def check_capture(self, capture_filename: str, controller: rd.ReplayController): self.controller = controller self.controller.SetFrameEvent( self.find_draw("Quad").next.eventId, False) self.out: rd.ReplayOutput = self.controller.CreateOutput( rd.CreateHeadlessWindowingData(200, 200), rd.ReplayOutputType.Mesh) pipe: rd.PipeState = self.controller.GetPipelineState() self.cfg = rd.MeshDisplay() cam: rd.Camera = rd.InitCamera(rd.CameraType.FPSLook) cam.SetPosition(0, 0, 0) cam.SetFPSRotation(0, 0, 0) self.cfg.type = rd.MeshDataStage.VSOut self.cfg.cam = cam # Position is always first, so getting the postvs data will give us inst0: rd.MeshFormat = self.controller.GetPostVSData( 0, 0, self.cfg.type) self.cfg.position = inst0 # after position we have float2 Color2 then float4 Color4 self.cfg.second = self.cfg.position self.cfg.second.vertexByteOffset += 16 self.cfg.second.vertexByteOffset += 8 if pipe.HasAlignedPostVSData(self.cfg.type): self.cfg.second.vertexByteOffset += 8 # Configure an ortho camera, even though we don't really have a camera self.cfg.ortho = True self.cfg.position.nearPlane = 1.0 self.cfg.position.farPlane = 100.0 self.cfg.aspect = 1.0 self.cfg.wireframeDraw = True self.cfg.position.meshColor = rd.FloatVector(1.0, 0.0, 1.0, 1.0) self.cache_output() # We should have a single quad, check each outside edge and the inside diagonal. # All these line segments should have some colors (not including the background checkerboard or the frustum) self.check_region((55, 95, 65, 95), lambda x: x != []) # Left edge self.check_region((85, 60, 85, 70), lambda x: x != []) # Top edge self.check_region((105, 100, 115, 100), lambda x: x != []) # Right edge self.check_region((90, 130, 90, 140), lambda x: x != []) # Bottom edge self.check_region((65, 120, 75, 120), lambda x: x != []) # Bottom-Left of diagonal self.check_region((105, 70, 110, 70), lambda x: x != []) # Top-right of diagonal rdtest.log.success("Base rendering is as expected") self.cfg.solidShadeMode = rd.SolidShade.Secondary self.cfg.wireframeDraw = False # allow for blending with white for the frustum isred = lambda col: col[0] > col[1] and col[1] == col[2] isgreen = lambda col: col[1] > col[0] and col[0] == col[2] isblue = lambda col: col[2] > col[0] and col[0] == col[1] isredgreen = lambda col: isred(col) or isgreen(col) or col[2] == 0 isyellow = lambda col: col[0] == col[1] and col[2] < col[1] self.cache_output() # The secondary color should be completely green self.check_region((85, 70, 85, 125), lambda x: all([isgreen(i) for i in x])) self.check_region((65, 100, 105, 100), lambda x: all([isgreen(i) for i in x])) # this line segment isn't in the first instance self.check_region((65, 55, 105, 55), lambda x: x == []) # this line segment isn't in the second instance self.check_region((65, 125, 105, 125), lambda x: all([isgreen(i) for i in x])) rdtest.log.success("Secondary rendering of instance 0 is as expected") # Out of bounds should look the same as without highlighting at all, check the corners are all still green self.cfg.highlightVert = 9 self.cache_output() self.check_region((55, 60, 65, 70), lambda x: all([isgreen(i) for i in x])) self.check_region((105, 60, 115, 70), lambda x: all([isgreen(i) for i in x])) self.check_region((55, 130, 65, 140), lambda x: all([isgreen(i) for i in x])) self.check_region((105, 130, 115, 140), lambda x: all([isgreen(i) for i in x])) vert_regions = [ (55, 60, 65, 70), (110, 60, 120, 70), (55, 130, 65, 140), (110, 60, 120, 70), (110, 130, 120, 140), (55, 130, 65, 140), ] for vert in range(6): self.cfg.highlightVert = vert self.cache_output() tri = int(vert / 3) # Check that the triangle we're highlighting is red and the other is green if tri == 0: self.check_region((65, 75, 75, 85), lambda x: all([isred(i) for i in x])) self.check_region((100, 115, 110, 125), lambda x: all([isgreen(i) for i in x])) else: self.check_region((65, 75, 75, 85), lambda x: all([isgreen(i) for i in x])) self.check_region((100, 115, 110, 125), lambda x: all([isred(i) for i in x])) # The corners that touch should be red and green - that is no other colours but red