diff --git a/util/test/demos/d3d11/d3d11_shader_editing.cpp b/util/test/demos/d3d11/d3d11_shader_editing.cpp
new file mode 100644
index 000000000..cecbb66ed
--- /dev/null
+++ b/util/test/demos/d3d11/d3d11_shader_editing.cpp
@@ -0,0 +1,111 @@
+/******************************************************************************
+ * The MIT License (MIT)
+ *
+ * Copyright (c) 2019-2020 Baldur Karlsson
+ *
+ * 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
+ * THE SOFTWARE.
+ ******************************************************************************/
+
+#include "d3d11_test.h"
+
+RD_TEST(D3D11_Shader_Editing, D3D11GraphicsTest)
+{
+ static constexpr const char *Description =
+ "Ensures that shader editing works with different combinations of shader re-use.";
+
+ std::string vertex = R"EOSHADER(
+
+float4 main(float3 INpos : POSITION) : SV_Position
+{
+ float4 ret = float4(0,0,0,1);
+ ret.xyz += INpos.xyz;
+ return ret;
+}
+
+)EOSHADER";
+
+ std::string pixel = R"EOSHADER(
+
+float4 main() : SV_Target0
+{
+#if 1
+ return float4(0.0, 1.0, 0.0, 1.0);
+#else
+ return float4(0.0, 1.0, 1.0, 1.0);
+#endif
+}
+
+)EOSHADER";
+
+ int main()
+ {
+ // initialise, create window, create device, etc
+ if(!Init())
+ return 3;
+
+ ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_4_0");
+ ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
+
+ CreateDefaultInputLayout(vsblob);
+
+ ID3D11VertexShaderPtr vs = CreateVS(vsblob);
+ ID3D11PixelShaderPtr ps = CreatePS(psblob);
+
+ // compile again so that we can edit this one distinctly
+ ID3D11PixelShaderPtr ps2 = CreatePS(psblob);
+
+ ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
+
+ ID3D11Texture2DPtr fltTex =
+ MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight).RTV();
+ ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
+
+ while(Running())
+ {
+ ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
+ ClearRenderTargetView(fltRT, {0.4f, 0.5f, 0.6f, 1.0f});
+
+ IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
+ ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->IASetInputLayout(defaultLayout);
+
+ ctx->VSSetShader(vs, NULL, 0);
+ ctx->PSSetShader(ps, NULL, 0);
+
+ ctx->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL);
+
+ RSSetViewport({0.0f, 0.0f, (float)screenWidth / 2.0f, (float)screenHeight, 0.0f, 1.0f});
+ setMarker("Draw 1");
+ ctx->Draw(3, 0);
+
+ ctx->PSSetShader(ps2, NULL, 0);
+
+ RSSetViewport({(float)screenWidth / 2.0f, 0.0f, (float)screenWidth / 2.0f,
+ (float)screenHeight, 0.0f, 1.0f});
+ setMarker("Draw 2");
+ ctx->Draw(3, 0);
+
+ Present();
+ }
+
+ return 0;
+ }
+};
+
+REGISTER_TEST();
diff --git a/util/test/demos/d3d12/d3d12_shader_editing.cpp b/util/test/demos/d3d12/d3d12_shader_editing.cpp
new file mode 100644
index 000000000..dceaab696
--- /dev/null
+++ b/util/test/demos/d3d12/d3d12_shader_editing.cpp
@@ -0,0 +1,132 @@
+/******************************************************************************
+ * The MIT License (MIT)
+ *
+ * Copyright (c) 2019-2020 Baldur Karlsson
+ *
+ * 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
+ * THE SOFTWARE.
