Files
renderdoc/util/test/demos/test_common.cpp
T
baldurk 510d16d900 Report more accurate data for Pixel history with discards & fragments
* For draws where some fragments discard, D3D12 & Vulkan currently can't
  distinguish which specific fragments did and didn't discard because they're
  processed batched in separate callbacks rather than incrementally like D3D11 &
  GL which can track a discarded offset by doing one stencil count at a time.
  This means we can't get primitive information or ordering, we only get a list
  of the passing fragments and a set of failing fragments.
* Note that on all APIs we also can't distinguish when instancing is present,
  because there could be multiple "identical" primitives from different
  primitives, some of which discard and some don't.
2026-09-15 17:00:54 +01:00

930 lines
30 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2026 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "test_common.h"
#include <stdarg.h>
#include <stdio.h>
#include <algorithm>
const DefaultA2V DefaultTri[3] = {
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
/* XPM */
const char *SmileyTexture[63] = {
/* columns rows colors chars-per-pixel */
"48 48 14 1 ", " c #000017", ". c #FF0017", "X c #FF735C", "o c #00FF17", "O c #FF8B5C",
"+ c #D0B95C", "@ c #E7A25C", "# c #B9D05C", "$ c #8BFF45", "% c #A2E745", "& c #A2FF45",
"* c #A2E75C", "= c #1700FF", "- c #B9FFFF",
/* pixels */
"------------------------------------------------",
"------------------------------------------------",
"------------------------------------------------",
"------------------------------------------------",
"------------------------------------------------",
"--------------------- ---------------------",
"----------------- -----------------",
"--------------- XOOOOOOO@@ ---------------",
"------------- XXXOOOOOO@@@@@@@ -------------",
"------------ XXXOOOOOO@@@@@@@@@ ------------",
"----------- XXXXOOOOOO@@@@@@@@@@++ -----------",
"---------- XXXXOOOOOO@@@@@@@@@@++++ ----------",
"--------- XXXXOOOOOO@@@@@@@@@@++++++ ---------",
"-------- XXXXOOOOOO@@@@@@@@@++++++++# --------",
"-------- XXXOOOOOO@@@@@@@@@++++++++## --------",
"------- XXXOOOOOO@@@@@@@@@++++++++#### -------",
"------- XXOOOOO...@@@@@@@@+++++ooo###### -------",
"------ XOOOOO.....@@@@@@+++++ooooo##### ------",
"------ OOOOOO.....@@@@@++++++ooooo##### ------",
"------ OOOOOOO.....@@@@+++++++ooooo####%% ------",
"------ OOOOOO@.....@@@++++++++ooooo###%%* ------",
"----- OOOOO@@.....@@++++++++#ooooo##%%*% -----",
"----- OOOO@@@@...@@++++++++###ooo##%%*%% -----",
"----- OOO@@@@@@@@@++++++++########%%*%%% -----",
"----- O@@@@@@@@@@++++++++########%%*%%%% -----",
"----- @@@@@@@@@@++++++++########%%*%%%%% -----",
"----- @@@@@@@@@++++++++########%%*%%%%%& -----",
"------ @@@@@@@@++++++++########%%*%%%%%&& ------",
"------ @@@@==+++++++++########%%*%%==%&&& ------",
"------ @@@===+++++++########%%*%%===&&& ------",
"------ @@@+===+++++########%%*%%%==&&&$ ------",
"------- @@+++===+++#######%%%*%%%==&&&$$ -------",
"------- +++++===+#######%%%*%%%==&&&$$ -------",
"-------- +++++===######%%%%%%%===&&$$ --------",
"-------- +++++#====###%%*%%%====&&$$$ --------",
"--------- +++####===#%%*%%%====&&$$$ ---------",
"---------- +######===========&&&$$$ ----------",
"----------- #######%=======&&&&$$$ -----------",
"------------ ####%%*%%%%%&&&&$$ ------------",
"------------- ##%%*%%%%%&&&&$$ -------------",
"--------------- *%%%%%&&&& ---------------",
"----------------- -----------------",
"--------------------- ---------------------",
