A pixel counts as different only if it's outside the range of the other image's 3x3 neighborhood (widened by a tolerance) and enough of its neighbors are too, so edges a pixel off, filtering rounding and speckle drop out. 8x8 block averages catch broad shifts separately, and heatmaps show where. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Framedump rendering tests (frametests)
PPSSPP has a test system that replays GE frame dumps (.ppdmp) through
PPSSPPHeadless with various rendering settings, comparing the rendered
output against stored reference images. It is designed to catch rendering
regressions across GPU backends and configurations.
The system has three parts:
- The test runner:
frametests.py(repo root). Test-set agnostic - it works against any test data tree pointed to by its configuration. - The configuration: a JSON file describing where the test data lives and
which rendering variants to run (e.g.
frametests/frametests.json). - The test set: the frame dumps and reference images, maintained as the
frametestsgit submodule (repohrydgard/ppsspp-frametest-ci, pinned by commit - its configframetests.jsonlives inside it). Different environments can use different test sets - GitHub CI uses the submodule, custom machines can use their own (possibly much larger) ones.
Quick start
# Build PPSSPPHeadless (see headless/README.md), then:
python3 frametests.py frametests/frametests.json
The first run generates reference images for any dumps that don't have them
yet (status NEW) and compares the rest (status PASS/FAIL). A summary is
printed and a self-contained HTML report is written to
frametests/out/report.html (default output dir; gitignored).
Exit code is 0 if all tests passed, 1 if anything failed, 2 on
configuration/usage errors.
Configuration
The configuration is a single JSON file. All relative paths are resolved
against the config file's directory, so the same script works with any test
set by just pointing --config at a different file. The config lives with
the test set it describes (e.g. frametests/frametests.json) and is not
committed to the repository.
{
"testRoot": "dumps",
"refRoot": "ref",
"outputRoot": "out",
"headlessPath": "",
"timeout": 60,
"maxMse": 0.0,
"variants": {
"soft": {
"args": "--graphics=software"
}
}
}
| Key | Description |
|---|---|
testRoot |
Directory tree containing frame dumps (.ppdmp files, possibly wrapped in .zip). |
refRoot |
Where reference images live; mirrors the testRoot tree. |
outputRoot |
Where logs, diff images, the report, and generated references go (default out). |
headlessPath |
Path to the PPSSPPHeadless binary. Empty = auto-detect (see below). |
timeout |
Per-test timeout in seconds. |
maxMse |
Maximum allowed MSE for screenshot comparison (0 = exact match). |
variants |
Map of variant name to variant configuration (see below). |
Variants
Each test runs once per variant. A variant has a suffix and a compare-suffix:
- The suffix (default: the variant name) is appended to the variant's own
output image filenames (
actuals,diffs,logs). - The compare-suffix (default: the suffix) names the reference image the
variant compares against:
<name>-<compare-suffix>.png. - Reference images are only generated for variants whose suffix matches
their compare-suffix. This lets several variants share a single reference
set - e.g. OpenGL and Vulkan outputs should be nearly bitwise identical, so
a
glvariant can compare against thesoftreferences:
"variants": {
"soft": { "args": "--graphics=software" },
"gl": { "args": "--graphics=opengl", "compare-suffix": "soft" },
"vul": { "args": "--graphics=vulkan", "compare-suffix": "soft" }
}
A plain string value ("soft": "--graphics=software") is shorthand for
{ "args": "...", "suffix": "soft", "compare-suffix": "soft" }.
How a test runs
For each dump (recursively under testRoot) and each variant:
- If the variant's reference image
<name>-<compare-suffix>.pngis missing and the variant generates references (suffix == compare-suffix): the dump is rendered and the output saved as the new reference. Status:NEW. This is how references are created - run locally, then commit the generated images (also copied to<outputRoot>/generated/for convenience). - If the reference is missing for a variant that doesn't generate
references (suffix != compare-suffix): Status:
ERROR- the shared reference needs to be generated by the matching variant first. - If the reference exists: the dump is rendered, the output saved to
<outputRoot>/actuals/, and compared against the reference using MSE (mean squared error over R, G, B per pixel, alpha ignored). A visual comparison image (actual / reference+diff) is saved to<outputRoot>/diffs/whenever a comparison runs. Status:PASSorFAIL(mismatch, crash, or timeout).
