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import copy
import rdtest
import renderdoc as rd
from typing import Tuple
class D3D12_Shader_Editing(rdtest.TestCase):
demos_test_name = 'D3D12_Shader_Editing'
def check_capture(self):
eid = self.find_draw("Draw 1").next.eventId
self.controller.SetFrameEvent(eid, False)
pipe: rd.PipeState = self.controller.GetPipelineState()
psrefl1: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Pixel)
eid = self.find_draw("Draw 2").next.eventId
self.controller.SetFrameEvent(eid, False)
pipe: rd.PipeState = self.controller.GetPipelineState()
psrefl2: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Pixel)
vsrefl: rd.ShaderReflection = pipe.GetShaderReflection(rd.ShaderStage.Vertex)
tex: rd.ResourceId = pipe.GetOutputTargets()[0].resourceId
# Both triangles should be green
self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0])
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0])
rdtest.log.success("Values are as expected initially")
source: str = psrefl1.debugInfo.files[0].contents.replace('#if 1', '#if 0')
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(psrefl1.entryPoint,
rd.ShaderEncoding.HLSL,
bytes(source, 'UTF-8'),
rd.ShaderCompileFlags(),
rd.ShaderStage.Pixel)
if len(newShader[1]) != 0:
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
ps1 = newShader[0]
source: str = psrefl2.debugInfo.files[0].contents.replace('#if 1', '#if 0')
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(psrefl2.entryPoint,
rd.ShaderEncoding.HLSL,
bytes(source, 'UTF-8'),
rd.ShaderCompileFlags(),
rd.ShaderStage.Pixel)
if len(newShader[1]) != 0:
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
ps2 = newShader[0]
source: str = vsrefl.debugInfo.files[0].contents.replace('INpos.xyz', 'INpos.xyz+float3(1,1,1)')
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint,
rd.ShaderEncoding.HLSL,
bytes(source, 'UTF-8'),
rd.ShaderCompileFlags(),
rd.ShaderStage.Vertex)
if len(newShader[1]) != 0:
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
offsetVS = newShader[0]
# for D3D12 to ensure we get an actual different shader, we need to make a no-op source change
source: str = vsrefl.debugInfo.files[0].contents + ' '
newShader: Tuple[rd.ResourceId, str] = self.controller.BuildTargetShader(vsrefl.entryPoint,
rd.ShaderEncoding.HLSL,
bytes(source, 'UTF-8'),
rd.ShaderCompileFlags(),
rd.ShaderStage.Vertex)
if len(newShader[1]) != 0:
raise rdtest.TestFailureException("Failed to compile edited shader: {}".format(newShader[1]))
nochangeVS = newShader[0]
# Edit both Pixel shaders
self.controller.ReplaceResource(psrefl1.resourceId, ps1)
self.controller.ReplaceResource(psrefl2.resourceId, ps2)
# Refresh the replay if it didn't happen already
self.controller.SetFrameEvent(eid, True)
# Triangles have green and blue channel
self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0])
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0])
rdtest.log.success("Values are as expected after Pixel editing")
# Now "edit" the VS but don't change it. We should still get the same values
self.controller.ReplaceResource(vsrefl.resourceId, nochangeVS)
self.controller.SetFrameEvent(eid, True)
# Triangles have green and blue channel
self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 1.0, 1.0])
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0])
rdtest.log.success("Values are as expected after no-op vertex editing")
# Change the VS to one that has ofpset the triangles off-centre
self.controller.ReplaceResource(vsrefl.resourceId, offsetVS)
self.controller.SetFrameEvent(eid, True)
# Original sample positions are now the clear color
self.check_pixel_value(tex, 0.25, 0.5, [0.2, 0.2, 0.2, 1.0])
self.check_pixel_value(tex, 0.75, 0.5, [0.2, 0.2, 0.2, 1.0])
# Triangles have green and blue channel
self.check_pixel_value(tex, 0.45, 0.05, [0.0, 1.0, 1.0, 1.0])
self.check_pixel_value(tex, 0.95, 0.05, [0.0, 1.0, 1.0, 1.0])
rdtest.log.success("Values are as expected after ofpset vertex editing")
# Now undo the first ps edit
self.controller.RemoveReplacement(psrefl1.resourceId)
self.controller.SetFrameEvent(eid, True)
# Original sample positions are still the clear color
self.check_pixel_value(tex, 0.25, 0.5, [0.2, 0.2, 0.2, 1.0])
self.check_pixel_value(tex, 0.75, 0.5, [0.2, 0.2, 0.2, 1.0])
# The right triangle is the edited colour, the other two have reverted to green channel only
self.check_pixel_value(tex, 0.45, 0.05, [0.0, 1.0, 0.0, 1.0])
self.check_pixel_value(tex, 0.95, 0.05, [0.0, 1.0, 1.0, 1.0])
rdtest.log.success("Values are as expected after removing first Pixel edit")
# Now undo the first VS edit
self.controller.RemoveReplacement(vsrefl.resourceId)
self.controller.SetFrameEvent(eid, True)
# The right triangle is the edited colour, but they are back in the original positions
self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0])
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 1.0, 1.0])
rdtest.log.success("Values are as expected after removing vertex edit")
# finally undo the second ps edit
self.controller.RemoveReplacement(psrefl2.resourceId)
self.controller.SetFrameEvent(eid, True)
# We should be back to where we started
self.check_pixel_value(tex, 0.25, 0.5, [0.0, 1.0, 0.0, 1.0])
self.check_pixel_value(tex, 0.75, 0.5, [0.0, 1.0, 0.0, 1.0])
rdtest.log.success("Values are as expected after removing all edits")
self.controller.FreeTargetResource(nochangeVS)
self.controller.FreeTargetResource(offsetVS)
self.controller.FreeTargetResource(ps1)
self.controller.FreeTargetResource(ps2)
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