Files
renderdoc/util/test/tests/Vulkan/VK_Overlay_Test.py
T
baldurk 7149302680 Rename 'draw' or 'drawcall' to action
* There's not a good accepted terminology for this kind of event, and for
  historical reasons 'drawcall' has been the accepted term, even though
  that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
  $draw() includes draws and dispatches, but $dispatch() only includes
  dispatches, it's hard to intuitively understand why $draw() matches all
  of these calls.
* As a result we've defined the term 'action' to cover these types of
  events in the same way that we defined 'event' in the first place to
  mean a single atomic API call.
2021-07-01 15:15:05 +01:00

76 lines
2.7 KiB
Python

import rdtest
import renderdoc as rd
class VK_Overlay_Test(rdtest.Overlay_Test):
demos_test_name = 'VK_Overlay_Test'
internal = False
def check_capture(self):
# Check clear-before-action when first selecting a action, to ensure that bindless feedback doesn't interfere
out = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
setup_marker = self.find_action("Setup")
self.controller.SetFrameEvent(setup_marker.next.eventId, True)
pipe = self.controller.GetPipelineState()
tex = rd.TextureDisplay()
tex.resourceId = pipe.GetOutputTargets()[0].resourceId
tex.overlay = rd.DebugOverlay.ClearBeforeDraw
out.SetTextureDisplay(tex)
out.Display()
# Select the next setup action
self.controller.SetFrameEvent(setup_marker.next.eventId, True)
# Select the real action for the first time
self.controller.SetFrameEvent(self.find_action("Normal Test").next.eventId, True)
self.check_pixel_value(tex.resourceId, 180, 150, [0.0, 0.0, 0.0, 0.0])
self.check_pixel_value(tex.resourceId, 50, 50, [0.0, 0.0, 0.0, 0.0])
self.check_pixel_value(tex.resourceId, 200, 64, [1.0, 1.0, 0.0, 1.0])
# Clear the overlay to reset to a sensible state
tex.overlay = rd.DebugOverlay.NoOverlay
out.SetTextureDisplay(tex)
out.Display()
super(VK_Overlay_Test, self).check_capture()
# Don't check any pixel values, but ensure all overlays at least work with rasterizer discard and no
# viewport/scissor bound
sub_marker = self.find_action("Discard Test")
self.controller.SetFrameEvent(sub_marker.next.eventId, True)
pipe = self.controller.GetPipelineState()
tex = rd.TextureDisplay()
tex.resourceId = pipe.GetOutputTargets()[0].resourceId
for overlay in rd.DebugOverlay:
if overlay == rd.DebugOverlay.NoOverlay:
continue
# These overlays are just displaymodes really, not actually separate overlays
if overlay == rd.DebugOverlay.NaN or overlay == rd.DebugOverlay.Clipping:
continue
if overlay == rd.DebugOverlay.ClearBeforeDraw or overlay == rd.DebugOverlay.ClearBeforePass:
continue
rdtest.log.success("Checking overlay {} with rasterizer discard".format(str(overlay)))
tex.overlay = overlay
out.SetTextureDisplay(tex)
out.Display()
overlay_id: rd.ResourceId = out.GetDebugOverlayTexID()
rdtest.log.success("Overlay {} rendered with rasterizer discard".format(str(overlay)))
out.Shutdown()