render: move the capture diagnostics out of the hook layer

This commit is contained in:
mchughalex 2026-07-19 10:33:05 +01:00
parent 13669fe589
commit 43ac7aa53b
3 changed files with 449 additions and 411 deletions

View file

@ -20,6 +20,16 @@
namespace skate3::native_scene {
// ---- Frame-end capture diagnostics (skate3_native_diagnostics.cpp) --------
// Hotkey/cvar/pad-armed guest-memory snapshots (.gsnap + metadata) and the
// per-frame record collection windows. Called from the frame-boundary hook
// under its record lock; may move the frame's records into an open capture
// window. SnapshotWritten() reports whether a one-shot snapshot completed.
void OnCaptureFrameEnd(uint8_t* base, uint64_t frame_index,
std::vector<SubmitRecord>& current_frame);
bool SnapshotWritten();
// ---- Offline-analysis recording (see StartRecording/WriteRecording) --------
// The full per-draw constant bank stream is the ground truth for what the
// game's shaders saw; the per-frame item lists are what our pipeline made of

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@ -17,6 +17,52 @@
#include <rex/logging.h>
#include <cinttypes>
#include <string>
#include <rex/cvar.h>
#include "generated/skate3_init.h"
#include "skate3_screenshot.h"
#if defined(_WIN32)
#include <windows.h>
// Xbox-controller capture combos (see the hotkey block): the artifacts under
// investigation are too brief to reach the keyboard from the pad.
#include <Xinput.h>
#pragma comment(lib, "xinput9_1_0.lib")
#endif
REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_min_meshes, 0, "Skate 3",
"One-shot guest memory snapshot: trigger on the first frame with at "
"least this many RenderMesh submissions (0 = disabled)")
.range(0, 100000)
.lifecycle(rex::cvar::Lifecycle::kHotReload);
REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_frames, 4, "Skate 3",
"Number of frames of RenderMesh records to collect before writing "
"the snapshot")
.range(1, 600)
.lifecycle(rex::cvar::Lifecycle::kHotReload);
// Defined in skate3_native_scene.cpp (the recording filter lives there).
REXCVAR_DECLARE(bool, skate3_native_render_snapshot_all_draws);
REXCVAR_DEFINE_BOOL(
skate3_native_render_photo_compose_trace, false, "Skate 3",
"Auto-capture an F10-style diagnostic recording (all draws, ~360 "
"frames + memory snapshot) the first time a photo display card comes "
"up in a session. Captures the game's one-shot framed-card compose "
"pass: its draws, source textures (frame art / logo / caption) and "
"geometry, for offline analysis. Writes ~100 MB into "
"native_render_snapshots once per session.")
.lifecycle(rex::cvar::Lifecycle::kHotReload);
REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_stride, 1, "Skate 3",
"Record every Nth frame while collecting (long viewer recordings: "
"e.g. 12 = ~12 recorded frames/sec at 144fps)")
.range(1, 32)
.lifecycle(rex::cvar::Lifecycle::kHotReload);
REXCVAR_DEFINE_STRING(skate3_native_render_snapshot_dir, "native_render_snapshots", "Skate 3",
"Directory for native-render guest memory snapshots and metadata")
.lifecycle(rex::cvar::Lifecycle::kHotReload);
namespace skate3::native_scene {
// ---- Offline-analysis recording ---------------------------------------------
@ -394,4 +440,391 @@ void SynPanView(double angle_deg, float view_out[16]) {
view_out[15] = 1.0f;
}
// ---- Frame-end capture diagnostics (hotkeys + guest-memory snapshots) ------
// Moved verbatim from the frame-boundary hook: arming (cvar/hotkey/pad/
// trigger-file/photo-trace), per-frame record collection, and the .gsnap +
// metadata writers. Runs under the hook layer's record lock.
namespace {
struct FrameRecords {
uint64_t frame_index;
std::vector<SubmitRecord> records;
};
std::vector<FrameRecords> g_collected_frames;
uint64_t g_collect_counter = 0;
bool g_collecting = false;
// F10 immediate mode: capture exactly one frame regardless of the snapshot
// frames/stride cvars.
bool g_immediate = false;
bool g_snapshot_written = false;
std::filesystem::path SnapshotDir() {
std::filesystem::path dir{std::string(REXCVAR_GET(skate3_native_render_snapshot_dir))};
if (dir.empty()) {
dir = "native_render_snapshots";
}
return dir;
}
std::string SnapshotStem() {
const auto now = std::chrono::system_clock::now();
const auto seconds =
std::chrono::duration_cast<std::chrono::seconds>(now.time_since_epoch()).count();
char stem[64];
std::snprintf(stem, sizeof(stem), "snapshot_%" PRId64, static_cast<int64_t>(seconds));
return stem;
}
// Guest memory snapshot format (.gsnap):
// char magic[8] = "SK3GSNP1"
// repeated regions: u64 guest_offset (little-endian), u64 size, raw bytes
// terminator region: guest_offset == 0xFFFFFFFFFFFFFFFF, size == 0
// guest_offset is the offset from the guest base mapping. Guest virtual
// address A maps to file region offset A for A < 0xE0000000 and A + 0x1000
// above that (REX_PHYS_HOST_OFFSET physical mirror shift).
