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