Debugging Vulkan shaders, especially compute shaders, can be very difficult to do even with the aid of a powerful debugging tool like RenderDoc. Debug Printf is a recent Vulkan feature that allows developers to debug their shaders by inserting Debug Print statements. This feature is now supported within RenderDoc in a way that allows for per-invocation inspection of values in a shader. This article describes how to instrument your GLSL or HLSL shaders with Debug Printf and how to inspect and debug with them in RenderDoc, using vkconfig, or with environment variables.
We suggest to use Vulkan Configurator (VkConfig
) to enable Debug Printf
For those who "just need to quick use it" there is a VK_LAYER_PRINTF_ONLY_PRESET
environment variable that will turn on Debug Printf and turn off all of the other validation logic.
# Windows
set VK_LAYER_PRINTF_ONLY_PRESET=1
# Linux
export VK_LAYER_PRINTF_ONLY_PRESET=1
# Android
adb setprop debug.vulkan.khronos_validation.printf_only_preset=1
The following are the various Debug Printf settings (listed as environment variables, but work like all other settings).
All settings also found in
VkConfig
VK_LAYER_PRINTF_ENABLE
will turn on Debug Printf alongside the other validationVK_LAYER_PRINTF_ENABLE=1
turn on
VK_LAYER_PRINTF_TO_STDOUT
will print tostdout
instead of the normal Debug CallbackVK_LAYER_PRINTF_TO_STDOUT=1
turn on
VK_LAYER_PRINTF_VERBOSE
will print extra information (pipeline, shader, command, etc)VK_LAYER_PRINTF_VERBOSE=1
turn on
VK_LAYER_PRINTF_BUFFER_SIZE
size of the buffer used to store Printf messages (buffer is shared across all calls in a singlevkQueueSubmit
).- Default: 1024 bytes
set VK_LAYER_PRINTF_BUFFER_SIZE=4096
(example of making it larger)
To use Debug Printf in GLSL shaders, you need to enable the GL_EXT_debug_printf
extension.
Then add debugPrintfEXT()
calls at the locations in your shader where you want to print
messages and/or values
Here is a very simple example (Try Online):
#version 450
#extension GL_EXT_debug_printf : enable
void main() {
float myfloat = 3.1415f;
debugPrintfEXT("My float is %f", myfloat);
}
glslang
will automatically add the Debug Printf instructions
In HLSL and Slang, Debug Printf can be invoked as follows (Try Online):
void main() {
float myfloat = 3.1415;
printf("My float is %f", myfloat);
}
Both dxc
and slangc
will automatically add the Debug Printf instructions
If you print every time a shader is executed you can easily get millions of things trying to print. It is recommended to use built-ins to limit what is printed
// Vertex Shader
if (gl_VertexIndex == 0) {
debugPrintfEXT("Only print for a single vertex shader invocation\n");
}
// Fragment Shader
if (gl_FragCoord.x > 0.0 && gl_FragCoord.x < 0.1 &&
gl_FragCoord.y > 0.0 && gl_FragCoord.y < 0.1) {
debugPrintfEXT("Only print for a few fragment shader invocation\n");
}
// Compute Shader
if (gl_LocalInvocationIndex == 0) {
debugPrintfEXT("Only print for a single compute invocation\n");
}
Debug Printf error message are returned as VK_DEBUG_UTILS_MESSAGE_SEVERITY_INFO_BIT_EXT
For your custom callback, you can look for 0x4fe1fef9
in VkDebugUtilsMessengerCallbackDataEXT::messageIdNumber
as the magic hash if it is a Debug Printf message
The Validation Layers will try to turn on info
level messages when using Debug Printf so the message is found
The VkDebugUtilsMessengerCallbackDataEXT::pMessage
will contain the location and on a newline print out the error message such as:
vkQueueSubmit(): pSubmits[0] Debug Printf:
x == 100
The format string for this implementation of debug printf is more restricted than the traditional printf format string.
Format for specifier is "%"precision <d, i, o, u, x, X, a, A, e, E, f, F, g, G, ul, lu, or lx>
Format for vector specifier is "%"precision"v" [2, 3, or 4] [specifiers list above]
Format for pointers (PhysicalStorageBuffer
) is "%p"
- The vector value separator is ", "
- "%%" will print as "%"
- No length modifiers. Everything except ul, lu, and lx is 32 bits, and ul and lx values are printed in hex
- No strings or characters allowed
- No flags or width specifications allowed
- No error checking for invalid format strings is done.
