Files
renderdoc/util/test/rdtest/shared/Overlay_Test.py
T
baldurk 68d690a912 When rendering overlays, clear to transparent black
* This might cause some fringing artifacts when at low scales due to non-PMA
  colors but it means there are no false-positive green pixels.
2020-12-09 18:16:08 +00:00

732 lines
43 KiB
Python

import renderdoc as rd
import rdtest
from typing import List, Tuple
import time
import os
# Not a direct test, re-used by API-specific tests
class Overlay_Test(rdtest.TestCase):
internal = True
def check_capture(self):
out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
self.check(out is not None)
api: rd.GraphicsAPI = self.controller.GetAPIProperties().pipelineType
# Check the actual output is as expected first.
for is_msaa in [False, True]:
if is_msaa:
test_marker: rd.DrawcallDescription = self.find_draw("MSAA Test")
else:
test_marker: rd.DrawcallDescription = self.find_draw("Normal Test")
self.controller.SetFrameEvent(test_marker.next.eventId, True)
pipe: rd.PipeState = self.controller.GetPipelineState()
col_tex: rd.ResourceId = pipe.GetOutputTargets()[0].resourceId
tex = rd.TextureDisplay()
tex.resourceId = col_tex
tex.subresource.sample = 0
# Background around the outside
self.check_pixel_value(col_tex, 0.1, 0.1, [0.2, 0.2, 0.2, 1.0])
self.check_pixel_value(col_tex, 0.8, 0.1, [0.2, 0.2, 0.2, 1.0])
self.check_pixel_value(col_tex, 0.5, 0.95, [0.2, 0.2, 0.2, 1.0])
# Large dark grey triangle
self.check_pixel_value(col_tex, 0.5, 0.1, [0.1, 0.1, 0.1, 1.0])
self.check_pixel_value(col_tex, 0.5, 0.9, [0.1, 0.1, 0.1, 1.0])
self.check_pixel_value(col_tex, 0.2, 0.9, [0.1, 0.1, 0.1, 1.0])
self.check_pixel_value(col_tex, 0.8, 0.9, [0.1, 0.1, 0.1, 1.0])
# Red upper half triangle
self.check_pixel_value(col_tex, 0.3, 0.4, [1.0, 0.0, 0.0, 1.0])
# Blue lower half triangle
self.check_pixel_value(col_tex, 0.3, 0.6, [0.0, 0.0, 1.0, 1.0])
# Floating clipped triangle
self.check_pixel_value(col_tex, 335, 140, [0.0, 0.0, 0.0, 1.0])
self.check_pixel_value(col_tex, 340, 140, [0.2, 0.2, 0.2, 1.0])
# Triangle size triangles
self.check_pixel_value(col_tex, 200, 51, [1.0, 0.5, 1.0, 1.0])
self.check_pixel_value(col_tex, 200, 65, [1.0, 1.0, 0.0, 1.0])
self.check_pixel_value(col_tex, 200, 79, [0.0, 1.0, 1.0, 1.0])
self.check_pixel_value(col_tex, 200, 93, [0.0, 1.0, 0.0, 1.0])
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
# We'll test the clear-before-X overlays seperately, for both colour and depth
if overlay == rd.DebugOverlay.ClearBeforeDraw or overlay == rd.DebugOverlay.ClearBeforePass:
continue
rdtest.log.print("Checking overlay {} in {} main draw".format("MSAA" if is_msaa else "normal", str(overlay)))
tex.overlay = overlay
out.SetTextureDisplay(tex)
out.Display()
eps = 1.0 / 256.0
overlay_id: rd.ResourceId = out.GetDebugOverlayTexID()
# We test a few key spots:
# 4 points along the left side of the big triangle, above/in/below its intersection with the tri behind
# 4 points outside all triangles
# The overlap between the big tri and the bottom tri, and between it and the right backface culled tri
# The bottom tri's part that sticks out
# The two parts of the backface culled tri that stick out
# The depth clipped tri, in and out of clipping
# The 4 triangle size test triangles
if overlay == rd.DebugOverlay.Drawcall:
self.check_pixel_value(overlay_id, 150, 90, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 130, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 160, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 200, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 60, [0.0, 0.0, 0.0, 0.5], eps=eps)
self.check_pixel_value(overlay_id, 125, 250, [0.0, 0.0, 0.0, 0.5], eps=eps)
self.check_pixel_value(overlay_id, 250, 60, [0.0, 0.0, 0.0, 0.5], eps=eps)
self.check_pixel_value(overlay_id, 250, 250, [0.0, 0.0, 0.0, 0.5], eps=eps)
