diff --git a/util/test/demos/CMakeLists.txt b/util/test/demos/CMakeLists.txt
index dab92749d..965bedb68 100644
--- a/util/test/demos/CMakeLists.txt
+++ b/util/test/demos/CMakeLists.txt
@@ -18,6 +18,7 @@ set(VULKAN_SRC
vk/vk_int8_ibuffer.cpp
vk/vk_khr_buffer_address.cpp
vk/vk_line_raster.cpp
+ vk/vk_mesh_zoo.cpp
vk/vk_misaligned_dirty.cpp
vk/vk_multi_thread_windows.cpp
vk/vk_overlay_test.cpp
@@ -50,6 +51,7 @@ set(OPENGL_SRC
gl/gl_entry_points.cpp
gl/gl_large_bcn_arrays.cpp
gl/gl_map_overrun.cpp
+ gl/gl_mesh_zoo.cpp
gl/gl_midframe_context_create.cpp
gl/gl_mip_gen_rt.cpp
gl/gl_multi_window.cpp
diff --git a/util/test/demos/d3d11/d3d11_mesh_zoo.cpp b/util/test/demos/d3d11/d3d11_mesh_zoo.cpp
new file mode 100644
index 000000000..72d112af6
--- /dev/null
+++ b/util/test/demos/d3d11/d3d11_mesh_zoo.cpp
@@ -0,0 +1,189 @@
+/******************************************************************************
+ * 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_Mesh_Zoo, D3D11GraphicsTest)
+{
+ static constexpr const char *Description = "Draws some primitives for testing the mesh view.";
+
+ std::string vertex = R"EOSHADER(
+
+struct vertin
+{
+ float3 pos : POSITION;
+ float4 col : COLOR0;
+};
+
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ float4 col : COLOR0;
+};
+
+cbuffer consts : register(b0)
+{
+ float4 scale;
+ float4 offset;
+};
+
+v2f main(vertin IN, uint vid : SV_VertexID, uint inst : SV_InstanceID)
+{
+ v2f OUT = (v2f)0;
+
+ OUT.pos = float4(IN.pos.xy * scale.xy + offset.xy, IN.pos.z, 1.0f);
+ OUT.col = IN.col;
+
+ if(inst > 0)
+ {
+ OUT.pos *= 0.3f;
+ OUT.pos.xy += 0.1f;
+ OUT.col.z = 1.0f;
+ }
+
+ return OUT;
+}
+
+)EOSHADER";
+
+ std::string pixel = R"EOSHADER(
+
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ float4 col : COLOR0;
+};
+
+float4 main(v2f IN) : SV_Target0
+{
+ return IN.col;
+}
+
+)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);
+
+ const DefaultA2V test[] = {
+ // single color quad
+ {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ // points, to test vertex picking
+ {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ {Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ };
+
+ ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(test);
+
+ Vec4f cbufferdata[] = {
+ Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f),
+ Vec4f(-1.0f, -1.0f, 0.0f, 0.0f),
+ };
+
+ ID3D11BufferPtr cb = MakeBuffer().Constant().Data(cbufferdata);
+
+ ID3D11Texture2DPtr bbDepth =
+ MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight).DSV();
+ ID3D11DepthStencilViewPtr bbDSV = MakeDSV(bbDepth);
+
+ CD3D11_DEPTH_STENCIL_DESC dd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
+ dd.DepthEnable = TRUE;
+ dd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ dd.DepthFunc = D3D11_COMPARISON_LESS;
+ dd.StencilEnable = FALSE;
+ dd.StencilWriteMask = dd.StencilReadMask = 0xff;
+
+ ID3D11DepthStencilStatePtr ds;
+ CHECK_HR(dev->CreateDepthStencilState(&dd, &ds));
+
+ while(Running())
+ {
+ ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
+
+ ctx->ClearDepthStencilView(bbDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
+
+ IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
+ ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->IASetInputLayout(defaultLayout);
+ ctx->OMSetDepthStencilState(ds, 0);
+
+ ctx->VSSetShader(vs, NULL, 0);
+ ctx->PSSetShader(ps, NULL, 0);
+
+ ctx->VSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
+
+ RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
+
+ ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), bbDSV);
+
+ // a previous draw for testing 'whole pass' rendering
+ ctx->Draw(3, 10);
+
+ setMarker("Quad");
+
+ // draw two instances so we can test rendering other instances
+ ctx->DrawInstanced(6, 2, 0, 0);
+
+ setMarker("Points");
+
+ ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+
+ ctx->Draw(4, 6);
+
+ setMarker("Stride 0");
+ IASetVertexBuffer(vb, 0, 0);
+
+ ctx->Draw(1, 0);
+
+ Present();
+ }
+
+ return 0;
+ }
+};
+
+REGISTER_TEST();
diff --git a/util/test/demos/d3d12/d3d12_mesh_zoo.cpp b/util/test/demos/d3d12/d3d12_mesh_zoo.cpp
new file mode 100644
index 000000000..4a4f046f1
--- /dev/null
+++ b/util/test/demos/d3d12/d3d12_mesh_zoo.cpp
@@ -0,0 +1,209 @@
+/******************************************************************************
+ * 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_Mesh_Zoo, D3D12GraphicsTest)
+{
+ static constexpr const char *Description = "Draws some primitives for testing the mesh view.";
+
+ std::string vertex = R"EOSHADER(
+
+struct vertin
+{
+ float3 pos : POSITION;
+ float4 col : COLOR0;
+};
+
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ float4 col : COLOR0;
