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import renderdoc as rd
import rdtest
from typing import List, Tuple
import time
import os
def srgb2linear(f):
if f <= 0.04045:
return f / 12.92
else:
return ((f + 0.055) / 1.055) ** 2.4
def linear2srgb(f):
if f <= 0.0031308:
return f * 12.92
else:
return 1.055 * (f ** (1 / 2.4)) - 0.055
# Not a real test, re-used by API-specific tests
class Texture_Zoo():
def __init__(self):
self.proxied = False
self.fake_msaa = False
self.textures = {}
self.filename = ''
self.textures = {}
self.controller: rd.ReplayController
self.controller = None
self.out: rd.ReplayOutput
self.out = None
self.pipeType = rd.GraphicsAPI.D3D11
self.opengl_mode = False
self.d3d_mode = False
def sub(self, mip: int, slice: int, sample: int):
if self.fake_msaa:
return rd.Subresource(mip, slice * 2 + sample, 0)
else:
return rd.Subresource(mip, slice, sample)
def pick(self, tex: rd.ResourceId, x: int, y: int, sub: rd.Subresource, typeCast: rd.CompType):
if self.opengl_mode:
y = max(1, self.textures[tex].height >> sub.mip) - 1 - y
return self.controller.PickPixel(tex, x, y, sub, typeCast)
TEST_CAPTURE = 0
TEST_DDS = 1
TEST_PNG = 2
def check_test(self, fmt_name: str, name: str, test_mode: int):
pipe: rd.PipeState = self.controller.GetPipelineState()
image_view = (test_mode != Texture_Zoo.TEST_CAPTURE)
if image_view:
bound_res: rd.BoundResource = pipe.GetOutputTargets()[0]
else:
bound_res: rd.BoundResource = pipe.GetReadOnlyResources(rd.ShaderStage.Pixel)[0].resources[0]
texs = self.controller.GetTextures()
for t in texs:
self.textures[t.resourceId] = t
tex_id: rd.ResourceId = bound_res.resourceId
tex: rd.TextureDescription = self.textures[tex_id]
comp_type: rd.CompType = tex.format.compType
if bound_res.typeCast != rd.CompType.Typeless:
comp_type = bound_res.typeCast
# When not running proxied, save non-typecasted textures to disk
if not image_view and not self.proxied and (tex.format.compType == comp_type or
tex.format.type == rd.ResourceFormatType.D24S8 or
tex.format.type == rd.ResourceFormatType.D32S8):
save_data = rd.TextureSave()
save_data.resourceId = tex_id
save_data.destType = rd.FileType.DDS
save_data.sample.mapToArray = True
self.textures[self.filename] = tex
path = rdtest.get_tmp_path(self.filename + '.dds')
success: bool = self.controller.SaveTexture(save_data, path)
if not success:
if self.d3d_mode:
raise rdtest.TestFailureException("Couldn't save DDS to {} on D3D.".format(self.filename))
try:
os.remove(path)
except Exception:
pass
save_data.destType = rd.FileType.PNG
save_data.slice.sliceIndex = 0
save_data.sample.sampleIndex = 0
path = path.replace('.dds', '.png')
if comp_type == rd.CompType.UInt:
save_data.comp.blackPoint = 0.0
save_data.comp.whitePoint = 255.0
elif comp_type == rd.CompType.SInt:
save_data.comp.blackPoint = -255.0
save_data.comp.whitePoint = 0.0
elif comp_type == rd.CompType.SNorm:
save_data.comp.blackPoint = -1.0
save_data.comp.whitePoint = 0.0
success: bool = self.controller.SaveTexture(save_data, path)
if not success:
try:
os.remove(path)
except Exception:
pass
value0 = []
comp_count = tex.format.compCount
# When viewing PNGs only compare the components that the original texture had
if test_mode == Texture_Zoo.TEST_PNG:
comp_count = self.textures[self.filename]
tex.msSamp = 0
tex.arraysize = 1
tex.depth = 1
self.fake_msaa = 'MSAA' in name
elif test_mode == Texture_Zoo.TEST_DDS:
tex.arraysize = self.textures[self.filename].arraysize
tex.msSamp = self.textures[self.filename].msSamp
self.fake_msaa = 'MSAA' in name
# HACK: We don't properly support BGRX, so just drop the alpha channel. We can't set this to compCount = 3
# internally because that's a 24-bit format with no padding...
if 'B8G8R8X8' in fmt_name:
comp_count = 3
# Completely ignore the alpha for BC1, our encoder doesn't pay attention to it
if tex.format.type == rd.ResourceFormatType.BC1:
comp_count = 3
# Calculate format-appropriate epsilon
eps_significand = 1.0
# Account for the sRGB curve by more generous epsilon
if comp_type == rd.CompType.UNormSRGB:
eps_significand = 2.5
# Similarly SNorm essentially loses a bit of accuracy due to us only using negative values
elif comp_type == rd.CompType.SNorm:
eps_significand = 2.0
if tex.format.type == rd.ResourceFormatType.R4G4B4A4 or tex.format.type == rd.ResourceFormatType.R4G4:
eps = (eps_significand / 15.0)
elif rd.ResourceFormatType.BC1 <= tex.format.type <= rd.ResourceFormatType.BC3:
eps = (eps_significand / 15.0) # 4-bit precision in some channels
elif tex.format.type == rd.ResourceFormatType.R5G5B5A1 or tex.format.type == rd.ResourceFormatType.R5G6B5:
eps = (eps_significand / 31.0)
elif tex.format.type == rd.ResourceFormatType.R11G11B10:
eps = (eps_significand / 31.0) # 5-bit mantissa in blue
elif tex.format.type == rd.ResourceFormatType.R9G9B9E5:
eps = (eps_significand / 63.0) # we have 9 bits of data, but might lose 2-3 due to shared exponent
elif tex.format.type == rd.ResourceFormatType.BC6 and tex.format.compType == rd.CompType.SNorm:
eps = (eps_significand / 63.0) # Lose a bit worth of precision for the signed version
elif rd.ResourceFormatType.BC4 <= tex.format.type <= rd.ResourceFormatType.BC7:
eps = (eps_significand / 127.0)
elif tex.format.compByteWidth == 1:
eps = (eps_significand / 255.0)
elif comp_type == rd.CompType.Depth and tex.format.compCount == 2:
eps = (eps_significand / 255.0) # stencil is only 8-bit
elif tex.format.type == rd.ResourceFormatType.A8:
eps = (eps_significand / 255.0)
elif tex.format.type == rd.ResourceFormatType.R10G10B10A2:
eps = (eps_significand / 1023.0)
else:
# half-floats have 11-bit mantissa. This epsilon is tight enough that we can be sure
# any remaining errors are implementation inaccuracy and not our bug
eps = (eps_significand / 2047.0)
for mp in range(tex.mips):
for sl in range(max(tex.arraysize, max(1, tex.depth >> mp))):
z = 0
if tex.depth > 1:
z = sl
for sm in range(tex.msSamp):
cur_sub = self.sub(mp, sl, sm)
tex_display = rd.TextureDisplay()
tex_display.resourceId = tex_id
tex_display.subresource = cur_sub
tex_display.flipY = self.opengl_mode
tex_display.typeCast = comp_type
tex_display.alpha = False
tex_display.scale = 1.0 / float(1<<mp)
tex_display.backgroundColor = rd.FloatVector(0.0, 0.0, 0.0, 1.0)
if comp_type == rd.CompType.UInt:
tex_display.rangeMin = 0.0
tex_display.rangeMax = 255.0
elif comp_type == rd.CompType.SInt:
tex_display.rangeMin = -255.0
tex_display.rangeMax = 0.0
elif comp_type == rd.CompType.SNorm:
tex_display.rangeMin = -1.0
tex_display.rangeMax = 0.0
self.out.SetTextureDisplay(tex_display)
self.out.Display()
pixels: bytes = self.out.ReadbackOutputTexture()
dim = self.out.GetDimensions()
stencilpixels = None
# Grab stencil separately
if tex.format.type == rd.ResourceFormatType.D16S8 or tex.format.type == rd.ResourceFormatType.D24S8 or tex.format.type == rd.ResourceFormatType.D32S8:
tex_display.red = False
tex_display.green = True
tex_display.blue = False
tex_display.alpha = False
self.out.SetTextureDisplay(tex_display)
self.out.Display()
stencilpixels: bytes = self.out.ReadbackOutputTexture()
# Grab alpha if needed (since the readback output is RGB only)
if comp_count == 4 or tex.format.type == rd.ResourceFormatType.A8:
tex_display.red = False
tex_display.green = False
tex_display.blue = False
tex_display.alpha = True
self.out.SetTextureDisplay(tex_display)
self.out.Display()
alphapixels: bytes = self.out.ReadbackOutputTexture()
all_good = True
for x in range(max(1, tex.width >> mp)):
if not all_good:
break
for y in range(max(1, tex.height >> mp)):
expected = self.get_expected_value(comp_count, comp_type, cur_sub, test_mode, tex, x, y, z)
# for this test to work the expected values have to be within the range we selected for
# display above
for i in expected:
if i < tex_display.rangeMin or tex_display.rangeMax < i:
raise rdtest.TestFailureException("expected value {} is outside of texture display range! {} - {}".format(i, tex_display.rangeMin, tex_display.rangeMax))
# convert the expected values to range-adapted values
for i in range(len(expected)):
expected[i] = (expected[i] - tex_display.rangeMin) / (
tex_display.rangeMax - tex_display.rangeMin)
# get the bytes from the displayed pixel
offs = y * dim[0] * 3 + x * 3
displayed = [int(a) for a in pixels[offs:offs + comp_count]]
if comp_count == 4:
del displayed[3]
displayed.append(int(alphapixels[offs]))
if stencilpixels is not None:
del displayed[1:]
displayed.append(int(stencilpixels[offs]))
if tex.format.type == rd.ResourceFormatType.A8:
displayed = [int(alphapixels[offs])]
# normalise the displayed values
for i in range(len(displayed)):
displayed[i] = float(displayed[i]) / 255.0
# For SRGB textures match linear picked values. We do this for alpha too since it's rendered
# via RGB
if comp_type == rd.CompType.UNormSRGB:
displayed[0:4] = [srgb2linear(x) for x in displayed[0:4]]
# alpha channel in 10:10:10:2 has extremely low precision, and the ULP requirements mean
# we basically can't trust anything between 0 and 1 on float formats. Just round in that
# case as it still lets us differentiate between alpha 0.0-0.5 and 0.5-1.0
if tex.format.type == rd.ResourceFormatType.R10G10B10A2 and comp_type != rd.CompType.UInt:
displayed[3] = round(displayed[3]) * 1.0
# Handle 1-bit alpha
if tex.format.type == rd.ResourceFormatType.R5G5B5A1:
displayed[3] = 1.0 if displayed[3] >= 0.5 else 0.0
# Need an additional 1/255 epsilon to account for us going via a 8-bit backbuffer for display
if not rdtest.value_compare(displayed, expected, 1.0/255.0 + eps):
