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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.
50 lines
1.3 KiB
Python
50 lines
1.3 KiB
Python
import rdtest
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import renderdoc as rd
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class GL_Draw_Zoo(rdtest.Draw_Zoo):
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demos_test_name = 'GL_Draw_Zoo'
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internal = False
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def check_capture(self):
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rdtest.Draw_Zoo.check_capture(self)
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action = self.find_action("GL_PRIMITIVE_RESTART")
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self.check(action is not None)
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action = action.next
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self.controller.SetFrameEvent(action.eventId, True)
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pipe = self.controller.GetPipelineState()
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ib = pipe.GetIBuffer()
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self.check(pipe.IsStripRestartEnabled())
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self.check((pipe.GetStripRestartIndex() & ((1 << (ib.byteStride*8)) - 1)) == 0xffff)
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action = self.find_action("GL_PRIMITIVE_RESTART_FIXED_INDEX")
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self.check(action is not None)
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action = action.next
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self.controller.SetFrameEvent(action.eventId, True)
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pipe = self.controller.GetPipelineState()
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ib = pipe.GetIBuffer()
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self.check(pipe.IsStripRestartEnabled())
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self.check((pipe.GetStripRestartIndex() & ((1 << (ib.byteStride*8)) - 1)) == 0xffff)
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draw = self.find_draw("GL_ClearDepth")
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self.check(draw is not None)
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draw = draw.next
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self.check(draw.flags & (rd.DrawFlags.Clear|rd.DrawFlags.ClearDepthStencil) == (rd.DrawFlags.Clear|rd.DrawFlags.ClearDepthStencil))
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