mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-13 13:30:44 +00:00
Add test cases of shader editing on GL and Vulkan
This commit is contained in:
@@ -23,6 +23,7 @@ set(VULKAN_SRC
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vk/vk_resource_lifetimes.cpp
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vk/vk_sample_locations.cpp
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vk/vk_secondary_cmdbuf.cpp
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vk/vk_shader_editing.cpp
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vk/vk_simple_triangle.cpp
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vk/vk_spec_constants.cpp
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vk/vk_spirv_13_shaders.cpp
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@@ -51,6 +52,7 @@ set(OPENGL_SRC
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gl/gl_resource_lifetimes.cpp
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gl/gl_runtime_bind_prog_to_pipe.cpp
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gl/gl_separable_geometry_shader.cpp
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gl/gl_shader_editing.cpp
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gl/gl_simple_triangle.cpp
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gl/gl_spirv_shader.cpp
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gl/gl_unsized_ms_fbo_attachment.cpp
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@@ -188,6 +188,7 @@
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<ClCompile Include="gl\gl_resource_lifetimes.cpp" />
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<ClCompile Include="gl\gl_runtime_bind_prog_to_pipe.cpp" />
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<ClCompile Include="gl\gl_separable_geometry_shader.cpp" />
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<ClCompile Include="gl\gl_shader_editing.cpp" />
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<ClCompile Include="gl\gl_simple_triangle.cpp" />
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<ClCompile Include="gl\gl_spirv_shader.cpp" />
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<ClCompile Include="gl\gl_structured_buffer_nested.cpp" />
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@@ -214,6 +215,7 @@
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<ClCompile Include="vk\vk_line_raster.cpp" />
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<ClCompile Include="vk\vk_misaligned_dirty.cpp" />
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<ClCompile Include="vk\vk_multi_thread_windows.cpp" />
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<ClCompile Include="vk\vk_shader_editing.cpp" />
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<ClCompile Include="vk\vk_spec_constants.cpp" />
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<ClCompile Include="vk\vk_spirv_13_shaders.cpp" />
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<ClCompile Include="vk\vk_triangle_fan.cpp" />
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@@ -330,6 +330,12 @@
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<ClCompile Include="vk\vk_misaligned_dirty.cpp">
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<Filter>Vulkan\demos</Filter>
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</ClCompile>
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<ClCompile Include="gl\gl_shader_editing.cpp">
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<Filter>OpenGL\demos</Filter>
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</ClCompile>
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<ClCompile Include="vk\vk_shader_editing.cpp">
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<Filter>Vulkan\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 +1,238 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 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 "gl_test.h"
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TEST(GL_Shader_Editing, OpenGLGraphicsTest)
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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 and handles "
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"locations that change between the pre-edit and post-edit shaders.";
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const char *vertex = R"EOSHADER(
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#version 430 core
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec4 Color;
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layout(location = 2) in vec2 UV;
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#define v2f v2f_block \
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{ \
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vec4 pos; \
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vec4 col; \
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vec4 uv; \
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}
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out v2f vertOut;
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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vertOut.pos = vec4(Position.xyz, 1);
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gl_Position = vertOut.pos;
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vertOut.col = Color;
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vertOut.uv = vec4(UV.xy, 0, 1);
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}
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)EOSHADER";
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const char *pixel = R"EOSHADER(
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#version 430 core
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layout(location = 0, index = 0) out vec4 Color;
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layout(location = 9) uniform vec4 col;
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void main()
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{
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Color = col.rgba;
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}
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)EOSHADER";
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const char *pixel2 = R"EOSHADER(
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#version 430 core
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layout(location = 0, index = 0) out vec4 Color;
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// we hope that having these uniforms be first both alphabetically, by use, and by declaration, that
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// they'll be assigned earlier locations.
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// Then when we remove the declration and use it should force zcol to get a lower location value
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// after the edit.
