import copy import rdtest import renderdoc as rd from typing import Tuple class VK_Shader_Editing(rdtest.TestCase): demos_test_name = 'VK_Shader_Editing' def check_capture(self): eid = self.find_draw("Draw 1").next.eventId self.controller.SetFrameEvent(eid, False) pipe: rd.PipeState = self.controller.GetPipelineState() fsrefl1: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment) eid = self.find_draw("Draw 2").next.eventId self.controller.SetFrameEvent(eid, False) pipe: rd.PipeState = self.controller.GetPipelineState() fsrefl2: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Fragment) vsrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Vertex) tex: rd.ResourceId = pipe.GetOutputTargets()[0].resourceId # Both triangles should be green self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0]) rdtest.log.success("Values are as expected initially") source: str = fsrefl1.debugInfo.files[0].contents.replace('#if 1', '#if 0') newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fsrefl1.entryPoint, rd.ShaderEncoding.GLSL, bytes(source, 'UTF-8'), rd.ShaderCompileFlags(), rd.ShaderStage.Fragment) if len(newShader[1]) != 0: raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) FS1 = newShader[0] source: str = fsrefl2.debugInfo.files[0].contents.replace('#if 1', '#if 0') newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(fsrefl2.entryPoint, rd.ShaderEncoding.GLSL, bytes(source, 'UTF-8'), rd.ShaderCompileFlags(), rd.ShaderStage.Fragment) if len(newShader[1]) != 0: raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) FS2 = newShader[0] source: str = vsrefl.debugInfo.files[0].contents.replace('Position.xyz', 'Position.xyz+vec3(1.0)') newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint, rd.ShaderEncoding.GLSL, bytes(source, 'UTF-8'), rd.ShaderCompileFlags(), rd.ShaderStage.Vertex) if len(newShader[1]) != 0: raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) offsetVS = newShader[0] source: bytes = vsrefl.rawBytes newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint, vsrefl.encoding, source, rd.ShaderCompileFlags(), rd.ShaderStage.Vertex) if len(newShader[1]) != 0: raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1])) nochangeVS = newShader[0] # Edit both fragment shaders self.controller.ReplaceResource(fsrefl1.resourceId, FS1) self.controller.ReplaceResource(fsrefl2.resourceId, FS2) # Refresh the replay if it didn't happen already self.controller.SetFrameEvent(eid, True) # Triangles have green and blue channel self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0]) rdtest.log.success("Values are as expected after fragment editing") # Now "edit" the VS but don't change it. We should still get the same values self.controller.ReplaceResource(vsrefl.resourceId, nochangeVS) self.controller.SetFrameEvent(eid, True) # Triangles have green and blue channel self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0]) rdtest.log.success("Values are as expected after no-op vertex editing") # Change the VS to one that has offset the triangles off-centre self.controller.ReplaceResource(vsrefl.resourceId, offsetVS) self.controller.SetFrameEvent(eid, True) # Original sample positions are now the clear color self.check_pixel_value(tex, 0.25, 0.5, [0.2, 0.2, 0.2, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.2, 0.2, 0.2, 1.0]) # Triangles have green and blue channel self.check_pixel_value(tex, 0.45, 0.95, [0.0, 1.0, 1.0, 1.0]) self.check_pixel_value(tex, 0.95, 0.95, [0.0, 1.0, 1.0, 1.0]) rdtest.log.success("Values are as expected after offset vertex editing") # Now undo the first FS edit self.controller.RemoveReplacement(fsrefl1.resourceId) self.controller.SetFrameEvent(eid, True) # Original sample positions are still the clear color self.check_pixel_value(tex, 0.25, 0.5, [0.2, 0.2, 0.2, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.2, 0.2, 0.2, 1.0]) # The right triangle is the edited colour, the other two have reverted to green channel only self.check_pixel_value(tex, 0.45, 0.95, [0.0, 1.0, 0.0, 1.0]) self.check_pixel_value(tex, 0.95, 0.95, [0.0, 1.0, 1.0, 1.0]) rdtest.log.success("Values are as expected after removing first fragment edit") # Now undo the first VS edit self.controller.RemoveReplacement(vsrefl.resourceId) self.controller.SetFrameEvent(eid, True) # The right triangle is the edited colour, but they are back in the original positions self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0]) rdtest.log.success("Values are as expected after removing vertex edit") # finally undo the second FS edit self.controller.RemoveReplacement(fsrefl2.resourceId) self.controller.SetFrameEvent(eid, True) # We should be back to where we started self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0]) self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0]) rdtest.log.success("Values are as expected after removing all edits") self.controller.FreeTargetResource(nochangeVS) self.controller.FreeTargetResource(offsetVS) self.controller.FreeTargetResource(FS1) self.controller.FreeTargetResource(FS2)