self.check_pixel_value(overlay_id, 220, 175, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 150, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 190, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 135, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 165, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 330, 145, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 340, 145, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 51, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 65, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 79, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 93, [0.8, 0.1, 0.8, 1.0], eps=eps)
elif overlay == rd.DebugOverlay.Wireframe:
# Wireframe we only test a limited set to avoid hitting implementation variations of line raster
# We also have to fudge a little because the lines might land on adjacent pixels
# Also to be safe we don't run this test on MSAA
if not is_msaa:
x = 142
picked: rd.PixelValue = self.controller.PickPixel(overlay_id, x, 150, rd.Subresource(), rd.CompType.Typeless)
if picked.floatValue[3] == 0.0:
x = 141
picked: rd.PixelValue = self.controller.PickPixel(overlay_id, x, 150, rd.Subresource(), rd.CompType.Typeless)
self.check_pixel_value(overlay_id, x, 90, [200.0/255.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, x, 130, [200.0/255.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, x, 160, [200.0/255.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, x, 200, [200.0/255.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 60, [200.0/255.0, 1.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 250, [200.0/255.0, 1.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 60, [200.0/255.0, 1.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 250, [200.0/255.0, 1.0, 0.0, 0.0], eps=eps)
y = 149
picked: rd.PixelValue = self.controller.PickPixel(overlay_id, 325, y, rd.Subresource(), rd.CompType.Typeless)
if picked.floatValue[3] == 0.0:
y = 150
self.check_pixel_value(overlay_id, 325, y, [200.0/255.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 340, y, [200.0/255.0, 1.0, 0.0, 1.0], eps=eps)
elif overlay == rd.DebugOverlay.Depth:
self.check_pixel_value(overlay_id, 150, 90, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 130, [0.0, 1.0, 0.0, 1.0], eps=eps)
# Intersection with lesser depth - depth fail
self.check_pixel_value(overlay_id, 150, 160, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 200, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 250, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 250, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 175, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 150, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 190, [0.0, 1.0, 0.0, 1.0], eps=eps)
# Backface culled triangle
self.check_pixel_value(overlay_id, 285, 135, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 165, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 330, 145, [0.0, 1.0, 0.0, 1.0], eps=eps)
# Depth clipped part of tri
self.check_pixel_value(overlay_id, 340, 145, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 51, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 65, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 79, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 93, [0.0, 1.0, 0.0, 1.0], eps=eps)
elif overlay == rd.DebugOverlay.Stencil:
self.check_pixel_value(overlay_id, 150, 90, [0.0, 1.0, 0.0, 1.0], eps=eps)
# Intersection with different stencil - stencil fail
self.check_pixel_value(overlay_id, 150, 130, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 160, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 200, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 250, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 250, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 175, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 150, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 190, [0.0, 1.0, 0.0, 1.0], eps=eps)