"------------------------------------------------",
"------------------------------------------------",
"------------------------------------------------",
"------------------------------------------------",
"------------------------------------------------"};
// since tolower is int -> int, this warns below. make a char -> char alternative
char toclower(char c)
{
return (char)tolower(c);
}
char tocupper(char c)
{
return (char)toupper(c);
}
uint16_t MakeHalf(float f)
{
bool sign = f < 0.0f;
f = sign ? -f : f;
if(f < 1e-15f)
return 0;
int exp;
f = frexpf(f, &exp);
uint32_t mantissa;
memcpy(&mantissa, &f, sizeof(mantissa));
mantissa = (mantissa & 0x007fffff) >> 13;
uint16_t ret = mantissa & 0x3ff;
ret |= ((exp + 14) << 10);
if(sign)
ret |= 0x8000;
return ret;
}
std::string strlower(const std::string &str)
{
std::string newstr(str);
std::transform(newstr.begin(), newstr.end(), newstr.begin(), toclower);
return newstr;
}
std::string strupper(const std::string &str)
{
std::string newstr(str);
std::transform(newstr.begin(), newstr.end(), newstr.begin(), tocupper);
return newstr;
}
std::string trim(const std::string &str)
{
const char *whitespace = "\t \n\r";
size_t start = str.find_first_not_of(whitespace);
size_t end = str.find_last_not_of(whitespace);
// no non-whitespace characters, return the empty string
if(start == std::string::npos)
return "";
// searching from the start found something, so searching from the end must have too.
return str.substr(start, end - start + 1);
}
static char printBuf[4096] = {};
static FILE *logFile = NULL;
#if defined(ANDROID)
#include <android/log.h>
#endif
static bool debugLogEnabled = true;
void SetDebugLogEnabled(bool enabled)
{
debugLogEnabled = enabled;
}
void DebugPrint(const char *fmt, ...)
{
if(!debugLogEnabled)
return;
va_list args;
va_start(args, fmt);
vsnprintf(printBuf, 4095, fmt, args);
va_end(args);
fputs(printBuf, stdout);
fflush(stdout);
if(logFile)
{
fputs(printBuf, logFile);
fflush(logFile);
}
#if defined(WIN32)
OutputDebugStringA(printBuf);
#endif
#if defined(ANDROID)
__android_log_print(ANDROID_LOG_DEBUG, "rd_demos", "%s", printBuf);
#endif
}
void OutputPrint(const char *fmt, ...)
{
va_list args;
va_start(args, fmt);
vsnprintf(printBuf, 4095, fmt, args);
va_end(args);
fputs(printBuf, stdout);
fflush(stdout);
if(logFile)
{
fputs(printBuf, logFile);
fflush(logFile);
}
#if defined(WIN32)
OutputDebugStringA(printBuf);
#endif
#if defined(ANDROID)
__android_log_print(ANDROID_LOG_INFO, "rd_demos", "%s", printBuf);
#endif
}
void LoadXPM(const char **XPM, Texture &tex)
{
uint32_t numColors = 0;
sscanf(XPM[0], "%u %u %u %*u", &tex.width, &tex.height, &numColors);
uint32_t colors[256] = {};
for(uint32_t c = 0; c < numColors; c++)
{
char ch = XPM[c + 1][0];
uint32_t col = 0;
sscanf(XPM[c + 1] + 1, " c #%x", &col);
// need to bgr swap, set full alpha
colors[ch] = 0xff000000 | ((col & 0xff) << 16) | (col & 0xff00) | ((col & 0xff0000) >> 16);
}
tex.data.resize(tex.width * tex.height);
for(uint32_t y = 0; y < tex.height; y++)
{
const char *row = XPM[1 + numColors + y];
for(uint32_t x = 0; x < tex.width; x++)
tex.data[y * tex.width + x] = colors[row[x]];
}
}
#ifndef HAVE_SHADERC
#define HAVE_SHADERC 0
#endif
// this define toggles on/off using the linked shaderc. This can be useful for quick testing without
// having to remove the built shaderc files
#define USE_LINKED_SHADERC (1 && HAVE_SHADERC)
#if !USE_LINKED_SHADERC && defined(ANDROID)
#error "can't execute shaderc on android"
#endif
#if USE_LINKED_SHADERC
#include <shaderc/shaderc.h>
#else
