Commit Graph

77 Commits

Author SHA1 Message Date
baldurk 78335f7d00 Fix calculation of array stride on structs in D3D
# Conflicts:
#	util/test/tests/GL/GL_CBuffer_Zoo.py
2020-05-13 18:07:26 +01:00
baldurk 15fa728ab9 Fix handling of empty structs in D3D 2020-05-13 18:07:26 +01:00
baldurk 01ca197655 Fix tests broken with updated non-remapped postvs index data 2020-05-13 18:07:26 +01:00
Aliya Pazylbekova 08cf503eea Vk Pixel History: Small fixes + more tests
- For counting the number of fragments, also need to disable the depth
  bounds test, since we are not initializing the depth value currently
- Reset depth to 0.0f for shader out, and set it to always pass. So that
  we can get depth values from just one fragment.
- Initialize premod value for individual fragment events. This is not
  surfaced in the UI, but available from the python API and checked in
  tests.
2020-05-13 18:07:11 +01:00
baldurk bfcc484a7c Add tests of drawcall variants 2020-05-12 19:04:57 +01:00
baldurk 7ddc24e13d Force on dynamic states we want in pixel history, to simplify handling
* This also fixes a case where pipelines with dynamic stencil masks wouldn't
  have the masks properly set for stencil counting and we wouldn't get shader
  output properly.
2020-05-08 20:43:25 +01:00
baldurk ec0cb41c17 Fix vulkan tests looking for old variable name 2020-05-07 12:36:25 +01:00
Aliya Pazylbekova 41b911d1d0 Vk Pixel History: MSAA depth/stencil copy, shader out
Use a separate compute shader module for MSAA copy, and output
directly into the destination buffer instead of creating
staging resources.

Support case where there is no depth stencil attachment to get post mod
values in per fragment reporting. Previously used the original
framebuffer that might not have had depth/stencil view, so couldn't
count the fragments. Now use the sub image.