bool WriteMemorySnapshot(uint8_t* base, const std::filesystem::path& path) {
#if defined(_WIN32)
std::ofstream out(path, std::ios::binary);
if (!out) {
REXLOG_ERROR("native-render snapshot: cannot open {}", path.string());
return false;
}
out.write("SK3GSNP1", 8);
uint64_t total_bytes = 0;
uint32_t region_count = 0;
uint64_t offset = 0;
while (offset < REX_MEMORY_SIZE) {
MEMORY_BASIC_INFORMATION info{};
if (VirtualQuery(base + offset, &info, sizeof(info)) == 0) {
break;
}
const uint64_t region_size = static_cast<uint64_t>(info.RegionSize);
const bool readable =
info.State == MEM_COMMIT && (info.Protect & PAGE_GUARD) == 0 &&
(info.Protect & (PAGE_READONLY | PAGE_READWRITE | PAGE_EXECUTE_READ |
PAGE_EXECUTE_READWRITE | PAGE_WRITECOPY | PAGE_EXECUTE_WRITECOPY)) != 0;
if (readable) {
const uint64_t clamped =
region_size > REX_MEMORY_SIZE - offset ? REX_MEMORY_SIZE - offset : region_size;
out.write(reinterpret_cast<const char*>(&offset), sizeof(offset));
out.write(reinterpret_cast<const char*>(&clamped), sizeof(clamped));
out.write(reinterpret_cast<const char*>(base + offset),
static_cast<std::streamsize>(clamped));
total_bytes += clamped;
++region_count;
}
offset += region_size;
}
const uint64_t terminator_offset = ~0ull;
const uint64_t terminator_size = 0;
out.write(reinterpret_cast<const char*>(&terminator_offset), sizeof(terminator_offset));
out.write(reinterpret_cast<const char*>(&terminator_size), sizeof(terminator_size));
out.close();
if (!out) {
REXLOG_ERROR("native-render snapshot: write failed for {}", path.string());
return false;
}
REXLOG_INFO("native-render snapshot: {} regions, {} MiB -> {}", region_count,
total_bytes >> 20, path.string());
return true;
#else
(void)base;
REXLOG_WARN("native-render snapshot: only implemented on Windows, skipping {}",
path.string());
return false;
#endif
}
bool WriteMetadata(const std::filesystem::path& path,
const std::vector<FrameRecords>& frames) {
std::ofstream out(path);
if (!out) {
REXLOG_ERROR("native-render snapshot: cannot open {}", path.string());
return false;
}
out << "{\"type\":\"header\",\"image_base\":\"0x82000000\","
<< "\"phys_mirror_note\":\"guest addr A -> file offset A, plus 0x1000 for A >= "
"0xE0000000\","
<< "\"record_fields\":[\"kind\",\"a\",\"b\",\"c\"],"
<< "\"kinds\":{\"0\":\"RenderMesh a=ctx b=vps c=dyn\",\"1\":\"SceneDrawList a=ctx "
"b=list_offset c=view\",\"2\":\"WorldPathCapture a=ctx b=view c=dyn\","
"\"3\":\"QuadListDraw a=key c=dyn\"}}\n";
for (const FrameRecords& frame : frames) {
out << "{\"type\":\"frame\",\"index\":" << frame.frame_index << ",\"records\":[";
for (size_t i = 0; i < frame.records.size(); ++i) {
const SubmitRecord& r = frame.records[i];
char buf[64];
std::snprintf(buf, sizeof(buf), "%s[%u,\"%08X\",\"%08X\",\"%08X\"]", i ? "," : "",
r.kind, r.a, r.b, r.c);
out << buf;
}
out << "]}\n";
}
out.close();
return static_cast<bool>(out);
}
void WriteSnapshotLocked(uint8_t* base) {
const std::filesystem::path dir = SnapshotDir();
std::error_code ec;
std::filesystem::create_directories(dir, ec);
const std::string stem = SnapshotStem();
const bool meta_ok = WriteMetadata(dir / (stem + ".meta.jsonl"), g_collected_frames);
const bool snap_ok = WriteMemorySnapshot(base, dir / (stem + ".gsnap"));
WriteRecording(dir.string().c_str(), stem.c_str());
REXLOG_INFO("native-render snapshot: {} ({} frames of records, meta_ok={} snap_ok={})",
stem, g_collected_frames.size(), meta_ok, snap_ok);
g_collected_frames.clear();
g_snapshot_written = true;
}
} // namespace
bool SnapshotWritten() { return g_snapshot_written; }
void OnCaptureFrameEnd(uint8_t* base, uint64_t frame_index,
std::vector<SubmitRecord>& current_frame) {
const size_t mesh_count = current_frame.size();
if (!g_snapshot_written) {
const int32_t min_meshes = REXCVAR_GET(skate3_native_render_snapshot_min_meshes);
if (!g_collecting && min_meshes > 0 &&
mesh_count >= static_cast<size_t>(min_meshes)) {
g_collecting = true;
g_collect_counter = 0;
StartRecording(
uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
REXLOG_INFO("native-render snapshot: armed at frame {} ({} meshes)", frame_index,
mesh_count);
}
}
// Manual triggers (work repeatedly): press F9 (window recording per the
// snapshot cvars), F10 (IMMEDIATE single-frame capture: full memory
// snapshot + this frame's records/draws, for catching a broken object the
// moment it is on screen), or create <snapshot_dir>\trigger.