typedef void *shaderc_compiler_t;
#endif
static shaderc_compiler_t shaderc = NULL;
static std::string externalCompiler;
bool InternalSpvCompiler()
{
return bool(USE_LINKED_SHADERC);
}
bool SpvCompilationSupported()
{
if(shaderc)
return true;
#if USE_LINKED_SHADERC
shaderc = shaderc_compiler_initialize();
#endif
if(shaderc)
return true;
for(std::string compiler : {"glslc", "glslangValidator"})
{
FILE *pipe = popen((compiler + EXECUTABLE_SUFFIX " --version 2>&1").c_str(), "r");
if(!pipe)
continue;
char dummy[512];
while(!feof(pipe))
{
fread(dummy, 1, 512, pipe);
}
int code = pclose(pipe);
if(WEXITSTATUS(code) == 0)
{
externalCompiler = compiler;
return true;
}
}
return false;
}
std::vector<uint32_t> CompileShaderToSpv(const char *demo_name, const std::string &source_text,
SPIRVTarget target, ShaderLang lang, ShaderStage stage,
const char *entry_point,
const std::map<std::string, std::string> &macros)
{
std::vector<uint32_t> ret;
if(shaderc)
{
#if USE_LINKED_SHADERC
static bool logged = false;
if(!logged)
{
logged = true;
TEST_LOG("Compiling using built-in shaderc");
}
shaderc_compile_options_t opts = shaderc_compile_options_initialize();
if(lang == ShaderLang::glsl)
shaderc_compile_options_set_source_language(opts, shaderc_source_language_glsl);
else if(lang == ShaderLang::hlsl)
shaderc_compile_options_set_source_language(opts, shaderc_source_language_hlsl);
shaderc_compile_options_set_generate_debug_info(opts);
shaderc_compile_options_set_optimization_level(opts, shaderc_optimization_level_zero);
shaderc_shader_kind shader_kind = shaderc_glsl_vertex_shader;
switch(stage)
{
case ShaderStage::vert: shader_kind = shaderc_vertex_shader; break;
case ShaderStage::frag: shader_kind = shaderc_fragment_shader; break;
case ShaderStage::tesscontrol: shader_kind = shaderc_tess_control_shader; break;
case ShaderStage::tesseval: shader_kind = shaderc_tess_evaluation_shader; break;
case ShaderStage::geom: shader_kind = shaderc_geometry_shader; break;
case ShaderStage::comp: shader_kind = shaderc_compute_shader; break;
case ShaderStage::mesh: shader_kind = shaderc_mesh_shader; break;
case ShaderStage::task: shader_kind = shaderc_task_shader; break;
}
if(target == SPIRVTarget::opengl)
shaderc_compile_options_set_target_env(opts, shaderc_target_env_opengl, 0);
else if(target == SPIRVTarget::vulkan11)
shaderc_compile_options_set_target_env(opts, shaderc_target_env_vulkan,
shaderc_env_version_vulkan_1_1);
else if(target == SPIRVTarget::vulkan12)
shaderc_compile_options_set_target_env(opts, shaderc_target_env_vulkan,
shaderc_env_version_vulkan_1_2);
for(auto it : macros)
shaderc_compile_options_add_macro_definition(opts, it.first.c_str(), it.first.length(),
it.second.c_str(), it.second.length());
shaderc_compilation_result_t res;
if(lang == ShaderLang::spvasm)
res = shaderc_assemble_into_spv(shaderc, source_text.c_str(), source_text.size(), opts);
else
res = shaderc_compile_into_spv(shaderc, source_text.c_str(), source_text.size(), shader_kind,
"inshader", entry_point, opts);
shaderc_compilation_status status = shaderc_result_get_compilation_status(res);
if(status != shaderc_compilation_status_success)
{
TEST_ERROR("Couldn't compile shader with built-in shaderc: %s",
shaderc_result_get_error_message(res));
if(res)
shaderc_result_release(res);
return ret;
}
size_t sz = shaderc_result_get_length(res);
TEST_ASSERT((sz % 4) == 0, "shaderc result isn't 4-byte aligned");
ret.resize(sz / 4);
memcpy(&ret[0], shaderc_result_get_bytes(res), sz);
shaderc_result_release(res);
shaderc_compile_options_release(opts);
return ret;
