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)