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