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#if 1
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uniform vec4 acol;
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uniform vec4 bcol;
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uniform vec4 ccol;
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#endif
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uniform vec4 zcol;
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void main()
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{
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#if 1
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Color = acol + bcol + ccol;
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#endif
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Color += zcol.rgba;
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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 context, etc
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if(!Init())
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return 3;
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GLuint vao = MakeVAO();
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glBindVertexArray(vao);
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GLuint vb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
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(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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GLuint fixedprog = MakeProgram();
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GLuint dynamicprog = MakeProgram();
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &vertex, NULL);
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glCompileShader(vs);
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GLuint fs1 = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs1, 1, &pixel, NULL);
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glCompileShader(fs1);
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GLuint fs2 = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs2, 1, &pixel2, NULL);
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glCompileShader(fs2);
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glAttachShader(fixedprog, vs);
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glAttachShader(fixedprog, fs1);
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glLinkProgram(fixedprog);
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glDetachShader(fixedprog, vs);
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glDetachShader(fixedprog, fs1);
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glAttachShader(dynamicprog, vs);
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glAttachShader(dynamicprog, fs2);
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glLinkProgram(dynamicprog);
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glDetachShader(dynamicprog, vs);
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glDetachShader(dynamicprog, fs2);
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glDeleteShader(vs);
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glDeleteShader(fs1);
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glDeleteShader(fs2);
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GLuint pipe = MakePipeline();
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GLuint vssepprog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vertex);
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GLuint fssepprog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &pixel);
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glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog);
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glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog);
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glProgramUniform4f(fssepprog, 9, 0.0f, 1.0f, 0.0f, 1.0f);
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// render offscreen to make picked values accurate
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GLuint fbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Color render texture
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GLuint colattach = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, colattach);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, screenWidth, screenHeight);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colattach, 0);
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GLuint zcol = glGetUniformLocation(dynamicprog, "zcol");
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while(Running())
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{
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float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
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glClearBufferfv(GL_COLOR, 0, col);