+};
+
+cbuffer consts : register(b0)
+{
+ float4 scale;
+ float4 offset;
+};
+
+v2f main(vertin IN, uint vid : SV_VertexID, uint inst : SV_InstanceID)
+{
+ v2f OUT = (v2f)0;
+
+ OUT.pos = float4(IN.pos.xy * scale.xy + offset.xy, IN.pos.z, 1.0f);
+ OUT.col = IN.col;
+
+ if(inst > 0)
+ {
+ OUT.pos *= 0.3f;
+ OUT.pos.xy += 0.1f;
+ OUT.col.z = 1.0f;
+ }
+
+ return OUT;
+}
+
+)EOSHADER";
+
+ std::string pixel = R"EOSHADER(
+
+struct v2f
+{
+ float4 pos : SV_POSITION;
+ float4 col : COLOR0;
+};
+
+float4 main(v2f IN) : SV_Target0
+{
+ return IN.col;
+}
+
+)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");
+
+ const DefaultA2V test[] = {
+ // single color quad
+ {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ // points, to test vertex picking
+ {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ {Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ };
+
+ ID3D12ResourcePtr vb = MakeBuffer().Data(test);
+
+ Vec4f cbufferdata[] = {
+ Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f),
+ Vec4f(-1.0f, -1.0f, 0.0f, 0.0f),
+ };
+
+ ID3D12RootSignaturePtr sig = MakeSig({
+ constParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0, sizeof(cbufferdata) / sizeof(uint32_t)),
+ });
+
+ D3D12PSOCreator creator = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).DSV(
+ DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
+
+ creator.GraphicsDesc.DepthStencilState.DepthEnable = TRUE;
+ creator.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
+
+ ID3D12PipelineStatePtr pso = creator;
+
+ creator.GraphicsDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
+
+ ID3D12PipelineStatePtr pointspso = creator;
+
+ ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
+
+ ID3D12ResourcePtr dsv = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight)
+ .DSV()
+ .InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
+
+ while(Running())
+ {
+ ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
+
+ Reset(cmd);
+
+ ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+ D3D12_CPU_DESCRIPTOR_HANDLE rtv =
+ MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
+
+ OMSetRenderTargets(cmd, {rtv}, MakeDSV(dsv).CreateCPU(0));
+
+ ClearRenderTargetView(cmd, rtv, {0.4f, 0.5f, 0.6f, 1.0f});
+ ClearDepthStencilView(cmd, dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0);
+
+ cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
+ cmd->SetPipelineState(pso);
+ cmd->SetGraphicsRootSignature(sig);
+
+ cmd->SetGraphicsRoot32BitConstants(0, sizeof(cbufferdata) / sizeof(uint32_t), &cbufferdata, 0);
+
+ RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
+ RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
+
+ // a previous draw for testing 'whole pass' rendering
+ cmd->DrawInstanced(3, 1, 10, 0);
+
+ setMarker(cmd, "Quad");
+
+ // draw two instances so we can test rendering other instances
+ cmd->DrawInstanced(6, 2, 0, 0);
+
+ setMarker(cmd, "Points");
+
+ cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
+
+ cmd->SetPipelineState(pointspso);
+
+ cmd->SetGraphicsRoot32BitConstants(0, sizeof(cbufferdata) / sizeof(uint32_t), &cbufferdata, 0);
+
+ cmd->DrawInstanced(4, 1, 6, 0);
+
+ setMarker(cmd, "Stride 0");
+
+ IASetVertexBuffer(cmd, vb, 0, 0);
+
+ cmd->DrawInstanced(1, 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 dd0a334c3..70f1f365f 100644
--- a/util/test/demos/demos.vcxproj
+++ b/util/test/demos/demos.vcxproj
@@ -134,6 +134,7 @@
+
@@ -160,6 +161,7 @@
+
@@ -188,6 +190,7 @@
+
@@ -222,6 +225,7 @@
+
diff --git a/util/test/demos/demos.vcxproj.filters b/util/test/demos/demos.vcxproj.filters
index e9da0395a..65752347c 100644
--- a/util/test/demos/demos.vcxproj.filters
+++ b/util/test/demos/demos.vcxproj.filters
@@ -382,6 +382,18 @@
OpenGL\demos
+
+ D3D11\demos
+
+
+ D3D12\demos
+
+
+ OpenGL\demos
+
+
+ Vulkan\demos
+
diff --git a/util/test/demos/gl/gl_mesh_zoo.cpp b/util/test/demos/gl/gl_mesh_zoo.cpp
new file mode 100644
index 000000000..b8c120915
--- /dev/null
+++ b/util/test/demos/gl/gl_mesh_zoo.cpp
@@ -0,0 +1,216 @@
+/******************************************************************************
+ * 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 "gl_test.h"
+
+RD_TEST(GL_Mesh_Zoo, OpenGLGraphicsTest)
+{
+ static constexpr const char *Description = "Draws some primitives for testing the mesh view.";
+
+ std::string common = R"EOSHADER(
+
+#version 420 core
+
+)EOSHADER";
+
+ std::string vertex = R"EOSHADER(
+
+layout(location = 0) in vec3 Position;
+layout(location = 1) in vec4 Color;
+
+layout(binding = 0, std140) uniform constsbuf
+{
+ vec4 scale;
+ vec4 offset;
+};
+
+out vec4 col;
+
+void main()
+{