#if defined(_WIN32)
if (!g_collecting) {
static bool f9_was_down = false;
const bool f9_down = (GetAsyncKeyState(VK_F9) & 0x8000) != 0;
if (f9_down && !f9_was_down) {
g_collecting = true;
g_collect_counter = 0;
StartRecording(
uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
REXLOG_INFO("native-render snapshot: F9, armed at frame {} ({} meshes)",
frame_index, mesh_count);
}
f9_was_down = f9_down;
// F8: flush the native texture + mesh caches. Debug/bisect aid, and the
// reproducible worst-case decode burst for perf work (everything visible
// re-decodes at once; the decode workers should absorb it with a brief
// white/pop-in instead of a render-thread freeze).
static bool f8_was_down = false;
const bool f8_down = (GetAsyncKeyState(VK_F8) & 0x8000) != 0;
if (f8_down && !f8_was_down) {
FlushTextureCache();
FlushMeshCache();
REXLOG_INFO("native-render: F8, texture + mesh caches flushed");
}
f8_was_down = f8_down;
// F7: dump the rolling scene-composition ring (last ~900 frames of
// per-item signatures); press within a few seconds of SEEING a 1-2
// frame artifact; diffing the artifact frame against neighbors in the
// CSV names the item that flashed.
static bool f7_was_down = false;
const bool f7_down = (GetAsyncKeyState(VK_F7) & 0x8000) != 0;
if (f7_down && !f7_was_down) {
RequestSceneRingDump();
REXLOG_INFO("native-render: F7, scene ring dump requested");
}
f7_was_down = f7_down;
static bool f10_was_down = false;
const bool f10_down = (GetAsyncKeyState(VK_F10) & 0x8000) != 0;
if (f10_down && !f10_was_down) {
g_collecting = true;
g_immediate = true;
g_collect_counter = 0;
StartRecording(1);
// Simultaneous screenshot: the recorded scene/draw data alone cannot
// prove what was on screen (render-stage state is not captured);
// the paired PNG anchors every diagnostic to the visible frame.
skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(),
"f10");
REXLOG_INFO("native-render snapshot: F10, immediate single-frame capture at frame {}",
frame_index);
}
f10_was_down = f10_down;
// Xbox controller capture combos (the artifacts are too brief to reach
// the keyboard from the pad): RB+X = F10-style immediate capture,
// RB+A = F7 scene-ring dump (retroactive ~17 s, so a slightly late
// press still contains the flash frame). Pad 0; disconnected pads
// re-probe on a backoff; XInputGetState is slow for absent devices.
{
static bool combo_x_was = false;
static bool combo_a_was = false;
static uint32_t pad_retry = 0;
static bool pad_seen = true;
if (pad_seen || ++pad_retry >= 240) {
pad_retry = 0;
XINPUT_STATE xs{};
if (XInputGetState(0, &xs) == ERROR_SUCCESS) {
pad_seen = true;
const WORD b = xs.Gamepad.wButtons;
const bool rb = (b & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0;
const bool cx = rb && (b & XINPUT_GAMEPAD_X) != 0;
const bool ca = rb && (b & XINPUT_GAMEPAD_A) != 0;
if (cx && !combo_x_was) {
g_collecting = true;
g_immediate = true;
g_collect_counter = 0;
StartRecording(1);
skate3::screenshot::CaptureWindow(
skate3::screenshot::RememberedWindow(), "rbx");
REXLOG_INFO(
"native-render snapshot: RB+X, immediate single-frame capture "
"at frame {}",
frame_index);
}
combo_x_was = cx;
if (ca && !combo_a_was) {
RequestSceneRingDump();
REXLOG_INFO("native-render: RB+A, scene ring dump requested");
}
combo_a_was = ca;
} else {
pad_seen = false;
combo_x_was = combo_a_was = false;
}
}
}
}
// F11: paired A/B parity capture; one keypress produces
// shot_<ts>_native.png + shot_<ts>_emulated.png (same viewpoint, ~half a
// second apart while the renderer toggles) + an immediate F10-style
// capture taken back in native mode. Sequenced across guest frames so
// each renderer has settled before its screenshot (the emulated pipeline
// needs to recompose after suppression lifts).
