101 Commits

Author SHA1 Message Date
baldurk 965d1c9568 Add demo tests for annotations 2026-01-28 14:42:11 +00:00
baldurk e85651545f Add test of GL shader debugging 2025-12-02 12:17:36 +00:00
baldurk 1a5177453c Move GL test to use common pixel history test framework 2025-10-27 11:50:36 +00:00
baldurk 9d32418e33 Fix GL_Buffer_Updates to not rely on exact thumbnail 2024-12-10 00:06:39 +00:00
baldurk 9de4a79859 Update tests to new descriptor interface 2024-04-10 18:58:52 +01:00
Jake Turner 902a095c60 Marked GL Pixel History as a slow test 2023-12-31 08:41:23 +00:00
Jake Turner 0171ee464a Tidyup python logging in GL Pixel History 2023-12-31 08:41:23 +00:00
Jake Turner bfe89e4c17 Extended test to include a test for GL uniform array of size 1
ie.
uniform float2_struct M[1];
2023-09-05 09:36:11 +01:00
baldurk d23cf4bf0b Allow a little latitude on expected line numbers in callstacks test 2023-08-04 17:06:03 +01:00
Tony T df7ed64ad0 Create separate shader for sint, uint and floats
Co-authored-by: Orson B <obraines@gmail.com>
Signed-off-by: Tony T <tony@tonytascioglu.com>
2023-03-13 10:20:07 +00:00
Bruce He 50afbb05bc Address other comments 2023-03-13 10:20:07 +00:00
Bruce He 692617d814 Rename test gl_pixelhistory_formats to gl_pixel_history 2023-03-13 10:20:07 +00:00
Orson Baines 08be49dce3 Add first unit test for Open GL Pixel History
- Support for integer texture formats in OpenGL Pixel History implementation
- Test reading pixels from a triangle with a variety of texture formats
2023-03-13 10:20:07 +00:00
baldurk 2c2bafa1a6 Add protection on D3D12 for bad internal API calls from python 2023-03-09 13:23:19 +00:00
baldurk 00d7827d06 Allow a ~500 difference between PS invocations and samples passed
* This can be caused by overshading/rasterization differences
2022-09-19 16:44:56 +01:00
Shahbaz Youssefi ed4c3756d0 Enable primitive restart for list topologies
This is supported by OpenGL, and on Vulkan with
VK_EXT_primitive_topology_list_restart.  On Vulkan, all drivers are
known to support this even without
VK_EXT_primitive_topology_list_restart.  On D3D, primitive restart is
only supported for strip topologies.

Previously, RenderDoc specifically disabled primitive restart for
non-strip topologies.  In this change, that is no longer done.  If the
app enables primitive restart, so will RenderDoc behave accordingly.  It
would be the responsibility of the app to avoid primitive restart if the
API doesn't allow it.
2022-08-29 14:59:14 +01:00
baldurk 4dc80c1793 Use non-legacy ASIC to generate AMDIL
* This may break on drivers old enough to not recognise the first non-legacy
  ASIC, but that is much rarer than new drivers that have dropped support for
  the old ones.
2022-06-30 15:41:45 +01:00
baldurk 20b496fc7a Add test of integer bare uniforms on GL 2022-06-17 17:27:30 +01:00
baldurk ef003ec881 Test depth bounds serialisation on GL 2022-06-17 17:27:30 +01:00
baldurk fd2ae37a8b Test overlay rendering with separable shader programs 2022-06-17 17:27:30 +01:00
baldurk 8566d55650 Add missing value check in GL_CBuffer_Zoo 2022-05-20 14:15:31 +01:00
baldurk 8aa0390948 Add string messages to returned result codes to display to user
* Most of the main entry points that can fail with relevant reasons now has a
  way of specifying a message to return with it. This message can be displayed
  to the user to give more information or context about an error.
2022-04-26 16:21:54 +01:00
baldurk bd2659a6ab Increase number of captures on GL_Leak_Check test to match other APIs 2021-11-19 12:11:41 +00:00
baldurk 2498043374 Add test of standard counters 2021-11-19 11:56:36 +00:00
baldurk 352821026e Add tests that frame 0 can be captured and contains correct events 2021-11-11 14:43:17 +00:00
baldurk 97dfda3c3c Fix use of GetCBufferVariableContents in tests 2021-10-18 10:20:08 +01:00
baldurk a76aa1dede Update RGA devices list to include RDNA2
* We also drop everything gfx804 to keep the device list from being too bloated,
  as well as AMD planning to remove support for these devices soon.