+ vec4 pos = vec4(Position.xy * scale.xy + offset.xy, Position.z, 1.0f);
+ col = Color;
+
+ if(gl_InstanceID > 0)
+ {
+ pos *= 0.3f;
+ pos.xy += vec2(0.1f);
+ col.z = 1.0f;
+ }
+
+ gl_Position = pos;
+}
+
+)EOSHADER";
+
+ std::string pixel = R"EOSHADER(
+
+in vec4 col;
+
+layout(location = 0, index = 0) out vec4 Color;
+
+void main()
+{
+ Color = col;
+}
+
+)EOSHADER";
+
+ int main()
+ {
+ // initialise, create window, create context, etc
+ if(!Init())
+ return 3;
+
+ const DefaultA2V test[] = {
+ // single color quad
+ {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ // points, to test vertex picking
+ {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ {Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ };
+
+ GLuint vao = MakeVAO();
+ glBindVertexArray(vao);
+
+ GLuint vb = MakeBuffer();
+ glBindBuffer(GL_ARRAY_BUFFER, vb);
+ glBufferStorage(GL_ARRAY_BUFFER, sizeof(test), test, 0);
+
+ Vec4f cbufferdata[] = {
+ Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f),
+ Vec4f(-1.0f, -1.0f, 0.0f, 0.0f),
+ };
+
+ GLuint cb = MakeBuffer();
+ glBindBuffer(GL_UNIFORM_BUFFER, cb);
+ glBufferStorage(GL_UNIFORM_BUFFER, sizeof(cbufferdata), cbufferdata, 0);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, cb);
+
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
+ glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
+ (void *)(sizeof(Vec3f) + sizeof(Vec4f)));
+
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+ glEnableVertexAttribArray(2);
+
+ GLuint stride0vao = MakeVAO();
+ glBindVertexArray(stride0vao);
+
+ // need to specify this using modern bindings, glVertexAttribPointer stride 0 is interpreted as
+ // 'tightly packed'
+ glVertexAttribFormat(0, 3, GL_FLOAT, GL_FALSE, offsetof(DefaultA2V, pos));
+ glVertexAttribFormat(1, 3, GL_FLOAT, GL_FALSE, offsetof(DefaultA2V, col));
+ glVertexAttribFormat(2, 3, GL_FLOAT, GL_FALSE, offsetof(DefaultA2V, uv));
+
+ glVertexAttribBinding(0, 0);
+ glVertexAttribBinding(1, 0);
+ glVertexAttribBinding(2, 0);
+
+ glBindVertexBuffer(0, vb, 0, 0);
+
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+ glEnableVertexAttribArray(2);
+
+ GLuint program = MakeProgram(common + vertex, common + pixel);
+
+ GLuint fbo = MakeFBO();
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ // Color render texture
+ GLuint attachments[] = {MakeTexture(), MakeTexture(), MakeTexture()};
+
+ glBindTexture(GL_TEXTURE_2D, attachments[0]);
+ glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, screenWidth, screenHeight);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, attachments[0], 0);
+
+ glBindTexture(GL_TEXTURE_2D, attachments[1]);
+ glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, screenWidth, screenHeight);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
+ attachments[1], 0);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_DEPTH_CLAMP);
+ glDisable(GL_STENCIL_TEST);
+
+ while(Running())
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
+ glClearBufferfv(GL_COLOR, 0, col);
+ glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
+
+ glBindVertexArray(vao);
+
+ glUseProgram(program);
+
+ glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
+
+ glDrawArrays(GL_TRIANGLES, 10, 3);
+
+ setMarker("Quad");
+
+ glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 2);
+
+ setMarker("Points");
+
+ glDrawArrays(GL_POINTS, 6, 4);
+
+ setMarker("Stride 0");
+
+ glBindVertexArray(stride0vao);
+
+ glDrawArrays(GL_POINTS, 0, 1);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight,
+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
+
+ Present();
+ }
+
+ return 0;
+ }
+};
+
+REGISTER_TEST();
diff --git a/util/test/demos/vk/vk_mesh_zoo.cpp b/util/test/demos/vk/vk_mesh_zoo.cpp
new file mode 100644
index 000000000..2a26bd758
--- /dev/null
+++ b/util/test/demos/vk/vk_mesh_zoo.cpp
@@ -0,0 +1,260 @@
+/******************************************************************************
+ * 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 "vk_test.h"
+
+RD_TEST(VK_Mesh_Zoo, VulkanGraphicsTest)
+{
+ static constexpr const char *Description = "Draws some primitives for testing the mesh view.";
+
+ std::string common = R"EOSHADER(
+
+#version 420 core
+
+)EOSHADER";
+
+ std::string vertex = R"EOSHADER(
+
+layout(location = 0) in vec3 Position;
+layout(location = 1) in vec4 Color;
+
+layout(push_constant, std140) uniform pushbuf
+{
+ vec4 scale;
+ vec4 offset;
+};
+
+layout(location = 0) out vec4 vertOutcol;
+
+void main()
+{
+ vec4 pos = vec4(Position.xy * scale.xy + offset.xy, Position.z, 1.0f);
+ vertOutcol = Color;
+
+ if(gl_InstanceIndex > 0)
+ {
+ pos *= 0.3f;
+ pos.xy += vec2(0.1f);
+ vertOutcol.z = 1.0f;
+ }
+
+ gl_Position = pos * vec4(1, -1, 1, 1);
