Jake Turner
d0b69c7034
Add Python test helper validate_eventids()
...
Called when loading captures in Iter_Test and Repeat_Load
Checks the consistency of EventIds:
Walk the actions to find all the referenced EventId's:
- Error if any EventId is duplicated
- Error if the EventId's are not contiguous (with no gaps)
2026-04-24 15:50:40 +01:00
Jake Turner
2287790c41
Extend VK_Resource_Usage test: multiple usages, desc buffer copying
...
- Bind the same resource as the Indirect Buffer and the Index Buffer
- Defines the resource usage when an indirect command binds the same resource for multiple usags i.e. Indirect + Index Buffer
- Descriptor buffer contents set by earlier command buffer than usage in a single submit
- Verifies the resource usage submit replay is correct (one command buffer at a time)
2026-04-23 16:14:13 +01:00
Jake Turner
0384c64d81
Fix submit semaphores in VK_Resource_Usage test
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Fix validation layer errors
2026-04-22 12:24:34 +01:00
Jake Turner
15dfa312da
Extend VK_Resource_Usage test: multiple command buffer submit/exec
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Execute multiple secondary command buffers at once
Test loose events (barriers) on nested secondary command buffer, secondary command buffer which is submitted multiple times and a command buffer which is submitted multiple times
Submit the same command buffer multiple times
2026-04-21 10:39:23 +01:00
Jake Turner
e4a3fdce0f
Extend VK_Resource_Usage test
...
IndirectDrawCount
Loose events (barriers) after actions
2026-04-16 15:57:22 +01:00
baldurk
0b9a36b581
Fix ID registration when false-duplication happens on replay
...
* We normally deduplicate during capture, but replay can introduce new
duplication against internal objects. Using ReplaceResource() would fix this
but updating the wrapper map is necessary for D3D11 to query current state
properly.
2026-04-16 14:00:55 +01:00
Jake Turner
3ba5cc499d
D3D12_Execute_Indirect Test for large draws with Quad Overlay(Pass)
2026-04-14 17:28:55 +01:00
Jake Turner
2361be9f36
Add shader debug test to D3D12_Descriptor_Indexing
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Tweak test shader to exercise shader debug simulation of SM6.6 direct heap access
2026-04-14 14:18:16 +01:00
Jake Turner
022a63e1bc
Remove extra rdtest.log.end_section in VK_Mesh_Shader
...
Fixes HTML output
Move the other VK_Mesh tests over to use "with rdtest.log.auto_section" construct
2026-04-09 09:42:33 +01:00
Jake Turner
3cbf516e5f
Extend VK_Resource_Usage test
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* Descriptor Set: IndirectDraw, IndirectDrawIndexed, IndirectDispatch
* Secondary Command Buffer: Descriptor Set: IndirectDraw, IndirectDrawIndexed, IndirectDispatch
2026-04-08 13:57:33 +01:00
Jake Turner
fb8d1e0ed8
Extend VK_Resource_Usage test
...
A specific demos test instead of using the VK_Simple_Triangle demo
* No Descriptor Set: Draw, DrawIndexed
* Descriptor Set: Draw, DrawIndexed
* Descriptor Buffer: Draw, DrawIndexed
* Secondary Command Buffer: No Descriptor Set: Draw, DrawIndexed
* Nested Secondary Command Buffer: No Descriptor Set: Draw, DrawIndexed
* Descriptor Set: Compute Dispatch
* Descriptor Buffer: Compute Dispatch
* Secondary Command Buffer: Descriptor Set: Compute Dispatch
* Nested Secondary Command Buffer: Descriptor Set: Compute Dispatch
2026-03-31 15:49:46 +01:00
Jake Turner
e53f27ef06
Added VK_Resource_Usage to check resource usage without a replay
2026-03-19 16:03:56 +00:00
baldurk
aebb1f90ee
Fix AoS output in mesh viewer being incorrect with mesh shaders
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* This would generally only come up with gl_PerVertex, and was hidden before
because gl_Position is the first member. It likely would also reproduce if a
user had a struct output from the mesh shader.
