:</p>
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<pre><code>./build.sh -fd debug gltf_viewer
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</code></pre>
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<p>The <code>d</code> enables a CMake option called FILAMENT_ENABLE_MATDBG and the <code>f</code> ensures that CMake gets
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re-run so that the option is honored.</p>
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<p>Next, set an environment variable as follows. In Windows, use <code>set</code> instead of <code>export</code>.</p>
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<pre><code>export FILAMENT_MATDBG_PORT=8080
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</code></pre>
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<p>Next, launch any app that links against a debug build of a Filament and point your web browser to
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http://localhost:8080. Skip ahead to <strong>Debugger Usage</strong>.</p>
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<h2 id="setup-for-android"><a class="header" href="#setup-for-android">Setup for Android</a></h2>
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<p>Rebuild Filament for Android after enabling a CMake option called FILAMENT_ENABLE_MATDBG. Note that
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CMake is invoked from several places for Android (both gradle and our easy build script), so one
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pragmatic and reliable way of doing this is to simply hack <code>CMakeLists.txt</code> and
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<code>filament-android/CMakeLists.txt</code> by unconditionally setting FILAMENT_ENABLE_MATDBG to ON.</p>
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<p>After rebuilding Filament with the option enabled, ensure that internet permissions are enabled in
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your app by adding the following into your manifest as a child of the <code><manifest></code> element.</p>
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<pre><code><uses-permission android:name="android.permission.INTERNET" />
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</code></pre>
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<p>Now launch your app as usual. The Filament Engine sets up a server that is hardcoded to listen to
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port 8081. Next, you will need to forward your device's TCP port 8081 to your host port of choice.
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For example, to forward the matdbg server on your device to port 8081 on your host machine, do the
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following:</p>
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<pre><code>adb forward tcp:8081 tcp:8081
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</code></pre>
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<p>This lets you go to http://localhost:8081 in Chrome on your host machine.</p>
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<p>Note that we generally use a release build of Filament when running on Android, so the shaders
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are optimized and very unreadable. This can be avoided by modifying the build such that <code>-g</code> is
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passed to matc even in release builds.</p>
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<h2 id="debugger-usage"><a class="header" href="#debugger-usage">Debugger Usage</a></h2>
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<p>After opening the matdbg page in your browser, the usual first step is to select a material in the
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upper-left pane. Sometimes you might need force your app to redraw (e.g. by resizing the window) in
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order make the materials selectable.</p>
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<p>The next step is to select an active (boldface) shader variant in the lower-left pane. This allows
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you to view the GLSL, MSL, and SPIR-V code that was generated by <code>matc</code> or <code>filamat</code>.</p>
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<p>In the sidebar, inactive shader variants have a disabled appearance, but they can still be examined
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in the shader editor. The active status of each shader program is refreshed every second.</p>
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<p>You can also make modifications to GLSL or MSL, so long as the shader inputs and uniforms remain
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intact. After making an edit, click the <code>[rebuild]</code> button in the header. Note that your edits will
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be lost after closing the web page.</p>
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<h2 id="keyboard-shortcuts"><a class="header" href="#keyboard-shortcuts">Keyboard Shortcuts</a></h2>
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<p>To save an edit, press <strong>Cmd+S</strong> (<strong>Ctrl+S</strong> on Linux/Windows) as an alternative to clicking
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<code>[rebuild]</code>.</p>
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<p>If the editor has focus, you can navigate between materials by holding <strong>Shift+Ctrl</strong> while
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pressing the up or down arrow. Navigation between variants is similar, just use left / right instead
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of up / down.</p>
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<h2 id="architecture-overview"><a class="header" href="#architecture-overview">Architecture Overview</a></h2>
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<p>The matdbg library has two parts: a C++ server and a JavaScript client. The C++ server is
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responsible for instancing a <a href="https://github.com/civetweb/civetweb">civetweb</a> context that handles HTTP and WebSocket requests. The
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JavaScript client is a small web app that contains a view into an in-browser database of materials.</p>
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<p>The WebSocket server receives push-style notifications from the client (such as edits) while
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the HTTP server responds to material queries using simple JSON messages.</p>
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<p>When a new WebSocket connection is established, the client asks the server for a list of materials
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in order to populate its in-browser database. If the connection is lost (e.g. if the app crashes),
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then the database stays intact and the web app is still functional. If a new Filament app is
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launched, the client inserts entries into its database rather than replacing the existing set.</p>
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<p>The material database is cleared only when the web page is manually refreshed by the user.</p>
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<h2 id="c-server"><a class="header" href="#c-server">C++ Server</a></h2>
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<p>The civetweb server is wrapped by our <code>DebugServer</code> class, whose public interface is comprised of a
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couple methods that are called from the Filament engine:</p>
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<ul>
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<li><strong>addMaterial</strong> Notifies the debugger that the given material package is being loaded into the
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engine.</li>
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<li><strong>setEditCallback</strong> Sets up a callback that allows the Filament engine to listen for shader edits.</li>
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<li><strong>setQueryCallback</strong> Sets up a callback that allows the debugger to ask for current information.</li>
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</ul>
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<h2 id="javascript-client"><a class="header" href="#javascript-client">JavaScript Client</a></h2>
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<p>The web app is written in simple, modern JavaScript. It uses third-party libraries
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which are fetched from a CDN using <code><script></code>. This allows us to avoid adding them to our git repo,
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and leads to good caching behavior.</p>
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<ul>
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<li><strong>lit-html</strong> A small wrapper around web-components for fast, iterative development.</li>
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<li><strong>monaco</strong> The engine behind Visual Studio Code.