+#if defined(USE_POINTS)
+ gl_PointSize = 1.0f;
+#endif
+}
+
+)EOSHADER";
+
+ std::string pixel = R"EOSHADER(
+
+layout(location = 0) in vec4 vertIncol;
+
+layout(location = 0, index = 0) out vec4 Color;
+
+void main()
+{
+ Color = vertIncol;
+}
+
+)EOSHADER";
+
+ int main()
+ {
+ // initialise, create window, create context, etc
+ if(!Init())
+ return 3;
+
+ const DefaultA2V test[] = {
+ // single color quad
+ {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ // points, to test vertex picking
+ {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+
+ {Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ {Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
+ };
+
+ // create depth-stencil image
+ AllocatedImage depthimg(this, vkh::ImageCreateInfo(mainWindow->scissor.extent.width,
+ mainWindow->scissor.extent.height, 0,
+ VK_FORMAT_D32_SFLOAT_S8_UINT,
+ VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT),
+ VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
+
+ VkImageView dsvview = createImageView(vkh::ImageViewCreateInfo(
+ depthimg.image, VK_IMAGE_VIEW_TYPE_2D, VK_FORMAT_D32_SFLOAT_S8_UINT, {},
+ vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)));
+
+ // create renderpass using the DS image
+ vkh::RenderPassCreator renderPassCreateInfo;
+
+ renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
+ mainWindow->format, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL));
+ renderPassCreateInfo.attachments.push_back(vkh::AttachmentDescription(
+ VK_FORMAT_D32_SFLOAT_S8_UINT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL,
+ VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE, VK_SAMPLE_COUNT_1_BIT,
+ VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE));
+
+ renderPassCreateInfo.addSubpass({VkAttachmentReference({0, VK_IMAGE_LAYOUT_GENERAL})}, 1,
+ VK_IMAGE_LAYOUT_GENERAL);
+
+ VkRenderPass renderPass = createRenderPass(renderPassCreateInfo);
+
+ // create framebuffers using swapchain images and DS image
+ std::vector fbs;
+ fbs.resize(mainWindow->GetCount());
+
+ for(size_t i = 0; i < mainWindow->GetCount(); i++)
+ fbs[i] = createFramebuffer(vkh::FramebufferCreateInfo(
+ renderPass, {mainWindow->GetView(i), dsvview}, mainWindow->scissor.extent));
+
+ VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo(
+ {},
+ {
+ vkh::PushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(Vec4f) * 2),
+ }));
+
+ 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(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
+ CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
+ };
+
+ pipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE;
+ pipeCreateInfo.depthStencilState.depthWriteEnable = VK_TRUE;
+ pipeCreateInfo.depthStencilState.stencilTestEnable = VK_FALSE;
+ pipeCreateInfo.depthStencilState.back = pipeCreateInfo.depthStencilState.front;
+
+ VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
+
+ pipeCreateInfo.stages[0] = CompileShaderModule(common + "\n#define USE_POINTS\n" + vertex,
+ ShaderLang::glsl, ShaderStage::vert, "main"),
+ pipeCreateInfo.inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
+
+ VkPipeline pointspipe = createGraphicsPipeline(pipeCreateInfo);
+
+ pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {{0, 0, VK_VERTEX_INPUT_RATE_VERTEX}};
+
+ VkPipeline stride0pipe = createGraphicsPipeline(pipeCreateInfo);
+
+ AllocatedBuffer vb(this,
+ vkh::BufferCreateInfo(sizeof(test), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
+ VK_BUFFER_USAGE_TRANSFER_DST_BIT),
+ VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
+
+ vb.upload(test);
+
+ Vec4f cbufferdata[] = {
+ Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f),
+ Vec4f(-1.0f, -1.0f, 0.0f, 0.0f),
+ };
+
+ AllocatedBuffer cb(
+ this, vkh::BufferCreateInfo(sizeof(cbufferdata), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT |
+ VK_BUFFER_USAGE_TRANSFER_DST_BIT),
+ VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
+
+ cb.upload(cbufferdata);
+
+ while(Running())
+ {
+ VkCommandBuffer cmd = GetCommandBuffer();
+
+ vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
+
+ VkImage swapimg =
+ StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
+
+ vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL,
+ vkh::ClearColorValue(0.4f, 0.5f, 0.6f, 1.0f), 1,
+ vkh::ImageSubresourceRange());
+
+ vkCmdBeginRenderPass(
+ cmd, vkh::RenderPassBeginInfo(renderPass, fbs[mainWindow->imgIndex], mainWindow->scissor,
+ {{}, vkh::ClearValue(1.0f, 0)}),
+ VK_SUBPASS_CONTENTS_INLINE);
+
+ vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
+ vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(cbufferdata),
+ &cbufferdata);
