Files
renderdoc/util/test/rdtest/shared/Mesh_Zoo.py
T
Dan Hawson 442b48bb77 Mesh exploder
New 'Exploded' visualisation mode in BufferViewer with new exploder controls
hidden when not in 'Exploded' mode.

Change 'solidShading' and 'solidShadeMode' to 'visualisation' and
'visualisationMode'.

Hide the 'highlightVerts' widget when using 'Exploded' vis for both
real-estate and practical implementation reasons.
2023-12-09 11:40:30 +00:00

417 lines
18 KiB
Python

import renderdoc as rd
import rdtest
# Not a real test, re-used by API-specific tests
class Mesh_Zoo():
def __init__(self):
self.out = None
self.cfg = rd.MeshDisplay()
def cache_output(self):
self.out.SetMeshDisplay(self.cfg)
self.out.Display()
pixels: bytes = self.out.ReadbackOutputTexture()
dim = self.out.GetDimensions()
pitch = dim[0]*3
self.rows = [pixels[row_start:row_start + pitch] for row_start in range(0, dim[1] * pitch, pitch)]
rdtest.png_save(rdtest.get_tmp_path('output.png'), self.rows, dim, False)
def find_action(self, name):
action = None
for d in self.controller.GetRootActions():
if name in d.customName:
action = d
break
if action is None:
raise rdtest.TestFailureException("Couldn't find '{}' action".format(name))
return action
# To avoid needing to do image comparisons, we instead do quad region probes to see which colours are present. That
# way we can programmatically check that the wireframe we expect to be there, is there
def get_region_cols(self, region):
x0, y0, x1, y1 = region
cols = []
for y in range(y0, y1+1):
for x in range(x0, x1+1):
col = tuple(self.rows[y][x*3:x*3+3])
# skip pure gray, this comes from the checkerboard or frustum, all our lines and data are coloured
if col[0] == col[1] and col[1] == col[2]:
continue
if col not in cols:
cols.append(col)
return cols
def check_region(self, region, test):
colors = self.get_region_cols(region)
if not test(colors):
tmp_path = rdtest.get_tmp_path('output.png')
rdtest.png_save(tmp_path, self.rows, self.out.GetDimensions(), False)
raise rdtest.TestFailureException("Expected line segment wrong, colors: {}".format(colors), tmp_path)
def check_vertex(self, x, y, result):
pick = self.out.PickVertex(x, y)
if not rdtest.value_compare(result, pick):
raise rdtest.TestFailureException("When picking ({},{}) expected vertex {} in instance {}, but found {} in {}".format(x, y, result[0], result[1], pick[0], pick[1]))
rdtest.log.success("Picking {},{} returns vertex {} in instance {} as expected".format(x, y, result[0], result[1]))
def check_capture(self, capture_filename: str, controller: rd.ReplayController):
self.controller = controller
self.controller.SetFrameEvent(self.find_action("Quad").next.eventId, False)
self.out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(200, 200),
rd.ReplayOutputType.Mesh)
pipe: rd.PipeState = self.controller.GetPipelineState()
self.cfg = rd.MeshDisplay()
cam: rd.Camera = rd.InitCamera(rd.CameraType.FPSLook)
cam.SetPosition(0, 0, 0)
cam.SetFPSRotation(0, 0, 0)
self.cfg.type = rd.MeshDataStage.VSOut
self.cfg.cam = cam
# Position is always first, so getting the postvs data will give us
inst0: rd.MeshFormat = self.controller.GetPostVSData(0, 0, self.cfg.type)
self.cfg.position = inst0
# after position we have float2 Color2 then float4 Color4
self.cfg.second = self.cfg.position
self.cfg.second.vertexByteOffset += 16
self.cfg.second.vertexByteOffset += 8
if pipe.HasAlignedPostVSData(self.cfg.type):
self.cfg.second.vertexByteOffset += 8
# Configure an ortho camera, even though we don't really have a camera
self.cfg.ortho = True
self.cfg.position.nearPlane = 1.0
self.cfg.position.farPlane = 100.0
self.cfg.aspect = 1.0
self.cfg.wireframeDraw = True
self.cfg.position.meshColor = rd.FloatVector(1.0, 0.0, 1.0, 1.0)
self.cache_output()