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<ul>
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<li>We've configured this for C++ for somewhat reasonable syntax highlighting.</li>
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<li>If desired we could extend the editor to better handle GLSL and SPIR-V.</li>
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</ul>
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</li>
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</ul>
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<p>All the source code for our web app is contained in a single file (<code>app.js</code>), and there is a
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corresponding <code>api.js</code> to handle the protocol between the server (the running filament app)
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the client (the browser).</p>
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<p>The web app basically provides a view over a pseudo-database which is a just a global variable
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that holds a dictionary that maps from material id's to objects that conform to the JSON described
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below.</p>
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<h2 id="http-requests"><a class="header" href="#http-requests">HTTP requests</a></h2>
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<p>The server responds to the following GET requests by returning a JSON blob. The <code>{id}</code> in these
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requests is a concept specific to matdbg (not Filament) which is an 8-digit hex string that hashes
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the entire binary content of the material package.</p>
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<hr />
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<p><code>/api/matids</code></p>
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<p>Returns an array containing the id for each known material. Example:</p>
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<pre><code class="language-json">["e4c41141", "44ae2b62", "9dab8a03"]
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</code></pre>
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<hr />
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<p><code>/api/materials</code></p>
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<p>Returns an array with all information (except shader source) for all known materials. Example:</p>
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<pre><code class="language-json">[{
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"matid": "e4c41141",
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"name": "uiBlit",
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"version": 4,
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"shading": { "model": "unlit", "vertex_domain": "object", ... },
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"raster": { "blending": "transparent", "color_write": "true", ... },
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"opengl": [
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{ "index": " 0", "shaderModel": "gl41", "pipelineStage": "vertex ", "variantString": "", "variant": 0 },
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{ "index": " 1", "shaderModel": "gl41", "pipelineStage": "fragment", "variantString": "", "variant": 0 },
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],
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"vulkan": [],
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"metal": [],
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"required_attributes": ["position", "color", "uv0"]
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},
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{
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"matid": "44ae2b62",
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...
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}]
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</code></pre>
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<p>Some of the returned data may seem redundant (e.g. the <code>index</code> and <code>variantString</code> fields) but
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these allow the client to be very simple by passing the raw JSON into [mustache][4] templates.
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Moreover it helps prevent duplication of knowledge between C++ and JavaScript.</p>
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<p>This format of this message is also used for the in-browser "database" of materials.</p>
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<hr />
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<p><code>/api/material?matid={id}</code></p>
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<p>Returns all information (except shader source) for a specific known material. The JSON response
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is equivalent to one of the items in the top-level array in <code>/api/materials</code>.</p>
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<hr />
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<p><code>/api/active</code></p>
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<p>Returns an object that maps from material ids to their active shader variants. Example:</p>
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<pre><code class="language-json">{"b38d4ad0": ["opengl", 5] , "44ae2b62": ["opengl", 1, 4] }
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</code></pre>
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<p>Each numeric element in the list is a variant mask. For example, at the time of this writing,
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Filament has 7-bit mask, so each number in the list is between 0 and 127.</p>
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<hr />
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<p><code>/api/shader?matid={id}&type=[glsl|spirv|msl]&[glindex|vkindex|metalindex]={index}</code></p>
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<p>Returns the entire shader code for the given variant. This is the only HTTP request that returns
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text instead of JSON.</p>
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<p>The <code>type</code> field in the request selects the desired shading language, not the backend. For example,
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for Vulkan it can select between SPIR-V or decompiled GLSL. Note that the original GLSL that was
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used to create the SPIR-V is not available.</p>
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<hr />
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<h2 id="wish-list"><a class="header" href="#wish-list">Wish List</a></h2>
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<ul>
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<li>Allow editing of the original GLSL, perhaps by enhancing the <code>-g</code> option in matc and adding new chunk types.</li>
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<li>Expose the entire <code>engine.debug</code> struct in the web UI.</li>
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<li>When shader errors occur, send them back over the wire to the web client.</li>
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<li>The sidebar in the web app is not resizeable.</li>
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<li>For the material ids, SHA-1 would be better than murmur since the latter can easily have collisions.</li>
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<li>It would be easy to add diff decorations to the editor in our <code>onEdit</code> function:
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<ol>
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<li>Examine "changes" (IModelContentChange) to get a set of line numbers.</li>
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<li><code>shader.decorations = gEditor.deltaDecorations(shader.decorations, ...)</code></li>
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<li>See <a href="https://microsoft.github.io/monaco-editor/playground.html#interacting-with-the-editor-line-and-inline-decorations">these monaco docs</a>.</li>
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</ol>
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</li>
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</ul>
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<h2 id="screenshot"><a class="header" href="#screenshot">Screenshot</a></h2>
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<img width="600px" src="https://user-images.githubusercontent.com/1288904/63553241-b043ba80-c4ee-11e9-816c-c6acb1d6cdf7.png">
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