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glBindVertexArray(vao);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glUseProgram(fixedprog);
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GLsizei hw = GLsizei(screenWidth) / 2;
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GLsizei hh = GLsizei(screenHeight) / 2;
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glViewport(0, hh, hw, hh);
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glUniform4f(9, 0.0f, 1.0f, 0.0f, 1.0f);
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glUniform4f(10, 1.0f, 0.0f, 0.0f, 1.0f);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glViewport(hw, hh, hw, hh);
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glUniform4f(9, 0.0f, 0.5f, 0.0f, 1.0f);
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glUniform4f(10, 0.5f, 0.0f, 0.0f, 1.0f);
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setMarker("fixedprog");
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glViewport(0, 0, hw, hh);
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glUseProgram(dynamicprog);
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glUniform4f(zcol, 0.0f, 1.0f, 0.0f, 1.0f);
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setMarker("dynamicprog");
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glViewport(hw, 0, hw, hh);
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// finally draw with the separable pipeline to ensure we can edit that
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glBindProgramPipeline(pipe);
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glUseProgram(0);
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setMarker("sepprog");
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindProgramPipeline(0);
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// give us a point to select where all uniforms are trashed
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glUseProgram(fixedprog);
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glUniform4f(9, 0.0f, 0.0f, 0.0f, 1.0f);
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glUniform4f(10, 0.0f, 0.0f, 0.0f, 1.0f);
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glUseProgram(dynamicprog);
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glUniform4f(zcol, 0.0f, 0.0f, 0.0f, 1.0f);
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glBlitNamedFramebuffer(fbo, 0, 0, 0, screenWidth, screenHeight, 0, 0, screenWidth,
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screenHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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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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@@ -504,7 +504,8 @@ float4 main() : SV_Target0
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AllocatedImage img(
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allocator,
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vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
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VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT),
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VK_FORMAT_R32G32B32A32_SFLOAT,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
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VkImageView imgview = createImageView(
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@@ -600,12 +601,8 @@ float4 main() : SV_Target0
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VkImage swapimg =
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StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
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vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL,
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vkh::ClearColorValue(0.4f, 0.5f, 0.6f, 1.0f), 1,
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vkh::ImageSubresourceRange());
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vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(renderPass, framebuffer, mainWindow->scissor,
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{vkh::ClearValue(0.0f, 0.0f, 0.0f, 1.0f)}),
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{vkh::ClearValue(0.4f, 0.5f, 0.6f, 1.0f)}),
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VK_SUBPASS_CONTENTS_INLINE);
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vkh::cmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, {descset}, {});
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@@ -621,6 +618,28 @@ float4 main() : SV_Target0
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vkCmdEndRenderPass(cmd);
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vkh::cmdPipelineBarrier(
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cmd, {
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vkh::ImageMemoryBarrier(VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_LAYOUT_GENERAL,
