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