from __future__ import annotations from typing import Callable, List, Tuple import renderdoc as rd import rdtest Region = Tuple[int,int,int,int] Color = Tuple[int,int,int] ColorList = List[Color] ColorCheck = Callable[[Color], bool] ColorListCheck = Callable[[ColorList], bool] # Not a real test, re-used by API-specific tests class Mesh_Zoo(): def __init__(self): self.out: rd.ReplayOutput | None = None self.cfg = rd.MeshDisplay() def cache_output(self): self.out.SetMeshDisplay(self.cfg) self.out.Display() pixels = self.out.ReadbackOutputTexture() dim = self.out.GetDimensions() pitch = dim[0]*3 self.rows = [pixels[row_start:row_start + pitch] for row_start in range(0, dim[1] * pitch, pitch)] rdtest.png_save(rdtest.get_tmp_path('output.png'), self.rows, dim, False) def find_action(self, name: str): action = None for d in self.controller.GetRootActions(): if name in d.customName: action = d break if action is None: raise rdtest.TestFailureException(f"Couldn't find '{name}' action") return action # To avoid needing to do image comparisons, we instead do quad region probes to see which colours are present. That # way we can programmatically check that the wireframe we expect to be there, is there def get_region_cols(self, region: Region): x0, y0, x1, y1 = region cols: ColorList = [] for y in range(y0, y1+1): for x in range(x0, x1+1): px = self.rows[y][x*3:x*3+3] col = (px[0], px[1], px[2]) # skip pure gray, this comes from the checkerboard or frustum, all our lines and data are coloured if col[0] == col[1] and col[1] == col[2]: continue if col not in cols: cols.append(col) return cols def check_region(self, region: Region, test: ColorListCheck): colors = self.get_region_cols(region) if not test(colors): tmp_path = rdtest.get_tmp_path('output.png') rdtest.png_save(tmp_path, self.rows, self.out.GetDimensions(), False) raise rdtest.TestFailureException(f"Expected line segment wrong, colors: {colors}", tmp_path) def check_vertex(self, x: int, y: int, result: rdtest.VectorValue): pick = self.out.PickVertex(x, y) if not rdtest.value_compare(result, pick): raise rdtest.TestFailureException(f"When picking ({x},{y}) expected vertex {result[0]} in instance {result[1]}, but found {pick[0]} in {pick[1]}") rdtest.log.success(f"Picking {x},{y} returns vertex {result[0]} in instance {result[1]} as expected") def check_capture(self, capture_filename: str, test: rdtest.testcase.TestCase): self.test = test self.controller = test.controller self.test.set_event(self.find_action("Quad").nextAction.eventId, False) self.out = self.controller.CreateOutput( rd.CreateHeadlessWindowingData(200, 200), rd.ReplayOutputType.Mesh ) pipe = self.controller.GetPipelineState() self.cfg = rd.MeshDisplay() cam = rd.InitCamera(rd.CameraType.FPSLook) cam.SetPosition(0, 0, 0) cam.SetFPSRotation(0, 0, 0) self.cfg.type = rd.MeshDataStage.VSOut self.cfg.cam = cam # Position is always first, so getting the postvs data will give us inst0 = self.controller.GetPostVSData(0, 0, self.cfg.type) self.cfg.position = inst0 # after position we have float2 Color2 then float4 Color4 self.cfg.second = self.cfg.position self.cfg.second.vertexByteOffset += 16 self.cfg.second.vertexByteOffset += 8 if pipe.HasAlignedPostVSData(self.cfg.type): self.cfg.second.vertexByteOffset += 8 # Configure an ortho camera, even though we don't really have a camera self.cfg.ortho = True self.cfg.position.nearPlane = 1.0 self.cfg.position.farPlane = 100.0 self.cfg.aspect = 1.0 self.cfg.wireframeDraw = True self.cfg.position.meshColor = rd.FloatVector(1.0, 0.0, 1.0, 1.0) self.cache_output() # We should have a single quad, check each outside edge and the inside diagonal. # All these line segments should have some colors (not including the background checkerboard or the frustum) self.check_region((55, 95, 65, 95), lambda x: x != []) # Left edge self.check_region((85, 60, 85, 