A FAIL with no MSE reported usually means the headless binary crashed
before producing a screenshot, and a reference image that can't be loaded
(corrupt) is reported as ERROR. The full emulator log of every non-passing
test is kept in <outputRoot>/logs/.
Reference images
- PNG, 512×272 (480×272 display in a 512-wide framebuffer), stored top-down (row 0 = top of screen). The BMP output format is bottom-up per the BMP spec; the flip is applied only when writing BMPs.
- The alpha channel is forced to 255 when writing PNGs (games often use alpha
for non-visual purposes, which would otherwise produce transparent-looking
images); pass
--screenshot-keep-alphato the headless binary to preserve it (e.g. via a variant). The MSE comparison ignores alpha either way. - Generated with
--graphics=softwarethey are fully deterministic: a subsequent run produces byte-identical output, somaxMsecan be 0. - If rendering code changes the output, existing references may need regenerating: delete the affected reference images and re-run to regenerate them.
Headless flags used
The runner uses --screenshot=<ref> (compare), --screenshot-save=<file>
(save output; PNG if the path ends in .png, else BMP) and
--screenshot-diff=<file> (always write a visual comparison when comparing).
See headless/README.md for details.
--depth-save=<file> writes the current depth buffer next to the screenshot: a
u32 width and height, then a u16 per pixel, or a float if the path ends in
.f32. The software renderer gives the GE's own values. The hardware renderers
keep depth at higher precision without the GE's rounding, so their u16 is
floor(d * 65536) and usually within one of the software renderer's; the
.f32 version keeps the fraction, which shows whether two draws of the same
surface meet a depth test like >=.
Command line options
usage: frametests.py [OPTIONS] [CONFIG.json]
| Option | Description |
|---|---|
CONFIG.json |
Path to the configuration file (default: frametests/frametests.json). |
--filter=SUBSTR |
Only run dumps whose relative path contains SUBSTR (case-insensitive). |
--strict |
Treat missing reference images as failures (a configuration error). |
--out-mode=all|failures |
all keeps everything in the output dir; failures keeps only artifacts of non-passing tests (smaller CI artifacts). Default: all. |
The headless binary is located, in order of preference:
headlessPathfrom the config file.- The
PPSSPP_HEADLESSenvironment variable. - Well-known paths relative to the current directory (e.g.
Windows/x64/Debug/PPSSPPHeadless.exe,build/PPSSPPHeadless), newest by modification time.
CI integration
In CI (GITHUB_ACTIONS is set) the runner behaves as if --strict was
passed and prints ::error annotations for each failing test, so failures
show up inline in the GitHub Actions log.
The CI workflow extends the existing test job (Linux leg) in
.github/workflows/build.yml: the Fetch tests step inits the frametests
submodule (alongside pspautotests), then after the pspautotests run it
executes the frametests and uploads the report as an artifact:
- name: Fetch tests
run: git submodule update --init pspautotests frametests
- name: Execute frametests
if: runner.os == 'Linux'
run: python3 frametests.py frametests/frametests.json --out-mode=failures
- name: Upload frametest report
uses: actions/upload-artifact@v7
if: runner.os == 'Linux' && always()
with:
name: frametest-report
path: frametests/out/
A missing reference image in CI means the test set is incomplete - the run
fails and the generated reference is available in
frametests/out/generated/ (part of the uploaded artifact) so it
can be committed.
Custom machines
The script is designed to run on machines with different GPUs and bigger test sets than CI. Copy the repo, point at a custom config:
python3 frametests.py /path/to/my-config.json
The config can live anywhere and point at any test data tree; only the
script itself is shared. Add hardware-specific variants (--graphics=vulkan,
--msaa=..., etc.) to the machine's own config - no code changes needed for
new flag combinations, as long as the headless binary supports them.