#rdtest.log.print(
# "Quick-checking ({},{}) of slice {}, mip {}, sample {} of {} {} got {}. Expected {}.".format(
# x, y, sl, mp, sm, name, fmt_name, displayed, expected) +
# "Falling back to pixel picking tests.")
# Currently this seems to fail in some proxy scenarios with sRGB, but since it's not a
# real error we just silently swallow it
all_good = False
break
if all_good:
continue
for x in range(max(1, tex.width >> mp)):
for y in range(max(1, tex.height >> mp)):
expected = self.get_expected_value(comp_count, comp_type, cur_sub, test_mode, tex, x, y, z)
picked = self.get_picked_pixel_value(comp_count, comp_type, cur_sub, tex, tex_id, x, y)
if mp == 0 and sl == 0 and sm == 0 and x == 0 and y == 0:
value0 = picked
if not rdtest.value_compare(picked, expected, eps):
raise rdtest.TestFailureException(
"At ({},{}) of slice {}, mip {}, sample {} of {} {} got {}. Expected {}".format(
x, y, sl, mp, sm, name, fmt_name, picked, expected))
if not image_view:
output_tex = pipe.GetOutputTargets()[0].resourceId
# in the test captures pick the output texture, it should be identical to the
# (0,0) pixel in slice 0, mip 0, sample 0
view: rd.Viewport = pipe.GetViewport(0)
val: rd.PixelValue = self.pick(pipe.GetOutputTargets()[0].resourceId, int(view.x + view.width / 2),
int(view.y + view.height / 2), rd.Subresource(), rd.CompType.Typeless)
picked = val.floatValue
# A8 picked values come out in alpha, but we want to compare against the single channel
if tex.format.type == rd.ResourceFormatType.A8:
picked[0] = picked[3]
# Clamp to number of components in the texture
picked = picked[0:comp_count]
# If we didn't get a value0 (because we did all texture render compares) then fetch it here
if len(value0) == 0:
value0 = self.get_picked_pixel_value(comp_count, comp_type, rd.Subresource(), tex, tex_id, 0, 0)
# Up-convert any non-float expected values to floats
value0 = [float(x) for x in value0]
# For depth/stencil images, one of either depth or stencil should match
if comp_type == rd.CompType.Depth and len(value0) == 2:
if picked[0] == 0.0:
value0[0] = 0.0
# normalise stencil value if it isn't already
if picked[1] > 1.0:
picked[1] /= 255.0
elif picked[0] > 1.0:
# un-normalised stencil being rendered in red, match against our stencil expectation
picked[0] /= 255.0
value0[0] = value0[1]
value0[1] = 0.0
else:
if picked[1] == 0.0:
value0[1] = 0.0
if picked[1] > 1.0:
picked[1] /= 255.0
if not rdtest.value_compare(picked, value0, eps):
raise rdtest.TestFailureException(
"In {} {} Top-left pixel as rendered is {}. Expected {}".format(name, fmt_name, picked, value0))
def get_expected_value(self, comp_count: int, comp_type: rd.CompType, cur_sub: rd.Subresource, test_mode: int,
tex: rd.TextureDescription, x: int, y: int, z: int):
mp, sl, sm = cur_sub.mip, cur_sub.slice, cur_sub.sample
if self.fake_msaa:
sm = sl % 2
sl = sl // 2
# each 3D slice cycles the x. This only affects the primary diagonal
offs_x = (x + z) % max(1, tex.width >> mp)
# The diagonal inverts the colors
inverted = (offs_x != y)
# second slice adds a coarse checkerboard pattern of inversion
if tex.arraysize > 1 and sl == 1 and ((int(x / 2) % 2) != (int(y / 2) % 2)):
inverted = not inverted
if comp_type == rd.CompType.UInt or comp_type == rd.CompType.SInt:
expected = [10.0, 40.0, 70.0, 100.0]
if inverted:
expected = list(reversed(expected))
expected = [c + 10.0 * (sm + mp) for c in expected]
elif (tex.format.type == rd.ResourceFormatType.D16S8 or
tex.format.type == rd.ResourceFormatType.D24S8 or
tex.format.type == rd.ResourceFormatType.D32S8):
# depth/stencil is a bit special
expected = [0.1, 10.0, 100.0, 0.85]
if inverted:
expected = list(reversed(expected))
expected[0] += 0.075 * (sm + mp)
expected[1] += 10.0 * (sm + mp)
# Normalise stencil value
expected[1] = expected[1] / 255.0
else:
expected = [0.1, 0.35, 0.6, 0.85]
if inverted:
expected = list(reversed(expected))
