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https://github.com/baldurk/renderdoc.git
synced 2026-05-05 01:20:42 +00:00
Fix tests using old CreateHeadlessWindowingData() function
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@@ -16,12 +16,10 @@ class D3D11_CBuffer_Zoo(rdtest.TestCase):
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self.controller.SetFrameEvent(draw.eventId, False)
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# Make an output so we can pick pixels
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(), rd.ReplayOutputType.Texture)
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
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self.check(out is not None)
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out.SetDimensions(100, 100)
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pipe: rd.PipeState = self.controller.GetPipelineState()
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stage = rd.ShaderStage.Pixel
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@@ -17,12 +17,10 @@ class D3D12_CBuffer_Zoo(rdtest.TestCase):
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self.controller.SetFrameEvent(draw.eventId, False)
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# Make an output so we can pick pixels
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(), rd.ReplayOutputType.Texture)
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
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self.check(out is not None)
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out.SetDimensions(100, 100)
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pipe: rd.PipeState = self.controller.GetPipelineState()
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stage = rd.ShaderStage.Pixel
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@@ -14,12 +14,10 @@ class GL_CBuffer_Zoo(rdtest.TestCase):
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self.controller.SetFrameEvent(draw.eventId, False)
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# Make an output so we can pick pixels
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(), rd.ReplayOutputType.Texture)
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
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self.check(out is not None)
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out.SetDimensions(100, 100)
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pipe: rd.PipeState = self.controller.GetPipelineState()
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stage = rd.ShaderStage.Pixel
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@@ -14,12 +14,10 @@ class VK_Adv_CBuffer_Zoo(rdtest.TestCase):
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self.controller.SetFrameEvent(draw.eventId, False)
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# Make an output so we can pick pixels
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(), rd.ReplayOutputType.Texture)
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
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self.check(out is not None)
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out.SetDimensions(100, 100)
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pipe: rd.PipeState = self.controller.GetPipelineState()
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stage = rd.ShaderStage.Vertex
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@@ -14,12 +14,10 @@ class VK_CBuffer_Zoo(rdtest.TestCase):
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self.controller.SetFrameEvent(draw.eventId, False)
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# Make an output so we can pick pixels
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(), rd.ReplayOutputType.Texture)
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
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self.check(out is not None)
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out.SetDimensions(100, 100)
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pipe: rd.PipeState = self.controller.GetPipelineState()
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stage = rd.ShaderStage.Pixel
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@@ -35,13 +35,11 @@ class VK_Indirect(rdtest.TestCase):
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dispatches = self.find_draw("{}: Dispatches".format(level))
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# Set up a ReplayOutput and TextureSave for quickly testing the drawcall highlight overlay
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(),
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out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100),
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rd.ReplayOutputType.Texture)
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self.check(out is not None)
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out.SetDimensions(100, 100)
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tex = rd.TextureDisplay()
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tex.overlay = rd.DebugOverlay.Drawcall
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