#endif
}
std::string command_line;
std::string path = GetExecutableName();
path.erase(path.find_last_of("/\\"));
path += "/tmp/";
path += demo_name;
MakeDir(path.c_str());
std::string infile = path + "/input";
std::string outfile = path + "/output";
if(externalCompiler == "glslc")
{
command_line = "glslc" EXECUTABLE_SUFFIX " -g -O0";
command_line += " -fentry-point=";
command_line += entry_point;
if(lang == ShaderLang::glsl)
command_line += " -x glsl";
else if(lang == ShaderLang::hlsl)
command_line += " -x hlsl";
for(auto it : macros)
command_line += " -D" + it.first + "=" + it.second;
// can't compile SPIR-V assembly if we specify a shader stage
if(lang != ShaderLang::spvasm)
{
switch(stage)
{
case ShaderStage::vert: command_line += " -fshader-stage=vert"; break;
case ShaderStage::frag: command_line += " -fshader-stage=frag"; break;
case ShaderStage::tesscontrol: command_line += " -fshader-stage=tesscontrol"; break;
case ShaderStage::tesseval: command_line += " -fshader-stage=tesseval"; break;
case ShaderStage::geom: command_line += " -fshader-stage=geom"; break;
case ShaderStage::comp: command_line += " -fshader-stage=comp"; break;
case ShaderStage::mesh: command_line += " -fshader-stage=mesh"; break;
case ShaderStage::task: command_line += " -fshader-stage=task"; break;
}
}
else
{
infile += ".spvasm";
}
if(target == SPIRVTarget::opengl)
command_line += " --target-env=opengl";
else if(target == SPIRVTarget::vulkan11)
command_line += " --target-env=vulkan1.1";
else if(target == SPIRVTarget::vulkan12)
command_line += " --target-env=vulkan1.2";
command_line += " -o ";
command_line += outfile;
command_line += " ";
command_line += infile;
}
else if(externalCompiler == "glslangValidator")
{
command_line = "glslangValidator" EXECUTABLE_SUFFIX " -g ";
command_line += " --entry-point ";
command_line += entry_point;
if(lang == ShaderLang::hlsl)
command_line += " -D";
if(lang == ShaderLang::spvasm)
{
TEST_ERROR("Can't compile SPIR-V assembly with glslangValidator");
return ret;
}
for(auto it : macros)
command_line += " -D" + it.first + "=" + it.second;
switch(stage)
{
case ShaderStage::vert: command_line += " -S vert"; break;
case ShaderStage::frag: command_line += " -S frag"; break;
case ShaderStage::tesscontrol: command_line += " -S tesscontrol"; break;
case ShaderStage::tesseval: command_line += " -S tesseval"; break;
case ShaderStage::geom: command_line += " -S geom"; break;
case ShaderStage::comp: command_line += " -S comp"; break;
case ShaderStage::mesh: command_line += " -S mesh"; break;
case ShaderStage::task: command_line += " -S task"; break;
}
if(target == SPIRVTarget::opengl)
command_line += " -G --target-env opengl";
else if(target == SPIRVTarget::vulkan11)
command_line += " -V --target-env vulkan1.1";
else if(target == SPIRVTarget::vulkan12)
command_line += " -V --target-env vulkan1.2";
else if(target == SPIRVTarget::vulkan)
command_line += " -V --target-env vulkan1.0";
command_line += " -o ";
command_line += outfile;
command_line += " ";
command_line += infile;
}
FILE *f = fopen(infile.c_str(), "wb");
if(f)
{
fwrite(source_text.c_str(), 1, source_text.size(), f);
fclose(f);
}
FILE *pipe = popen(command_line.c_str(), "r");
if(!pipe)
{
TEST_ERROR("Couldn't run %s to compile shaders.", externalCompiler.c_str());
return ret;
}
char dummy[512];
while(!feof(pipe))
{
fread(dummy, 1, 512, pipe);
}
pclose(pipe);
f = fopen(outfile.c_str(), "rb");
if(f)
{
fseek(f, 0, SEEK_END);
ret.resize(ftell(f) / sizeof(uint32_t));
fseek(f, 0, SEEK_SET);
fread(&ret[0], sizeof(uint32_t), ret.size(), f);