{
enum class AbState { kIdle, kNativeSettle, kEmulatedSettle, kBackToNative };
static AbState ab_state = AbState::kIdle;
static uint64_t ab_resume_frame = 0;
static char ab_tag[24] = {};
static bool f11_was_down = false;
const bool f11_down = (GetAsyncKeyState(VK_F11) & 0x8000) != 0;
constexpr uint64_t kSettleFrames = 60;
switch (ab_state) {
case AbState::kIdle:
if (f11_down && !f11_was_down && !g_collecting) {
const std::time_t t = std::time(nullptr);
std::tm tm{};
localtime_s(&tm, &t);
std::snprintf(ab_tag, sizeof(ab_tag), "%02d%02d%02d", tm.tm_hour, tm.tm_min,
tm.tm_sec);
// Ensure the sequence starts in NATIVE mode (the gsnap capture at
// the end must record native-path scene data).
if (!Enabled()) {
ToggleSceneEnabled();
}
ab_state = AbState::kNativeSettle;
ab_resume_frame = frame_index + kSettleFrames;
REXLOG_INFO("native-render A/B capture: F11, tag {}", ab_tag);
}
break;
case AbState::kNativeSettle:
if (frame_index >= ab_resume_frame) {
char tag[40];
std::snprintf(tag, sizeof(tag), "%s_native", ab_tag);
skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(), tag);
ToggleSceneEnabled(); // -> emulated
ab_state = AbState::kEmulatedSettle;
ab_resume_frame = frame_index + kSettleFrames;
}
break;
case AbState::kEmulatedSettle:
if (frame_index >= ab_resume_frame) {
char tag[40];
std::snprintf(tag, sizeof(tag), "%s_emulated", ab_tag);
skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(), tag);
ToggleSceneEnabled(); // -> native
ab_state = AbState::kBackToNative;
ab_resume_frame = frame_index + kSettleFrames;
}
break;
case AbState::kBackToNative:
if (frame_index >= ab_resume_frame && !g_collecting) {
g_collecting = true;
g_immediate = true;
g_collect_counter = 0;
StartRecording(1);
REXLOG_INFO(
"native-render A/B capture: screenshots tagged {} done, immediate "
"capture armed",
ab_tag);
ab_state = AbState::kIdle;
}
break;
}
f11_was_down = f11_down;
}
#endif
if (!g_collecting && frame_index % 32 == 0) {
const std::filesystem::path trigger = SnapshotDir() / "trigger";
std::error_code ec;
if (std::filesystem::exists(trigger, ec)) {
std::filesystem::remove(trigger, ec);
g_collecting = true;
g_collect_counter = 0;
StartRecording(
uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
REXLOG_INFO("native-render snapshot: trigger file, armed at frame {} ({} meshes)",
frame_index, mesh_count);
}
}
// Photo display-card compose auto-trace: the first time the framed card
// comes up in a session, record EVERY draw for ~360 frames + the memory
// snapshot; the game's one-shot card compose (frame art / logo / caption
// stamped over the photo) fires at an unpredictable moment within this
// window, and the capture pins its draws, source textures and geometry.
if (!g_collecting && REXCVAR_GET(skate3_native_render_photo_compose_trace)) {
static bool s_compose_trace_done = false;
if (!s_compose_trace_done && PhotoCardVisible()) {
s_compose_trace_done = true;
REXCVAR_SET(skate3_native_render_snapshot_frames, 360);
REXCVAR_SET(skate3_native_render_snapshot_stride, 1);
REXCVAR_SET(skate3_native_render_snapshot_all_draws, true);
g_collecting = true;
g_collect_counter = 0;
StartRecording(1);
REXLOG_INFO(
"native-render snapshot: photo display card up - compose trace "
"armed at frame {} (360 frames, all draws; snapshot cvars stay "
"changed for this session)",
frame_index);
}
}
if (g_collecting) {
// Immediate (F10) captures skip the arming frame: the scene-side
// recording was only armed after this frame's BuildFrameScene ran, so
// the first fully-recorded frame is the next one.
const auto stride = g_immediate
? uint64_t(2)
: static_cast<uint64_t>(REXCVAR_GET(skate3_native_render_snapshot_stride));
if (++g_collect_counter % stride == 0) {
g_collected_frames.push_back({frame_index, std::move(current_frame)});
const auto wanted = g_immediate
? size_t(1)
: static_cast<size_t>(REXCVAR_GET(skate3_native_render_snapshot_frames));
if (g_collected_frames.size() >= wanted) {
g_collecting = false;
g_immediate = false;
WriteSnapshotLocked(base);
}
}
}
}
} // namespace skate3::native_scene

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@ -1,32 +1,22 @@
#include "skate3_native_render.h"
#include "native/skate3_native_diag.h"
#include "native/skate3_native_entity.h"
#include "native/skate3_native_lw.h"
#include "native/skate3_native_palette.h"
#include "skate3_native_scene.h"
#include "skate3_screenshot.h"
#include "generated/skate3_init.h"
#include <atomic>
#include <chrono>
#include <cinttypes>
#include <cstdint>
#include <cstdio>
#include <ctime>
#include <filesystem>
#include <fstream>
#include <mutex>
#include <string>
#include <thread>
#include <vector>
#if defined(_WIN32)
#include <windows.h>
// Xbox-controller capture combos (see the hotkey block): the artifacts under
// investigation are too brief to reach the keyboard from the pad.
