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Add success logs when each renderpass segment is verified
* It makes the log easier to read and so we know which part we're at if a pixel fails.
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@@ -32,6 +32,8 @@ class VK_Discard_Zoo(rdtest.Discard_Zoo):
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self.check_pixel_value(rpcol.resourceId, x, y, [0.0, 1.0, 0.0, 1.0])
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self.check_pixel_value(rpdepth.resourceId, x, y, [0.4, float(0x40)/float(255), 0.0, 1.0])
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rdtest.log.success("Values are correct before the renderpass")
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draw = self.find_draw("TestMiddle")
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self.controller.SetFrameEvent(draw.next.eventId, True)
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@@ -62,6 +64,8 @@ class VK_Discard_Zoo(rdtest.Discard_Zoo):
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middle_col_bytes = self.controller.GetTextureData(rpcol.resourceId, rd.Subresource())
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middle_depth_bytes = self.controller.GetTextureData(rpdepth.resourceId, rd.Subresource())
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rdtest.log.success("Values are correct in the middle of the renderpass")
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draw = self.find_draw("TestEnd")
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self.controller.SetFrameEvent(draw.next.eventId, True)
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@@ -89,6 +93,8 @@ class VK_Discard_Zoo(rdtest.Discard_Zoo):
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self.check_pixel_value(rpcol.resourceId, x, y, [0.0, 1.0, 0.0, 1.0])
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self.check_pixel_value(rpdepth.resourceId, x, y, [0.4, float(0x40)/float(255), 0.0, 1.0])
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rdtest.log.success("Values are correct after the renderpass")
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end_col_bytes = self.controller.GetTextureData(rpcol.resourceId, rd.Subresource())
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end_depth_bytes = self.controller.GetTextureData(rpdepth.resourceId, rd.Subresource())
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