+ vkCmdSetViewport(cmd, 0, 1, &mainWindow->viewport);
+ vkCmdSetScissor(cmd, 0, 1, &mainWindow->scissor);
+ vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
+
+ vkCmdDraw(cmd, 3, 1, 10, 0);
+
+ setMarker(cmd, "Quad");
+
+ vkCmdDraw(cmd, 6, 2, 0, 0);
+
+ setMarker(cmd, "Points");
+
+ vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pointspipe);
+
+ vkCmdDraw(cmd, 4, 1, 6, 0);
+
+ setMarker(cmd, "Stride 0");
+
+ vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, stride0pipe);
+
+ vkCmdDraw(cmd, 1, 1, 0, 0);
+
+ vkCmdEndRenderPass(cmd);
+
+ FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
+
+ vkEndCommandBuffer(cmd);
+
+ Submit(0, 1, {cmd});
+
+ Present();
+ }
+
+ return 0;
+ }
+};
+
+REGISTER_TEST();
diff --git a/util/test/rdtest/__init__.py b/util/test/rdtest/__init__.py
index a5fb09da4..a549272db 100644
--- a/util/test/rdtest/__init__.py
+++ b/util/test/rdtest/__init__.py
@@ -4,3 +4,4 @@ from .runner import *
from .analyse import *
from .testcase import *
from .shared.Texture_Zoo import *
+from .shared.Mesh_Zoo import *
diff --git a/util/test/rdtest/shared/Mesh_Zoo.py b/util/test/rdtest/shared/Mesh_Zoo.py
new file mode 100644
index 000000000..375a3b0e3
--- /dev/null
+++ b/util/test/rdtest/shared/Mesh_Zoo.py
@@ -0,0 +1,349 @@
+import renderdoc as rd
+import rdtest
+from typing import List, Tuple
+import time
+import os
+
+# Not a real test, re-used by API-specific tests
+class Mesh_Zoo():
+ def __init__(self):
+ self.out = None
+ self.cfg = rd.MeshDisplay()
+
+ def cache_output(self):
+ self.out.SetMeshDisplay(self.cfg)
+
+ self.out.Display()
+
+ pixels: bytes = self.out.ReadbackOutputTexture()
+ dim = self.out.GetDimensions()
+
+ pitch = dim[0]*3
+ self.rows = [pixels[row_start:row_start + pitch] for row_start in range(0, dim[1] * pitch, pitch)]
+
+ rdtest.png_save(rdtest.get_tmp_path('output.png'), self.rows, dim, False)
+
+ def find_draw(self, name):
+ draw = None
+
+ for d in self.controller.GetDrawcalls():
+ if name in d.name:
+ draw = d
+ break
+
+ if draw is None:
+ raise rdtest.TestFailureException("Couldn't find '{}' draw".format(name))
+
+ return draw
+
+ # To avoid needing to do image comparisons, we instead do quad region probes to see which colours are present. That
+ # way we can programmatically check that the wireframe we expect to be there, is there
+ def get_region_cols(self, region):
+ x0, y0, x1, y1 = region
+ cols = []
+ for y in range(y0, y1+1):
+ for x in range(x0, x1+1):
+ col = tuple(self.rows[y][x*3:x*3+3])
+
+ # skip pure gray, this comes from the checkerboard or frustum, all our lines and data are coloured
+ if col[0] == col[1] and col[1] == col[2]:
+ continue
+
+ if col not in cols:
+ cols.append(col)
+ return cols
+
+ def check_region(self, region, test):
+ colors = self.get_region_cols(region)
+
+ if not test(colors):
+ tmp_path = rdtest.get_tmp_path('output.png')
+ rdtest.png_save(tmp_path, self.rows, self.out.GetDimensions(), False)
+ raise rdtest.TestFailureException("Expected line segment wrong, colors: {}".format(colors), tmp_path)
+
+ def check_vertex(self, x, y, result):
+ pick = self.out.PickVertex(x, y)
+
+ if not rdtest.value_compare(result, pick):
+ raise rdtest.TestFailureException("When picking ({},{}) expected vertex {} in instance {}, but found {} in {}".format(x, y, result[0], result[1], pick[0], pick[1]))
+
+ rdtest.log.success("Picking {},{} returns vertex {} in instance {} as expected".format(x, y, result[0], result[1]))
+
+ def check_capture(self, capture_filename: str, controller: rd.ReplayController):
+ self.controller = controller
+
+ self.controller.SetFrameEvent(self.find_draw("Quad").next.eventId, False)
+
+ self.out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(200, 200),
+ rd.ReplayOutputType.Mesh)
+
+ self.cfg = rd.MeshDisplay()
+
+ cam: rd.Camera = rd.InitCamera(rd.CameraType.FPSLook)
+
+ cam.SetPosition(0, 0, 0)
+ cam.SetFPSRotation(0, 0, 0)
+
+ self.cfg.type = rd.MeshDataStage.VSOut
+ self.cfg.cam = cam
+
+ # Position is always first, so getting the postvs data will give us
+ inst0: rd.MeshFormat = self.controller.GetPostVSData(0, 0, self.cfg.type)
+ self.cfg.position = inst0
+
+ # Color is after position, float4 = 16 bytes
+ self.cfg.second = self.cfg.position
+ self.cfg.second.vertexByteOffset += 16
+
+ # Configure an ortho camera, even though we don't really have a camera
+ self.cfg.ortho = True
+ self.cfg.position.nearPlane = 1.0
+ self.cfg.position.farPlane = 100.0
+ self.cfg.aspect = 1.0
+ self.cfg.wireframeDraw = True
+ self.cfg.position.meshColor = rd.FloatVector(1.0, 0.0, 1.0, 1.0)
+
+ self.cache_output()
+
+ # We should have a single quad, check each outside edge and the inside diagonal.