#include <Xinput.h>
#pragma comment(lib, "xinput9_1_0.lib")
#endif
#include <rex/cvar.h>
@ -39,36 +29,7 @@ REXCVAR_DEFINE_INT32(skate3_native_render_log_interval, 0, "Skate 3",
"Frames between native-render hook liveness log lines (0 = off)")
.range(0, 100000)
.lifecycle(rex::cvar::Lifecycle::kHotReload);
REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_min_meshes, 0, "Skate 3",
"One-shot guest memory snapshot: trigger on the first frame with at "
"least this many RenderMesh submissions (0 = disabled)")
.range(0, 100000)
.lifecycle(rex::cvar::Lifecycle::kHotReload);
REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_frames, 4, "Skate 3",
"Number of frames of RenderMesh records to collect before writing "
"the snapshot")
.range(1, 600)
.lifecycle(rex::cvar::Lifecycle::kHotReload);
// Defined in skate3_native_scene.cpp (the recording filter lives there).
REXCVAR_DECLARE(bool, skate3_native_render_snapshot_all_draws);
REXCVAR_DECLARE(bool, skate3_native_render_scene_perf_log);
REXCVAR_DEFINE_BOOL(
skate3_native_render_photo_compose_trace, false, "Skate 3",
"Auto-capture an F10-style diagnostic recording (all draws, ~360 "
"frames + memory snapshot) the first time a photo display card comes "
"up in a session. Captures the game's one-shot framed-card compose "
"pass: its draws, source textures (frame art / logo / caption) and "
"geometry, for offline analysis. Writes ~100 MB into "
"native_render_snapshots once per session.")
.lifecycle(rex::cvar::Lifecycle::kHotReload);
REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_stride, 1, "Skate 3",
"Record every Nth frame while collecting (long viewer recordings: "
"e.g. 12 = ~12 recorded frames/sec at 144fps)")
.range(1, 32)
.lifecycle(rex::cvar::Lifecycle::kHotReload);
REXCVAR_DEFINE_STRING(skate3_native_render_snapshot_dir, "native_render_snapshots", "Skate 3",
"Directory for native-render guest memory snapshots and metadata")
.lifecycle(rex::cvar::Lifecycle::kHotReload);
REXCVAR_DEFINE_DOUBLE(skate3_guest_fps_cap, 0.0, "Skate 3",
"Pace the guest render loop to this frame rate (0 = uncapped). The "
"guest produces frames at irregular 2-9 ms intervals; the display "
@ -92,132 +53,14 @@ namespace {
// quad-list DrawVertices capture (a = synthetic key, c = dynitem index+1).
using RenderMeshRecord = skate3::native_scene::SubmitRecord;
struct FrameRecords {
uint64_t frame_index;
std::vector<RenderMeshRecord> records;
};
std::mutex g_mutex;
std::vector<RenderMeshRecord> g_current_frame;
std::vector<FrameRecords> g_collected_frames;
uint64_t g_frame_index = 0;
uint64_t g_collect_counter = 0;
bool g_collecting = false;
// F10 immediate mode: capture exactly one frame regardless of the snapshot
// frames/stride cvars.
bool g_immediate = false;
bool g_snapshot_written = false;
std::atomic<bool> g_announced{false};
bool Enabled() { return REXCVAR_GET(skate3_native_render); }
std::filesystem::path SnapshotDir() {
std::filesystem::path dir{std::string(REXCVAR_GET(skate3_native_render_snapshot_dir))};
if (dir.empty()) {
dir = "native_render_snapshots";
}
return dir;
}
std::string SnapshotStem() {
const auto now = std::chrono::system_clock::now();
const auto seconds =
std::chrono::duration_cast<std::chrono::seconds>(now.time_since_epoch()).count();
char stem[64];
std::snprintf(stem, sizeof(stem), "snapshot_%" PRId64, static_cast<int64_t>(seconds));
return stem;
}
// Guest memory snapshot format (.gsnap):
// char magic[8] = "SK3GSNP1"
// repeated regions: u64 guest_offset (little-endian), u64 size, raw bytes
// terminator region: guest_offset == 0xFFFFFFFFFFFFFFFF, size == 0
// guest_offset is the offset from the guest base mapping. Guest virtual
// address A maps to file region offset A for A < 0xE0000000 and A + 0x1000
// above that (REX_PHYS_HOST_OFFSET physical mirror shift).
