Jake Turner
a9edce59ea
New D3D11/D3D12 shader linkage tests for float3 packing/not packing
...
Packing float with a float3
float TEXCOORD0
int TEXCOORD1
float3 COLOR
Packing float with a float3[1]
float TEXCOORD0
int TEXCOORD1
float3[1] COLOR
Not packing float with a float3[2]
float TEXCOORD0
int TEXCOORD1
float3[2] COLOR
2025-11-12 11:42:19 +13:00
baldurk
48088ac07e
Add handling of D3D shaders which declare no output value
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
a2ce9b46db
Add some array-based tests to shader linkage zoo demos
2025-10-08 14:22:45 +01:00
baldurk
a92e0d2669
Ensure capabilities are properly cached when only prepared once
2025-09-30 11:26:01 +01:00
baldurk
8864a1d81e
Improve time listing available demos
...
* Remove redundant repeated calls when preparing multiple tests
2025-09-29 16:40:15 +01:00
Jake Turner
e16a714aba
New cbuffer tests: D3D11, D3D12 packedoffset; D3D12 cbuffer array
...
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
Jake Turner
08696443a0
Added workgroup performance tests and basic D3D11 Workgroup test
...
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
0293487eb8
Properly handle D3D11 constant buffers with a 0 range specified
2025-07-04 14:10:51 +01:00
Jake Turner
fc956fee61
Improvements to *_Groupshared tests
...
More checking of GSM local/global cache behaviour when debugging
One test is not GPU stable and its results are verified against hard coded expectation (this is to test the expected behaviour of the local GSM cache on the active thread)
2025-05-10 11:49:43 +01:00
Jake Turner
033a4d1e5a
First version of python for *_Groupshared tests
...
Verify outval shader debugger variable matches the real generated data in outBuf
2025-05-07 12:12:57 +01:00
baldurk
2322e165de
Update copyright years to 2025
2025-03-14 18:54:37 +00:00
baldurk
8f0e9a2c48
Ensure no false positives in tests if some values are 0.0
2025-02-21 13:46:59 +00:00
baldurk
d6c560415a
Add D3D11 handling of swizzled UAV loads/stores
...
* Ensuring we properly clamp for non-typed UAV stores. Typed UAV stores are
'easy' because they must always write all components.
2025-02-21 13:46:58 +00:00
baldurk
f69ac73f1f
Add demos that utilise groupshared memory in a simple way
2025-02-19 13:35:51 +00:00
Jake Turner
67777f16af
Change D3D11/12 Shader_Debug_Zoo to use 32x32 mipmapped texture
...
32 x 32 means the mip count (5) is different to the MSSA count (4)
2024-07-03 11:14:01 +01:00
Jake Turner
e8ecf2cccb
Added D3D11 Pixel History test for pixel shader UAV Write
2024-06-20 11:55:30 +01:00
baldurk
0ea1df4dd3
Fix a crash if SampleBias is used with an unbound sampler on D3D11
2024-03-20 12:53:17 +00:00
baldurk
9f4f0e6aa1
Update copyright years to 2024
2024-02-12 11:04:52 +00:00
baldurk
49c96806b6
Add test of solo numbered semantics to linkage zoo tests
2024-01-23 11:11:14 +00:00
Jake Turner
8c5cbbecdf
Depth overlay tests include a shader with discard
2024-01-11 14:42:25 +00:00
Jake Turner
b820a46605
D3D11 Parameter Zoo tests for tiled resource handling
...
CreateTexture2D(), CreateTexture2D1(), CreateBuffer() should fail
CheckFeatureSupport() with D3D11_FEATURE_DATA_D3D11_OPTIONS1 or D3D11_FEATURE_DATA_D3D11_OPTIONS2 should return D3D11_TILED_RESOURCES_NOT_SUPPORTED
2024-01-09 12:44:14 +00:00
Jake Turner
8f2c311670
Added parameter test for ID3D11Device2 GetResourceTiling
2024-01-04 14:38:59 +00:00
Jake Turner
d33ad62a26
D3D11 Test for discard on Staging and Dyanmic Buffers
2023-12-14 12:28:07 +00:00
Jake Turner
60cb36e4c5
D3D11 Overlay Test clear a stencil rectangle to one
2023-12-12 14:16:06 +00:00
Jake Turner
dd0c888d11
Extend Overlay tests to include shader exported depth scenario
2023-12-05 15:26:57 +00:00
baldurk
81cbd7f404
Add delay to empty capture tests to ensure the capture propagates
2023-09-20 12:06:21 +01:00
Jake Turner
cfdb349cdb
Extend Overlay tests to handle more depth stencil formats : D3D11
...
D32_S8, D24_S8, D32, D16
2023-09-08 22:38:01 +01:00
baldurk
9d39b8e1a8
Reformat code for clang-format 15
2023-09-05 11:02:08 +01:00
baldurk
472add2f51
Fix autotests for new global resources
2023-06-21 12:43:33 +01:00
baldurk
7f8e14fb65
Add some helpers to make minimal templates for each autotest API
2023-06-15 11:25:27 +01:00
baldurk
d47e79ae07
Update copyright years to 2023
2023-02-01 12:23:32 +00:00
baldurk
f23cb75633
Make sure sample mask does not affect normal texture overlays
2023-01-05 15:39:14 +00:00
baldurk
a37f62124d
Test integer texture loads in D3D shader debugging
2022-11-18 14:01:59 +00:00
baldurk
aa412ddf89
Don't hard-fail on results of undefined tests in shader debug zoo
2022-09-19 16:44:56 +01:00
baldurk
0b187934de
Track bytes written for hidden SO counters. Closes #2662
...
* The D3D11 spec is unclear but checking sources including D3D11On12 it looks
like the defined behaviour for SO counters is to calculate the number of bytes
written and divide that by the VB stride on draw.
* Old captures can't be updated to work with this because the stride is unknown,
but new captures will work correctly as well as any data that is stream'd out
mid-capture.
2022-07-22 16:10:59 +01:00
baldurk
8e4b44aed7
Add test of integer offsets on texture sample for D3D shader debug
2022-06-30 13:51:26 +01:00
baldurk
de619024c8
Test for extended UAV support in D3D11 test
2022-06-30 13:51:26 +01:00
baldurk
95c8a3f42e
Test swizzles of UAV reads
2022-06-17 17:27:30 +01:00
baldurk
4a0bc691a7
Add test that solid/lit rendering works on points and lines
2022-06-17 17:27:30 +01:00
baldurk
96a7639c2e
Add test of flow control constructs in D3D11 shader debugging
2022-05-03 14:06:07 +01:00
baldurk
fcdea67879
Update copyright years to 2022
2022-02-17 17:38:32 +00:00
baldurk
861f55b467
Test picking empty draws in mesh view
2021-11-19 12:26:06 +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
d2a03c6e06
Fix filling in missing components on typed buffer loads
2021-07-28 11:37:13 +01:00
baldurk
1ed4b561e6
Fix discard patterns to work correctly with multisampled UINT textures
2021-05-27 14:18:05 +01:00
baldurk
2af11c5395
Add test of AMD extensions in D3D12
2021-04-30 16:41:17 +01:00
baldurk
26aa09c665
Refactor D3D12 tests to check for options once in Prepare
2021-04-29 12:52:28 +01:00
baldurk
2720ff354a
Test structured export/import of MSAA textures
2021-04-15 15:34:14 +01:00
baldurk
2333cfa2a1
Test that UAV reads in shader debugging read data prior to event
2021-02-01 13:31:23 +00:00