# We should have a single quad, check each outside edge and the inside diagonal.
# All these line segments should have some colors (not including the background checkerboard or the frustum)
self.check_region((55, 95, 65, 95), lambda x: x != []) # Left edge
self.check_region((85, 60, 85, 70), lambda x: x != []) # Top edge
self.check_region((105, 100, 115, 100), lambda x: x != []) # Right edge
self.check_region((90, 130, 90, 140), lambda x: x != []) # Bottom edge
self.check_region((65, 120, 75, 120), lambda x: x != []) # Bottom-Left of diagonal
self.check_region((105, 70, 110, 70), lambda x: x != []) # Top-right of diagonal
rdtest.log.success("Base rendering is as expected")
self.cfg.visualisationMode = rd.Visualisation.Secondary
self.cfg.wireframeDraw = False
# allow for blending with white for the frustum
isred = lambda col: col[0] > col[1] and col[1] == col[2]
isgreen = lambda col: col[1] > col[0] and col[0] == col[2]
isblue = lambda col: col[2] > col[0] and col[0] == col[1]
isredgreen = lambda col: isred(col) or isgreen(col) or col[2] == 0
isyellow = lambda col: col[0] == col[1] and col[2] < col[1]
self.cache_output()
# The secondary color should be completely green
self.check_region((85, 70, 85, 125), lambda x: all([isgreen(i) for i in x]))
self.check_region((65, 100, 105, 100), lambda x: all([isgreen(i) for i in x]))
# this line segment isn't in the first instance
self.check_region((65, 55, 105, 55), lambda x: x == [])
# this line segment isn't in the second instance
self.check_region((65, 125, 105, 125), lambda x: all([isgreen(i) for i in x]))
rdtest.log.success("Secondary rendering of instance 0 is as expected")
# Out of bounds should look the same as without highlighting at all, check the corners are all still green
self.cfg.highlightVert = 9
self.cache_output()
self.check_region((55, 60, 65, 70), lambda x: all([isgreen(i) for i in x]))
self.check_region((105, 60, 115, 70), lambda x: all([isgreen(i) for i in x]))
self.check_region((55, 130, 65, 140), lambda x: all([isgreen(i) for i in x]))
self.check_region((105, 130, 115, 140), lambda x: all([isgreen(i) for i in x]))
vert_regions = [
(55, 60, 65, 70),
(110, 60, 120, 70),
(55, 130, 65, 140),
(110, 60, 120, 70),
(110, 130, 120, 140),
(55, 130, 65, 140),
]
for vert in range(6):
self.cfg.highlightVert = vert
self.cache_output()
tri = int(vert / 3)
# Check that the triangle we're highlighting is red and the other is green
if tri == 0:
self.check_region((65, 75, 75, 85), lambda x: all([isred(i) for i in x]))
self.check_region((100, 115, 110, 125), lambda x: all([isgreen(i) for i in x]))
else:
self.check_region((65, 75, 75, 85), lambda x: all([isgreen(i) for i in x]))
self.check_region((100, 115, 110, 125), lambda x: all([isred(i) for i in x]))
# The corners that touch should be red and green - that is no other colours but red and green, but at least
# some red and some green
self.check_region((65, 115, 75, 125),
lambda x: all([isredgreen(i) for i in x]) and
any([isred(i) for i in x]) and
any([isgreen(i) for i in x]))
# check that there's blue in this vertex's region
self.check_region(vert_regions[vert], lambda x: any([isblue(i) for i in x]))
rdtest.log.success("Rendering of highlighted vertices is as expected")
self.cfg.highlightVert = rd.MeshDisplay.NoHighlight
# If we render from the float2 color we shouldn't get any blue
self.cfg.second.vertexByteOffset = self.cfg.position.vertexByteOffset = inst0.vertexByteOffset
self.cfg.second.vertexByteOffset += 16
self.cfg.second.format.compCount = 2
self.cache_output()
# If we render from the float2 color we shouldn't get any blue since it's only a two-component value
self.check_region((85, 70, 85, 125), lambda x: all([isredgreen(i) for i in x]))
self.check_region((65, 100, 105, 100), lambda x: all([isredgreen(i) for i in x]))
self.check_region((65, 55, 105, 55), lambda x: x == [])
self.check_region((65, 125, 105, 125), lambda x: all([isredgreen(i) for i in x]))
