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* 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.
33 lines
1.0 KiB
Python
33 lines
1.0 KiB
Python
import renderdoc as rd
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import rdtest
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class GL_Unshared_Context(rdtest.TestCase):
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demos_test_name = 'GL_Unshared_Context'
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def check_capture(self):
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action = self.find_action("Draw")
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self.controller.SetFrameEvent(action.eventId, False)
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pipe: rd.PipeState = self.controller.GetPipelineState()
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texs: List[rd.BoundResourceArray] = pipe.GetReadOnlyResources(rd.ShaderStage.Fragment)
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id = texs[0].resources[0].resourceId
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#sample 4 corners and middle
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magic_value: rd.PixelValue = [1.0, 0.5, 0.25, 1.0]
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epsilon = .005
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self.check_pixel_value(id, 0.0, 0.0, magic_value, eps=epsilon)
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self.check_pixel_value(id, 1.0, 0.0, magic_value, eps=epsilon)
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self.check_pixel_value(id, 0.0, 1.0, magic_value, eps=epsilon)
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self.check_pixel_value(id, 1.0, 1.0, magic_value, eps=epsilon)
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self.check_pixel_value(id, 0.5, 0.5, magic_value, eps=epsilon)
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rdtest.log.success("Texture captured properly from unshared context")
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