Files
renderdoc/util/test/tests/D3D11/D3D11_PrimitiveID.py
T
baldurk 7149302680 Rename 'draw' or 'drawcall' to action
* 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.
2021-07-01 15:15:05 +01:00

79 lines
3.6 KiB
Python

import renderdoc as rd
from typing import List
import rdtest
class D3D11_PrimitiveID(rdtest.TestCase):
demos_test_name = 'D3D11_PrimitiveID'
def test_action(self, action: rd.ActionDescription, x, y, prim, expected_prim, expected_output):
self.controller.SetFrameEvent(action.eventId, True)
pipe: rd.PipeState = self.controller.GetPipelineState()
trace: rd.ShaderDebugTrace = self.controller.DebugPixel(x, y, rd.ReplayController.NoPreference, prim)
sourceVars: List[rd.SourceVariableMapping] = list(trace.sourceVars)
cycles, variables = self.process_trace(trace)
# Find the SV_PrimitiveID variable
primInput = self.find_input_source_var(trace, rd.ShaderBuiltin.PrimitiveIndex)
if primInput is None:
# If we didn't find it, then we should be expecting a 0
if len(expected_prim) > 1 or expected_prim[0] != 0:
rdtest.log.error("Expected prim {} at {},{} did not match actual prim {}.".format(
str(expected_prim), x, y, prim))
return False
else:
# Look up the matching register in the inputs, and see if the expected value matches
inputs: List[rd.ShaderVariable] = list(trace.inputs)
primValue = [var for var in inputs if var.name == primInput.variables[0].name][0]
if primValue.value.u32v[0] not in expected_prim:
rdtest.log.error("Expected prim {} at {},{} did not match actual prim {}.".format(
str(expected_prim), x, y, primValue.value.u32v[0]))
return False
# Compare shader debug output against an expected value instead of the RT's output,
# since we're testing overlapping primitives in a single action
if expected_output is not None:
output = self.find_output_source_var(trace, rd.ShaderBuiltin.ColorOutput, 0)
debugged = self.evaluate_source_var(output, variables)
if list(debugged.value.f32v[0:4]) != expected_output:
rdtest.log.error("Expected value {} at {},{} did not match actual {}.".format(
expected_output, x, y, debugged.value.f32v[0:4]))
return False
self.controller.FreeTrace(trace)
rdtest.log.success("Test at {},{} matched as expected".format(x, y))
return True
def check_capture(self):
success = True
# Jump to the action
test_marker: rd.ActionDescription = self.find_action("Test")
# Draw 1: No GS, PS without prim
action = test_marker.next
success &= self.test_action(action, 100, 80, rd.ReplayController.NoPreference, [0], [0, 1, 0, 1])
# Draw 2: No GS, PS with prim
action = action.next
success &= self.test_action(action, 300, 80, rd.ReplayController.NoPreference, [0], [0, 1, 0, 1])
# Draw 3: GS, PS without prim
action = action.next
success &= self.test_action(action, 125, 250, rd.ReplayController.NoPreference, [0], [0, 1, 0, 1])
# Draw 4: GS, PS with prim
action = action.next
success &= self.test_action(action, 325, 250, 2, [2], [0.5, 1, 0, 1])
success &= self.test_action(action, 325, 250, 3, [3], [0.75, 1, 0, 1])
# No expected output here, since it's nondeterministic which primitive gets selected
success &= self.test_action(action, 325, 250, rd.ReplayController.NoPreference, [2, 3], None)
if not success:
raise rdtest.TestFailureException("Some tests were not as expected")
rdtest.log.success("All tests matched")