+ # All these line segments should have some colors (not including the background checkerboard or the frustum)
+ self.check_region((55, 95, 65, 95), lambda x: x != []) # Left edge
+ self.check_region((85, 60, 85, 70), lambda x: x != []) # Top edge
+ self.check_region((105, 100, 115, 100), lambda x: x != []) # Right edge
+ self.check_region((90, 130, 90, 140), lambda x: x != []) # Bottom edge
+ self.check_region((65, 120, 75, 120), lambda x: x != []) # Bottom-Left of diagonal
+ self.check_region((105, 70, 110, 70), lambda x: x != []) # Top-right of diagonal
+
+ rdtest.log.success("Base rendering is as expected")
+
+ self.cfg.solidShadeMode = rd.SolidShade.Secondary
+ self.cfg.wireframeDraw = False
+
+ # allow for blending with white for the frustum
+ isred = lambda col: col[0] > col[1] and col[1] == col[2]
+ isgreen = lambda col: col[1] > col[0] and col[0] == col[2]
+ isblue = lambda col: col[2] > col[0] and col[0] == col[1]
+
+ isredgreen = lambda col: isred(col) or isgreen(col) or col[2] == 0
+
+ iscyan = lambda col: col[1] == col[2] and col[0] < col[1]
+
+ self.cache_output()
+
+ # The secondary color should be completely green
+ self.check_region((85, 70, 85, 125), lambda x: all([isgreen(i) for i in x]))
+ self.check_region((65, 100, 105, 100), lambda x: all([isgreen(i) for i in x]))
+ # this line segment isn't in the first instance
+ self.check_region((65, 55, 105, 55), lambda x: x == [])
+ # this line segment isn't in the second instance
+ self.check_region((65, 125, 105, 125), lambda x: all([isgreen(i) for i in x]))
+
+ rdtest.log.success("Secondary rendering of instance 0 is as expected")
+
+ # Out of bounds should look the same as without highlighting at all, check the corners are all still green
+ self.cfg.highlightVert = 9
+
+ self.cache_output()
+
+ self.check_region((55, 60, 65, 70), lambda x: all([isgreen(i) for i in x]))
+ self.check_region((105, 60, 115, 70), lambda x: all([isgreen(i) for i in x]))
+ self.check_region((55, 130, 65, 140), lambda x: all([isgreen(i) for i in x]))
+ self.check_region((105, 130, 115, 140), lambda x: all([isgreen(i) for i in x]))
+
+ vert_regions = [
+ (55, 60, 65, 70),
+ (110, 60, 120, 70),
+ (55, 130, 65, 140),
+
+ (110, 60, 120, 70),
+ (110, 130, 120, 140),
+ (55, 130, 65, 140),
+ ]
+
+ for vert in range(6):
+ self.cfg.highlightVert = vert
+
+ self.cache_output()
+
+ tri = int(vert / 3)
+
+ # Check that the triangle we're highlighting is red and the other is green
+ if tri == 0:
+ self.check_region((65, 75, 75, 85), lambda x: all([isred(i) for i in x]))
+ self.check_region((100, 115, 110, 125), lambda x: all([isgreen(i) for i in x]))
+ else:
+ self.check_region((65, 75, 75, 85), lambda x: all([isgreen(i) for i in x]))
+ self.check_region((100, 115, 110, 125), lambda x: all([isred(i) for i in x]))
+
+ # The corners that touch should be red and green - that is no other colours but red and green, but at least
+ # some red and some green
+ self.check_region((65, 115, 75, 125),
+ lambda x: all([isredgreen(i) for i in x]) and
+ any([isred(i) for i in x]) and
+ any([isgreen(i) for i in x]))
+
+ # check that there's blue in this vertex's region
+ self.check_region(vert_regions[vert], lambda x: any([isblue(i) for i in x]))
+
+ rdtest.log.success("Rendering of highlighted vertices is as expected")
+
+ self.cfg.highlightVert = rd.MeshDisplay.NoHighlight
+ inst1: rd.MeshFormat = self.controller.GetPostVSData(1, 0, self.cfg.type)
+
+ self.cfg.curInstance = 1
+ self.cfg.second.vertexResourceId = self.cfg.position.vertexResourceId = inst1.vertexResourceId
+ self.cfg.second.vertexByteOffset = self.cfg.position.vertexByteOffset = inst1.vertexByteOffset
+ self.cfg.second.vertexByteOffset += 16
+
+ self.cache_output()
+
+ # The secondary color should be completely cyan
+ self.check_region((85, 70, 85, 125), lambda x: all([iscyan(i) for i in x]))
+ self.check_region((65, 100, 105, 100), lambda x: all([iscyan(i) for i in x]))