For example:
float myfloat = 3.1415f;
vec4 floatvec = vec4(1.2f, 2.2f, 3.2f, 4.2f);
uint64_t bigvar = 0x2000000000000001ul;
debugPrintfEXT("Here's a float value to 2 decimals %1.2f", myfloat);
Would print "Here's a float value to 2 decimals 3.14"
debugPrintfEXT("Here's a vector of floats %1.2v4f", floatvec);
Would print "Here's a vector of floats 1.20, 2.20, 3.20, 4.20"
debugPrintfEXT("Unsigned long as decimal %lu and as hex 0x%lx", bigvar, bigvar);
Would print "Unsigned long as decimal 2305843009213693953 and as hex 0x2000000000000001"
As of RenderDoc release 1.14, Debug Printf statements can be added to shaders, and debug printf messages will be received and logged in the Event Browser window.
Using the debugmarker sample from Sascha Willems' Vulkan samples repository:
- Add
#extension GL_EXT_debug_printf : enable
to beginning of shader - Add
debugPrintfEXT("Position = %v4f", pos);
to shader after pos definition - Hit Refresh
The vkCmdDrawIndexed in question now has 51 messages.
Normally, developers will use a high-level language like HLSL or GLSL to generate SPIR-V. However, in some cases, developers may wish to insert Debug Printfs directly into SPIR-V
To execute Debug Printf in a SPIR-V shader, a developer will need the following two instructions specified:
OpExtension "SPV_KHR_non_semantic_info"
%N0 = OpExtInstImport NonSemantic.DebugPrintf
Debug Printf operations can then be specified in any function with the following instruction:
%NN = OpExtInst %void %N0 1 %N1 %N2 %N3
...
where:
N0
is the result id of theOpExtInstImport NonSemantic.DebugPrintf
1
is the opcode of the Debug Printf instruction inNonSemantic.DebugPrintf
N1
is the result of an OpString containing the format for the Debug PrintfN2
,N3
, ... are result ids of scalar and vector values to be printedNN
is the result id of the Debug Printf operation. This value is undefined.
OpExtInstImport
of anyNonSemantic*
is properly supported with theVK_KHR_shader_non_semantic_info
device extension. Some older compiler stacks might not handle these unknown instructions well, some will ignore it as desired.
Here's an example of adding a Debug Printf statement to the shader in the vkcube
demo (from
the Vulkan-Tools
repository), and then using VkConfig
to enable Debug Printf, launch vkcube,
and see the Debug Printf output.
- Add Debug Printf to the vkcube demo:
- Add
VK_KHR_shader_non_semantic_info
to cube'sCreateDevice
function - Add extension and
debugPrintfEXT
call to the shader - Use
glslangvalidator
to compile the new shader - (Offscreen) Rebuild vkcube
- Configure
VkConfig
to enable Debug Printf
- Set Shader Printf Preset
- Set the executable path to the vkcube demo and add --c 1 to the command line to render one frame
- Click the "Launch" button
- Debug Printf consumes a descriptor set. If your application uses every last
descriptor set on the GPU, Debug Printf will not work.
- Suggest using
VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_RESERVE_BINDING_SLOT_EXT
- Suggest using
- Debug Printf consumes device memory on the GPU. Large or numerous Debug Printf
messages can exhaust device memory. See settings above to control
buffer size.
- Can be controlled with
VK_LAYER_PRINTF_BUFFER_SIZE
- Can be controlled with
- Validation Layers version:
1.2.135.0
or later is required - Vulkan API version 1.1 or greater is required
- When using Validation Layers, the
fragmentStoresAndAtomics
,vertexPipelineStoresAndAtomics
, andtimelineSemaphore
features are required - The
VK_KHR_shader_non_semantic_info
extension must be supported and enabled- If using the Validation Layers, we attempt to strip it out to allow wider range of users to still use Debug Printf
- RenderDoc release 1.14 or later
- When using Debug Printf with a debug callback, it is recommended to disable validation, as the debug level of INFO or DEBUG causes the validation layers to produce many messages unrelated to Debug Printf, making it difficult to find the desired output.
Documentation for the GL_EXT_debug_printf extension can be found here
There are many validation layer tests that demonstrates the simple and programmatic use of Debug
Printf. See tests/unit/debug_printf.cpp
in the Vulkan-ValidationLayers repository.
Earlier implementations implicitly included stage specific built-in variables such as gl_InvocationID
, gl_VertexID
and gl_FragCoord
in Debug Printf messages. This functionality has been removed because it made Debug Printf unusable in shader modules that defined entry points for multiple pipeline stages. If necessary, you can add these values to your printf statements explicitly. However, you must then make sure that the printf statement can only be executed from a pipeline stage where the built-in variable is available.