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
baldurk
2322e165de
Update copyright years to 2025
2025-03-14 18:54:37 +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
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
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
9d39b8e1a8
Reformat code for clang-format 15
2023-09-05 11:02:08 +01:00
baldurk
d47e79ae07
Update copyright years to 2023
2023-02-01 12:23:32 +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
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
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
d2a03c6e06
Fix filling in missing components on typed buffer loads
2021-07-28 11:37:13 +01:00
baldurk
2333cfa2a1
Test that UAV reads in shader debugging read data prior to event
2021-02-01 13:31:23 +00:00
baldurk
026da176bb
Update copyright years to 2021
2021-01-13 13:56:10 +00:00
baldurk
b01c84f051
Implement proper handling for unbound views in shader debugging
...
* We force FetchUAV/FetchSRV to always return something, and it can be empty if
the resource is unbound meaning we get proper OOB behaviour for it. The D3D12
implementation still prints an error message for registers that don't
correspond to the root signature at all, but for D3D11 we silently allow it.
2021-01-05 18:26:27 +00:00
baldurk
5cd83365a8
Add basic texture sampling tests to D3D11 shader debug tests
2020-10-22 15:48:30 +01:00
baldurk
351687eb87
Test that D3D11 shader debugging doesn't internally pollute state
2020-07-31 16:24:59 +01:00
baldurk
c8c281b503
Test swizzles on byte address buffer loads
2020-07-29 14:52:05 +01:00
baldurk
43b6f850d9
Fix sincos output on D3D12 shader debugging
2020-05-20 10:51:23 +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
230cf69761
Test integer division by zero in DXBC debugging
2020-04-01 17:18:59 +01:00
Steve Karolewics
baa7adea30
Implement GetSampleInfo for D3D12 debugging
2020-03-09 10:56:56 +00:00
Steve Karolewics
a5583b83ee
Add test for MSAA evals to D3D11_Shader_Debug_Zoo
2020-03-04 19:11:56 +00:00
Steve Karolewics
c56373ed94
Add impls of GetBuffer/ResourceInfo for D3D12 shader debugging
2020-02-21 17:56:33 +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
2916c0f9f7
Update copyright years to 2020
2020-01-06 16:20:45 +00:00
baldurk
f7e5199cf4
Clamp out-of-bounds undefined results for resinfo
2019-11-27 11:02:25 +00:00
baldurk
b222d6388c
Don't flush bufinfo/resinfo opcodes
...
* The input miplevel is an integer even if the outputs are floats. The outputs
won't be denormal as they're dimensions etc.
2019-11-22 15:08:16 +00:00
baldurk
9de4931213
Don't ever flush immediate values in shader debugging
...
* We assume that fxc won't output a denormalised float in the bytecode, and this
prevents us from flushing integer inputs to otherwise flushable float-type
operations
2019-11-22 14:59:18 +00:00
baldurk
fef94ef012
Add more tests of raw/structured buffer debugging
2019-10-24 18:02:53 +01:00
baldurk
8060693188
Fix byte address buffer access in shader debugging
2019-09-17 14:08:48 +01:00
baldurk
6d282f90d9
rename TEST macro to un-confused visual assist
...
* Visual assist comes with a pre-defined interpretation of TEST() for
googletest, which conflicts with ours. We can't seem to override it with a
va_stdafx.h even
2019-09-17 12:40:00 +01:00
baldurk
a2df78369c
Add test of denormal flushing to D3D11 shader debug zoo
2019-09-13 17:33:48 +01:00
baldurk
4b1f527eaa
Clean up D3D11 shader debugging test for easier processing, auto-test it
2019-05-27 13:58:08 +01:00