+ # this line segment isn't in the first instance
+ self.check_region((65, 55, 105, 55), lambda x: all([iscyan(i) for i in x]))
+ # this line segment isn't in the second instance
+ self.check_region((65, 125, 105, 125), lambda x: x == [])
+
+ rdtest.log.success("Secondary rendering of instance 1 is as expected")
+
+ self.cfg.solidShadeMode = rd.SolidShade.NoSolid
+ self.cfg.showAllInstances = True
+
+ self.cache_output()
+
+ # wireframe for original quad should still be present
+ self.check_region((55, 95, 65, 95), lambda x: x != [])
+ self.check_region((85, 60, 85, 70), lambda x: x != [])
+ self.check_region((105, 100, 115, 100), lambda x: x != [])
+ self.check_region((90, 130, 90, 140), lambda x: x != [])
+ self.check_region((65, 120, 75, 120), lambda x: x != [])
+ self.check_region((105, 70, 110, 70), lambda x: x != [])
+
+ # But now we'll have an additional instance
+ self.check_region((75, 55, 85, 55), lambda x: x != [])
+ self.check_region((125, 85, 135, 85), lambda x: x != [])
+ self.check_region((105, 110, 105, 120), lambda x: x != [])
+
+ self.cfg.showWholePass = True
+
+ self.cache_output()
+
+ # same again
+ self.check_region((55, 95, 65, 95), lambda x: x != [])
+ self.check_region((85, 60, 85, 70), lambda x: x != [])
+ self.check_region((105, 100, 115, 100), lambda x: x != [])
+ self.check_region((90, 130, 90, 140), lambda x: x != [])
+ self.check_region((65, 120, 75, 120), lambda x: x != [])
+ self.check_region((105, 70, 110, 70), lambda x: x != [])
+ self.check_region((75, 55, 85, 55), lambda x: x != [])
+ self.check_region((125, 85, 135, 85), lambda x: x != [])
+ self.check_region((105, 110, 105, 120), lambda x: x != [])
+
+ # But now an extra previous draw
+ self.check_region((30, 105, 40, 105), lambda x: x != [])
+ self.check_region((50, 80, 50, 90), lambda x: x != [])
+ self.check_region((45, 130, 55, 130), lambda x: x != [])
+ self.check_region((30, 150, 40, 150), lambda x: x != [])
+
+ rdtest.log.success("Mesh rendering is as expected")
+
+ self.cfg.showWholePass = False
+ self.cfg.showAllInstances = False
+
+ # Go back to instance 0. We can ignore cfg.second now
+ self.cfg.curInstance = 0
+ self.cfg.position.vertexResourceId = inst0.vertexResourceId
+ self.cfg.position.vertexByteOffset = inst0.vertexByteOffset
+
+ self.cache_output()
+
+ # Just above top-left, no result
+ self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
+ # Just inside top-left, first vertex
+ self.check_vertex(65, 70, (0, 0))
+ # Outside top-right, inside the second instance, but because we only have one instance showing should return
+ # no result
+ self.check_vertex(115, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
+ self.check_vertex(80, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
+ # In the first triangle near the top right
+ self.check_vertex(105, 70, (1, 0))
+ # In the second triangle near the top right
+ self.check_vertex(110, 70, (3, 0))
+ # In the second triangle near the middle, would be in the second instance
+ self.check_vertex(95, 110, (4, 0))
+ # In the second triangle near the bottom right
+ self.check_vertex(110, 130, (4, 0))
+
+ rdtest.log.success("Instance 0 picking is as expected")
+
+ # if we look at only instance 1, the results should change
+ self.cfg.curInstance = 1
+ self.cfg.position.vertexResourceId = inst1.vertexResourceId
+ self.cfg.position.vertexByteOffset = inst1.vertexByteOffset
+
+ self.cache_output()
+
+ self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
+ self.check_vertex(65, 70, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
+ self.check_vertex(115, 60, (1, 1))
+ self.check_vertex(80, 60, (0, 1))
+ self.check_vertex(105, 70, (1, 1))
+ self.check_vertex(110, 70, (1, 1))
+ self.check_vertex(95, 110, (5, 1))
+ self.check_vertex(110, 130, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
+
+ rdtest.log.success("Instance 1 picking is as expected")
+
+ # Now look at both instances together, this goes 'in order' so if there is overlap the first instance wins