+ ******************************************************************************/
+
+#include "d3d12_test.h"
+
+RD_TEST(D3D12_Shader_Editing, D3D12GraphicsTest)
+{
+ static constexpr const char *Description =
+ "Ensures that shader editing works with different combinations of shader re-use.";
+
+ std::string vertex = R"EOSHADER(
+
+float4 main(float3 INpos : POSITION) : SV_Position
+{
+ float4 ret = float4(0,0,0,1);
+ ret.xyz += INpos.xyz;
+ return ret;
+}
+
+)EOSHADER";
+
+ std::string pixel = R"EOSHADER(
+
+float4 main() : SV_Target0
+{
+#if 1
+ return float4(0.0, 1.0, 0.0, 1.0);
+#else
+ return float4(0.0, 1.0, 1.0, 1.0);
+#endif
+}
+
+)EOSHADER";
+
+ int main()
+ {
+ // initialise, create window, create device, etc
+ if(!Init())
+ return 3;
+
+ ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_4_0");
+ ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
+
+ // since we assign shader IDs based on blob hash, we need to make this blob slightly different
+ ID3DBlobPtr psblob2 = Compile(pixel + " ", "main", "ps_4_0");
+
+ ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
+
+ ID3D12RootSignaturePtr sig = MakeSig({});
+
+ ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs(
+ {DXGI_FORMAT_R32G32B32A32_FLOAT});
+ ID3D12PipelineStatePtr pso2 = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob2).RTVs(
+ {DXGI_FORMAT_R32G32B32A32_FLOAT});
+
+ ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
+
+ ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
+ .RTV()
+ .InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+ while(Running())
+ {
+ ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
+
+ Reset(cmd);
+
+ ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+ D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
+ MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
+
+ D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(0);
+
+ ClearRenderTargetView(cmd, offrtv, {0.4f, 0.5f, 0.6f, 1.0f});
+ ClearRenderTargetView(cmd, bbrtv, {0.4f, 0.5f, 0.6f, 1.0f});
+
+ cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
+ cmd->SetGraphicsRootSignature(sig);
+
+ RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
+
+ OMSetRenderTargets(cmd, {offrtv}, {});
+
+ RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth / 2.0f, (float)screenHeight, 0.0f, 1.0f});
+ cmd->SetPipelineState(pso);
+ setMarker(cmd, "Draw 1");
+ cmd->DrawInstanced(3, 1, 0, 0);
+
+ RSSetViewport(cmd, {(float)screenWidth / 2.0f, 0.0f, (float)screenWidth / 2.0f,
+ (float)screenHeight, 0.0f, 1.0f});
+ cmd->SetPipelineState(pso2);
+ setMarker(cmd, "Draw 2");
+ cmd->DrawInstanced(3, 1, 0, 0);
+
+ FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+ cmd->Close();
+
+ Submit({cmd});
+
+ Present();
+ }
+
+ return 0;
+ }
+};
+
+REGISTER_TEST();
diff --git a/util/test/demos/demos.vcxproj b/util/test/demos/demos.vcxproj
index efcc1a757..5dca80021 100644
--- a/util/test/demos/demos.vcxproj
+++ b/util/test/demos/demos.vcxproj
@@ -143,6 +143,7 @@
+
@@ -160,6 +161,7 @@
+
diff --git a/util/test/demos/demos.vcxproj.filters b/util/test/demos/demos.vcxproj.filters
index b78a923f0..835311d4b 100644
--- a/util/test/demos/demos.vcxproj.filters
+++ b/util/test/demos/demos.vcxproj.filters
@@ -367,6 +367,12 @@
Vulkan\demos
+
+ D3D11\demos
+
+
+ D3D12\demos
+
diff --git a/util/test/tests/D3D11/D3D11_Shader_Editing.py b/util/test/tests/D3D11/D3D11_Shader_Editing.py
new file mode 100644
index 000000000..156872cd5
--- /dev/null
+++ b/util/test/tests/D3D11/D3D11_Shader_Editing.py
@@ -0,0 +1,159 @@
+import copy
+import rdtest
+import renderdoc as rd
+from typing import Tuple
+
+
+class D3D11_Shader_Editing(rdtest.TestCase):
+ demos_test_name = 'D3D11_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]
+
+ source: bytes = vsrefl.rawBytes
+
+ newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint,
+ vsrefl.encoding, source,
+ 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)
diff --git a/util/test/tests/D3D12/D3D12_Shader_Editing.py b/util/test/tests/D3D12/D3D12_Shader_Editing.py
new file mode 100644
index 000000000..1c20acf5d
--- /dev/null
+++ b/util/test/tests/D3D12/D3D12_Shader_Editing.py
@@ -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)