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VK_IMAGE_LAYOUT_GENERAL, img.image),
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});
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VkImageBlit region = {};
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region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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region.srcSubresource.layerCount = 1;
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region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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region.dstSubresource.layerCount = 1;
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region.srcOffsets[1].x = mainWindow->scissor.extent.width;
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region.srcOffsets[1].y = mainWindow->scissor.extent.height;
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region.srcOffsets[1].z = 1;
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region.dstOffsets[1].x = mainWindow->scissor.extent.width;
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region.dstOffsets[1].y = mainWindow->scissor.extent.height;
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region.dstOffsets[1].z = 1;
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vkCmdBlitImage(cmd, img.image, VK_IMAGE_LAYOUT_GENERAL, swapimg, VK_IMAGE_LAYOUT_GENERAL, 1,
|
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®ion, VK_FILTER_LINEAR);
|
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|
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FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
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vkEndCommandBuffer(cmd);
|
||||
|
||||
@@ -0,0 +1,189 @@
|
||||
/******************************************************************************
|
||||
* The MIT License (MIT)
|
||||
*
|
||||
* Copyright (c) 2018-2019 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 "vk_test.h"
|
||||
|
||||
TEST(VK_Shader_Editing, VulkanGraphicsTest)
|
||||
{
|
||||
static constexpr const char *Description =
|
||||
"Ensures that shader editing works with different combinations of shader re-use.";
|
||||
|
||||
const char *vertex = R"EOSHADER(
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position.xyz, 1);
|
||||
}
|
||||
|
||||
)EOSHADER";
|
||||
|
||||
const char *pixel = R"EOSHADER(
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0, index = 0) out vec4 Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if 1
|
||||
Color = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
#else
|
||||
Color = vec4(0.0, 1.0, 1.0, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
)EOSHADER";
|
||||
|
||||
int main()
|
||||
{
|
||||
// initialise, create window, create context, etc
|
||||
if(!Init())
|
||||
return 3;
|
||||
|
||||
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
|
||||
|
||||
AllocatedImage img(
|
||||
allocator,
|
||||
vkh::ImageCreateInfo(mainWindow->scissor.extent.width, mainWindow->scissor.extent.height, 0,
|
||||
VK_FORMAT_R32G32B32A32_SFLOAT,
|
||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT),
|
||||
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
|
||||
|
||||
VkImageView imgview = createImageView(
|
||||
vkh::ImageViewCreateInfo(img.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_R32G32B32A32_SFLOAT));
|
||||
|
||||
vkh::RenderPassCreator renderPassCreateInfo;
|
||||
|
||||
renderPassCreateInfo.attachments.push_back(
|
||||
vkh::AttachmentDescription(VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_LAYOUT_UNDEFINED,
|
||||
VK_IMAGE_LAYOUT_GENERAL, VK_ATTACHMENT_LOAD_OP_CLEAR));
|
||||
|
||||
renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})});
|
||||
|
||||
VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
|
||||
|
||||
VkFramebuffer framebuffer = createFramebuffer(
|
||||
vkh::FramebufferCreateInfo(renderPass, {imgview}, mainWindow->scissor.extent));
|
||||
|
||||
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
|
||||
|
||||
pipeCreateInfo.layout = layout;
|
||||
pipeCreateInfo.renderPass = renderPass;
|
||||
|
||||
pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, DefaultA2V)};
|
||||
pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
|
||||
vkh::vertexAttr(0, 0, DefaultA2V, pos), vkh::vertexAttr(1, 0, DefaultA2V, col),
|
||||
vkh::vertexAttr(2, 0, DefaultA2V, uv),
|
||||
};
|
||||
|
||||
pipeCreateInfo.stages = {
|
||||
CompileShaderModule(vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
|
||||
CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
|
||||
};
|
||||
|
||||
VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
|
||||
|
||||
// use the same source but make a distinct shader module so we can edit it separately
|
||||
pipeCreateInfo.stages[1] =
|
||||
CompileShaderModule(pixel, ShaderLang::glsl, ShaderStage::frag, "main");