# Backface culled triangle
self.check_pixel_value(overlay_id, 285, 135, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 165, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 330, 145, [0.0, 1.0, 0.0, 1.0], eps=eps)
# Depth clipped part of tri
self.check_pixel_value(overlay_id, 340, 145, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 51, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 65, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 79, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 93, [0.0, 1.0, 0.0, 1.0], eps=eps)
elif overlay == rd.DebugOverlay.BackfaceCull:
self.check_pixel_value(overlay_id, 150, 90, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 130, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 160, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 200, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 250, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 250, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 175, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 150, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 190, [0.0, 1.0, 0.0, 1.0], eps=eps)
# Backface culled triangle
self.check_pixel_value(overlay_id, 285, 135, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 165, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 330, 145, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 340, 145, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 51, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 65, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 79, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 93, [0.0, 1.0, 0.0, 1.0], eps=eps)
elif overlay == rd.DebugOverlay.ViewportScissor:
# Inside viewport
self.check_pixel_value(overlay_id, 50, 50, [0.2 * 0.4, 0.2 * 0.4, 0.9 * 0.4, 0.4 * 0.4], eps=eps)
self.check_pixel_value(overlay_id, 350, 50, [0.2 * 0.4, 0.2 * 0.4, 0.9 * 0.4, 0.4 * 0.4], eps=eps)
self.check_pixel_value(overlay_id, 50, 250, [0.2 * 0.4, 0.2 * 0.4, 0.9 * 0.4, 0.4 * 0.4], eps=eps)
self.check_pixel_value(overlay_id, 350, 250, [0.2 * 0.4, 0.2 * 0.4, 0.9 * 0.4, 0.4 * 0.4], eps=eps)
# Passing triangle inside the viewport
self.check_pixel_value(overlay_id, 200, 150,
[0.2 * 0.4, 1.0 * 0.6 + 0.2 * 0.4, 0.9 * 0.4, 1.0 * 0.6 + 0.4 * 0.4], eps=eps)
# Viewport border
self.check_pixel_value(overlay_id, 12, 12, [0.1, 0.1, 0.1, 1.0], eps=eps)
# Outside viewport (not on scissor border)
self.check_pixel_value(overlay_id, 6, 6, [0.0, 0.0, 0.0, 0.0], eps=eps)
# Scissor border
self.check_pixel_value(overlay_id, 0, 0, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 20, 0, [0.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 40, 0, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 60, 0, [0.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 60, 0, [0.0, 0.0, 0.0, 1.0], eps=eps)
elif overlay == rd.DebugOverlay.QuadOverdrawDraw:
# This would require extreme command buffer patching to de-MSAA the framebuffer and renderpass
if api == rd.GraphicsAPI.Vulkan and is_msaa:
rdtest.log.print("Quad overdraw not currently supported on MSAA on Vulkan")
continue
self.check_pixel_value(overlay_id, 150, 90, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 130, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 160, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 200, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 250, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 250, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 175, [2.0, 2.0, 2.0, 2.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 150, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 190, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 135, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 165, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 330, 145, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 340, 145, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 51, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 65, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 79, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 93, [1.0, 1.0, 1.0, 1.0], eps=eps)
