Files
renderdoc/util/test/tests/D3D11/D3D11_Refcount_Check.py
T
baldurk fdeea5204d Refactor and optimise D3D11 refcounting implementation
* In heavy D3D11 workloads the refcounting overhead especially during fast
  binding changes was significant. Refactoring the refcounting to work on a
  different model and deferring destruction of objects removes most of the
  overhead.
2020-09-10 13:35:32 +01:00

33 lines
841 B
Python

import struct
import math
import renderdoc as rd
import rdtest
class D3D11_Refcount_Check(rdtest.TestCase):
demos_test_name = 'D3D11_Refcount_Check'
def get_capture_options(self):
# Ensure we enable API validation since the test relies on being able to query it
ret = rd.CaptureOptions()
ret.apiValidation = True
ret.debugOutputMute = False
return ret
def check_capture(self):
draw = self.find_draw("Color Draw")
self.check(draw is not None)
draw = draw.next
self.controller.SetFrameEvent(draw.eventId, False)
pipe: rd.PipeState = self.controller.GetPipelineState()
self.check_pixel_value(pipe.GetOutputTargets()[0].resourceId, 0.5, 0.5, [0.0, 1.0, 0.0, 1.0])
rdtest.log.success("Captured loaded with color as expected")