70), lambda x: x != []) # Top edge self.check_region((105, 100, 115, 100), lambda x: x != []) # Right edge self.check_region((90, 130, 90, 140), lambda x: x != []) # Bottom edge self.check_region((65, 120, 75, 120), lambda x: x != []) # Bottom-Left of diagonal self.check_region((105, 70, 110, 70), lambda x: x != []) # Top-right of diagonal rdtest.log.success("Base rendering is as expected") self.cfg.visualisationMode = rd.Visualisation.Secondary self.cfg.wireframeDraw = False # allow for blending with white for the frustum isred: ColorCheck = lambda col: col[0] > col[1] and col[1] == col[2] isgreen: ColorCheck = lambda col: col[1] > col[0] and col[0] == col[2] isblue: ColorCheck = lambda col: col[2] > col[0] and col[0] == col[1] isredgreen: ColorCheck = lambda col: isred(col) or isgreen(col) or col[2] == 0 isyellow: ColorCheck = lambda col: col[0] == col[1] and col[2] < col[1] self.cache_output() # The secondary color should be completely green self.check_region((85, 70, 85, 125), lambda x: all([isgreen(i) for i in x])) self.check_region((65, 100, 105, 100), lambda x: all([isgreen(i) for i in x])) # this line segment isn't in the first instance self.check_region((65, 55, 105, 55), lambda x: x == []) # this line segment isn't in the second instance self.check_region((65, 125, 105, 125), lambda x: all([isgreen(i) for i in x])) rdtest.log.success("Secondary rendering of instance 0 is as expected") # Out of bounds should look the same as without highlighting at all, check the corners are all still green self.cfg.highlightVert = 9 self.cache_output() self.check_region((55, 60, 65, 70), lambda x: all([isgreen(i) for i in x])) self.check_region((105, 60, 115, 70), lambda x: all([isgreen(i) for i in x])) self.check_region((55, 130, 65, 140), lambda x: all([isgreen(i) for i in x])) self.check_region((105, 130, 115, 140), lambda x: all([isgreen(i) for i in x])) vert_regions = [ (55, 60, 65, 70), (110, 60, 120, 70), (55, 130, 65, 140), (110, 60, 120, 70), (110, 130, 120, 140), (55, 130, 65, 140), ] for vert in range(6): self.cfg.highlightVert = vert self.cache_output() tri = int(vert / 3) # Check that the triangle we're highlighting is red and the other is green if tri == 0: self.check_region((65, 75, 75, 85), lambda x: all([isred(i) for i in x])) self.check_region((100, 115, 110, 125), lambda x: all([isgreen(i) for i in x])) else: self.check_region((65, 75, 75, 85), lambda x: all([isgreen(i) for i in x])) self.check_region((100, 115, 110, 125), lambda x: all([isred(i) for i in x])) # The corners that touch should be red and green - that is no other colours but red and green, but at least # some red and some green self.check_region((65, 115, 75, 125), lambda x: all([isredgreen(i) for i in x]) and any([isred(i) for i in x]) and any([isgreen(i) for i in x])) # check that there's blue in this vertex's region self.check_region(vert_regions[vert], lambda x: any([isblue(i) for i in x])) rdtest.log.success("Rendering of highlighted vertices is as expected") self.cfg.highlightVert = rd.MeshDisplay.NoHighlight # If we render from the float2 color we shouldn't get any blue self.cfg.second.vertexByteOffset = self.cfg.position.vertexByteOffset = inst0.vertexByteOffset self.cfg.second.vertexByteOffset += 16 self.cfg.second.format.compCount = 2 self.cache_output() # If we render from the float2 color we shouldn't get any blue since it's only a two-component value self.check_region((85, 70, 85, 125), lambda x: all([isredgreen(i) for i in x])) self.check_region((65, 100, 105, 100), lambda x: all([isredgreen(i) for i in x])) self.check_region((65, 55, 105, 55), lambda x: x == []) self.check_region((65, 125, 105, 125), lambda x: all([isredgreen(i) for i in x])) rdtest.log.success("Rendering of float2 color secondary in instance 0 is as expected") self.cfg.highlightVert = rd.MeshDisplay.NoHighlight inst1 = self.controller.GetPostVSData(1, 