Add test for mesh view - vertex picking and mesh rendering

This commit is contained in:
baldurk
2020-01-21 11:04:55 +00:00
parent 36e81aba5d
commit db0779e09b
13 changed files with 1294 additions and 0 deletions
+2
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@@ -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
+189
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@@ -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();
+209
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@@ -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();
+4
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@@ -134,6 +134,7 @@
<ClCompile Include="d3d11\d3d11_helpers.cpp" />
<ClCompile Include="d3d11\d3d11_many_rtvs.cpp" />
<ClCompile Include="d3d11\d3d11_map_overrun.cpp" />
<ClCompile Include="d3d11\d3d11_mesh_zoo.cpp" />
<ClCompile Include="d3d11\d3d11_midframe_create.cpp" />
<ClCompile Include="d3d11\d3d11_mip_gen_rt.cpp" />
<ClCompile Include="d3d11\d3d11_mip_rtv.cpp" />
@@ -160,6 +161,7 @@
<ClCompile Include="d3d11\d3d11_video_textures.cpp" />
<ClCompile Include="d3d12\d3d12_cbuffer_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_helpers.cpp" />
<ClCompile Include="d3d12\d3d12_mesh_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_overlay_test.cpp" />
<ClCompile Include="d3d12\d3d12_resource_lifetimes.cpp" />
<ClCompile Include="d3d12\d3d12_shader_editing.cpp" />
@@ -188,6 +190,7 @@
<ClCompile Include="gl\gl_entry_points.cpp" />
<ClCompile Include="gl\gl_large_bcn_arrays.cpp" />
<ClCompile Include="gl\gl_map_overrun.cpp" />
<ClCompile Include="gl\gl_mesh_zoo.cpp" />
<ClCompile Include="gl\gl_midframe_context_create.cpp" />
<ClCompile Include="gl\gl_mip_gen_rt.cpp" />
<ClCompile Include="gl\gl_multi_window.cpp" />
@@ -222,6 +225,7 @@
<ClCompile Include="test_common.cpp" />
<ClCompile Include="texture_zoo.cpp" />
<ClCompile Include="vk\vk_khr_buffer_address.cpp" />
<ClCompile Include="vk\vk_mesh_zoo.cpp" />
<ClCompile Include="vk\vk_parameter_zoo.cpp" />
<ClCompile Include="vk\vk_imageless_framebuffer.cpp" />
<ClCompile Include="vk\vk_image_layouts.cpp" />
+12
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@@ -382,6 +382,18 @@
<ClCompile Include="gl\gl_unshared_context.cpp">
<Filter>OpenGL\demos</Filter>
</ClCompile>
<ClCompile Include="d3d11\d3d11_mesh_zoo.cpp">
<Filter>D3D11\demos</Filter>
</ClCompile>
<ClCompile Include="d3d12\d3d12_mesh_zoo.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
<ClCompile Include="gl\gl_mesh_zoo.cpp">
<Filter>OpenGL\demos</Filter>
</ClCompile>
<ClCompile Include="vk\vk_mesh_zoo.cpp">
<Filter>Vulkan\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
+216
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@@ -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();
+260
View File
@@ -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<VkFramebuffer> 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();
+1
View File
@@ -4,3 +4,4 @@ from .runner import *
from .analyse import *
from .testcase import *
from .shared.Texture_Zoo import *
from .shared.Mesh_Zoo import *
+349
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@@ -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))
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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)
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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)
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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)
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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)