elif overlay == rd.DebugOverlay.QuadOverdrawPass:
# This would require extreme command buffer patching to de-MSAA the framebuffer and renderpass
if api == rd.GraphicsAPI.Vulkan and is_msaa:
rdtest.log.print("Quad overdraw not currently supported on MSAA on Vulkan")
continue
self.check_pixel_value(overlay_id, 150, 90, [1.0, 1.0, 1.0, 1.0], eps=eps)
# Do an extra tap here where we overlap with the extreme-background largest triangle, to show that
# overdraw
self.check_pixel_value(overlay_id, 150, 100, [2.0, 2.0, 2.0, 2.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 130, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 160, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 200, [2.0, 2.0, 2.0, 2.0], eps=eps)
# Two of these have overdraw from the pass due to the large background triangle
self.check_pixel_value(overlay_id, 125, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 250, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 250, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 175, [3.0, 3.0, 3.0, 3.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 150, [2.0, 2.0, 2.0, 2.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 190, [2.0, 2.0, 2.0, 2.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 135, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 165, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 330, 145, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 340, 145, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 51, [2.0, 2.0, 2.0, 2.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 65, [2.0, 2.0, 2.0, 2.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 79, [2.0, 2.0, 2.0, 2.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 93, [2.0, 2.0, 2.0, 2.0], eps=eps)
elif overlay == rd.DebugOverlay.TriangleSizeDraw:
eps = 1.0
self.check_pixel_value(overlay_id, 150, 90, [10632.0, 10632.0, 10632.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 130, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 160, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 200, [10632.0, 10632.0, 10632.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 250, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 250, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 175, [2128.0, 2128.0, 2128.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 150, [10632.0, 10632.0, 10632.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 190, [2128.0, 2128.0, 2128.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 135, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 165, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 330, 145, [531.0, 531.0, 531.0, 531.0], eps=eps)
self.check_pixel_value(overlay_id, 340, 145, [0.0, 0.0, 0.0, 0.0], eps=eps)
eps = 0.01
self.check_pixel_value(overlay_id, 200, 51, [8.305, 8.305, 8.305, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 65, [5.316, 5.316, 5.316, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 79, [3.0, 3.0, 3.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 93, [1.33, 1.33, 1.33, 1.0], eps=eps)
elif overlay == rd.DebugOverlay.TriangleSizePass:
eps = 1.0
self.check_pixel_value(overlay_id, 150, 90, [10632.0, 10632.0, 10632.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 130, [3324.0, 3324.0, 3324.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 160, [3324.0, 3324.0, 3324.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 150, 200, [10632.0, 10632.0, 10632.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 125, 250, [43072.0, 43072.0, 43072.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 60, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 250, [43072.0, 43072.0, 43072.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 175, [2128.0, 2128.0, 2128.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 250, 150, [10632.0, 10632.0, 10632.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 220, 190, [2128.0, 2128.0, 2128.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 135, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 285, 165, [43072.0, 43072.0, 43072.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 330, 145, [531.0, 531.0, 531.0, 531.0], eps=eps)