+ self.cfg.showAllInstances = True
+
+ self.cache_output()
+
+ self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
+ self.check_vertex(65, 70, (0, 0))
+ self.check_vertex(115, 60, (1, 1))
+ self.check_vertex(80, 60, (0, 1))
+ self.check_vertex(105, 70, (1, 0))
+ self.check_vertex(110, 70, (3, 0))
+ self.check_vertex(95, 110, (4, 0))
+ self.check_vertex(110, 130, (4, 0))
+
+ rdtest.log.success("Both instance picking is as expected")
+
+ self.controller.SetFrameEvent(self.find_draw("Points").next.eventId, False)
+
+ # Only one instance, just check we can see the points
+ self.cfg.curInstance = 0
+ self.cfg.position = self.controller.GetPostVSData(0, 0, self.cfg.type)
+ self.cfg.position.nearPlane = 1.0
+ self.cfg.position.farPlane = 100.0
+
+ self.cache_output()
+
+ # Picking points doesn't have any primitive, it should pick as long as it's close to the point
+ self.check_vertex(55, 60, (0, 0))
+ self.check_vertex(65, 70, (0, 0))
+
+ self.check_vertex(105, 65, (1, 0))
+ self.check_vertex(115, 135, (2, 0))
+ self.check_vertex(65, 130, (3, 0))
+ self.check_vertex(60, 125, (3, 0))
+
+ rdtest.log.success("Point picking is as expected")
+
+ self.controller.SetFrameEvent(self.find_draw("Stride 0").next.eventId, False)
+
+ self.cfg.position = self.controller.GetPostVSData(0, 0, self.cfg.type)
+ self.cfg.position.nearPlane = 1.0
+ self.cfg.position.farPlane = 100.0
+
+ self.cache_output()
+
+ # Stride of 0 is unusual but valid, ensure vertex picking still works
+ self.check_vertex(55, 60, (0, 0))
+ self.check_vertex(65, 70, (0, 0))
+
+ self.check_vertex(105, 65, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
+ self.check_vertex(115, 135, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
+
diff --git a/util/test/tests/D3D11/D3D11_Mesh_Zoo.py b/util/test/tests/D3D11/D3D11_Mesh_Zoo.py
new file mode 100644
index 000000000..18e9c6781
--- /dev/null
+++ b/util/test/tests/D3D11/D3D11_Mesh_Zoo.py
@@ -0,0 +1,13 @@
+import rdtest
+import renderdoc as rd
+
+
+class D3D11_Mesh_Zoo(rdtest.TestCase):
+ demos_test_name = 'D3D11_Mesh_Zoo'
+
+ def __init__(self):
+ rdtest.TestCase.__init__(self)
+ self.zoo_helper = rdtest.Mesh_Zoo()
+
+ def check_capture(self):
+ self.zoo_helper.check_capture(self.capture_filename, self.controller)
\ No newline at end of file
diff --git a/util/test/tests/D3D12/D3D12_Mesh_Zoo.py b/util/test/tests/D3D12/D3D12_Mesh_Zoo.py
new file mode 100644
index 000000000..24006c791
--- /dev/null
+++ b/util/test/tests/D3D12/D3D12_Mesh_Zoo.py
@@ -0,0 +1,13 @@
+import rdtest
+import renderdoc as rd
+
+
+class D3D12_Mesh_Zoo(rdtest.TestCase):
+ demos_test_name = 'D3D12_Mesh_Zoo'
+
+ def __init__(self):
+ rdtest.TestCase.__init__(self)
+ self.zoo_helper = rdtest.Mesh_Zoo()
+
+ def check_capture(self):
+ self.zoo_helper.check_capture(self.capture_filename, self.controller)
diff --git a/util/test/tests/GL/GL_Mesh_Zoo.py b/util/test/tests/GL/GL_Mesh_Zoo.py
new file mode 100644
index 000000000..0f24618b6
--- /dev/null
+++ b/util/test/tests/GL/GL_Mesh_Zoo.py
@@ -0,0 +1,13 @@
+import rdtest
+import renderdoc as rd
+
+
+class GL_Mesh_Zoo(rdtest.TestCase):
+ demos_test_name = 'GL_Mesh_Zoo'
+
+ def __init__(self):
+ rdtest.TestCase.__init__(self)
+ self.zoo_helper = rdtest.Mesh_Zoo()
+
+ def check_capture(self):
+ self.zoo_helper.check_capture(self.capture_filename, self.controller)
\ No newline at end of file
diff --git a/util/test/tests/Vulkan/VK_Mesh_Zoo.py b/util/test/tests/Vulkan/VK_Mesh_Zoo.py
new file mode 100644
index 000000000..cca27f9bb
--- /dev/null
+++ b/util/test/tests/Vulkan/VK_Mesh_Zoo.py
@@ -0,0 +1,13 @@
+import rdtest
+import renderdoc as rd
+
+
+class VK_Mesh_Zoo(rdtest.TestCase):
+ demos_test_name = 'VK_Mesh_Zoo'
+
+ def __init__(self):
+ rdtest.TestCase.__init__(self)
+ self.zoo_helper = rdtest.Mesh_Zoo()
+
+ def check_capture(self):
+ self.zoo_helper.check_capture(self.capture_filename, self.controller)