rdtest.log.success("Rendering of float2 color secondary in instance 0 is as expected")
self.cfg.highlightVert = rd.MeshDisplay.NoHighlight
inst1: rd.MeshFormat = self.controller.GetPostVSData(1, 0, self.cfg.type)
self.cfg.curInstance = 1
self.cfg.second.vertexResourceId = self.cfg.position.vertexResourceId = inst1.vertexResourceId
self.cfg.second.vertexByteOffset = self.cfg.position.vertexByteOffset = inst1.vertexByteOffset
self.cfg.second.vertexByteOffset += 16
self.cfg.second.vertexByteOffset += 8
if pipe.HasAlignedPostVSData(self.cfg.type):
self.cfg.second.vertexByteOffset += 8
self.cache_output()
# The secondary color should be completely yellow
self.check_region((85, 70, 85, 125), lambda x: all([isyellow(i) for i in x]))
self.check_region((65, 100, 105, 100), lambda x: all([isyellow(i) for i in x]))
# this line segment isn't in the first instance
self.check_region((65, 55, 105, 55), lambda x: all([isyellow(i) for i in x]))
# this line segment isn't in the second instance
self.check_region((65, 125, 105, 125), lambda x: x == [])
rdtest.log.success("Secondary rendering of instance 1 is as expected")
# If we render from the float2 color we shouldn't get any blue
self.cfg.second.vertexByteOffset = self.cfg.position.vertexByteOffset = inst1.vertexByteOffset
self.cfg.second.vertexByteOffset += 16
self.cfg.second.format.compCount = 2
self.cache_output()
# If we render from the float2 color we shouldn't get any blue since it's only a two-component value
self.check_region((85, 70, 85, 125), lambda x: all([isredgreen(i) for i in x]))
self.check_region((65, 100, 105, 100), lambda x: all([isredgreen(i) for i in x]))
self.check_region((65, 55, 105, 55), lambda x: all([isredgreen(i) for i in x]))
self.check_region((65, 125, 105, 125), lambda x: x == [])
rdtest.log.success("Rendering of float2 color secondary in instance 1 is as expected")
self.cfg.visualisationMode = rd.Visualisation.NoSolid
self.cfg.showAllInstances = True
self.cache_output()
# wireframe for original quad should still be present
self.check_region((55, 95, 65, 95), lambda x: x != [])
self.check_region((85, 60, 85, 70), lambda x: x != [])
self.check_region((105, 100, 115, 100), lambda x: x != [])
self.check_region((90, 130, 90, 140), lambda x: x != [])
self.check_region((65, 120, 75, 120), lambda x: x != [])
self.check_region((105, 70, 110, 70), lambda x: x != [])
# But now we'll have an additional instance
self.check_region((75, 55, 85, 55), lambda x: x != [])
self.check_region((125, 85, 135, 85), lambda x: x != [])
self.check_region((105, 110, 105, 120), lambda x: x != [])
self.cfg.showWholePass = True
self.cache_output()
# same again
self.check_region((55, 95, 65, 95), lambda x: x != [])
self.check_region((85, 60, 85, 70), lambda x: x != [])
self.check_region((105, 100, 115, 100), lambda x: x != [])
self.check_region((90, 130, 90, 140), lambda x: x != [])
self.check_region((65, 120, 75, 120), lambda x: x != [])
self.check_region((105, 70, 110, 70), lambda x: x != [])
self.check_region((75, 55, 85, 55), lambda x: x != [])
self.check_region((125, 85, 135, 85), lambda x: x != [])
self.check_region((105, 110, 105, 120), lambda x: x != [])
# But now an extra previous action
self.check_region((30, 105, 40, 105), lambda x: x != [])
self.check_region((50, 80, 50, 90), lambda x: x != [])
self.check_region((45, 130, 55, 130), lambda x: x != [])
self.check_region((30, 150, 40, 150), lambda x: x != [])
rdtest.log.success("Mesh rendering is as expected")
self.cfg.showWholePass = False
self.cfg.showAllInstances = False
# Go back to instance 0. We can ignore cfg.second now
self.cfg.curInstance = 0
self.cfg.position.vertexResourceId = inst0.vertexResourceId
self.cfg.position.vertexByteOffset = inst0.vertexByteOffset
self.cache_output()
# Just above top-left, no result
self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
# Just inside top-left, first vertex
self.check_vertex(65, 70, (0, 0))