Adding a new framedump
- Drop the dump into
frametests/dumps/(either as a.ppdmpor zipped). - Run
python3 frametests.py frametests/frametests.json --filter=<name>- the reference image(s) are generated and copied to<outputRoot>/generated/. - Commit the dump and the reference images under
frametests/ref/, and push them to theframetestssubmodule repo (hrydgard/ppsspp-frametest-ci). Then bump the submodule pointer in PPSSPP so CI picks up the new test.
The CI test set (dumps and references) is maintained separately from the
runner; the frametests/ submodule is just one of several possible test sets
- custom machines can use their own (possibly much larger) ones.
Comparing renderers
Two backends never match pixel for pixel: edges land a pixel apart, filtering and interpolation round
differently, 16-bit framebuffers expand their colors differently. To find what really differs between,
say, Vulkan and the software renderer (or a PSP capture), render the same dumps with each and compare the
directories with Tools/image_compare.py:
python3 Tools/image_compare.py out_vulkan/ out_soft/ --sort --heatmaps heat/
It counts a difference only where a pixel is outside the range of the other image's 3x3 neighborhood (widened by a tolerance) and enough of its neighbors are too, so shifted edges and speckle drop out, and separately counts 8x8 blocks whose averages differ, for broad shifts. The heatmaps show both images and the counted pixels. On the GitHub dump set, Vulkan and OpenGL come out equivalent for 795 of 957 dumps, and what's left is mostly real (frames one of them renders black, missing effects).
Replaying a dump on a real PSP
The references above are PPSSPP's own renders, so they catch regressions, not
wrong output. To see what the hardware draws, replay the dump on a PSP:
pspautotests/utils/ppdmp-playback is a PSP program that runs a .ppdmp natively
(all dump versions PPSSPP writes), and its run.py drives it over PSPLink from
the host:
cd pspautotests
python3 utils/ppdmp-playback/run.py --out /tmp/shots \
--headless ../build/PPSSPPHeadless "../frametests/dumps/Depth/21391 Coded arms ULUS10019_0001.zip"
It saves what the PSP displays as NAME-psp.png, and with --headless renders
the same dump in PPSSPPHeadless (--graphics=software by default), saves
NAME-ppsspp.png and prints the MSE between the two. Each frame stays on the
PSP's screen for 1.5 seconds (--hold). It needs the PSPSDK (it rebuilds the PRX) and a PSP in
PSPLink with usbhostfs_pc serving the pspautotests root, the same setup as
pspautotests-hardware.md; like every hardware run,
one at a time. See its README for replaying a subset of the primitives.
A zip holding several dumps plays its last .ppdmp, in PPSSPP and in the replayer, so extract that one
when you need the file itself.
If a replay hangs, run.py resets the PSP and prints the last lines the replayer wrote. --progress=N
prints a line every N dump commands and --trace-from=N every command from N on, and --cmds=N replays
only the first N dump commands, which bisects a hang in a few runs. The replayer's Makefile has no header
dependencies: after changing replay.h, delete the .o files, or a stale object corrupts the Replay
object.
To find the draw where the two diverge, stop both at the same primitive:
run.py --end=N on the PSP and --replay-end=N on PPSSPPHeadless. A draw into
an offscreen buffer can be compared directly: run.py --display=ADDR,STRIDE,FMT
shows and screenshots that buffer instead of the display (e.g.
--display=04000000,512,3 for an 8888 target at the start of VRAM), and
PPSSPPHeadless takes --screenshot-render-target to save the current render
target.
PPSSPP's software renderer now matches the PSP bit for bit on nearly every dump here, so a difference is worth chasing. Hardware backends still differ slightly (filtering, edge rules), so compare their MSEs between versions instead.
To record a dump from a running game without the UI, use the WebSocket debugger's
gpu.record.dump through Tools/wsdbg. Its reply comes later, so wait for it:
printf ':sleep 6\ngpu.record.dump\n:wait gpu.record.dump 60\n:quit\n' | \
Tools/wsdbg/target/release/wsdbg --sync --compact --quiet --launch \
build/PPSSPPHeadless game.iso --state=STATE.ppst --graphics=software --debugger-run=0 > out.txt
The reply's uri is a base64 data: URI holding the .ppdmp.