mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-05 01:20:42 +00:00
Test overlay rendering with separable shader programs
This commit is contained in:
@@ -82,7 +82,30 @@ class GL_Separable_Geometry_Shaders(rdtest.TestCase):
|
||||
|
||||
pipe: rd.PipeState = self.controller.GetPipelineState()
|
||||
|
||||
out = pipe.GetOutputTargets()[0].resourceId
|
||||
self.check_pixel_value(out, 0.5, 0.1, [1.0, 0.0, 0.0, 1.0])
|
||||
self.check_pixel_value(out, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0])
|
||||
self.check_pixel_value(out, 0.25, 0.5, [1.0, 0.0, 1.0, 0.0])
|
||||
rt = pipe.GetOutputTargets()[0].resourceId
|
||||
self.check_pixel_value(rt, 0.5, 0.1, [1.0, 0.0, 0.0, 1.0])
|
||||
self.check_pixel_value(rt, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0])
|
||||
self.check_pixel_value(rt, 0.25, 0.5, [1.0, 0.0, 1.0, 0.0])
|
||||
|
||||
out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
|
||||
|
||||
tex = rd.TextureDisplay()
|
||||
tex.resourceId = rt
|
||||
tex.overlay = rd.DebugOverlay.Drawcall
|
||||
out.SetTextureDisplay(tex)
|
||||
out.Display()
|
||||
|
||||
eps = 1.0 / 256.0
|
||||
|
||||
overlay_id: rd.ResourceId = out.GetDebugOverlayTexID()
|
||||
|
||||
self.check_pixel_value(overlay_id, 200, 100, [0.8, 0.1, 0.8, 1.0], eps=eps)
|
||||
self.check_pixel_value(overlay_id, 50, 150, [0.8, 0.1, 0.8, 1.0], eps=eps)
|
||||
self.check_pixel_value(overlay_id, 350, 150, [0.8, 0.1, 0.8, 1.0], eps=eps)
|
||||
|
||||
self.check_pixel_value(overlay_id, 200, 150, [0.0, 0.0, 0.0, 0.5], eps=eps)
|
||||
self.check_pixel_value(overlay_id, 200, 225, [0.0, 0.0, 0.0, 0.5], eps=eps)
|
||||
self.check_pixel_value(overlay_id, 75, 50, [0.0, 0.0, 0.0, 0.5], eps=eps)
|
||||
self.check_pixel_value(overlay_id, 350, 50, [0.0, 0.0, 0.0, 0.5], eps=eps)
|
||||
|
||||
out.Shutdown()
|
||||
|
||||
Reference in New Issue
Block a user