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* This lets the testcase track the current EID and print it when a failure happens
128 lines
3.7 KiB
Python
128 lines
3.7 KiB
Python
import renderdoc as rd
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import rdtest
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class D3D12_Parameter_Zoo(rdtest.TestCase):
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demos_test_name = 'D3D12_Parameter_Zoo'
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def check_capture(self):
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action = self.find_action("Color Draw")
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assert action is not None
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action = action.nextAction
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assert action is not None
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self.set_event(action.eventId, False)
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pipe = self.controller.GetPipelineState()
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self.check_pixel_value(pipe.GetOutputTargets()[0].resource, 0.5, 0.5, [0.0, 1.0, 0.0, 1.0])
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rdtest.log.success("Captured loaded with color as expected")
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postvs_data = self.get_postvs(action, rd.MeshDataStage.VSOut, 0, action.numIndices)
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postvs_ref: rdtest.MeshReference = {
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0: {
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'vtx': 0,
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'idx': 0,
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'SV_POSITION': [-0.5, -0.5, 0.0, 1.0],
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'COLOR': [0.0, 1.0, 0.0, 1.0],
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'TEXCOORD': [0.0, 0.0],
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},
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1: {
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'vtx': 1,
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'idx': 1,
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'SV_POSITION': [0.0, 0.5, 0.0, 1.0],
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'COLOR': [0.0, 1.0, 0.0, 1.0],
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'TEXCOORD': [0.0, 1.0],
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},
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2: {
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'vtx': 2,
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'idx': 2,
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'SV_POSITION': [0.5, -0.5, 0.0, 1.0],
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'COLOR': [0.0, 1.0, 0.0, 1.0],
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'TEXCOORD': [1.0, 0.0],
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},
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}
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self.check_mesh_data(postvs_ref, postvs_data)
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rdtest.log.success("Mesh data is correct")
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tex = rd.TextureDisplay()
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tex.overlay = rd.DebugOverlay.Drawcall
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tex.resourceId = pipe.GetOutputTargets()[0].resource
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out = self.controller.CreateOutput(
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rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture
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)
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out.SetTextureDisplay(tex)
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out.Display()
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overlay_id = out.GetDebugOverlayTexID()
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v = pipe.GetViewport(0)
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self.check_pixel_value(overlay_id, int(0.5 * v.width), int(0.5 * v.height), [0.8, 0.1, 0.8, 1.0],
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eps=1.0 / 256.0)
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out.Shutdown()
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res = self.get_resource_by_name("Sampler Heap")
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sdfile = self.controller.GetStructuredFile()
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chunk = sdfile.chunks[res.initialisationChunks[-1]]
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desc1234 = chunk.GetChild(2).GetChild(1234).GetChild(3)
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rdtest.log.comment('desc1234: ' + desc1234.name)
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# filter
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assert desc1234.GetChild(0).AsString() == 'D3D12_FILTER_ANISOTROPIC'
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assert desc1234.GetChild(0).AsInt() == 0x55
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# wrapping
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assert desc1234.GetChild(1).AsString() == 'D3D12_TEXTURE_ADDRESS_MODE_BORDER'
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assert desc1234.GetChild(1).AsInt() == 4
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# MaxAnisotropy
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assert desc1234.GetChild(1).AsInt() == 4
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# MinLod
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assert desc1234.GetChild(8).AsFloat() == 1.5
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rdtest.log.success("Overlay color is as expected")
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action = self.find_action("No Sig Draw")
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action = action.nextAction
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self.set_event(action.eventId, False)
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pipe = self.controller.GetPipelineState()
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self.check_pixel_value(pipe.GetOutputTargets()[0].resource, 0.5, 0.5, [0.0, 1.0, 0.0, 1.0])
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rdtest.log.success("No sig draw worked as expected")
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action = self.find_action("No Sig Dispatch")
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action = action.nextAction
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self.set_event(action.eventId, False)
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# nothing to actually check here
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action = self.find_action("Temp heap Draw")
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action = action.nextAction
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self.set_event(action.eventId, False)
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pipe = self.controller.GetPipelineState()
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self.check_pixel_value(pipe.GetOutputTargets()[0].resource, 0.5, 0.5, [0.0, 1.0, 0.0, 1.0])
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rdtest.log.success("Temp heap worked as expected")
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