and green, but at least # some red and some green self.check_region( (65, 115, 75, 125), lambda x: all([isredgreen(i) for i in x]) and any( [isred(i) for i in x]) and any([isgreen(i) for i in x])) # check that there's blue in this vertex's region self.check_region(vert_regions[vert], lambda x: any([isblue(i) for i in x])) rdtest.log.success("Rendering of highlighted vertices is as expected") self.cfg.highlightVert = rd.MeshDisplay.NoHighlight # If we render from the float2 color we shouldn't get any blue self.cfg.second.vertexByteOffset = self.cfg.position.vertexByteOffset = inst0.vertexByteOffset self.cfg.second.vertexByteOffset += 16 self.cfg.second.format.compCount = 2 self.cache_output() # If we render from the float2 color we shouldn't get any blue since it's only a two-component value self.check_region((85, 70, 85, 125), lambda x: all([isredgreen(i) for i in x])) self.check_region((65, 100, 105, 100), lambda x: all([isredgreen(i) for i in x])) self.check_region((65, 55, 105, 55), lambda x: x == []) self.check_region((65, 125, 105, 125), lambda x: all([isredgreen(i) for i in x])) rdtest.log.success( "Rendering of float2 color secondary in instance 0 is as expected") self.cfg.highlightVert = rd.MeshDisplay.NoHighlight inst1: rd.MeshFormat = self.controller.GetPostVSData( 1, 0, self.cfg.type) self.cfg.curInstance = 1 self.cfg.second.vertexResourceId = self.cfg.position.vertexResourceId = inst1.vertexResourceId self.cfg.second.vertexByteOffset = self.cfg.position.vertexByteOffset = inst1.vertexByteOffset self.cfg.second.vertexByteOffset += 16 self.cfg.second.vertexByteOffset += 8 if pipe.HasAlignedPostVSData(self.cfg.type): self.cfg.second.vertexByteOffset += 8 self.cache_output() # The secondary color should be completely yellow self.check_region((85, 70, 85, 125), lambda x: all([isyellow(i) for i in x])) self.check_region((65, 100, 105, 100), lambda x: all([isyellow(i) for i in x])) # this line segment isn't in the first instance self.check_region((65, 55, 105, 55), lambda x: all([isyellow(i) for i in x])) # this line segment isn't in the second instance self.check_region((65, 125, 105, 125), lambda x: x == []) rdtest.log.success("Secondary rendering of instance 1 is as expected") # If we render from the float2 color we shouldn't get any blue self.cfg.second.vertexByteOffset = self.cfg.position.vertexByteOffset = inst1.vertexByteOffset self.cfg.second.vertexByteOffset += 16 self.cfg.second.format.compCount = 2 self.cache_output() # If we render from the float2 color we shouldn't get any blue since it's only a two-component value self.check_region((85, 70, 85, 125), lambda x: all([isredgreen(i) for i in x])) self.check_region((65, 100, 105, 100), lambda x: all([isredgreen(i) for i in x])) self.check_region((65, 55, 105, 55), lambda x: all([isredgreen(i) for i in x])) self.check_region((65, 125, 105, 125), lambda x: x == []) rdtest.log.success( "Rendering of float2 color secondary in instance 1 is as expected") self.cfg.solidShadeMode = rd.SolidShade.NoSolid self.cfg.showAllInstances = True self.cache_output() # wireframe for original quad should still be present self.check_region((55, 95, 65, 95), lambda x: x != []) self.check_region((85, 60, 85, 70), lambda x: x != []) self.check_region((105, 100, 115, 100), lambda x: x != []) self.check_region((90, 130, 90, 140), lambda x: x != []) self.check_region((65, 120, 75, 120), lambda x: x != []) self.check_region((105, 70, 110, 70), lambda x: x != []) # But now we'll have an additional instance self.check_region((75, 55, 85, 55), lambda x: x != []) self.check_region((125, 85, 135, 85), lambda x: x != []) self.check_region((105, 110, 105, 120), lambda x: x != []) self.cfg.showWholePass = True self.cache_output() # same again self.check_region((55, 95, 65, 95), lambda x: x != []) self.check_region((85, 60, 85, 70), lambda x: x != []) self.check_region((105, 100, 115, 100), lambda x: x != []) self.check_region((90, 130, 90, 140), lambda x: x != []) self.check_region((65, 120, 75, 120), lambda x: x != []) self.check_region((105, 70, 110, 70), lambda x: x != []) self.check_region((75, 55, 