self.check_pixel_value(overlay_id, 340, 145, [0.0, 0.0, 0.0, 0.0], eps=eps)
eps = 0.01
self.check_pixel_value(overlay_id, 200, 51, [8.305, 8.305, 8.305, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 65, [5.316, 5.316, 5.316, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 79, [3.0, 3.0, 3.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 93, [1.33, 1.33, 1.33, 1.0], eps=eps)
rdtest.log.success("Picked pixels are as expected for {}".format(str(overlay)))
if is_msaa:
rdtest.log.success("All MSAA overlays are as expected")
else:
rdtest.log.success("All normal overlays are as expected")
# Check the viewport overlay especially
view_marker: rd.DrawcallDescription = self.find_draw("Viewport Test")
self.controller.SetFrameEvent(view_marker.next.eventId, True)
pipe: rd.PipeState = self.controller.GetPipelineState()
col_tex: rd.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
# We'll test the clear-before-X overlays seperately, for both colour and depth
if overlay == rd.DebugOverlay.ClearBeforeDraw or overlay == rd.DebugOverlay.ClearBeforePass:
continue
rdtest.log.print("Checking overlay {} in viewport draw".format(str(overlay)))
tex.resourceId = col_tex
tex.overlay = overlay
out.SetTextureDisplay(tex)
out.Display()
eps = 1.0 / 256.0
overlay_id: rd.ResourceId = out.GetDebugOverlayTexID()
save_data = rd.TextureSave()
save_data.resourceId = overlay_id
save_data.destType = rd.FileType.PNG
self.controller.SaveTexture(save_data, rdtest.get_tmp_path('overlay.png'))
if overlay == rd.DebugOverlay.Drawcall:
# The drawcall overlay will show up outside the scissor region
self.check_pixel_value(overlay_id, 50, 85, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 50, 50, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 50, 10, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 85, 85, [0.8, 0.1, 0.8, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 50, 5, [0.0, 0.0, 0.0, 0.5], eps=eps)
self.check_pixel_value(overlay_id, 95, 85, [0.0, 0.0, 0.0, 0.5], eps=eps)
self.check_pixel_value(overlay_id, 80, 30, [0.0, 0.0, 0.0, 0.5], eps=eps)
elif overlay == rd.DebugOverlay.Wireframe:
# Wireframe we only test a limited set to avoid hitting implementation variations of line raster
# We also have to fudge a little because the lines might land on adjacent pixels
found = False
for delta in range(0, 5):
try:
self.check_pixel_value(overlay_id, 30 + delta, 32, [200.0 / 255.0, 1.0, 0.0, 1.0], eps=eps)
found = True
break
except rdtest.TestFailureException:
pass
if not found:
raise rdtest.TestFailureException("Couldn't find wireframe within scissor")
found = False
for delta in range(0, 5):
try:
self.check_pixel_value(overlay_id, 34 + delta, 22, [200.0 / 255.0, 1.0, 0.0, 1.0], eps=eps)
found = True
break
except rdtest.TestFailureException:
pass
if found:
raise rdtest.TestFailureException("Found wireframe outside of scissor")
elif overlay == rd.DebugOverlay.Depth or overlay == rd.DebugOverlay.Stencil or overlay == rd.DebugOverlay.BackfaceCull:
self.check_pixel_value(overlay_id, 50, 25, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 50, 75, [0.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 50, 20, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 50, 80, [0.0, 0.0, 0.0, 0.0], eps=eps)
elif overlay == rd.DebugOverlay.ViewportScissor:
# Inside viewport and scissor, passing triangle
self.check_pixel_value(overlay_id, 50, 50,
[0.2 * 0.4, 1.0 * 0.6 + 0.2 * 0.4, 0.9 * 0.4, 1.0 * 0.6 + 0.4 * 0.4], eps=eps)
# Inside viewport and outside scissor
self.check_pixel_value(overlay_id, 50, 80,