2026-03-16 15:12:30 +00:00
Jake Turner
337f5f20e5
Update VK_Parameter_Zoo test to macth the extra submit in the test
2026-03-13 17:31:17 +00:00
Jake Turner
b243f125d9
Removed unused comment and code from VK_Custom_Resolve test
2026-03-05 08:43:39 +00:00
Jake Turner
2fa0d466e4
Change VK_Custom_Resolve test to check for pre/post mod validity
2026-03-03 16:53:14 +00:00
Jake Turner
1cd63c2d6c
Added VK_Custom_Resolve test
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RenderPass and Dynamic rendering for MSAA 4x target with a custom resolve shader
2026-03-02 12:49:17 +00:00
baldurk
a4b8179794
Fix query tracking to be per-cmdbuf on replay. Closes #3797
2026-02-13 13:06:19 +00:00
baldurk
1f29df7bfb
Add test for D3D12 predication
2026-02-04 22:33:57 +00:00
Jake Turner
1bd80b13cc
Extend VK_Mesh_Shader tests for struct arrays, struct in a payload
2026-02-04 13:25:18 +13:00
baldurk
bd78fcc473
Update multiview test to check shader exported viewport
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* This also has code to support the qcom implicit viewport, but we disable that
path by default since it would break all the single-viewport tests.
2026-01-30 18:11:41 +00:00
baldurk
965d1c9568
Add demo tests for annotations
2026-01-28 14:42:11 +00:00
Jake Turner
9c4a62397e
Make VK_Shader_Debug_Zoo fail test not just error
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Compute tests were resetting "failed" to False
2026-01-27 16:16:29 +13:00
Jake Turner
7782bc3452
Make VK_Graphics_Pipeline debugged pixel test fail instead of an error
2026-01-08 06:57:56 +13:00
Jake Turner
1b5543e74f
Fix D3D12 Compute Derivative Tests
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Use groupId for the output buffer index to match the python
Only output results for workgroup 1,0,0
Do not reset test failing to false in check_compute_derivative_tests()
2025-12-22 09:03:33 +13:00
Jake Turner
1b56d385fe
D3D12 Test cases for SM6.6 Derivatives in Compute Shaders
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HLSL
ddx()
ddx_coarse()
ddy()
ddy_coarse()
ddx_fine()
ddy_fine()
CalculateLevelOfDetail()
CalculateLevelOfDetailUnclamped()
Sample()
SampleBias()
SampleCmp()
2025-12-12 12:02:16 +13:00
baldurk
e85651545f
Add test of GL shader debugging
2025-12-02 12:17:36 +00:00
Jake Turner
97755b5ebb
Test cases for VK_KHR_compute_shader_derivatives
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dFdx, dFdy, dFdxFine, dFdyFine, dFdxCoarse, dFdyCoarse
OpImageQueryLod (textureQueryLod)
OpImageSampleProjImplicitLod (textureProj)
OpImageSampleImplicitLod (texture)
OpImageSampleDrefImplicitLod (textureProj)
2025-11-26 11:40:22 +13:00
Jake Turner
792afc2190
Tweaked test success message for new D3D12 EI test
2025-11-22 12:52:22 +13:00
Jake Turner
a9056f1eca
Add a D3D12 EI test case for an EI which does not need a root signature
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EI with:
D3D12_VERTEX_BUFFER_VIEW
D3D12_DRAW_ARGUMENTS
2025-11-20 15:41:32 +13:00
Jake Turner
dbbd9ba010
Added MSAA tests for SM6.0 and SM6.