bool WriteMemorySnapshot(uint8_t* base, const std::filesystem::path& path) {
#if defined(_WIN32)
std::ofstream out(path, std::ios::binary);
if (!out) {
REXLOG_ERROR("native-render snapshot: cannot open {}", path.string());
return false;
}
out.write("SK3GSNP1", 8);
uint64_t total_bytes = 0;
uint32_t region_count = 0;
uint64_t offset = 0;
while (offset < REX_MEMORY_SIZE) {
MEMORY_BASIC_INFORMATION info{};
if (VirtualQuery(base + offset, &info, sizeof(info)) == 0) {
break;
}
const uint64_t region_size = static_cast<uint64_t>(info.RegionSize);
const bool readable =
info.State == MEM_COMMIT && (info.Protect & PAGE_GUARD) == 0 &&
(info.Protect & (PAGE_READONLY | PAGE_READWRITE | PAGE_EXECUTE_READ |
PAGE_EXECUTE_READWRITE | PAGE_WRITECOPY | PAGE_EXECUTE_WRITECOPY)) != 0;
if (readable) {
const uint64_t clamped =
region_size > REX_MEMORY_SIZE - offset ? REX_MEMORY_SIZE - offset : region_size;
out.write(reinterpret_cast<const char*>(&offset), sizeof(offset));
out.write(reinterpret_cast<const char*>(&clamped), sizeof(clamped));
out.write(reinterpret_cast<const char*>(base + offset),
static_cast<std::streamsize>(clamped));
total_bytes += clamped;
++region_count;
}
offset += region_size;
}
const uint64_t terminator_offset = ~0ull;
const uint64_t terminator_size = 0;
out.write(reinterpret_cast<const char*>(&terminator_offset), sizeof(terminator_offset));
out.write(reinterpret_cast<const char*>(&terminator_size), sizeof(terminator_size));
out.close();
if (!out) {
REXLOG_ERROR("native-render snapshot: write failed for {}", path.string());
return false;
}
REXLOG_INFO("native-render snapshot: {} regions, {} MiB -> {}", region_count,
total_bytes >> 20, path.string());
return true;
#else
(void)base;
REXLOG_WARN("native-render snapshot: only implemented on Windows, skipping {}",
path.string());
return false;
#endif
}
bool WriteMetadata(const std::filesystem::path& path,
const std::vector<FrameRecords>& frames) {
std::ofstream out(path);
if (!out) {
REXLOG_ERROR("native-render snapshot: cannot open {}", path.string());
return false;
}
out << "{\"type\":\"header\",\"image_base\":\"0x82000000\","
<< "\"phys_mirror_note\":\"guest addr A -> file offset A, plus 0x1000 for A >= "
"0xE0000000\","
<< "\"record_fields\":[\"kind\",\"a\",\"b\",\"c\"],"
<< "\"kinds\":{\"0\":\"RenderMesh a=ctx b=vps c=dyn\",\"1\":\"SceneDrawList a=ctx "
"b=list_offset c=view\",\"2\":\"WorldPathCapture a=ctx b=view c=dyn\","
"\"3\":\"QuadListDraw a=key c=dyn\"}}\n";
for (const FrameRecords& frame : frames) {
out << "{\"type\":\"frame\",\"index\":" << frame.frame_index << ",\"records\":[";
for (size_t i = 0; i < frame.records.size(); ++i) {
const RenderMeshRecord& r = frame.records[i];
char buf[64];
std::snprintf(buf, sizeof(buf), "%s[%u,\"%08X\",\"%08X\",\"%08X\"]", i ? "," : "",
r.kind, r.a, r.b, r.c);
out << buf;
}
out << "]}\n";
}
out.close();
return static_cast<bool>(out);
}
void OnRenderMesh(uint8_t* base, uint32_t mesh_context, uint32_t vertex_program_state,
bool drew_inside) {
@ -268,20 +111,6 @@ void OnSceneDrawList(uint8_t* base, uint32_t view, uint32_t sort_vec, uint32_t f
}
}
void WriteSnapshotLocked(uint8_t* base) {
const std::filesystem::path dir = SnapshotDir();
std::error_code ec;
std::filesystem::create_directories(dir, ec);
const std::string stem = SnapshotStem();
const bool meta_ok = WriteMetadata(dir / (stem + ".meta.jsonl"), g_collected_frames);
const bool snap_ok = WriteMemorySnapshot(base, dir / (stem + ".gsnap"));
skate3::native_scene::WriteRecording(dir.string().c_str(), stem.c_str());
REXLOG_INFO("native-render snapshot: {} ({} frames of records, meta_ok={} snap_ok={})",
stem, g_collected_frames.size(), meta_ok, snap_ok);
g_collected_frames.clear();
g_snapshot_written = true;
}
// Non-indexed cloth patch draws (see native_scene::CaptureClothDraw). The
// synthetic "context" key is the dynamic buffer object, stable per garment.
void OnClothDraw(uint8_t* base, uint32_t r4, uint32_t r5, uint32_t r6, uint32_t r7) {
@ -413,244 +242,11 @@ void OnFrameEnd(uint8_t* base) {
const int32_t log_interval = REXCVAR_GET(skate3_native_render_log_interval);
if (log_interval > 0 && g_frame_index % static_cast<uint64_t>(log_interval) == 0) {
REXLOG_INFO("native-render frame={} meshes={} snapshot_done={}", g_frame_index,
mesh_count, g_snapshot_written);
mesh_count, skate3::native_scene::SnapshotWritten());
}
if (!g_snapshot_written) {
const int32_t min_meshes = REXCVAR_GET(skate3_native_render_snapshot_min_meshes);
if (!g_collecting && min_meshes > 0 &&
mesh_count >= static_cast<size_t>(min_meshes)) {
g_collecting = true;
g_collect_counter = 0;
skate3::native_scene::StartRecording(
uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
REXLOG_INFO("native-render snapshot: armed at frame {} ({} meshes)", g_frame_index,
mesh_count);
}
}
// Manual triggers (work repeatedly): press F9 (window recording per the
// snapshot cvars), F10 (IMMEDIATE single-frame capture: full memory
// snapshot + this frame's records/draws, for catching a broken object the
// moment it is on screen), or create <snapshot_dir>\trigger.