[1.0 * 0.6 + 0.2 * 0.4, 0.2 * 0.4, 0.9 * 0.4, 1.0 * 0.6 + 0.4 * 0.4], eps=eps)
elif overlay == rd.DebugOverlay.QuadOverdrawDraw:
self.check_pixel_value(overlay_id, 50, 50, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 50, 15, [0.0, 0.0, 0.0, 0.0], eps=eps)
elif overlay == rd.DebugOverlay.QuadOverdrawPass:
self.check_pixel_value(overlay_id, 50, 50, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 50, 15, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 270, [1.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 280, [0.0, 0.0, 0.0, 0.0], eps=eps)
elif overlay == rd.DebugOverlay.TriangleSizeDraw:
eps = 1.0
self.check_pixel_value(overlay_id, 50, 50, [5408.0, 5408.0, 5408.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 50, 15, [0.0, 0.0, 0.0, 0.0], eps=eps)
elif overlay == rd.DebugOverlay.TriangleSizePass:
eps = 1.0
self.check_pixel_value(overlay_id, 50, 50, [5408.0, 5408.0, 5408.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 50, 15, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 270, [43072.0, 43072.0, 43072.0, 1.0], eps=eps)
self.check_pixel_value(overlay_id, 200, 280, [0.0, 0.0, 0.0, 0.0], eps=eps)
rdtest.log.success("Picked pixels are as expected for {}".format(str(overlay)))
rdtest.log.success("Overlays are as expected around viewport/scissor behaviour")
test_marker: rd.DrawcallDescription = self.find_draw("Normal Test")
# Now check clear-before-X by hand, for colour and for depth
self.controller.SetFrameEvent(test_marker.next.eventId, True)
depth_tex: rd.ResourceId = pipe.GetDepthTarget().resourceId
eps = 1.0/256.0
# Check colour and depth before-hand
self.check_pixel_value(col_tex, 250, 250, [0.1, 0.1, 0.1, 1.0], eps=eps)
self.check_pixel_value(col_tex, 125, 125, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 125, 175, [0.0, 0.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 50, 50, [0.2, 0.2, 0.2, 1.0], eps=eps)
self.check_pixel_value(col_tex, 291, 150, [0.977, 0.977, 0.977, 1.0], eps=0.075)
self.check_pixel_value(col_tex, 200, 51, [1.0, 0.5, 1.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 200, 65, [1.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 200, 79, [0.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 200, 93, [0.0, 1.0, 0.0, 1.0], eps=eps)
eps = 0.001
self.check_pixel_value(depth_tex, 160, 135, [0.9, 85.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 160, 165, [0.0, 0.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 250, 150, [0.5, 85.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 250, 250, [0.95, 0.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 50, 50, [1.0, 0.0/255.0, 0.0, 1.0], eps=eps)
rdtest.log.success("Colour and depth at end are correct")
# Check clear before pass
tex.resourceId = col_tex
tex.overlay = rd.DebugOverlay.ClearBeforePass
out.SetTextureDisplay(tex)
out.Display()
eps = 1.0/256.0
self.check_pixel_value(col_tex, 250, 250, [0.1, 0.1, 0.1, 1.0], eps=eps)
self.check_pixel_value(col_tex, 125, 125, [1.0, 0.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 125, 175, [0.0, 0.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 50, 50, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(col_tex, 291, 150, [0.977, 0.977, 0.977, 1.0], eps=0.075)
self.check_pixel_value(col_tex, 200, 51, [1.0, 0.5, 1.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 200, 65, [1.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 200, 79, [0.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 200, 93, [0.0, 1.0, 0.0, 1.0], eps=eps)
tex.resourceId = depth_tex
tex.overlay = rd.DebugOverlay.ClearBeforePass
out.SetTextureDisplay(tex)
out.Display()
eps = 0.001
self.check_pixel_value(depth_tex, 160, 135, [0.9, 85.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 160, 165, [0.0, 0.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 250, 150, [0.5, 85.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 250, 250, [0.95, 0.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 50, 50, [1.0, 0.0/255.0, 0.0, 1.0], eps=eps)