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Disabled in the python because the RenderDoc does not currently support DXIL debugging of MSAA instructions or SV_Barycentrics
2025-11-17 05:47:55 +13:00
Jake Turner
0194951bca
Fix D3D12_Resource_Mapping_Zoo false failure if no SM6.6 action to test
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Apply the same fix for no SM6.0 action to test
2025-11-12 17:42:03 +13:00
Jake Turner
f858b2320f
Extend D3D12_Shader_DebugData_Zoo tests to include matrix
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Check matrix in the outputs from Vertex Shader
Check matrix in the inputs to Pixel Shader
Check matrix debug data source values from debugger trace
2025-11-12 11:10:32 +13:00
Jake Turner
4d180eecfa
Tweak D3D12_Resource_Mapping_Zoo test to mark as failed in all cases
2025-11-12 10:57:13 +13:00
baldurk
1a5177453c
Move GL test to use common pixel history test framework
2025-10-27 11:50:36 +00:00
baldurk
fbab189b06
Move D3D11 test to use common pixel history test framework
2025-10-27 11:50:35 +00:00
baldurk
a6ad1313fd
Move D3D12 test to use common pixel history test framework
2025-10-27 11:50:35 +00:00
baldurk
d8fa6a1747
Revamp vulkan pixel history test to cover more cases
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* The test is also written generically to be applied to other APIs uniformly
2025-10-27 11:50:35 +00:00
Jake Turner
a4d407ec3a
Enable D3D11, D3D12 groupshared, subgroup, workgroup tests
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D3D11_Groupshared, D3D12_Groupshared
D3D12_Subgroup_Zoo
D3D11_Workgroup_Zoo D3D12_Workgroup_Zoo
2025-10-25 11:01:13 +01:00
baldurk
41e9f3c426
Add a demo project with extremely high overlap/sparseness buffers
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* For stressing memory overhead in buffer initial states
2025-09-29 16:37:45 +01:00
Jake Turner
9e63b3fb8c
Enable VK_Groupshared test
2025-09-28 07:26:30 +01:00
Jake Turner
fc2c080a77
Remove unused cycles variable in VK_ShaderDebugZoo
2025-09-24 14:01:30 +01:00
Jake Turner
decbcff6ab
Enable Vk Workgroup and Subgroup tests
2025-09-24 12:04:37 +01:00
Jake Turner
e16a714aba
New cbuffer tests: D3D11, D3D12 packedoffset; D3D12 cbuffer array
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cbuffer packed_consts : register(b2)
{
float col1z : packoffset(c1.z); // 4+2
float col2w : packoffset(c2.w); // 8+3
};
struct ArrayStruct
{
float4 a;
};
ConstantBuffer<ArrayStruct> array_consts[2] : register(b3);
2025-09-23 15:59:48 +01:00
baldurk
a05fd08a1c
Add support for VK_KHR_maintenance6. Closes #3602
2025-08-25 11:36:01 +01:00
baldurk
fa0ba4a532
Don't disable blending for fetching per-fragment postmod
2025-08-18 13:28:11 +01:00
Jake Turner
a8ee82bfe8
Extend D3D12_EXECUTE_INDIRECT test for partial update of root constants
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Change colour of triangle based on root constant values set by direct API not by indirect API.
This allows verification that RenderDoc replay of indirect root constants does not alter values set by the direct API
2025-07-31 08:07:19 +01:00
Jake Turner
08696443a0
Added workgroup performance tests and basic D3D11 Workgroup test
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Added D3D11_Workgroup_Zoo, D3D12 Workgroup Zoo, Vk Workgroup Zoo performance tests
Performance tests primarily for performance testing workgroup debugging speed
Changed workgroup and subgroup result variable from "data" -> "testResult" to help to reduce conflicts
2025-07-21 09:16:56 +01:00
baldurk
3e70a37fac
Add test of descriptor buffer
2025-07-09 09:57:56 +01:00
baldurk
0293487eb8
Properly handle D3D11 constant buffers with a 0 range specified
2025-07-04 14:10:51 +01:00