expected = [c + 0.075 * (sm + mp) for c in expected]
# SNorm/SInt is negative
if comp_type == rd.CompType.SNorm or comp_type == rd.CompType.SInt:
expected = [-c for c in expected]
# BGRA textures have a swizzle applied
if tex.format.BGRAOrder():
expected[0:3] = reversed(expected[0:3])
# alpha channel in 10:10:10:2 has extremely low precision, and the ULP requirements mean
# we basically can't trust anything between 0 and 1 on float formats. Just round in that
# case as it still lets us differentiate between alpha 0.0-0.5 and 0.5-1.0
if tex.format.type == rd.ResourceFormatType.R10G10B10A2:
if comp_type == rd.CompType.UInt:
expected[3] = min(3.0, expected[3])
else:
expected[3] = round(expected[3]) * 1.0
# Handle 1-bit alpha
if tex.format.type == rd.ResourceFormatType.R5G5B5A1:
expected[3] = 1.0 if expected[3] >= 0.5 else 0.0
# Clamp to number of components in the texture
expected = expected[0:comp_count]
# For SRGB textures picked values will come out as linear
if comp_type == rd.CompType.UNormSRGB:
expected[0:3] = [srgb2linear(x) for x in expected[0:3]]
if test_mode == Texture_Zoo.TEST_PNG:
orig_comp = self.textures[self.filename].format.compType
if orig_comp == rd.CompType.SNorm or orig_comp == rd.CompType.SInt:
expected = [1.0 - x for x in expected]
return expected
def get_picked_pixel_value(self, comp_count, comp_type, cur_sub, tex, tex_id, x, y):
picked_combo: rd.PixelValue = self.pick(tex_id, x, y, cur_sub, comp_type)
if comp_type == rd.CompType.SInt:
picked = [float(a) for a in picked_combo.intValue]
elif comp_type == rd.CompType.UInt:
picked = [float(a) for a in picked_combo.uintValue]
else:
picked = picked_combo.floatValue
# alpha channel in 10:10:10:2 has extremely low precision, and the ULP requirements mean
# we basically can't trust anything between 0 and 1 on float formats. Just round in that
# case as it still lets us differentiate between alpha 0.0-0.5 and 0.5-1.0
if tex.format.type == rd.ResourceFormatType.R10G10B10A2 and comp_type != rd.CompType.UInt:
picked[3] = round(picked[3]) * 1.0
# Handle 1-bit alpha
if tex.format.type == rd.ResourceFormatType.R5G5B5A1:
picked[3] = 1.0 if picked[3] >= 0.5 else 0.0
# A8 picked values come out in alpha, but we want to compare against the single channel
if tex.format.type == rd.ResourceFormatType.A8:
picked[0] = picked[3]
# Clamp to number of components in the texture
picked = picked[0:comp_count]
return picked
def check_capture_with_controller(self, proxy_api: str):
any_failed = False
if proxy_api != '':
rdtest.log.print('Running with {} local proxy'.format(proxy_api))
self.proxied = True
else:
rdtest.log.print('Running on direct replay')
self.proxied = False
self.out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
for d in self.controller.GetDrawcalls():
# Check each region for the tests within
if d.flags & rd.DrawFlags.PushMarker:
name = ''
tests_run = 0
failed = False
# Iterate over drawcalls in this region
for sub in d.children:
sub: rd.DrawcallDescription
if sub.flags & rd.DrawFlags.SetMarker:
name = sub.name
# Check this draw
if sub.flags & rd.DrawFlags.Drawcall:
tests_run = tests_run + 1
try:
# Set this event as current
self.controller.SetFrameEvent(sub.eventId, True)
self.filename = (d.name + '@' + name).replace('->', '_')
self.check_test(d.name, name, Texture_Zoo.TEST_CAPTURE)
except rdtest.TestFailureException as ex:
failed = any_failed = True
rdtest.log.error(str(ex))
if not failed:
rdtest.log.success("All {} texture tests for {} are OK".format(tests_run, d.name))
self.out.Shutdown()
self.out = None
if not any_failed:
if proxy_api != '':
rdtest.log.success(
'All textures are OK with {} as local proxy'.format(proxy_api))
else:
rdtest.log.success("All textures are OK on direct replay")
else:
raise rdtest.TestFailureException("Some tests were not as expected")
def check_capture(self, capture_filename: str, controller: rd.ReplayController):
self.controller = controller
