mirror of
https://github.com/baldurk/renderdoc.git
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Add shader editing tests on D3D
This commit is contained in:
@@ -0,0 +1,111 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
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*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
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||||
*
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||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d11_test.h"
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RD_TEST(D3D11_Shader_Editing, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Ensures that shader editing works with different combinations of shader re-use.";
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std::string vertex = R"EOSHADER(
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float4 main(float3 INpos : POSITION) : SV_Position
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{
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float4 ret = float4(0,0,0,1);
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ret.xyz += INpos.xyz;
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return ret;
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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float4 main() : SV_Target0
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{
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#if 1
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return float4(0.0, 1.0, 0.0, 1.0);
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#else
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return float4(0.0, 1.0, 1.0, 1.0);
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#endif
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
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CreateDefaultInputLayout(vsblob);
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ID3D11VertexShaderPtr vs = CreateVS(vsblob);
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ID3D11PixelShaderPtr ps = CreatePS(psblob);
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// compile again so that we can edit this one distinctly
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ID3D11PixelShaderPtr ps2 = CreatePS(psblob);
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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ID3D11Texture2DPtr fltTex =
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MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight).RTV();
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ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
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while(Running())
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{
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ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
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ClearRenderTargetView(fltRT, {0.4f, 0.5f, 0.6f, 1.0f});
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IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->IASetInputLayout(defaultLayout);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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ctx->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL);
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RSSetViewport({0.0f, 0.0f, (float)screenWidth / 2.0f, (float)screenHeight, 0.0f, 1.0f});
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setMarker("Draw 1");
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ctx->Draw(3, 0);
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ctx->PSSetShader(ps2, NULL, 0);
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RSSetViewport({(float)screenWidth / 2.0f, 0.0f, (float)screenWidth / 2.0f,
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(float)screenHeight, 0.0f, 1.0f});
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setMarker("Draw 2");
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ctx->Draw(3, 0);
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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@@ -0,0 +1,132 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 Baldur Karlsson
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*
|
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* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d12_test.h"
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RD_TEST(D3D12_Shader_Editing, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Ensures that shader editing works with different combinations of shader re-use.";
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std::string vertex = R"EOSHADER(
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float4 main(float3 INpos : POSITION) : SV_Position
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{
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float4 ret = float4(0,0,0,1);
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ret.xyz += INpos.xyz;
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return ret;
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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float4 main() : SV_Target0
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{
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#if 1
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return float4(0.0, 1.0, 0.0, 1.0);
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#else
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return float4(0.0, 1.0, 1.0, 1.0);
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#endif
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
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// since we assign shader IDs based on blob hash, we need to make this blob slightly different
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ID3DBlobPtr psblob2 = Compile(pixel + " ", "main", "ps_4_0");
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ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
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ID3D12RootSignaturePtr sig = MakeSig({});
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ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs(
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{DXGI_FORMAT_R32G32B32A32_FLOAT});
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ID3D12PipelineStatePtr pso2 = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob2).RTVs(
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{DXGI_FORMAT_R32G32B32A32_FLOAT});
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
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.RTV()
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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while(Running())
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{
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
