import copy import rdtest import renderdoc as rd class VK_Dynamic_Rendering(rdtest.TestCase): demos_test_name = 'VK_Dynamic_Rendering' def check_capture(self): out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture) for cmdLevel in [0, 1]: action = self.find_action("Draw {}".format(cmdLevel)).next self.check(action is not None) self.controller.SetFrameEvent(action.eventId, False) postgs_data = self.get_postvs(action, rd.MeshDataStage.GSOut, 0, action.numIndices) postgs_ref = { 0: { 'vtx': 0, 'idx': 0, 'gl_Position': [-0.5, 0.5, 0.0, 1.0], 'gout.pos': [-0.5, 0.5, 0.0, 1.0], 'gout.col': [0.0, 1.0, 0.0, 1.0], 'gout.uv': [0.0, 0.0, 0.0, 1.0], }, 1: { 'vtx': 1, 'idx': 1, 'gl_Position': [0.0, -0.5, 0.0, 1.0], 'gout.pos': [0.0, -0.5, 0.0, 1.0], 'gout.col': [0.0, 1.0, 0.0, 1.0], 'gout.uv': [0.0, 1.0, 0.0, 1.0], }, 2: { 'vtx': 2, 'idx': 2, 'gl_Position': [0.5, 0.5, 0.0, 1.0], 'gout.pos': [0.5, 0.5, 0.0, 1.0], 'gout.col': [0.0, 1.0, 0.0, 1.0], 'gout.uv': [1.0, 0.0, 0.0, 1.0], }, } self.check_mesh_data(postgs_ref, postgs_data) rdtest.log.success('Mesh data is as expected') self.check_triangle() rdtest.log.success('Triangle is as expected') pipe = self.controller.GetPipelineState() vkpipe = self.controller.GetVulkanPipelineState() access = pipe.GetDescriptorAccess() # only expect two accesses, the buffer we actually use and the push constants if len(access) != 2: raise rdtest.TestFailureException("Only expected two descriptor accesses, but saw {}".format( len(access))) if not (rd.DescriptorType.ReadWriteBuffer, 0, 17) in [(a.type, a.index, a.arrayElement) for a in access]: raise rdtest.TestFailureException( f"Graphics bind 0[17] isn't the accessed RW buffer descriptor {str(rd.DumpObject(access))}") if len(vkpipe.graphics.descriptorSets) != 1: raise rdtest.TestFailureException("Wrong number of sets is bound: {}, not 1".format( len(vkpipe.graphics.descriptorSets))) rdtest.log.success("Dynamic usage is as expected") tex = rd.TextureDisplay() tex.overlay = rd.DebugOverlay.Drawcall tex.resourceId = vkpipe.currentPass.framebuffer.attachments[0].resource out.SetTextureDisplay(tex) out.Display() overlay_id = out.GetDebugOverlayTexID() x = int(vkpipe.viewportScissor.viewportScissors[0].vp.width / 2) y = int(vkpipe.viewportScissor.viewportScissors[0].vp.height / 2) self.check_pixel_value(overlay_id, x, y, [0.8, 0.1, 0.8, 1.0], eps=1.0 / 256.0) self.check_pixel_value(overlay_id, x // 10, y // 10, [0.0, 0.0, 0.0, 0.5], eps=1.0 / 256.0) out.Shutdown()