self.pipeType = self.controller.GetAPIProperties().pipelineType
self.opengl_mode = (self.controller.GetAPIProperties().pipelineType == rd.GraphicsAPI.OpenGL)
self.d3d_mode = rd.IsD3D(self.controller.GetAPIProperties().pipelineType)
failed = False
try:
# First check with the local controller
self.check_capture_with_controller('')
except rdtest.TestFailureException as ex:
rdtest.log.error(str(ex))
failed = True
# Now shut it down
self.controller.Shutdown()
self.controller = None
# Launch a remote server
rdtest.launch_remote_server()
# Wait for it to start
time.sleep(0.5)
ret: Tuple[rd.ReplayStatus, rd.RemoteServer] = rd.CreateRemoteServerConnection('localhost')
status, remote = ret
if status != rd.ReplayStatus.Succeeded:
time.sleep(2)
ret: Tuple[rd.ReplayStatus, rd.RemoteServer] = rd.CreateRemoteServerConnection('localhost')
status, remote = ret
if status != rd.ReplayStatus.Succeeded:
raise rdtest.TestFailureException("Couldn't connect to remote server: {}".format(str(status)))
proxies = remote.LocalProxies()
try:
# Try D3D11 and GL as proxies, D3D12/Vulkan technically don't have proxying implemented even though they
# will be listed in proxies
for api in ['D3D11', 'OpenGL']:
if api not in proxies:
continue
try:
ret: Tuple[rd.ReplayStatus, rd.ReplayController] = remote.OpenCapture(proxies.index(api),
capture_filename,
rd.ReplayOptions(), None)
status, self.controller = ret
# Now check with the proxy
self.check_capture_with_controller(api)
except ValueError:
continue
except rdtest.TestFailureException as ex:
rdtest.log.error(str(ex))
failed = True
finally:
remote.CloseCapture(self.controller)
self.controller = None
finally:
remote.ShutdownServerAndConnection()
# Now iterate over all the temp images saved out, load them as captures, and check the texture.
dir_path = rdtest.get_tmp_path('')
was_opengl = self.opengl_mode
# We iterate in filename order, so that dds files get opened before png files.
for file in os.scandir(dir_path):
if '.dds' not in file.name and '.png' not in file.name:
continue
cap = rd.OpenCaptureFile()
status = cap.OpenFile(file.path, 'rdc', None)
if status != rd.ReplayStatus.Succeeded:
rdtest.log.error("Couldn't open {}".format(file.name))
failed = True
continue
ret: Tuple[rd.ReplayStatus, rd.ReplayController] = cap.OpenCapture(rd.ReplayOptions(), None)
status, self.controller = ret
if status != rd.ReplayStatus.Succeeded:
rdtest.log.error("Couldn't open {}".format(file.name))
failed = True
continue
self.filename = file.name.replace('.dds', '').replace('.png', '')
[a, b] = file.name.replace('.dds', ' (DDS)').replace('.png', ' (PNG)').split('@')
self.controller.SetFrameEvent(self.controller.GetDrawcalls()[0].eventId, True)
try:
self.opengl_mode = False
fmt: rd.ResourceFormat = self.controller.GetTextures()[0].format
is_compressed = (rd.ResourceFormatType.BC1 <= fmt.type <= rd.ResourceFormatType.BC7 or
fmt.type == rd.ResourceFormatType.EAC or fmt.type == rd.ResourceFormatType.ETC2 or
fmt.type == rd.ResourceFormatType.ASTC or fmt.type == rd.ResourceFormatType.PVRTC)
# OpenGL saves all non-compressed images to disk with a flip, since that's the expected order for
# most formats. The effect of this is that we should apply the opengl_mode workaround for all files
# *except* compressed textures
if was_opengl and not is_compressed:
self.opengl_mode = True
self.out: rd.ReplayOutput = self.controller.CreateOutput(rd.CreateHeadlessWindowingData(100, 100), rd.ReplayOutputType.Texture)
self.check_test(a, b, Texture_Zoo.TEST_DDS if '.dds' in file.name else Texture_Zoo.TEST_PNG)
self.out.Shutdown()
self.out = None
rdtest.log.success("{} loaded with the correct data".format(file.name))
except rdtest.TestFailureException as ex:
rdtest.log.error(str(ex))
failed = True
self.controller.Shutdown()
self.controller = None
if failed:
raise rdtest.TestFailureException("Some tests were not as expected")
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