|
||||
|
||||
VkPipeline pipe2 = createGraphicsPipeline(pipeCreateInfo);
|
||||
|
||||
AllocatedBuffer vb(
|
||||
allocator, vkh::BufferCreateInfo(sizeof(DefaultTri), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
|
||||
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
|
||||
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
|
||||
|
||||
vb.upload(DefaultTri);
|
||||
|
||||
while(Running())
|
||||
{
|
||||
VkCommandBuffer cmd = GetCommandBuffer();
|
||||
|
||||
vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
|
||||
|
||||
VkImage swapimg =
|
||||
StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
||||
vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(renderPass, framebuffer, mainWindow->scissor,
|
||||
{vkh::ClearValue(0.4f, 0.5f, 0.6f, 1.0f)}),
|
||||
VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
VkViewport v = mainWindow->viewport;
|
||||
v.width /= 2.0f;
|
||||
|
||||
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
|
||||
vkCmdSetViewport(cmd, 0, 1, &v);
|
||||
vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
|
||||
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
|
||||
setMarker(cmd, "Draw 1");
|
||||
vkCmdDraw(cmd, 3, 1, 0, 0);
|
||||
|
||||
v.x += v.width;
|
||||
|
||||
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe2);
|
||||
vkCmdSetViewport(cmd, 0, 1, &v);
|
||||
setMarker(cmd, "Draw 2");
|
||||
vkCmdDraw(cmd, 3, 1, 0, 0);
|
||||
|
||||
vkCmdEndRenderPass(cmd);
|
||||
|
||||
vkh::cmdPipelineBarrier(
|
||||
cmd, {
|
||||
vkh::ImageMemoryBarrier(VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_LAYOUT_GENERAL,
|
||||
VK_IMAGE_LAYOUT_GENERAL, img.image),
|
||||
});
|
||||
|
||||
VkImageBlit region = {};
|
||||
region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
region.srcSubresource.layerCount = 1;
|
||||
region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
region.dstSubresource.layerCount = 1;
|
||||
region.srcOffsets[1].x = mainWindow->scissor.extent.width;
|
||||
region.srcOffsets[1].y = mainWindow->scissor.extent.height;
|
||||
region.srcOffsets[1].z = 1;
|
||||
region.dstOffsets[1].x = mainWindow->scissor.extent.width;
|
||||
region.dstOffsets[1].y = mainWindow->scissor.extent.height;
|
||||
region.dstOffsets[1].z = 1;
|
||||
|
||||
vkCmdBlitImage(cmd, img.image, VK_IMAGE_LAYOUT_GENERAL, swapimg, VK_IMAGE_LAYOUT_GENERAL, 1,
|
||||
®ion, VK_FILTER_LINEAR);
|
||||
|
||||
FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
||||
vkEndCommandBuffer(cmd);
|
||||
|
||||
Submit(0, 1, {cmd});
|
||||
|
||||
Present();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
REGISTER_TEST();
|
||||
@@ -0,0 +1,236 @@
|
||||
import copy
|
||||
import rdtest
|
||||
import renderdoc as rd
|
||||
from typing import Tuple
|
||||
|
||||
|
||||
class GL_Shader_Editing(rdtest.TestCase):
|
||||
demos_test_name = 'GL_Shader_Editing'
|
||||
|
||||
def check_capture(self):
|
||||
eid = self.find_draw("fixedprog").eventId
|
||||
self.controller.SetFrameEvent(eid, False)
|
||||
|
||||
pipe: rd.PipeState = self.controller.GetPipelineState()
|
||||
|
||||
fixedrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment)
|
||||
|
||||
eid = self.find_draw("dynamicprog").eventId
|
||||
self.controller.SetFrameEvent(eid, False)
|
||||
|
||||
pipe: rd.PipeState = self.controller.GetPipelineState()
|
||||
|
||||
dynamicrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment)
|
||||
vsrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Vertex)
|
||||
|
||||
eid = self.find_draw("sepprog").eventId
|
||||
self.controller.SetFrameEvent(eid, False)
|
||||
|
||||
vsseprefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Vertex)
|
||||
fsseprefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment)
|
||||
|
||||
# Work at the last draw, where the uniforms have been trashed
|
||||
self.controller.SetFrameEvent(self.get_last_draw().eventId, False)
|
||||
|
||||
tex: rd.ResourceId = pipe.GetOutputTargets()[0].resourceId
|
||||
|
||||
# On upper row: Left triangle is fully green, right triangle is half-green
|
||||
# On lower row: Left triangle is fully green
|
||||
self.check_pixel_value(tex, 0.25, 0.25, [0.0, 1.0, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.25, [0.0, 0.5, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.25, 0.75, [0.0, 1.0, 0.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected initially")
|
||||
|
||||
source: bytes = fixedrefl.rawBytes.replace(b'.rgba', b'.rgga').replace(b'location = 9', b'location = 10')
|
||||
|
||||
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fixedrefl.entryPoint,
|
||||
fixedrefl.encoding, source,
|
||||
rd.ShaderCompileFlags(),
|
||||
rd.ShaderStage.Fragment)
|
||||
|
||||
if len(newShader[1]) != 0:
|
||||
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
|
||||
|
||||
fixedFS = newShader[0]
|
||||
|
||||
source: bytes = dynamicrefl.rawBytes.replace(b'.rgba', b'.rgga').replace(b'#if 1', b'#if 0')