To get the post mod color, we need to blend with the premod color, so
we use vkCmdCopyImage to copy from the original image.
2020-05-06 19:35:25 +01:00
baldurk d9a189425c Don't override RGP setting in RGP tests 2020-04-30 18:15:29 +01:00
baldurk 47bf8adccd Fix case of VK_Pixel_History file 2020-04-30 18:15:29 +01:00
baldurk f6ec10659d Tighten up comparisons in Resource_Lifetimes tests 2020-04-30 18:15:28 +01:00
baldurk 0b3b026fdb Fix VK_CBuffer_Zoo test 2020-04-30 18:15:28 +01:00
Aliya Pazylbekova 2cb546686b Vk Pixel History: multi sampled colour
Colour only, depth/stencil copy not supported.
This means that we only report pre-mod and post-mod colour values for
events. Since stencil copy is not supported, number of fragments is
not reported, and shader output is not queried.
2020-04-29 18:48:37 +01:00
baldurk 76a866a5c2 Fix vulkan postvs output with components 2020-04-24 20:14:47 +01:00
baldurk 38efe4e6e0 SPIR-V matrix I/O parameters are column-major by default 2020-04-24 20:14:47 +01:00
Aliya Pazylbekova f8c5c2878b Vk pixel history: unbound fragment shader
Add support for unbound fragment shader.
2020-04-23 22:27:50 +01:00
baldurk f506dcf395 Add support for storage buffer access 2020-04-23 19:14:08 +01:00
Aliya Pazylbekova f63dd71221 Vulkan Pixel History: secondary command buffers
Also:
- support for choosing mip level and slice
- tests for secondary command buffers
- adds a callback around vkCmdExecuteCommands
- refactors pixel history occlusion callback into its own
callback. Allows processing fewer events later on, and getting colour
information separately.
- keep track of subpassContents for vkCmdBeginRenderPass (inline or
  secondary)
2020-04-23 19:13:42 +01:00
baldurk e3d2852080 Add test of large query pools on vulkan 2020-04-21 17:09:33 +01:00
Aliya Pazylbekova 772905c4d3 Basic Vulkan pixel history test
+ a small pixel history fix for figuring out if depth test failed
- the test demo is based on overlay demo, with a few modifications so
  far: added a draw that will fail on culling, added shader discard for
  any pixel with x = 150
- tests some basic failed tests: stencil, depth, culling, shader discard
2020-04-14 23:06:28 +01:00
baldurk 3a6e13e902 Don't run vulkan shader debugging tests if debugging isn't available 2020-04-08 18:39:03 +01:00
baldurk 1d64fffd42 Add tests of new operations in SPIR-V ASM 2020-04-07 23:21:17 +01:00
baldurk 38abf04909 Set up python script to run VK shader debug tests
* Since we expect many more tests it also runs the test texture in a 2D grid
  with N drawcalls
2020-04-07 17:43:30 +01:00
baldurk 59f06a12f0 Fix crashes with indirect count draws in secondary command buffers
* We need to patch the event count in both primary and secondary command buffers
  in this case
2020-03-19 17:16:19 +00:00
baldurk ac77b7899d Remove VK_Indirect use of image comparisons 2020-03-19 17:16:19 +00:00
baldurk d408f77241 Add configuration system for core renderdoc module
* This allows persistent config storage and registering tweak variables that
  works independent of the UI's configuration.
* Config vars can be debug only, which means they will be compiled out in stable
  version releases. This allows for debug-logging tweaks that are available in
  all builds (including nightly builds) for diagnostic purposes, but have zero
  overhead in stable releases.
* Variables have a loose hierarchy defined with _ or . to separate nodes.
2020-03-18 17:34:59 +00:00
baldurk 40611a3dde Test subresource rendering in overlay tests, remove png comparisons 2020-03-12 16:51:19 +00:00
baldurk b392c07d83 Add tests that use large vertex buffers 2020-03-11 18:00:53 +00:00
baldurk 2bf3a99630 Fix VK_Line_Raster test 2020-03-05 10:10:58 +00:00
baldurk aacf148201 Add test of creating an empty capture 2020-02-21 17:56:53 +00:00
baldurk 06570ea7ad Remove backbuffer comparisons from test suite, simplify default triangle
* It's not particularly scalable and can be brittle to driver changes, and we
  can use targeted specific pixel tests to check what we really want - to see if
  the output has rendered correctly.
* Overlay tests still check files directly - this is a future refactor to
  remove.
2020-02-11 17:11:33 +00:00
baldurk f427a7ce02 Test that repeated redundant calls for spin-sync aren't serialised
* If the application is calling e.g. vkGetFenceStatus() in a loop we don't want
  to serialise every call.
2020-02-03 18:18:17 +00:00
baldurk d7b61176c5 Don't save every queue creation in D3D12 device record
* Otherwise we try to create every queue that has ever existed on replay.
* Check for resource leaks in Resource_Lifetimes tests.
2020-02-03 18:18:17 +00:00
baldurk c3b6b6890e Add tests that shader ISA disasm works, including live driver output 2020-02-03 18:18:17 +00:00
baldurk 4df8ce7a02 Test VK_EXT_tooling_info in VK_Parameter_Zoo not VK_Simple_Triangle
* Keep the simple triangle really the bare minimum.
2020-02-03 18:18:17 +00:00
baldurk a98a8c49a7 Improve handling of multi-dimensional array input/outputs from shaders 2020-02-03 18:18:16 +00:00
baldurk 83f0398aa6 Add test to parameter zoo to catch descriptor referencing resources 2020-01-27 20:45:08 +00:00
baldurk 1899b5ffc3 Pass size when fetching cbuffer variables 2020-01-27 20:45:08 +00:00
baldurk d2cd2f0291 Check that vkCmdFillBuffer usage is properly populated in VK_Indirect 2020-01-27 20:45:07 +00:00
baldurk 60951195c2 Use VK_EXT_tooling_info in VK_Simple_Triangle 2020-01-21 18:28:57 +00:00
baldurk db0779e09b Add test for mesh view - vertex picking and mesh rendering 2020-01-21 18:28:55 +00:00
baldurk 8f909275a7 Add tests of RGP capturing 2020-01-07 17:59:10 +00:00
Steve Karolewics a9a2c3e359 Add tests for viewing depth with ClearBeforeDraw.
Also updated documentation/README files to reflect the changes and
help others get up to speed on editing tests/documentation.
2019-12-20 20:11:53 +00:00
baldurk 0773f13949 Ensure re-used handles in descriptor sets don't cause problems
* Previously if a handle was reused, and then a stale descriptor referencing the
  old handle was removed it would remove the *new* object from the list of
  referenced resources. This could cause a resource to be not included in a
  capture if nothing else added a new reference.
2019-12-12 17:58:52 +00:00
baldurk 77b5c391e9 Check that we handle padding and alignment around structs
* On all APIs structs are aligned up to 16-byte alignment, and on D3D as with
  arrays then elements coming after the struct can be packed into the padding
  after the last struct element.
2019-11-29 13:53:44 +00:00
baldurk 279a2ec69d Add texture zoo tests
* These tests ensure that texture rendering works correctly for all different
  types of texture types, and for all formats, across different APIs, including
  across a remote-proxy connection.
2019-11-26 17:38:27 +00:00
baldurk db563bb0bf Refactor public interface around handling of textures
* Subresource handling is more consistent - we pass around a struct now that
  contains the array slice, mip level, and sample. We remove the concept of
  'MSAA textures count samples as extra slices within the real slices' and
  internalise that completely. This also means we have a consistent set
  everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
  parameters from the texture viewer configuration are now in the
  ReplayController and take them explicitly. This includes GetMinMax,
  GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
  custom shader texture or the overlay texture you need to pass that ID
  directly.
2019-11-26 17:38:25 +00:00
baldurk 273a87e606 Fix calculation of array byte stride for structs with padding in DXBC
* Instead of summing the members offsets, we set it to the offset of the last
  member plus the last member's size.
2019-10-25 18:29:30 +01:00
baldurk dff2583db3 Add tests for specific parameters 2019-09-13 17:33:48 +01:00
baldurk d71b15115c Add additional proteciton & testing of unbound images in vulkan 2019-09-13 17:33:48 +01:00