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MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(0);
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ClearRenderTargetView(cmd, offrtv, {0.4f, 0.5f, 0.6f, 1.0f});
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ClearRenderTargetView(cmd, bbrtv, {0.4f, 0.5f, 0.6f, 1.0f});
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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cmd->SetGraphicsRootSignature(sig);
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RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
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OMSetRenderTargets(cmd, {offrtv}, {});
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RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth / 2.0f, (float)screenHeight, 0.0f, 1.0f});
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cmd->SetPipelineState(pso);
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setMarker(cmd, "Draw 1");
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cmd->DrawInstanced(3, 1, 0, 0);
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RSSetViewport(cmd, {(float)screenWidth / 2.0f, 0.0f, (float)screenWidth / 2.0f,
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(float)screenHeight, 0.0f, 1.0f});
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cmd->SetPipelineState(pso2);
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setMarker(cmd, "Draw 2");
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cmd->DrawInstanced(3, 1, 0, 0);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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cmd->Close();
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Submit({cmd});
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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@@ -143,6 +143,7 @@
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<ClCompile Include="d3d11\d3d11_refcount_check.cpp" />
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<ClCompile Include="d3d11\d3d11_resource_lifetimes.cpp" />
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<ClCompile Include="d3d11\d3d11_saturate.cpp" />
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<ClCompile Include="d3d11\d3d11_shader_editing.cpp" />
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<ClCompile Include="d3d11\d3d11_simple_dispatch.cpp" />
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<ClCompile Include="d3d11\d3d11_simple_triangle.cpp" />
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<ClCompile Include="d3d11\d3d11_stream_out.cpp" />
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@@ -160,6 +161,7 @@
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<ClCompile Include="d3d12\d3d12_helpers.cpp" />
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<ClCompile Include="d3d12\d3d12_overlay_test.cpp" />
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<ClCompile Include="d3d12\d3d12_resource_lifetimes.cpp" />
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<ClCompile Include="d3d12\d3d12_shader_editing.cpp" />
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<ClCompile Include="d3d12\d3d12_simple_triangle.cpp" />
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<ClCompile Include="d3d12\d3d12_test.cpp" />
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<ClCompile Include="d3d12\d3d12_texture_zoo.cpp" />
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@@ -367,6 +367,12 @@
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<ClCompile Include="vk\vk_separate_depth_stencil_layouts.cpp">
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<Filter>Vulkan\demos</Filter>
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</ClCompile>
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<ClCompile Include="d3d11\d3d11_shader_editing.cpp">
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<Filter>D3D11\demos</Filter>
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</ClCompile>
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<ClCompile Include="d3d12\d3d12_shader_editing.cpp">
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<Filter>D3D12\demos</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="D3D11">
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@@ -0,0 +1,159 @@
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import copy
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import rdtest
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import renderdoc as rd
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from typing import Tuple
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class D3D11_Shader_Editing(rdtest.TestCase):
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demos_test_name = 'D3D11_Shader_Editing'
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def check_capture(self):
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eid = self.find_draw("Draw 1").next.eventId
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self.controller.SetFrameEvent(eid, False)
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pipe: rd.PipeState = self.controller.GetPipelineState()
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psrefl1: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Pixel)
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eid = self.find_draw("Draw 2").next.eventId
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self.controller.SetFrameEvent(eid, False)
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pipe: rd.PipeState = self.controller.GetPipelineState()
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psrefl2: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Pixel)
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vsrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Vertex)
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tex: rd.ResourceId = pipe.GetOutputTargets()[0].resourceId
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# Both triangles should be green
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self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0])
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self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0])
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rdtest.log.success("Values are as expected initially")
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source: str = psrefl1.debugInfo.files[0].contents.replace('#if 1', '#if 0')
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newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(psrefl1.entryPoint,
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rd.ShaderEncoding.HLSL,
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bytes(source, 'UTF-8'),
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rd.ShaderCompileFlags(),
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rd.ShaderStage.Pixel)
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if len(newShader[1]) != 0:
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raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
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ps1 = newShader[0]
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source: str = psrefl2.debugInfo.files[0].contents.replace('#if 1', '#if 0')
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newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(psrefl2.entryPoint,
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rd.ShaderEncoding.HLSL,
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bytes(source, 'UTF-8'),
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rd.ShaderCompileFlags(),
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rd.ShaderStage.Pixel)
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if len(newShader[1]) != 0:
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raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
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ps2 = newShader[0]
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source: str = vsrefl.debugInfo.files[0].contents.replace('INpos.xyz', 'INpos.xyz+float3(1,1,1)')
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newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint,
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rd.ShaderEncoding.HLSL,
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bytes(source, 'UTF-8'),
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rd.ShaderCompileFlags(),
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rd.ShaderStage.Vertex)
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if len(newShader[1]) != 0:
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raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
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offsetVS = newShader[0]
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source: bytes = vsrefl.rawBytes
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newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint,
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vsrefl.encoding, source,
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rd.ShaderCompileFlags(),
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rd.ShaderStage.Vertex)
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if len(newShader[1]) != 0:
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raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
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nochangeVS = newShader[0]
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# Edit both Pixel shaders
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self.controller.ReplaceResource(psrefl1.resourceId, ps1)
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self.controller.ReplaceResource(psrefl2.resourceId, ps2)
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# Refresh the replay if it didn't happen already
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self.controller.SetFrameEvent(eid, True)
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# Triangles have green and blue channel
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self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0])
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self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0])
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rdtest.log.success("Values are as expected after Pixel editing")
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# Now "edit" the VS but don't change it. We should still get the same values
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self.controller.ReplaceResource(vsrefl.resourceId, nochangeVS)
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self.controller.SetFrameEvent(eid, True)
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# Triangles have green and blue channel
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self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0])
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self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0])
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rdtest.log.success("Values are as expected after no-op vertex editing")
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# Change the VS to one that has ofpset the triangles off-centre
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self.controller.ReplaceResource(vsrefl.resourceId, offsetVS)
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self.controller.SetFrameEvent(eid, True)
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# Original sample positions are now the clear color
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self.check_pixel_value(tex, 0.25, 0.5, [0.4, 0.5, 0.6, 1.0])
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self.check_pixel_value(tex, 0.75, 0.5, [0.4, 0.5, 0.6, 1.0])
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# Triangles have green and blue channel
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self.check_pixel_value(tex, 0.45, 0.05, [0.0, 1.0, 1.0, 1.0])
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self.check_pixel_value(tex, 0.95, 0.05, [0.0, 1.0, 1.0, 1.0])
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rdtest.log.success("Values are as expected after ofpset vertex editing")
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# Now undo the first ps edit
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self.controller.RemoveReplacement(psrefl1.resourceId)
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self.controller.SetFrameEvent(eid, True)
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# Original sample positions are still the clear color
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self.check_pixel_value(tex, 0.25, 0.5, [0.4, 0.5, 0.6, 1.0])
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self.check_pixel_value(tex, 0.75, 0.5, [0.4, 0.5, 0.6, 1.0])
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# The right triangle is the edited colour, the other two have reverted to green channel only
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self.check_pixel_value(tex, 0.45, 0.05, [0.0, 1.0, 0.0, 1.0])
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self.check_pixel_value(tex, 0.95, 0.05, [0.0, 1.0, 1.0, 1.0])
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||||
rdtest.log.success("Values are as expected after removing first Pixel edit")
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||||
# Now undo the first VS edit
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self.controller.RemoveReplacement(vsrefl.resourceId)
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||||
self.controller.SetFrameEvent(eid, True)
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||||
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# The right triangle is the edited colour, but they are back in the original positions