|
||||
|
||||
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(dynamicrefl.entryPoint,
|
||||
dynamicrefl.encoding, source,
|
||||
rd.ShaderCompileFlags(),
|
||||
rd.ShaderStage.Fragment)
|
||||
|
||||
if len(newShader[1]) != 0:
|
||||
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
|
||||
|
||||
dynamicFS = newShader[0]
|
||||
|
||||
source: bytes = vsrefl.rawBytes.replace(b'Position.xyz', b'Position.xyz+vec3(1.0)')
|
||||
|
||||
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]))
|
||||
|
||||
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]
|
||||
|
||||
source: bytes = vsseprefl.rawBytes.replace(b'Position.xyz', b'Position.xyz+vec3(1.0)')
|
||||
|
||||
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsseprefl.entryPoint,
|
||||
vsseprefl.encoding, source,
|
||||
rd.ShaderCompileFlags(),
|
||||
rd.ShaderStage.Vertex)
|
||||
|
||||
if len(newShader[1]) != 0:
|
||||
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
|
||||
|
||||
sepVS = newShader[0]
|
||||
|
||||
source: bytes = fsseprefl.rawBytes.replace(b'.rgba', b'.rgga')
|
||||
|
||||
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fsseprefl.entryPoint,
|
||||
fsseprefl.encoding, source,
|
||||
rd.ShaderCompileFlags(),
|
||||
rd.ShaderStage.Fragment)
|
||||
|
||||
if len(newShader[1]) != 0:
|
||||
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
|
||||
|
||||
sepFS = newShader[0]
|
||||
|
||||
# Edit both fragment shaders
|
||||
self.controller.ReplaceResource(fixedrefl.resourceId, fixedFS)
|
||||
self.controller.ReplaceResource(dynamicrefl.resourceId, dynamicFS)
|
||||
|
||||
# Refresh the replay if it didn't happen already
|
||||
self.controller.SetFrameEvent(self.get_last_draw().eventId, True)
|
||||
|
||||
# Triangles have green propagated across to the blue channel
|
||||
self.check_pixel_value(tex, 0.25, 0.25, [0.0, 1.0, 1.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.25, [0.0, 0.5, 0.5, 1.0])
|
||||
self.check_pixel_value(tex, 0.25, 0.75, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after fragment 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(self.get_last_draw().eventId, True)
|
||||
|
||||
# Triangles have green propagated across to the blue channel
|
||||
self.check_pixel_value(tex, 0.25, 0.25, [0.0, 1.0, 1.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.25, [0.0, 0.5, 0.5, 1.0])
|
||||
self.check_pixel_value(tex, 0.25, 0.75, [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 offset the triangles off-centre
|
||||
self.controller.ReplaceResource(vsrefl.resourceId, offsetVS)
|
||||
self.controller.SetFrameEvent(self.get_last_draw().eventId, True)
|
||||
|
||||
# Original sample positions are now the clear color
|
||||
self.check_pixel_value(tex, 0.25, 0.25, [0.4, 0.5, 0.6, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.25, [0.4, 0.5, 0.6, 1.0])
|
||||
self.check_pixel_value(tex, 0.25, 0.75, [0.4, 0.5, 0.6, 1.0])
|
||||
|
||||
# The triangles are still the same colour but up and to the right
|
||||
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, 0.5, 0.5, 1.0])
|
||||
self.check_pixel_value(tex, 0.45, 0.55, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after offset vertex editing")
|
||||
|
||||
# Now undo the first FS edit
|
||||
self.controller.RemoveReplacement(fixedrefl.resourceId)
|
||||
self.controller.SetFrameEvent(self.get_last_draw().eventId, True)
|
||||
|
||||
# Original sample positions are still the clear color
|
||||
self.check_pixel_value(tex, 0.25, 0.25, [0.4, 0.5, 0.6, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.25, [0.4, 0.5, 0.6, 1.0])
|
||||
self.check_pixel_value(tex, 0.25, 0.75, [0.4, 0.5, 0.6, 1.0])
|
||||
|
||||
# The lower 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, 0.5, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.45, 0.55, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after removing first fragment edit")
|
||||
|
||||
# Now undo the first VS edit
|
||||
self.controller.RemoveReplacement(vsrefl.resourceId)
|
||||
self.controller.SetFrameEvent(self.get_last_draw().eventId, True)
|
||||
|
||||
# Only the lower triangle is the edited colour, but they are back in the original positions
|
||||
self.check_pixel_value(tex, 0.25, 0.25, [0.0, 1.0, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.25, [0.0, 0.5, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.25, 0.75, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after removing vertex edit")
|
||||
|
||||
# finally undo the second FS edit
|
||||
self.controller.RemoveReplacement(dynamicrefl.resourceId)
|
||||
self.controller.SetFrameEvent(self.get_last_draw().eventId, True)
|
||||
|
||||
# We should be back to where we started
|
||||
self.check_pixel_value(tex, 0.25, 0.25, [0.0, 1.0, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.75, 0.25, [0.0, 0.5, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.25, 0.75, [0.0, 1.0, 0.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after removing all edits")