2021-08-18 20:12:07 +01:00
baldurk a1b5f01159 Fix tests with references to removed properties 2021-07-05 14:20:48 +01:00
baldurk 979f5244e2 Make demos timeout more generous for leak check tests
* It's fine as-is in release, but in development builds it can take almost a
  minute to reach that frame and capture.
2021-07-05 14:20:48 +01:00
baldurk 634a8c381a Update test scripts to latest APIs and behaviour changes 2021-07-01 15:15:05 +01:00
baldurk 7149302680 Rename 'draw' or 'drawcall' to action
* There's not a good accepted terminology for this kind of event, and for
  historical reasons 'drawcall' has been the accepted term, even though
  that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
  $draw() includes draws and dispatches, but $dispatch() only includes
  dispatches, it's hard to intuitively understand why $draw() matches all
  of these calls.
* As a result we've defined the term 'action' to cover these types of
  events in the same way that we defined 'event' in the first place to
  mean a single atomic API call.
2021-07-01 15:15:05 +01:00
thisisjimmyfb f64cba8e91 Add test to show drawcall count is incorrect 2021-06-26 09:28:42 +01:00
baldurk efd2a50a3a Use python datetime for calculating durations, not time.time() 2021-05-04 14:12:03 +01:00
baldurk 47e13a30d4 Add test of GL renderbuffer variants 2021-04-16 13:31:08 +01:00
Jake Turner 67e277717c Added test failure if fail to find the draw marker 2021-03-14 11:17:31 +00:00
baldurk d6e88ae4fa Remove redundant callstack member in APIEvent
* We already link to the chunk index and the chunk metadata contains the
  callstack, there's no need for a duplicate copy when there may be many
  APIEvents in a capture
2021-02-24 13:52:07 +00:00
baldurk 30dd13feb8 Pull index byte width and topology out of drawcall state
* These are treated as state on most APIs, only GL treats it as a drawcall
  parameter.
2021-02-24 13:52:07 +00:00
baldurk 28bf213382 Test APIs where scissor can be disabled doesn't affect overlays 2021-02-01 13:14:28 +00:00
baldurk 086b038d0b Add simple checks for large memory leaks
* Smaller memory leaks are harder to differentiate from noise, so we go for a
  large enough leak to be noticable over time (50,000 frames).
2021-01-19 15:22:12 +00:00
baldurk 84dabc7b54 Update buffer size when it resizes mid-capture. Closes #2149
* We need to be careful with this, as we want to update the buffer's creation
  chunks without invalidating any data that may be present there.
2021-01-18 12:20:16 +00:00
baldurk a083680b08 Test that primitive restart is enabled for either GL state 2021-01-13 16:29:01 +00:00
baldurk a83485d14c Test that counters and mesh output still work even if in use in capture 2020-10-22 15:40:15 +01:00
baldurk aba72e1edd Print symbol resolution progress in GL_Callstacks test to avoid timeout 2020-10-15 11:59:28 +01:00
baldurk 4174624071 Test that glFrameTerminatorGREMEDY works in GL_Parameter_Zoo 2020-10-02 17:47:31 +01:00
baldurk 4518fda3ed Test entry points that could be applied to wrong resource types 2020-10-02 16:43:11 +01:00
baldurk 0e7bdc4cc7 Fix python call to GetDisassemblyTargets 2020-09-04 10:43:36 +01:00
baldurk d03acd3b6c Test reading instanced data via client memory pointers in GL 2020-07-29 15:17:45 +01:00
baldurk e8b61fbf30 Serialise name in GL program block binding calls, to remap index
* The block index may change between capture and replay, so serialising the
  index alone is unstable similar to locations. Program initial states already
  serialise by name, but if a capture contains a block binding change mid-frame
  this could serialise wrongly.
2020-07-17 16:53:35 +01:00
baldurk 7ebe4e5ac1 Add test that GL state isn't trashed by initial contents or overlay 2020-07-14 17:52:40 +01:00
baldurk a395ec8560 Increase GL_Large_Buffer test to check >2GB buffer 2020-07-14 17:22:01 +01:00