#if defined(_WIN32)
if (!g_collecting) {
static bool f9_was_down = false;
const bool f9_down = (GetAsyncKeyState(VK_F9) & 0x8000) != 0;
if (f9_down && !f9_was_down) {
g_collecting = true;
g_collect_counter = 0;
skate3::native_scene::StartRecording(
uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
REXLOG_INFO("native-render snapshot: F9, armed at frame {} ({} meshes)",
g_frame_index, mesh_count);
}
f9_was_down = f9_down;
// F8: flush the native texture + mesh caches. Debug/bisect aid, and the
// reproducible worst-case decode burst for perf work (everything visible
// re-decodes at once; the decode workers should absorb it with a brief
// white/pop-in instead of a render-thread freeze).
static bool f8_was_down = false;
const bool f8_down = (GetAsyncKeyState(VK_F8) & 0x8000) != 0;
if (f8_down && !f8_was_down) {
skate3::native_scene::FlushTextureCache();
skate3::native_scene::FlushMeshCache();
REXLOG_INFO("native-render: F8, texture + mesh caches flushed");
}
f8_was_down = f8_down;
// F7: dump the rolling scene-composition ring (last ~900 frames of
// per-item signatures); press within a few seconds of SEEING a 1-2
// frame artifact; diffing the artifact frame against neighbors in the
// CSV names the item that flashed.
static bool f7_was_down = false;
const bool f7_down = (GetAsyncKeyState(VK_F7) & 0x8000) != 0;
if (f7_down && !f7_was_down) {
skate3::native_scene::RequestSceneRingDump();
REXLOG_INFO("native-render: F7, scene ring dump requested");
}
f7_was_down = f7_down;
static bool f10_was_down = false;
const bool f10_down = (GetAsyncKeyState(VK_F10) & 0x8000) != 0;
if (f10_down && !f10_was_down) {
g_collecting = true;
g_immediate = true;
g_collect_counter = 0;
skate3::native_scene::StartRecording(1);
// Simultaneous screenshot: the recorded scene/draw data alone cannot
// prove what was on screen (render-stage state is not captured);
// the paired PNG anchors every diagnostic to the visible frame.
skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(),
"f10");
REXLOG_INFO("native-render snapshot: F10, immediate single-frame capture at frame {}",
g_frame_index);
}
f10_was_down = f10_down;
// Xbox controller capture combos (the artifacts are too brief to reach
// the keyboard from the pad): RB+X = F10-style immediate capture,
// RB+A = F7 scene-ring dump (retroactive ~17 s, so a slightly late
// press still contains the flash frame). Pad 0; disconnected pads
// re-probe on a backoff; XInputGetState is slow for absent devices.
{
static bool combo_x_was = false;
static bool combo_a_was = false;
static uint32_t pad_retry = 0;
static bool pad_seen = true;
if (pad_seen || ++pad_retry >= 240) {
pad_retry = 0;
XINPUT_STATE xs{};
if (XInputGetState(0, &xs) == ERROR_SUCCESS) {
pad_seen = true;
const WORD b = xs.Gamepad.wButtons;
const bool rb = (b & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0;
const bool cx = rb && (b & XINPUT_GAMEPAD_X) != 0;
const bool ca = rb && (b & XINPUT_GAMEPAD_A) != 0;
if (cx && !combo_x_was) {
g_collecting = true;
g_immediate = true;
g_collect_counter = 0;
skate3::native_scene::StartRecording(1);
skate3::screenshot::CaptureWindow(
skate3::screenshot::RememberedWindow(), "rbx");
REXLOG_INFO(
"native-render snapshot: RB+X, immediate single-frame capture "
"at frame {}",
g_frame_index);
}
combo_x_was = cx;
if (ca && !combo_a_was) {
skate3::native_scene::RequestSceneRingDump();
REXLOG_INFO("native-render: RB+A, scene ring dump requested");
}
combo_a_was = ca;
} else {
pad_seen = false;
combo_x_was = combo_a_was = false;
}
}
}
}
// F11: paired A/B parity capture; one keypress produces
// shot_<ts>_native.png + shot_<ts>_emulated.png (same viewpoint, ~half a
// second apart while the renderer toggles) + an immediate F10-style
// capture taken back in native mode. Sequenced across guest frames so
// each renderer has settled before its screenshot (the emulated pipeline
// needs to recompose after suppression lifts).