fclose(f);
}
else
{
TEST_ERROR("Failed to run compiler:\n%s", command_line.c_str());
}
unlink(infile.c_str());
unlink(outfile.c_str());
return ret;
}
int GraphicsTest::maxFrameCount = -1;
std::string GraphicsTest::dataRoot;
int GraphicsTest::screenWidth = 400;
int GraphicsTest::screenHeight = 300;
bool GraphicsTest::debugDevice = false;
void GraphicsTest::Prepare(int argc, char **argv)
{
static bool prepared = false;
// nothing to do per-test if we've already prepared
if(prepared)
return;
#if USE_LINKED_SHADERC
TEST_LOG("Using linked shaderc");
#else
TEST_LOG("Requires glslc/shaderc for Vulkan tests");
#endif
prepared = true;
dataRoot = GetEnvVar("RENDERDOC_DEMOS_DATA");
if(dataRoot.empty())
dataRoot = GetCWD() + "/data/demos/";
// parse parameters
for(int i = 0; i < argc; i++)
{
if(!strcmp(argv[i], "--debug") || !strcmp(argv[i], "--validate"))
{
debugDevice = true;
}
if(i + 1 < argc && (!strcmp(argv[i], "--frames") || !strcmp(argv[i], "--framecount") ||
!strcmp(argv[i], "--max-frames")))
{
maxFrameCount = atoi(argv[i + 1]);
}
if(i + 1 < argc && !strcmp(argv[i], "--log"))
{
logFile = fopen(argv[i + 1], "w");
}
if(i + 1 < argc && (!strcmp(argv[i], "--width") || !strcmp(argv[i], "-w")))
{
screenWidth = atoi(argv[i + 1]);
if(screenWidth < 1)
screenWidth = 1;
if(screenWidth > 7680)
screenWidth = 7680;
}
if(i + 1 < argc && (!strcmp(argv[i], "--height") || !strcmp(argv[i], "-h")))
{
screenHeight = atoi(argv[i + 1]);
if(screenHeight < 1)
screenHeight = 1;
if(screenHeight > 4320)
screenHeight = 4320;
}
if(i + 1 < argc && !strcmp(argv[i], "--data"))
{
dataRoot = argv[i + 1];
while(dataRoot.back() == '/' || dataRoot.back() == '\\')
dataRoot.pop_back();
dataRoot += "/";
}
}
pRENDERDOC_GetAPI RENDERDOC_GetAPI = NULL;
#if defined(WIN32)
HMODULE mod = GetModuleHandleA("renderdoc.dll");
if(mod)
RENDERDOC_GetAPI = (pRENDERDOC_GetAPI)GetProcAddress(mod, "RENDERDOC_GetAPI");
#elif defined(ANDROID)
void *mod = dlopen("libVkLayer_GLES_RenderDoc.so", RTLD_NOW | RTLD_NOLOAD);
if(mod)
RENDERDOC_GetAPI = (pRENDERDOC_GetAPI)dlsym(mod, "RENDERDOC_GetAPI");
#elif defined(__linux__)
void *mod = dlopen("librenderdoc.so", RTLD_NOW | RTLD_NOLOAD);
if(mod)
RENDERDOC_GetAPI = (pRENDERDOC_GetAPI)dlsym(mod, "RENDERDOC_GetAPI");
#elif defined(__APPLE__)
void *mod = dlopen("librenderdoc.dylib", RTLD_NOW | RTLD_NOLOAD);
if(mod)
RENDERDOC_GetAPI = (pRENDERDOC_GetAPI)dlsym(mod, "RENDERDOC_GetAPI");
#else
#error UNKNOWN PLATFORM
#endif
if(RENDERDOC_GetAPI)
{
int ret = RENDERDOC_GetAPI(eRENDERDOC_API_Version_1_7_0, (void **)&rdoc);
if(ret != 1)
rdoc = NULL;
}
}
bool GraphicsTest::Init()
{
srand(0U);
return true;
}
void GraphicsTest::Shutdown()
{
}
std::string GraphicsTest::GetDataPath(const std::string &filename)
{
return dataRoot + filename;
}
bool GraphicsTest::FrameLimit()
{
curFrame++;
if(maxFrameCount > 0 && curFrame >= maxFrameCount)
return false;
return true;
}
namespace PixelHistory
{
draw makeDraw(const std::vector<DefaultA2V> &verts)
{
uint32_t first = (uint32_t)vb.size();
vb.insert(vb.end(), verts.begin(), verts.end());
return {first, (uint32_t)verts.size()};
}
std::vector<DefaultA2V> vb;
draw DepthWrite;
draw UnboundPS;
draw StencilWrite;
draw Background;
draw CullFront;
draw DepthBoundsPrep;
draw DepthBoundsClip;
draw Draws300;
draw Instances300;
draw MainTest;
draw ScissorFail;
draw ScissorPass;
draw StencilRef;
draw StencilMask;
draw DepthTest;
draw SampleColour;
draw DepthEqualSetup;
draw DepthEqualFail;
draw DepthEqualPass16;
draw DepthEqualPass24;
draw DepthEqualPass32;
draw ColourMask;
draw OverflowingDraw;