# Outside top-right, inside the second instance, but because we only have one instance showing should return
# no result
self.check_vertex(115, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
self.check_vertex(80, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
# In the first triangle near the top right
self.check_vertex(105, 70, (1, 0))
# In the second triangle near the top right
self.check_vertex(110, 70, (3, 0))
# In the second triangle near the middle, would be in the second instance
self.check_vertex(95, 110, (4, 0))
# In the second triangle near the bottom right
self.check_vertex(110, 130, (4, 0))
rdtest.log.success("Instance 0 picking is as expected")
# if we look at only instance 1, the results should change
self.cfg.curInstance = 1
self.cfg.position.vertexResourceId = inst1.vertexResourceId
self.cfg.position.vertexByteOffset = inst1.vertexByteOffset
self.cache_output()
self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
self.check_vertex(65, 70, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
self.check_vertex(115, 60, (1, 1))
self.check_vertex(80, 60, (0, 1))
self.check_vertex(105, 70, (1, 1))
self.check_vertex(110, 70, (1, 1))
self.check_vertex(95, 110, (5, 1))
self.check_vertex(110, 130, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
rdtest.log.success("Instance 1 picking is as expected")
# Now look at both instances together, this goes 'in order' so if there is overlap the first instance wins
self.cfg.showAllInstances = True
self.cache_output()
self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
self.check_vertex(65, 70, (0, 0))
self.check_vertex(115, 60, (1, 1))
self.check_vertex(80, 60, (0, 1))
self.check_vertex(105, 70, (1, 0))
self.check_vertex(110, 70, (3, 0))
self.check_vertex(95, 110, (4, 0))
self.check_vertex(110, 130, (4, 0))
rdtest.log.success("Both instance picking is as expected")
self.controller.SetFrameEvent(self.find_action("Points").next.eventId, False)
# Only one instance, just check we can see the points
self.cfg.curInstance = 0
self.cfg.position = self.controller.GetPostVSData(0, 0, self.cfg.type)
self.cfg.position.nearPlane = 1.0
self.cfg.position.farPlane = 100.0
self.cache_output()
# Picking points doesn't have any primitive, it should pick as long as it's close to the point
self.check_vertex(55, 60, (0, 0))
self.check_vertex(65, 70, (0, 0))
self.check_vertex(105, 65, (1, 0))
self.check_vertex(115, 135, (2, 0))
self.check_vertex(65, 130, (3, 0))
self.check_vertex(60, 125, (3, 0))
rdtest.log.success("Point picking is as expected")
self.cfg.highlightVert = rd.MeshDisplay.NoHighlight
self.cfg.visualisationMode = rd.Visualisation.Solid
self.cache_output()
self.cfg.visualisationMode = rd.Visualisation.Lit
self.cache_output()
rdtest.log.success("Point solid and lit rendering works as expected")
self.controller.SetFrameEvent(self.find_action("Lines").next.eventId, False)
self.cache_output()
self.cfg.visualisationMode = rd.Visualisation.Lit
self.cache_output()
rdtest.log.success("Lines solid and lit rendering works as expected")
self.controller.SetFrameEvent(self.find_action("Stride 0").next.eventId, False)
self.cfg.position = self.controller.GetPostVSData(0, 0, self.cfg.type)
self.cfg.position.nearPlane = 1.0
self.cfg.position.farPlane = 100.0
self.cache_output()
# Stride of 0 is unusual but valid, ensure vertex picking still works
self.check_vertex(55, 60, (0, 0))
self.check_vertex(65, 70, (0, 0))
self.check_vertex(105, 65, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
self.check_vertex(115, 135, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
self.controller.SetFrameEvent(self.find_action("Empty").next.eventId, False)
self.cfg.position = self.controller.GetPostVSData(0, 0, self.cfg.type)
self.cfg.position.nearPlane = 1.0
self.cfg.position.farPlane = 100.0
self.cache_output()
self.check_vertex(105, 65, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
self.check_vertex(115, 135, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
rdtest.log.success("Picking in empty draw is as expected")