Files
renderdoc/util/test/tests/D3D12/D3D12_Overlay_Test.py
T

60 lines
2.1 KiB
Python

import rdtest
import renderdoc as rd
class D3D12_Overlay_Test(rdtest.Overlay_Test):
demos_test_name = 'D3D12_Overlay_Test'
internal = False
def check_capture(self):
out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
for base_event_name in ["sm5.0", "sm5.1", "sm6.0"]:
base = self.find_action(base_event_name)
if base is None:
continue
base_event = base.eventId
rdtest.log.print("Checking tests on {}".format(base_event_name))
super(D3D12_Overlay_Test, self).check_capture(base_event)
rdtest.log.success("Base tests worked on {}".format(base_event_name))
# Don't check any pixel values, but ensure all overlays at least work with no viewport/scissor bound
sub_marker: rd.ActionDescription = self.find_action("NoView draw", base_event)
self.controller.SetFrameEvent(sub_marker.next.eventId, True)
pipe: rd.PipeState = self.controller.GetPipelineState()
tex = rd.TextureDisplay()
tex.resourceId = pipe.GetOutputTargets()[0].resource
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 no viewport/scissor".format(str(overlay)))
tex.overlay = overlay
out.SetTextureDisplay(tex)
out.Display()
overlay_id: rd.ResourceId = out.GetDebugOverlayTexID()
rdtest.log.success("Overlay {} rendered with no viewport/scissor".format(str(overlay)))
rdtest.log.success("extended tests worked on {}".format(base_event_name))
out.Shutdown()