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renderdoc/util/test/tests/Vulkan/VK_Simple_Triangle.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

60 lines
2.0 KiB
Python

import renderdoc as rd
import rdtest
class VK_Simple_Triangle(rdtest.TestCase):
demos_test_name = 'VK_Simple_Triangle'
def check_capture(self):
last_action: rd.ActionDescription = self.get_last_action()
self.controller.SetFrameEvent(last_action.eventId, True)
self.check_triangle(out=last_action.copyDestination)
self.check_export(self.capture_filename)
action = self.find_action("Draw")
self.controller.SetFrameEvent(action.eventId, False)
postvs_data = self.get_postvs(action, rd.MeshDataStage.VSOut, 0, action.numIndices)
postvs_ref = {
0: {
'vtx': 0,
'idx': 0,
'gl_PerVertex_var.gl_Position': [-0.5, 0.5, 0.0, 1.0],
'vertOut.pos': [-0.5, 0.5, 0.0, 1.0],
'vertOut.col': [0.0, 1.0, 0.0, 1.0],
'vertOut.uv': [0.0, 0.0, 0.0, 1.0],
},
1: {
'vtx': 1,
'idx': 1,
'gl_PerVertex_var.gl_Position': [0.0, -0.5, 0.0, 1.0],
'vertOut.pos': [0.0, -0.5, 0.0, 1.0],
'vertOut.col': [0.0, 1.0, 0.0, 1.0],
'vertOut.uv': [0.0, 1.0, 0.0, 1.0],
},
2: {
'vtx': 2,
'idx': 2,
'gl_PerVertex_var.gl_Position': [0.5, 0.5, 0.0, 1.0],
'vertOut.pos': [0.5, 0.5, 0.0, 1.0],
'vertOut.col': [0.0, 1.0, 0.0, 1.0],
'vertOut.uv': [1.0, 0.0, 0.0, 1.0],
},
}
self.check_mesh_data(postvs_ref, postvs_data)
# Check that nothing breaks if we call typical enumeration functions on resources
for res in self.controller.GetResources():
res: rd.ResourceDescription
self.controller.GetShaderEntryPoints(res.resourceId)
self.controller.GetUsage(res.resourceId)
self.controller.GetBufferData(res.resourceId, 0, 0)
self.controller.GetTextureData(res.resourceId, rd.Subresource())