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https://github.com/baldurk/renderdoc.git
synced 2026-07-08 08:40:55 +00:00
Add test that verifies postvs data is correct with separable GS shaders
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@@ -171,6 +171,7 @@
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<ClCompile Include="gl\gl_multi_window.cpp" />
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<ClCompile Include="gl\gl_overlay_test.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_simple_triangle.cpp" />
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<ClCompile Include="gl\gl_spirv_shader.cpp" />
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<ClCompile Include="gl\gl_test.cpp" />
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@@ -243,6 +243,9 @@
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<ClCompile Include="gl\gl_mip_gen_rt.cpp">
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<Filter>OpenGL\demos</Filter>
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</ClCompile>
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<ClCompile Include="gl\gl_separable_geometry_shader.cpp">
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<Filter>OpenGL\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 +1,209 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2018 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* 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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struct GL_Separable_Geometry_Shaders : OpenGLGraphicsTest
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{
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static constexpr const char *Description =
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"Draws using geometry shadess and separable programs created with glCreateShaderProgramv";
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std::string common = R"EOSHADER(
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#version 420 core
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#define v2f v2f_block \
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{ \
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vec4 col; \
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vec4 uv; \
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}
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)EOSHADER";
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std::string vertex = R"EOSHADER(
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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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out v2f vertOut;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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void main()
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{
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gl_Position = vec4(Position.xyz, 1);
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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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std::string geom = R"EOSHADER(
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in v2f vertIn[3];
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out v2f vertOut;
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in gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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}
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gl_in[];
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 9) out;
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void main()
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{
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for(int i=0; i < 3; i++)
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{
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gl_Position = gl_in[i].gl_Position + vec4(0.7, 0.0, 0.0, 0.0);
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vertOut.col = vertIn[i].col;
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vertOut.uv = vertIn[i].uv;
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EmitVertex();
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}
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EndPrimitive();
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for(int i=0; i < 3; i++)
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{
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gl_Position = gl_in[i].gl_Position + vec4(-0.7, 0.0, 0.0, 0.0);
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vertOut.col = vec4(1.0)-vertIn[i].col;
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vertOut.uv = vertIn[i].uv;
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EmitVertex();
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}
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EndPrimitive();
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for(int i=0; i < 3; i++)
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{
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gl_Position = gl_in[i].gl_Position + vec4(0.0, 0.7, 0.0, 0.0);
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vertOut.col = vertIn[i].col.yzxw;
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vertOut.uv = vertIn[i].uv;
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EmitVertex();
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}
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EndPrimitive();
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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in v2f vertIn;
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layout(location = 0, index = 0) out vec4 Color;
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void main()
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{
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Color = vertIn.col;
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}
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)EOSHADER";
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int main(int argc, char **argv)
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{
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// initialise, create window, create context, etc
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if(!Init(argc, argv))
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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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std::string a = common + vertex;
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const char *str = a.c_str();
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GLuint vs = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &str);
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a = common + pixel;
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str = a.c_str();
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GLuint fs = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &str);
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a = common + geom;
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str = a.c_str();
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GLuint gs = glCreateShaderProgramv(GL_GEOMETRY_SHADER, 1, &str);
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GLint status = 0;
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char buffer[1024];
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glGetProgramiv(gs, GL_LINK_STATUS, &status);
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if(status == 0)
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{
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glGetProgramInfoLog(gs, 1024, NULL, buffer);
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TEST_ERROR("Link error: %s", buffer);
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}
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GLuint pipe = MakePipeline();
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glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs);
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glUseProgramStages(pipe, GL_GEOMETRY_SHADER_BIT, gs);
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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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glBindProgramPipeline(pipe);
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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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glDrawArrays(GL_TRIANGLES, 0, 3);
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Present();
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}
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glDeleteProgram(vs);
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glDeleteProgram(fs);
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glDeleteProgram(gs);
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return 0;
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}
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};
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REGISTER_TEST(GL_Separable_Geometry_Shaders);
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@@ -0,0 +1,82 @@
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import renderdoc as rd
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import rdtest
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class GL_Separable_Geometry_Shaders(rdtest.TestCase):
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def get_capture(self):
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return rdtest.run_and_capture("demos_x64", "GL_Separable_Geometry_Shaders", 5)
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def check_capture(self):
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draw = self.find_draw("Draw")
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self.controller.SetFrameEvent(draw.eventId, False)
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postvs_data = self.get_postvs(rd.MeshDataStage.VSOut, 0, draw.numIndices)
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postvs_ref = {
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0: {
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'vtx': 0,
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'idx': 0,
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'gl_Position': [-0.5, -0.5, 0.0, 1.0],
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'v2f_block.col': [1.0, 0.0, 0.0, 1.0],
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'v2f_block.uv': [0.0, 0.0, 0.0, 1.0],
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},
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1: {
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'vtx': 1,
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'idx': 1,
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'gl_Position': [0.0, 0.5, 0.0, 1.0],
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'v2f_block.col': [0.0, 1.0, 0.0, 1.0],
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'v2f_block.uv': [0.0, 1.0, 0.0, 1.0],
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},
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2: {
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'vtx': 2,
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'idx': 2,
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'gl_Position': [0.5, -0.5, 0.0, 1.0],
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'v2f_block.col': [0.0, 0.0, 1.0, 1.0],
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'v2f_block.uv': [1.0, 0.0, 0.0, 1.0],
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},
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}
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self.check_mesh_data(postvs_ref, postvs_data)
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postgs_data = self.get_postvs(rd.MeshDataStage.GSOut, 0, draw.numIndices*3)
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postgs_ref = {
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0: {
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'vtx': 0,
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'idx': 0,
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'gl_Position': [0.2, -0.5, 0.0, 1.0],
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'v2f_block.col': [1.0, 0.0, 0.0, 1.0],
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'v2f_block.uv': [0.0, 0.0, 0.0, 1.0],
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},
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1: {
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'vtx': 1,
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'idx': 1,
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'gl_Position': [0.7, 0.5, 0.0, 1.0],
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'v2f_block.col': [0.0, 1.0, 0.0, 1.0],
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'v2f_block.uv': [0.0, 1.0, 0.0, 1.0],
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},
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4: {
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'vtx': 4,
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'idx': 4,
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'gl_Position': [-0.7, 0.5, 0.0, 1.0],
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'v2f_block.col': [1.0, 0.0, 1.0, 0.0],
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'v2f_block.uv': [0.0, 1.0, 0.0, 1.0],
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},
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5: {
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'vtx': 5,
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'idx': 5,
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'gl_Position': [-0.2, -0.5, 0.0, 1.0],
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'v2f_block.col': [1.0, 1.0, 0.0, 0.0],
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'v2f_block.uv': [1.0, 0.0, 0.0, 1.0],
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},
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8: {
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'vtx': 8,
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'idx': 8,
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'gl_Position': [0.5, 0.2, 0.0, 1.0],
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'v2f_block.col': [0.0, 1.0, 0.0, 1.0],
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'v2f_block.uv': [1.0, 0.0, 0.0, 1.0],
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},
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}
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self.check_mesh_data(postgs_ref, postgs_data)
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