85, 55), lambda x: x != []) self.check_region((125, 85, 135, 85), lambda x: x != []) self.check_region((105, 110, 105, 120), lambda x: x != []) # But now an extra previous draw self.check_region((30, 105, 40, 105), lambda x: x != []) self.check_region((50, 80, 50, 90), lambda x: x != []) self.check_region((45, 130, 55, 130), lambda x: x != []) self.check_region((30, 150, 40, 150), lambda x: x != []) rdtest.log.success("Mesh rendering is as expected") self.cfg.showWholePass = False self.cfg.showAllInstances = False # Go back to instance 0. We can ignore cfg.second now self.cfg.curInstance = 0 self.cfg.position.vertexResourceId = inst0.vertexResourceId self.cfg.position.vertexByteOffset = inst0.vertexByteOffset self.cache_output() # Just above top-left, no result self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) # Just inside top-left, first vertex self.check_vertex(65, 70, (0, 0)) # Outside top-right, inside the second instance, but because we only have one instance showing should return # no result self.check_vertex(115, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.check_vertex(80, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) # In the first triangle near the top right self.check_vertex(105, 70, (1, 0)) # In the second triangle near the top right self.check_vertex(110, 70, (3, 0)) # In the second triangle near the middle, would be in the second instance self.check_vertex(95, 110, (4, 0)) # In the second triangle near the bottom right self.check_vertex(110, 130, (4, 0)) rdtest.log.success("Instance 0 picking is as expected") # if we look at only instance 1, the results should change self.cfg.curInstance = 1 self.cfg.position.vertexResourceId = inst1.vertexResourceId self.cfg.position.vertexByteOffset = inst1.vertexByteOffset self.cache_output() self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.check_vertex(65, 70, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.check_vertex(115, 60, (1, 1)) self.check_vertex(80, 60, (0, 1)) self.check_vertex(105, 70, (1, 1)) self.check_vertex(110, 70, (1, 1)) self.check_vertex(95, 110, (5, 1)) self.check_vertex(110, 130, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) rdtest.log.success("Instance 1 picking is as expected") # Now look at both instances together, this goes 'in order' so if there is overlap the first instance wins self.cfg.showAllInstances = True self.cache_output() self.check_vertex(55, 60, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.check_vertex(65, 70, (0, 0)) self.check_vertex(115, 60, (1, 1)) self.check_vertex(80, 60, (0, 1)) self.check_vertex(105, 70, (1, 0)) self.check_vertex(110, 70, (3, 0)) self.check_vertex(95, 110, (4, 0)) self.check_vertex(110, 130, (4, 0)) rdtest.log.success("Both instance picking is as expected") self.controller.SetFrameEvent( self.find_draw("Points").next.eventId, False) # Only one instance, just check we can see the points self.cfg.curInstance = 0 self.cfg.position = self.controller.GetPostVSData(0, 0, self.cfg.type) self.cfg.position.nearPlane = 1.0 self.cfg.position.farPlane = 100.0 self.cache_output() # Picking points doesn't have any primitive, it should pick as long as it's close to the point self.check_vertex(55, 60, (0, 0)) self.check_vertex(65, 70, (0, 0)) self.check_vertex(105, 65, (1, 0)) self.check_vertex(115, 135, (2, 0)) self.check_vertex(65, 130, (3, 0)) self.check_vertex(60, 125, (3, 0)) rdtest.log.success("Point picking is as expected") self.controller.SetFrameEvent( self.find_draw("Stride 0").next.eventId, False) self.cfg.position = self.controller.GetPostVSData(0, 0, self.cfg.type) self.cfg.position.nearPlane = 1.0 self.cfg.position.farPlane = 100.0 self.cache_output() # Stride of 0 is unusual but valid, ensure vertex picking still works self.check_vertex(55, 60, (0, 0)) self.check_vertex(65, 70, (0, 0)) self.check_vertex(105, 65, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult)) self.check_vertex(115, 135, (rd.ReplayOutput.NoResult, rd.ReplayOutput.NoResult))
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 = list(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))