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self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0])
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||||
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0])
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||||
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||||
rdtest.log.success("Values are as expected after removing vertex edit")
|
||||
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||||
# finally undo the second ps edit
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||||
self.controller.RemoveReplacement(psrefl2.resourceId)
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||||
self.controller.SetFrameEvent(eid, True)
|
||||
|
||||
# We should be back to where we started
|
||||
self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after removing all edits")
|
||||
|
||||
self.controller.FreeTargetResource(nochangeVS)
|
||||
self.controller.FreeTargetResource(offsetVS)
|
||||
self.controller.FreeTargetResource(ps1)
|
||||
self.controller.FreeTargetResource(ps2)
|
||||
@@ -0,0 +1,161 @@
|
||||
import copy
|
||||
import rdtest
|
||||
import renderdoc as rd
|
||||
from typing import Tuple
|
||||
|
||||
|
||||
class D3D12_Shader_Editing(rdtest.TestCase):
|
||||
demos_test_name = 'D3D12_Shader_Editing'
|
||||
|
||||
def check_capture(self):
|
||||
eid = self.find_draw("Draw 1").next.eventId
|
||||
self.controller.SetFrameEvent(eid, False)
|
||||
|
||||
pipe: rd.PipeState = self.controller.GetPipelineState()
|
||||
|
||||
psrefl1: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Pixel)
|
||||
|
||||
eid = self.find_draw("Draw 2").next.eventId
|
||||
self.controller.SetFrameEvent(eid, False)
|
||||
|
||||
pipe: rd.PipeState = self.controller.GetPipelineState()
|
||||
|
||||
psrefl2: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Pixel)
|
||||
vsrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Vertex)
|
||||
|
||||
tex: rd.ResourceId = pipe.GetOutputTargets()[0].resourceId
|
||||
|
||||
# Both triangles should be green
|
||||
self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected initially")
|
||||
|
||||
source: str = psrefl1.debugInfo.files[0].contents.replace('#if 1', '#if 0')
|
||||
|
||||
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(psrefl1.entryPoint,
|
||||
rd.ShaderEncoding.HLSL,
|
||||
bytes(source, 'UTF-8'),
|
||||
rd.ShaderCompileFlags(),
|
||||
rd.ShaderStage.Pixel)
|
||||
|
||||
if len(newShader[1]) != 0:
|
||||
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
|
||||
|
||||
ps1 = newShader[0]
|
||||
|
||||
source: str = psrefl2.debugInfo.files[0].contents.replace('#if 1', '#if 0')
|
||||
|
||||
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(psrefl2.entryPoint,
|
||||
rd.ShaderEncoding.HLSL,
|
||||
bytes(source, 'UTF-8'),
|
||||
rd.ShaderCompileFlags(),
|
||||
rd.ShaderStage.Pixel)
|
||||
|
||||
if len(newShader[1]) != 0:
|
||||
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
|
||||
|
||||
ps2 = newShader[0]
|
||||
|
||||
source: str = vsrefl.debugInfo.files[0].contents.replace('INpos.xyz', 'INpos.xyz+float3(1,1,1)')
|
||||
|
||||
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint,
|
||||
rd.ShaderEncoding.HLSL,
|
||||
bytes(source, 'UTF-8'),
|
||||
rd.ShaderCompileFlags(),
|
||||
rd.ShaderStage.Vertex)
|
||||
|
||||
if len(newShader[1]) != 0:
|
||||
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
|
||||
|
||||
offsetVS = newShader[0]
|
||||
|
||||
# for D3D12 to ensure we get an actual different shader, we need to make a no-op source change
|
||||
source: str = vsrefl.debugInfo.files[0].contents + ' '
|
||||
|
||||
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint,
|
||||
rd.ShaderEncoding.HLSL,
|
||||
bytes(source, 'UTF-8'),
|
||||
rd.ShaderCompileFlags(),
|
||||
rd.ShaderStage.Vertex)
|
||||
|
||||
if len(newShader[1]) != 0:
|
||||
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
|
||||
|
||||
nochangeVS = newShader[0]
|
||||
|
||||
# Edit both Pixel shaders
|
||||
self.controller.ReplaceResource(psrefl1.resourceId, ps1)
|
||||
self.controller.ReplaceResource(psrefl2.resourceId, ps2)
|
||||
|
||||
# Refresh the replay if it didn't happen already
|
||||
self.controller.SetFrameEvent(eid, True)
|
||||
|
||||
# Triangles have green and blue channel
|
||||
self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after Pixel editing")
|
||||
|
||||
# Now "edit" the VS but don't change it. We should still get the same values
|
||||
self.controller.ReplaceResource(vsrefl.resourceId, nochangeVS)
|
||||
self.controller.SetFrameEvent(eid, True)
|
||||
|
||||
# Triangles have green and blue channel
|
||||
self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after no-op vertex editing")
|
||||
|
||||
# Change the VS to one that has ofpset the triangles off-centre
|
||||
self.controller.ReplaceResource(vsrefl.resourceId, offsetVS)
|
||||
self.controller.SetFrameEvent(eid, True)
|
||||
|
||||
# Original sample positions are now the clear color
|
||||
self.check_pixel_value(tex, 0.25, 0.5, [0.4, 0.5, 0.6, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.5, [0.4, 0.5, 0.6, 1.0])
|
||||
|
||||
# Triangles have green and blue channel
|
||||
self.check_pixel_value(tex, 0.45, 0.05, [0.0, 1.0, 1.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.95, 0.05, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after ofpset vertex editing")
|
||||
|
||||
# Now undo the first ps edit
|
||||
self.controller.RemoveReplacement(psrefl1.resourceId)
|
||||
self.controller.SetFrameEvent(eid, True)
|
||||
|
||||
# Original sample positions are still the clear color
|
||||
self.check_pixel_value(tex, 0.25, 0.5, [0.4, 0.5, 0.6, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.5, [0.4, 0.5, 0.6, 1.0])
|
||||
|
||||
# The right triangle is the edited colour, the other two have reverted to green channel only
|
||||
self.check_pixel_value(tex, 0.45, 0.05, [0.0, 1.0, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.95, 0.05, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after removing first Pixel edit")
|
||||
|
||||
# Now undo the first VS edit
|
||||
self.controller.RemoveReplacement(vsrefl.resourceId)
|
||||
self.controller.SetFrameEvent(eid, True)
|
||||
|
||||
# The right triangle is the edited colour, but they are back in the original positions
|
||||
self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after removing vertex edit")
|
||||
|
||||
# finally undo the second ps edit
|
||||
self.controller.RemoveReplacement(psrefl2.resourceId)
|
||||
self.controller.SetFrameEvent(eid, True)
|
||||
|
||||
# We should be back to where we started
|
||||
self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after removing all edits")
|
||||
|
||||
self.controller.FreeTargetResource(nochangeVS)
|
||||
self.controller.FreeTargetResource(offsetVS)
|
||||
self.controller.FreeTargetResource(ps1)
|
||||
self.controller.FreeTargetResource(ps2)
|
||||
Reference in New Issue
Block a user