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https://github.com/baldurk/renderdoc.git
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Add test that tries to stress reallocation/pool allocation of commands
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@@ -0,0 +1,195 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 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 "d3d12_test.h"
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#include <Psapi.h>
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RD_TEST(D3D12_List_Alloc_Tests, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests different edge cases of pooled list allocators to ensure we don't have use-after-free "
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"problems.";
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int main()
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{
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
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ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
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ID3D12RootSignaturePtr sig = MakeSig({});
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ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ID3D12CommandAllocatorPtr alloc1;
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CHECK_HR(dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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__uuidof(ID3D12CommandAllocator), (void **)&alloc1));
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ID3D12CommandAllocatorPtr alloc2;
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CHECK_HR(dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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__uuidof(ID3D12CommandAllocator), (void **)&alloc2));
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ID3D12GraphicsCommandListPtr list1 = GetCommandBuffer();
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ID3D12GraphicsCommandListPtr list2 = GetCommandBuffer();
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std::vector<D3D12_RESOURCE_BARRIER> barriers;
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barriers.resize(16 * 1024);
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for(D3D12_RESOURCE_BARRIER &b : barriers)
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b.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
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while(Running())
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{
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PROCESS_MEMORY_COUNTERS memInfo = {};
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if(GetProcessMemoryInfo(GetCurrentProcess(), &memInfo, sizeof(memInfo)))
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{
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if(memInfo.WorkingSetSize > 800 * 1024 * 1024)
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{
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TEST_ERROR("Too much memory allocated - leak detected");
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break;
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}
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}
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{
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// start from scratch
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alloc1->Reset();
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list1->Reset(alloc1, NULL);
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// record commands that are too large to be pooled
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for(int i = 0; i < 100; i++)
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list1->ResourceBarrier((UINT)barriers.size(), barriers.data());
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list1->Close();
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// reset the allocator
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alloc1->Reset();
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// use it for another list
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list2->Reset(alloc1, NULL);
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// record some dummy commands, overwriting the chunk from above with a non-external alloc
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for(int i = 0; i < 100; i++)
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list2->SetPipelineState(pso);
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list2->Close();
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// reset list1 with a different allocator to force it to free any stored chunks. Since we
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// trashed the chunks above after allocator reset, this won't correctly free the external
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// chunk
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list1->Reset(alloc2, NULL);
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list1->Close();
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// re-associate list2
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list2->Reset(alloc2, NULL);
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list2->Close();
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}
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{
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ID3D12CommandAllocatorPtr allocTmp;
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CHECK_HR(dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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__uuidof(ID3D12CommandAllocator), (void **)&allocTmp));
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list1->Reset(allocTmp, NULL);
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// record some simple dummy commands
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IASetVertexBuffer(list1, vb, sizeof(DefaultA2V), 0);
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list1->SetPipelineState(pso);
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list1->SetGraphicsRootSignature(sig);
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RSSetViewport(list1, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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RSSetScissorRect(list1, {0, 0, screenWidth, screenHeight});
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list1->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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list1->Close();
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// destroy the allocator now
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allocTmp = NULL;
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// the chunk memory is freed but may not be trashed yet. Serialise a big chunk to try and
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// overwrite it.
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list2->Reset(alloc2, NULL);
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// record commands that are too large to be pooled
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for(int i = 0; i < 10; i++)
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list2->ResourceBarrier((UINT)barriers.size(), barriers.data());
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list2->Close();
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alloc2->Reset();
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// check that resetting list1 works fine even after the backing for its stored chunks has
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// been released
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list1->Reset(alloc2, NULL);
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list1->Close();
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// re-associate list2
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list2->Reset(alloc2, NULL);
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list2->Close();
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}
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D12_CPU_DESCRIPTOR_HANDLE rtv =
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MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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cmd->SetPipelineState(pso);
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cmd->SetGraphicsRootSignature(sig);
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RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
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OMSetRenderTargets(cmd, {rtv}, {});
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cmd->DrawInstanced(3, 1, 0, 0);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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cmd->Close();
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Submit({cmd});
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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@@ -181,6 +181,7 @@
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<ClCompile Include="d3d12\d3d12_existing_heap.cpp" />
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<ClCompile Include="d3d12\d3d12_helpers.cpp" />
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<ClCompile Include="d3d12\d3d12_large_buffer.cpp" />
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<ClCompile Include="d3d12\d3d12_list_alloc_tests.cpp" />
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<ClCompile Include="d3d12\d3d12_list_types.cpp" />
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<ClCompile Include="d3d12\d3d12_mesh_zoo.cpp" />
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<ClCompile Include="d3d12\d3d12_overlay_test.cpp" />
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@@ -562,6 +562,9 @@
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<ClCompile Include="d3d12\d3d12_list_types.cpp">
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<Filter>D3D12\demos</Filter>
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</ClCompile>
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<ClCompile Include="d3d12\d3d12_list_alloc_tests.cpp">
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<Filter>D3D12\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 +1,24 @@
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import struct
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import math
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import renderdoc as rd
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import rdtest
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class D3D12_List_Alloc_Tests(rdtest.TestCase):
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demos_test_name = 'D3D12_List_Alloc_Tests'
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demos_frame_cap = 40
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def check_capture(self):
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draw = self.find_draw("Draw")
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self.check(draw is not None)
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draw = draw.next
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self.controller.SetFrameEvent(draw.eventId, False)
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pipe: rd.PipeState = self.controller.GetPipelineState()
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self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, 0.5, 0.5, [0.0, 1.0, 0.0, 1.0])
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rdtest.log.success("Captured loaded with color as expected")
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