draw PerFragDiscard;
void init()
{
// this triangle occludes in depth
CullFront = DepthWrite = makeDraw({
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// this triangle occludes in stencil
UnboundPS = StencilWrite = makeDraw({
{Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.5f, 0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// this triangle is just in the background to contribute to overdraw
Background = makeDraw({
{Vec3f(-0.9f, -0.9f, 0.95f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.9f, 0.95f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.9f, -0.9f, 0.95f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
MainTest = makeDraw({
// large gradient, failing depth and stencil on left side behind DepthWrite and StencilWrite
{Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// smaller black triangle in front of background but behind gradient above
{Vec3f(-0.2f, -0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.2f, -0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// backface culled
{Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// depth clipped (i.e. not clamped)
{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// scissor clips part of this triangle
ScissorFail = makeDraw({
{Vec3f(-0.7f, -0.8f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, -0.5f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.3f, -0.8f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// scissor does clip some but passes where above fails
ScissorPass = makeDraw({
{Vec3f(-0.7f, -0.8f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, -0.5f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.3f, -0.8f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// fails due to stencil ref
StencilRef = makeDraw({
{Vec3f(-0.6f, -0.75f, 0.5f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, -0.65f, 0.5f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.4f, -0.75f, 0.5f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// fails due to stencil mask
StencilMask = makeDraw({
{Vec3f(-0.6f, -0.75f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, -0.65f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.4f, -0.75f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// Six triangles, five fragments reported.
DepthTest = makeDraw({
// 0: Fails depth test
{Vec3f(0.0f, -0.8f, 0.97f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, -0.2f, 0.97f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, -0.8f, 0.97f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// 1: Passes
{Vec3f(0.2f, -0.8f, 0.20f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, -0.4f, 0.20f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.6f, -0.8f, 0.20f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// 2: Fails depth test compared to 1st fragment
{Vec3f(0.2f, -0.8f, 0.30f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, -0.6f, 0.30f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.6f, -0.8f, 0.30f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// 3: Passes
{Vec3f(0.2f, -0.8f, 0.10f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, -0.7f, 0.10f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.6f, -0.8f, 0.10f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// 4: Fails depth bounds test
{Vec3f(0.2f, -0.8f, 0.05f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, -0.7f, 0.05f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.6f, -0.8f, 0.05f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// 5: Fails backface culling, not reported.