0, self.cfg.type) self.cfg.curInstance = 1 self.cfg.second.vertexResourceId = self.cfg.position.vertexResourceId = inst1.vertexResourceId self.cfg.second.vertexByteOffset = self.cfg.position.vertexByteOffset = inst1.vertexByteOffset self.cfg.second.vertexByteOffset += 16 self.cfg.second.vertexByteOffset += 8 if pipe.HasAlignedPostVSData(self.cfg.type): self.cfg.second.vertexByteOffset += 8 self.cache_output() # The secondary color should be completely yellow self.check_region((85, 70, 85, 125), lambda x: all([isyellow(i) for i in x])) self.check_region((65, 100, 105, 100), lambda x: all([isyellow(i) for i in x])) # this line segment isn't in the first instance self.check_region((65, 55, 105, 55), lambda x: all([isyellow(i) for i in x])) # this line segment isn't in the second instance self.check_region((65, 125, 105, 125), lambda x: x == []) rdtest.log.success("Secondary rendering of instance 1 is as expected") # If we render from the float2 color we shouldn't get any blue self.cfg.second.vertexByteOffset = self.cfg.position.vertexByteOffset = inst1.vertexByteOffset self.cfg.second.vertexByteOffset += 16 self.cfg.second.format.compCount = 2 self.cache_output() # If we render from the float2 color we shouldn't get any blue since it's only a two-component value self.check_region((85, 70, 85, 125), lambda x: all([isredgreen(i) for i in x])) self.check_region((65, 100, 105, 100), lambda x: all([isredgreen(i) for i in x])) self.check_region((65, 55, 105, 55), lambda x: all([isredgreen(i) for i in x])) self.check_region((65, 125, 105, 125), lambda x: x == []) rdtest.log.success("Rendering of float2 color secondary in instance 1 is as expected") self.cfg.visualisationMode = rd.Visualisation.NoSolid self.cfg.showAllInstances = True self.cache_output() # wireframe for original quad should still be present self.check_region((55, 95, 65, 95), lambda x: x != []) self.check_region((85, 60, 85, 70), lambda x: x != []) self.check_region((105, 100, 115, 100), lambda x: x != []) self.check_region((90, 130, 90, 140), lambda x: x != []) self.check_region((65, 120, 75, 120), lambda x: x != []) self.check_region((105, 70, 110, 70), lambda x: x != []) # But now we'll have an additional instance self.check_region((75, 55, 85, 55), lambda x: x != []) self.check_region((125, 85, 135, 85), lambda x: x != []) self.check_region((105, 110, 105, 120), lambda x: x != []) self.cfg.showWholePass = True self.cache_output() # same again self.check_region((55, 95, 65, 95), lambda x: x != []) self.check_region((85, 60, 85, 70), lambda x: x != []) self.check_region((105, 100, 115, 100), lambda x: x != []) self.check_region((90, 130, 90, 140), lambda x: x != []) self.check_region((65, 120, 75, 120), lambda x: x != []) self.check_region((105, 70, 110, 70), lambda x: x != []) self.check_region((75, 55, 85, 55), lambda x: x != []) self.check_region((125, 85, 135, 85), lambda x: x != []) self.check_region((105, 110, 105, 120), lambda x: x != []) # But now an extra previous action self.check_region((30, 105, 40, 105), lambda x: x != []) self.check_region((50, 80, 50, 90), lambda x: x != []) self.check_region((45, 130, 55, 130), lambda x: x != []) self.check_region((30, 150, 40, 150), lambda x: x != []) rdtest.log.success("Mesh rendering is as expected") self.cfg.showWholePass = False self.cfg.showAllInstances = False # Go back to instance 0. We can ignore cfg.second now self.cfg.curInstance = 0 self.cfg.position.vertexResourceId = inst0.vertexResourceId self.cfg.position.vertexByteOffset = inst0.vertexByteOffset self.cache_output() # Just above top-left, no result self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) # Just inside top-left, first vertex self.check_vertex(65, 70, (0, 0)) # Outside top-right, inside the second instance, but because we only have one instance showing should return # no result