This test renders a small triangle that casts a shadow from a point light, onto a larger triangle. The test runner then checks that various pixels in the final output are the correct colour.
There is also an arbitrary AS copy in the render loop just to hit more API coverage when manually capturing, but the test runner doesn't check its output.
Core test work originally done by martyn.jacques@arm.com
* This requires setting vmaBDA to true, which is opt-in as it applies
universally to all memory allocations in the test. We don't know if there are
driver impacts from enabling BDA and it may also mess with our tests.
* Apparently the spec allows drivers to do extremely stupid things with
swapchain images and return them even when it's not valid for you to use them
yet because last frame's work to the image is still ongoing, which leads to a
validation warning about using a semaphore when it might technically still be
in flight.
* To get around this because AcquireNextImage doesn't actually block until an
image is ready inspite of having a timeout and being expected to return a
usable image it doesn't, we use a manual fence to do what AcquireNextImage
should be doing.
Do not pixel debug on an unknown primitive ID (-1)
Allow pixel debug and vertex debug on non-drawcall actions which have non-zero drawIndex i.e. Indirect draws
* With only a single semaphore we can only have one frame in flight and get
validation layer messages if we run faster than that and re-use the
renderStartSemaphore before the previous frame has completed.
Vertex shader output Red for view 0, Green for view 1, fragment shader does not use viewIndex.
Fragment shader output Red for view 0, Green for view 1, vertex shader does not use viewIndex.
Geometry shader output Red for view 0, Green for view 1, vertex and fragment shader do not use viewIndex.
Python checks vertex and pixel shader debug output against replay rendering output
DebugShaderInputs struct contains existing the parameters:
sample
primitive
and a new parameter
view
Default constructor for DebugShaderInputs sets the parameters to NoPreference (~0U).