import renderdoc as rd import rdtest class GL_Separable_Geometry_Shaders(rdtest.TestCase): demos_test_name = 'GL_Separable_Geometry_Shaders' def check_capture(self): action = self.find_action("Draw") self.controller.SetFrameEvent(action.eventId, False) postvs_data = self.get_postvs(action, rd.MeshDataStage.VSOut, 0, action.numIndices) postvs_ref = { 0: { 'vtx': 0, 'idx': 0, 'gl_Position': [-0.5, -0.5, 0.0, 1.0], 'v2f_block.col': [0.0, 1.0, 0.0, 1.0], 'v2f_block.uv': [0.0, 0.0, 0.0, 1.0], }, 1: { 'vtx': 1, 'idx': 1, 'gl_Position': [0.0, 0.5, 0.0, 1.0], 'v2f_block.col': [0.0, 1.0, 0.0, 1.0], 'v2f_block.uv': [0.0, 1.0, 0.0, 1.0], }, 2: { 'vtx': 2, 'idx': 2, 'gl_Position': [0.5, -0.5, 0.0, 1.0], 'v2f_block.col': [0.0, 1.0, 0.0, 1.0], 'v2f_block.uv': [1.0, 0.0, 0.0, 1.0], }, } self.check_mesh_data(postvs_ref, postvs_data) postgs_data = self.get_postvs(action, rd.MeshDataStage.GSOut, 0, action.numIndices*3) postgs_ref = { 0: { 'vtx': 0, 'idx': 0, 'gl_Position': [0.2, -0.5, 0.0, 1.0], 'v2f_block.col': [0.0, 1.0, 0.0, 1.0], 'v2f_block.uv': [0.0, 0.0, 0.0, 1.0], }, 1: { 'vtx': 1, 'idx': 1, 'gl_Position': [0.7, 0.5, 0.0, 1.0], 'v2f_block.col': [0.0, 1.0, 0.0, 1.0], 'v2f_block.uv': [0.0, 1.0, 0.0, 1.0], }, 4: { 'vtx': 4, 'idx': 4, 'gl_Position': [-0.7, 0.5, 0.0, 1.0], 'v2f_block.col': [1.0, 0.0, 1.0, 0.0], 'v2f_block.uv': [0.0, 1.0, 0.0, 1.0], }, 5: { 'vtx': 5, 'idx': 5, 'gl_Position': [-0.2, -0.5, 0.0, 1.0], 'v2f_block.col': [1.0, 0.0, 1.0, 0.0], 'v2f_block.uv': [1.0, 0.0, 0.0, 1.0], }, 8: { 'vtx': 8, 'idx': 8, 'gl_Position': [0.5, 0.2, 0.0, 1.0], 'v2f_block.col': [1.0, 0.0, 0.0, 1.0], 'v2f_block.uv': [1.0, 0.0, 0.0, 1.0], }, } self.check_mesh_data(postgs_ref, postgs_data) pipe: rd.PipeState = self.controller.GetPipelineState() rt = pipe.GetOutputTargets()[0].resource 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()