self.check_vertex(115, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.check_vertex(80, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) # In the first triangle near the top right self.check_vertex(105, 70, (1, 0)) # In the second triangle near the top right self.check_vertex(110, 70, (3, 0)) # In the second triangle near the middle, would be in the second instance self.check_vertex(95, 110, (4, 0)) # In the second triangle near the bottom right self.check_vertex(110, 130, (4, 0)) rdtest.log.success("Instance 0 picking is as expected") # if we look at only instance 1, the results should change self.cfg.curInstance = 1 self.cfg.position.vertexResourceId = inst1.vertexResourceId self.cfg.position.vertexByteOffset = inst1.vertexByteOffset self.cache_output() self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.check_vertex(65, 70, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.check_vertex(115, 60, (1, 1)) self.check_vertex(80, 60, (0, 1)) self.check_vertex(105, 70, (1, 1)) self.check_vertex(110, 70, (1, 1)) self.check_vertex(95, 110, (5, 1)) self.check_vertex(110, 130, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) rdtest.log.success("Instance 1 picking is as expected") # Now look at both instances together, this goes 'in order' so if there is overlap the first instance wins self.cfg.showAllInstances = True self.cache_output() self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.check_vertex(65, 70, (0, 0)) self.check_vertex(115, 60, (1, 1)) self.check_vertex(80, 60, (0, 1)) self.check_vertex(105, 70, (1, 0)) self.check_vertex(110, 70, (3, 0)) self.check_vertex(95, 110, (4, 0)) self.check_vertex(110, 130, (4, 0)) rdtest.log.success("Both instance picking is as expected") self.test.set_event(self.find_action("Points").nextAction.eventId, False) # Only one instance, just check we can see the points self.cfg.curInstance = 0 self.cfg.position = self.controller.GetPostVSData(0, 0, self.cfg.type) self.cfg.position.nearPlane = 1.0 self.cfg.position.farPlane = 100.0 self.cache_output() # Picking points doesn't have any primitive, it should pick as long as it's close to the point self.check_vertex(55, 60, (0, 0)) self.check_vertex(65, 70, (0, 0)) self.check_vertex(105, 65, (1, 0)) self.check_vertex(115, 135, (2, 0)) self.check_vertex(65, 130, (3, 0)) self.check_vertex(60, 125, (3, 0)) rdtest.log.success("Point picking is as expected") self.cfg.highlightVert = rd.MeshDisplay.NoHighlight self.cfg.visualisationMode = rd.Visualisation.Solid self.cache_output() self.cfg.visualisationMode = rd.Visualisation.Lit self.cache_output() rdtest.log.success("Point solid and lit rendering works as expected") self.test.set_event(self.find_action("Lines").nextAction.eventId, False) self.cache_output() self.cfg.visualisationMode = rd.Visualisation.Lit self.cache_output() rdtest.log.success("Lines solid and lit rendering works as expected") self.test.set_event(self.find_action("Stride 0").nextAction.eventId, False) self.cfg.position = self.controller.GetPostVSData(0, 0, self.cfg.type) self.cfg.position.nearPlane = 1.0 self.cfg.position.farPlane = 100.0 self.cache_output() # Stride of 0 is unusual but valid, ensure vertex picking still works self.check_vertex(55, 60, (0, 0)) self.check_vertex(65, 70, (0, 0)) self.check_vertex(105, 65, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.check_vertex(115, 135, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.test.set_event(self.find_action("Empty").nextAction.eventId, False) self.cfg.position = self.controller.GetPostVSData(0, 0, self.cfg.type) self.cfg.position.nearPlane = 1.0 self.cfg.position.farPlane = 100.0 self.cache_output() self.check_vertex(105, 65, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.check_vertex(115, 135, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) rdtest.log.success("Picking in empty draw is as expected")