{
enum class AbState { kIdle, kNativeSettle, kEmulatedSettle, kBackToNative };
static AbState ab_state = AbState::kIdle;
static uint64_t ab_resume_frame = 0;
static char ab_tag[24] = {};
static bool f11_was_down = false;
const bool f11_down = (GetAsyncKeyState(VK_F11) & 0x8000) != 0;
constexpr uint64_t kSettleFrames = 60;
switch (ab_state) {
case AbState::kIdle:
if (f11_down && !f11_was_down && !g_collecting) {
const std::time_t t = std::time(nullptr);
std::tm tm{};
localtime_s(&tm, &t);
std::snprintf(ab_tag, sizeof(ab_tag), "%02d%02d%02d", tm.tm_hour, tm.tm_min,
tm.tm_sec);
// Ensure the sequence starts in NATIVE mode (the gsnap capture at
// the end must record native-path scene data).
if (!skate3::native_scene::Enabled()) {
skate3::native_scene::ToggleSceneEnabled();
}
ab_state = AbState::kNativeSettle;
ab_resume_frame = g_frame_index + kSettleFrames;
REXLOG_INFO("native-render A/B capture: F11, tag {}", ab_tag);
}
break;
case AbState::kNativeSettle:
if (g_frame_index >= ab_resume_frame) {
char tag[40];
std::snprintf(tag, sizeof(tag), "%s_native", ab_tag);
skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(), tag);
skate3::native_scene::ToggleSceneEnabled(); // -> emulated
ab_state = AbState::kEmulatedSettle;
ab_resume_frame = g_frame_index + kSettleFrames;
}
break;
case AbState::kEmulatedSettle:
if (g_frame_index >= ab_resume_frame) {
char tag[40];
std::snprintf(tag, sizeof(tag), "%s_emulated", ab_tag);
skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(), tag);
skate3::native_scene::ToggleSceneEnabled(); // -> native
ab_state = AbState::kBackToNative;
ab_resume_frame = g_frame_index + kSettleFrames;
}
break;
case AbState::kBackToNative:
if (g_frame_index >= ab_resume_frame && !g_collecting) {
g_collecting = true;
g_immediate = true;
g_collect_counter = 0;
skate3::native_scene::StartRecording(1);
REXLOG_INFO(
"native-render A/B capture: screenshots tagged {} done, immediate "
"capture armed",
ab_tag);
ab_state = AbState::kIdle;
}
break;
}
f11_was_down = f11_down;
}
#endif
if (!g_collecting && g_frame_index % 32 == 0) {
const std::filesystem::path trigger = SnapshotDir() / "trigger";
std::error_code ec;
if (std::filesystem::exists(trigger, ec)) {
std::filesystem::remove(trigger, ec);
g_collecting = true;
g_collect_counter = 0;
skate3::native_scene::StartRecording(
uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
REXLOG_INFO("native-render snapshot: trigger file, armed at frame {} ({} meshes)",
g_frame_index, mesh_count);
}
}
// Photo display-card compose auto-trace: the first time the framed card
// comes up in a session, record EVERY draw for ~360 frames + the memory
// snapshot; the game's one-shot card compose (frame art / logo / caption
// stamped over the photo) fires at an unpredictable moment within this
// window, and the capture pins its draws, source textures and geometry.
if (!g_collecting && REXCVAR_GET(skate3_native_render_photo_compose_trace)) {
static bool s_compose_trace_done = false;
if (!s_compose_trace_done && skate3::native_scene::PhotoCardVisible()) {
s_compose_trace_done = true;
REXCVAR_SET(skate3_native_render_snapshot_frames, 360);
REXCVAR_SET(skate3_native_render_snapshot_stride, 1);
REXCVAR_SET(skate3_native_render_snapshot_all_draws, true);
g_collecting = true;
g_collect_counter = 0;
skate3::native_scene::StartRecording(1);
REXLOG_INFO(
"native-render snapshot: photo display card up - compose trace "
"armed at frame {} (360 frames, all draws; snapshot cvars stay "
"changed for this session)",
g_frame_index);
}
}
if (g_collecting) {
// Immediate (F10) captures skip the arming frame: the scene-side
// recording was only armed after this frame's BuildFrameScene ran, so
// the first fully-recorded frame is the next one.
const auto stride = g_immediate
? uint64_t(2)
: static_cast<uint64_t>(REXCVAR_GET(skate3_native_render_snapshot_stride));
if (++g_collect_counter % stride == 0) {
g_collected_frames.push_back({g_frame_index, std::move(g_current_frame)});
const auto wanted = g_immediate
? size_t(1)
: static_cast<size_t>(REXCVAR_GET(skate3_native_render_snapshot_frames));
if (g_collected_frames.size() >= wanted) {
g_collecting = false;
g_immediate = false;
WriteSnapshotLocked(base);
}
}
}
skate3::native_scene::OnCaptureFrameEnd(base, g_frame_index,
g_current_frame);
g_current_frame.clear();
}
@ -663,9 +259,7 @@ void Install() {
}
if (!g_announced.exchange(true)) {
REXLOG_INFO(
"native-render hook layer enabled (snapshot_min_meshes={}, snapshot_frames={})",
REXCVAR_GET(skate3_native_render_snapshot_min_meshes),
REXCVAR_GET(skate3_native_render_snapshot_frames));
"native-render hook layer enabled");
}
skate3::native_scene::Install();
}
@ -1210,3 +804,4 @@ extern "C" REX_FUNC(sub_827C1D38) {
skate3::native_palette::OnLwPack(base, entity);
}
}