rdtest.log.success("Clear before pass colour and depth values as expected")
# Check clear before draw
tex.resourceId = col_tex
tex.overlay = rd.DebugOverlay.ClearBeforeDraw
out.SetTextureDisplay(tex)
out.Display()
eps = 1.0/256.0
# These are all pass triangles, should be cleared
self.check_pixel_value(col_tex, 250, 250, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(col_tex, 125, 125, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(col_tex, 125, 175, [0.0, 0.0, 0.0, 0.0], eps=eps)
self.check_pixel_value(col_tex, 50, 50, [0.0, 0.0, 0.0, 0.0], eps=eps)
# These should be identical
self.check_pixel_value(col_tex, 291, 150, [0.977, 0.977, 0.977, 1.0], eps=0.075)
self.check_pixel_value(col_tex, 200, 51, [1.0, 0.5, 1.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 200, 65, [1.0, 1.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 200, 79, [0.0, 1.0, 1.0, 1.0], eps=eps)
self.check_pixel_value(col_tex, 200, 93, [0.0, 1.0, 0.0, 1.0], eps=eps)
tex.resourceId = depth_tex
tex.overlay = rd.DebugOverlay.ClearBeforeDraw
out.SetTextureDisplay(tex)
out.Display()
eps = 0.001
# Without the pass, depth/stencil results are different
self.check_pixel_value(depth_tex, 160, 135, [0.5, 85.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 160, 165, [0.5, 85.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 250, 150, [0.5, 85.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 250, 250, [1.0, 0.0/255.0, 0.0, 1.0], eps=eps)
self.check_pixel_value(depth_tex, 50, 50, [1.0, 0.0/255.0, 0.0, 1.0], eps=eps)
rdtest.log.success("Clear before draw colour and depth values as expected")
rdtest.log.success("All overlays as expected for main draw")
# Now test overlays on a render-to-slice/mip case
for mip in [2, 3]:
sub_marker: rd.DrawcallDescription = self.find_draw("Subresources mip {}".format(mip))
self.controller.SetFrameEvent(sub_marker.next.eventId, True)
pipe: rd.PipeState = self.controller.GetPipelineState()
col_tex = pipe.GetOutputTargets()[0].resourceId
sub = rd.Subresource(pipe.GetOutputTargets()[0].firstMip, pipe.GetOutputTargets()[0].firstSlice, 0)
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.print("Checking overlay {} with mip/slice rendering".format(str(overlay)))
tex.resourceId = col_tex
tex.overlay = overlay
tex.subresource = sub
out.SetTextureDisplay(tex)
out.Display()
overlay_id: rd.ResourceId = out.GetDebugOverlayTexID()
shift = 0
if mip == 3:
shift = 1
# All values in mip 0 should be 0 for all overlays
self.check_pixel_value(overlay_id, 200 >> shift, 150 >> shift, [0.0, 0.0, 0.0, 0.0], sub=rd.Subresource(0, 0, 0))
self.check_pixel_value(overlay_id, 197 >> shift, 147 >> shift, [0.0, 0.0, 0.0, 0.0], sub=rd.Subresource(0, 0, 0))
self.check_pixel_value(overlay_id, 203 >> shift, 153 >> shift, [0.0, 0.0, 0.0, 0.0], sub=rd.Subresource(0, 0, 0))
# Also for array slice 0 on this mip
self.check_pixel_value(overlay_id, 200 >> shift, 150 >> shift, [0.0, 0.0, 0.0, 0.0], sub=rd.Subresource(mip, 0, 0))
self.check_pixel_value(overlay_id, 197 >> shift, 147 >> shift, [0.0, 0.0, 0.0, 0.0], sub=rd.Subresource(mip, 0, 0))
self.check_pixel_value(overlay_id, 203 >> shift, 153 >> shift, [0.0, 0.0, 0.0, 0.0], sub=rd.Subresource(mip, 0, 0))
rdtest.log.success("Other mips are empty as expected for overlay {}".format(str(overlay)))
if overlay == rd.DebugOverlay.Drawcall:
self.check_pixel_value(overlay_id, 50 >> shift, 36 >> shift, [0.8, 0.1, 0.8, 1.0], sub=sub, eps=eps)
self.check_pixel_value(overlay_id, 30 >> shift, 36 >> shift, [0.0, 0.0, 0.0, 0.5], sub=sub, eps=eps)
self.check_pixel_value(overlay_id, 70 >> shift, 34 >> shift, [0.8, 0.1, 0.8, 1.0], sub=sub, eps=eps)
self.check_pixel_value(overlay_id, 70 >> shift, 20 >> shift, [0.0, 0.0, 0.0, 0.5], sub=sub, eps=eps)
elif overlay == rd.DebugOverlay.Wireframe:
self.check_pixel_value(overlay_id, 36 >> shift, 36 >> shift, [200.0 / 255.0, 1.0, 0.0, 1.0],
sub=sub, eps=eps)