{Vec3f(0.6f, -0.8f, 0.25f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(0.4f, -0.7f, 0.25f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.2f, -0.8f, 0.25f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
});
// depth bounds prep
DepthBoundsPrep = makeDraw({
{Vec3f(0.6f, 0.3f, 0.3f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, 0.5f, 0.5f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.3f, 0.7f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// depth bounds clip
DepthBoundsClip = makeDraw({
{Vec3f(0.6f, 0.3f, 0.3f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.3f, 0.7f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// 300 draws of 1 triangle
Draws300 = makeDraw({
{Vec3f(-0.7f, 0.0f, 0.33f), Vec4f(0.5f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.8f, 0.2f, 0.33f), Vec4f(0.5f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.6f, 0.2f, 0.33f), Vec4f(0.5f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
});
// 300 instances of 1 triangle
Instances300 = makeDraw({
{Vec3f(-0.7f, 0.6f, 0.33f), Vec4f(1.0f, 0.5f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.8f, 0.8f, 0.33f), Vec4f(1.0f, 0.5f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.6f, 0.8f, 0.33f), Vec4f(1.0f, 0.5f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
});
// sample colouring triangle
SampleColour = makeDraw({
{Vec3f(0.6f, -0.4f, 0.3f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, -0.2f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, -0.4f, 0.7f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// depth equal setup
DepthEqualSetup = makeDraw({
{Vec3f(-0.1f, -0.8f, 0.5f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.6f, 0.5f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.1f, -0.8f, 0.5f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// depth equal that fails
DepthEqualFail = makeDraw({
{Vec3f(-0.1f, -0.8f, 0.5f + 5.0e-4f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.6f, 0.5f + 5.0e-4f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.1f, -0.8f, 0.5f + 5.0e-4f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// D16 depth equal (enough) triangle
DepthEqualPass16 = makeDraw({
{Vec3f(-0.1f, -0.8f, 0.5f + 1.0e-8f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.6f, 0.5f + 1.0e-8f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.1f, -0.8f, 0.5f + 1.0e-8f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// D24 depth equal (enough) triangle
DepthEqualPass24 = makeDraw({
{Vec3f(-0.1f, -0.8f, 0.5f + 1.0e-8f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.6f, 0.5f + 1.0e-8f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.1f, -0.8f, 0.5f + 1.0e-8f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
// D32 depth equal triangle
DepthEqualPass32 = makeDraw({
{Vec3f(-0.1f, -0.8f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.6f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.1f, -0.8f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
});
ColourMask = makeDraw({
{Vec3f(-0.7f, 0.4f, 0.33f), Vec4f(3.0f, 3.0f, 3.0f, 3.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.8f, 0.6f, 0.33f), Vec4f(3.0f, 3.0f, 3.0f, 3.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.6f, 0.6f, 0.33f), Vec4f(3.0f, 3.0f, 3.0f, 3.0f), Vec2f(0.0f, 0.0f)},
});
// three triangles that overlap and clamp each component individually
OverflowingDraw = makeDraw({
{Vec3f(-0.5f, 0.6f, 0.33f), Vec4f(-1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.6f, 0.8f, 0.33f), Vec4f(-1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.4f, 0.8f, 0.33f), Vec4f(-1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.6f, 0.33f), Vec4f(0.0f, -1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.6f, 0.8f, 0.33f), Vec4f(0.0f, -1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.4f, 0.8f, 0.33f), Vec4f(0.0f, -1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.6f, 0.33f), Vec4f(0.0f, 0.0f, -1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.6f, 0.8f, 0.33f), Vec4f(0.0f, 0.0f, -1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.4f, 0.8f, 0.33f), Vec4f(0.0f, 0.0f, -1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
});
// multiple fragments overlapping the same pixel where only one discards
PerFragDiscard = makeDraw({
// for now we discard the first one, because Vulkan/D3D12 can't determine ordering
{Vec3f(-0.7f, -0.2f, 0.33f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.8f, 0.0f, 0.33f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.6f, 0.0f, 0.33f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.7f, -0.2f, 0.33f), Vec4f(-1.0f, -1.0f, -1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.8f, 0.0f, 0.33f), Vec4f(-1.0f, -1.0f, -1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.6f, 0.0f, 0.33f), Vec4f(-1.0f, -1.0f, -1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
});
};
};