|
||||
|
||||
rdtest.log.success("Linked program editing succeeded")
|
||||
|
||||
# Check that we can edit separable shaders
|
||||
|
||||
# Only looking at bottom left triangle, it should be green
|
||||
self.check_pixel_value(tex, 0.75, 0.75, [0.0, 1.0, 0.0, 1.0])
|
||||
|
||||
self.controller.ReplaceResource(fsseprefl.resourceId, sepFS)
|
||||
self.controller.SetFrameEvent(self.get_last_draw().eventId, True)
|
||||
|
||||
# Now it should be green-blue
|
||||
self.check_pixel_value(tex, 0.75, 0.75, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
self.controller.ReplaceResource(vsseprefl.resourceId, sepVS)
|
||||
self.controller.SetFrameEvent(self.get_last_draw().eventId, True)
|
||||
|
||||
# Now it should be green-blue and offset
|
||||
self.check_pixel_value(tex, 0.75, 0.75, [0.4, 0.5, 0.6, 1.0])
|
||||
self.check_pixel_value(tex, 0.95, 0.55, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
self.controller.RemoveReplacement(fsseprefl.resourceId)
|
||||
self.controller.SetFrameEvent(self.get_last_draw().eventId, True)
|
||||
|
||||
# Now it should be back to green and offset
|
||||
self.check_pixel_value(tex, 0.75, 0.75, [0.4, 0.5, 0.6, 1.0])
|
||||
self.check_pixel_value(tex, 0.95, 0.55, [0.0, 1.0, 0.0, 1.0])
|
||||
|
||||
self.controller.RemoveReplacement(vsseprefl.resourceId)
|
||||
self.controller.SetFrameEvent(self.get_last_draw().eventId, True)
|
||||
|
||||
# We should be back to where we started
|
||||
self.check_pixel_value(tex, 0.75, 0.75, [0.0, 1.0, 0.0, 1.0])
|
||||
|
||||
rdtest.log.success("Separable program editing succeeded")
|
||||
|
||||
self.controller.FreeTargetResource(nochangeVS)
|
||||
self.controller.FreeTargetResource(offsetVS)
|
||||
self.controller.FreeTargetResource(fixedFS)
|
||||
self.controller.FreeTargetResource(dynamicFS)
|
||||
self.controller.FreeTargetResource(sepVS)
|
||||
self.controller.FreeTargetResource(sepFS)
|
||||
@@ -0,0 +1,159 @@
|
||||
import copy
|
||||
import rdtest
|
||||
import renderdoc as rd
|
||||
from typing import Tuple
|
||||
|
||||
|
||||
class VK_Shader_Editing(rdtest.TestCase):
|
||||
demos_test_name = 'VK_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()
|
||||
|
||||
fsrefl1: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment)
|
||||
|
||||
eid = self.find_draw("Draw 2").next.eventId
|
||||
self.controller.SetFrameEvent(eid, False)
|
||||
|
||||
pipe: rd.PipeState = self.controller.GetPipelineState()
|
||||
|
||||
fsrefl2: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment)
|
||||
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 = fsrefl1.debugInfo.files[0].contents.replace('#if 1', '#if 0')
|
||||
|
||||
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fsrefl1.entryPoint,
|
||||
rd.ShaderEncoding.GLSL,
|
||||
bytes(source, 'UTF-8'),
|
||||
rd.ShaderCompileFlags(),
|
||||
rd.ShaderStage.Fragment)
|
||||
|
||||
if len(newShader[1]) != 0:
|
||||
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
|
||||
|
||||
FS1 = newShader[0]
|
||||
|
||||
source: str = fsrefl2.debugInfo.files[0].contents.replace('#if 1', '#if 0')
|
||||
|
||||
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fsrefl2.entryPoint,
|
||||
rd.ShaderEncoding.GLSL,
|
||||
bytes(source, 'UTF-8'),
|
||||
rd.ShaderCompileFlags(),
|
||||
rd.ShaderStage.Fragment)
|
||||
|
||||
if len(newShader[1]) != 0:
|
||||
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
|
||||
|
||||
FS2 = newShader[0]
|
||||
|
||||
source: str = vsrefl.debugInfo.files[0].contents.replace('Position.xyz', 'Position.xyz+vec3(1.0)')
|
||||
|
||||
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint,
|
||||
rd.ShaderEncoding.GLSL,
|
||||
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 fragment shaders
|
||||
self.controller.ReplaceResource(fsrefl1.resourceId, FS1)
|
||||
self.controller.ReplaceResource(fsrefl2.resourceId, FS2)
|
||||
|
||||
# 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 fragment 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 offset 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, 0.95, [0.0, 1.0, 1.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.95, 0.95, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after offset vertex editing")
|
||||
|
||||
# Now undo the first FS edit
|
||||
self.controller.RemoveReplacement(fsrefl1.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, 0.95, [0.0, 1.0, 0.0, 1.0])
|
||||
self.check_pixel_value(tex, 0.95, 0.95, [0.0, 1.0, 1.0, 1.0])
|
||||
|
||||
rdtest.log.success("Values are as expected after removing first fragment 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 FS edit
|
||||
self.controller.RemoveReplacement(fsrefl2.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(FS1)
|
||||
self.controller.FreeTargetResource(FS2)
|
||||
Reference in New Issue
Block a user