self.check_pixel_value(overlay_id, 36 >> shift, 50 >> shift, [200.0 / 255.0, 1.0, 0.0, 1.0],
sub=sub, eps=eps)
self.check_pixel_value(overlay_id, 50 >> shift, 36 >> shift, [200.0 / 255.0, 1.0, 0.0, 0.0],
sub=sub, eps=eps)
elif overlay == rd.DebugOverlay.Depth or overlay == rd.DebugOverlay.Stencil:
self.check_pixel_value(overlay_id, 50 >> shift, 36 >> shift, [0.0, 1.0, 0.0, 1.0], sub=sub)
self.check_pixel_value(overlay_id, 30 >> shift, 36 >> shift, [0.0, 0.0, 0.0, 0.0], sub=sub)
self.check_pixel_value(overlay_id, 70 >> shift, 34 >> shift, [1.0, 0.0, 0.0, 1.0], sub=sub)
self.check_pixel_value(overlay_id, 70 >> shift, 20 >> shift, [0.0, 0.0, 0.0, 0.0], sub=sub)
elif overlay == rd.DebugOverlay.BackfaceCull:
self.check_pixel_value(overlay_id, 50 >> shift, 36 >> shift, [0.0, 1.0, 0.0, 1.0], sub=sub)
self.check_pixel_value(overlay_id, 30 >> shift, 36 >> shift, [0.0, 0.0, 0.0, 0.0], sub=sub)
self.check_pixel_value(overlay_id, 70 >> shift, 34 >> shift, [1.0, 0.0, 0.0, 1.0], sub=sub)
self.check_pixel_value(overlay_id, 70 >> shift, 20 >> shift, [0.0, 0.0, 0.0, 0.0], sub=sub)
elif overlay == rd.DebugOverlay.ViewportScissor:
self.check_pixel_value(overlay_id, 20 >> shift, 15 >> shift,
[0.2 * 0.4, 0.2 * 0.4, 0.9 * 0.4, 0.4 * 0.4], sub=sub, eps=eps)
self.check_pixel_value(overlay_id, 80 >> shift, 15 >> shift,
[0.2 * 0.4, 0.2 * 0.4, 0.9 * 0.4, 0.4 * 0.4], sub=sub, eps=eps)
self.check_pixel_value(overlay_id, 20 >> shift, 60 >> shift,
[0.2 * 0.4, 0.2 * 0.4, 0.9 * 0.4, 0.4 * 0.4], sub=sub, eps=eps)
self.check_pixel_value(overlay_id, 80 >> shift, 60 >> shift,
[0.2 * 0.4, 0.2 * 0.4, 0.9 * 0.4, 0.4 * 0.4], sub=sub, eps=eps)
self.check_pixel_value(overlay_id, 50 >> shift, 36 >> shift,
[0.2 * 0.4, 1.0 * 0.6 + 0.2 * 0.4, 0.9 * 0.4, 1.0 * 0.6 + 0.4 * 0.4],
sub=sub, eps=eps)
if mip == 2:
self.check_pixel_value(overlay_id, 6, 6, [0.1, 0.1, 0.1, 1.0], sub=sub, eps=eps)
self.check_pixel_value(overlay_id, 4, 4, [0.0, 0.0, 0.0, 0.0], sub=sub)
self.check_pixel_value(overlay_id, 0, 0, [1.0, 1.0, 1.0, 1.0], sub=sub)
self.check_pixel_value(overlay_id, 20, 0, [0.0, 0.0, 0.0, 1.0], sub=sub)
self.check_pixel_value(overlay_id, 40, 0, [1.0, 1.0, 1.0, 1.0], sub=sub)
self.check_pixel_value(overlay_id, 60, 0, [0.0, 0.0, 0.0, 1.0], sub=sub)
else:
self.check_pixel_value(overlay_id, 4, 4, [0.1, 0.1, 0.1, 1.0], sub=sub, eps=eps)
self.check_pixel_value(overlay_id, 0, 0, [1.0, 1.0, 1.0, 1.0], sub=sub)
self.check_pixel_value(overlay_id, 20, 0, [0.0, 0.0, 0.0, 1.0], sub=sub)
self.check_pixel_value(overlay_id, 40, 0, [1.0, 1.0, 1.0, 1.0], sub=sub)
elif overlay == rd.DebugOverlay.QuadOverdrawDraw or overlay == rd.DebugOverlay.QuadOverdrawPass:
self.check_pixel_value(overlay_id, 50 >> shift, 36 >> shift, [1.0, 1.0, 1.0, 1.0], sub=sub)
self.check_pixel_value(overlay_id, 30 >> shift, 36 >> shift, [0.0, 0.0, 0.0, 0.0], sub=sub)
self.check_pixel_value(overlay_id, 70 >> shift, 20 >> shift, [0.0, 0.0, 0.0, 0.0], sub=sub)
self.check_pixel_value(overlay_id, 50 >> shift, 45 >> shift, [2.0, 2.0, 2.0, 2.0], sub=sub)
elif overlay == rd.DebugOverlay.TriangleSizeDraw or overlay == rd.DebugOverlay.TriangleSizePass:
if mip == 2:
self.check_pixel_value(overlay_id, 50 >> shift, 36 >> shift, [585.0, 585.0, 585.0, 1.0], sub=sub)
else:
self.check_pixel_value(overlay_id, 50 >> shift, 36 >> shift, [151.75, 151.75, 151.75, 1.0], sub=sub)
self.check_pixel_value(overlay_id, 30 >> shift, 36 >> shift, [0.0, 0.0, 0.0, 0.0], sub=sub)
self.check_pixel_value(overlay_id, 70 >> shift, 34 >> shift, [0.0, 0.0, 0.0, 0.0], sub=sub)
self.check_pixel_value(overlay_id, 70 >> shift, 20 >> shift, [0.0, 0.0, 0.0, 0.0], sub=sub)
if mip == 2:
self.check_pixel_value(overlay_id, 50 >> shift, 45 >> shift, [117.0, 117.0, 117.0, 1.0], sub=sub)
else:
self.check_pixel_value(overlay_id, 50 >> shift, 45 >> shift, [30.359375, 30.359375, 30.359375, 1.0], sub=sub)
rdtest.log.success("Picked values are correct for mip {} overlay {}".format(sub.mip, str(overlay)))
out.Shutdown()