baldurk
b353bbdc66
For sparse MSAA textures ignore queried heap props. Closes #3561
2025-03-28 17:09:51 +00:00
baldurk
2322e165de
Update copyright years to 2025
2025-03-14 18:54:37 +00:00
baldurk
b49e2e607f
Add test of very short-lived RTV/DSV heaps
2024-10-03 16:32:09 +01:00
baldurk
51baf8a6af
Add test of implicit compute shader root signature
2024-09-13 13:22:03 +01:00
baldurk
457e91f194
Make sure root signatures *precisely* patch between HLSL and code
...
* Also don't finish with the backbuffer too early and re-bind VB after execute
indirect.
2024-09-13 13:22:03 +01:00
baldurk
f689b23024
Don't run D3D12 singleton device test if we're using new device creation
2024-09-13 13:22:03 +01:00
baldurk
076e07912d
Add test of implicit embedded root signatures
2024-09-03 15:00:35 +01:00
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
65859d13bf
Add test of Set*Root32BitConstants with 0 constants being set
...
* This crashes on nvidia, on compute only strangely, if we pass in a NULL
pointer along with a 0 number of constants.
2023-08-04 17:06:03 +01:00
baldurk
d47e79ae07
Update copyright years to 2023
2023-02-01 12:23:32 +00:00
baldurk
7066692262
Test that sampler heaps are represented in structured data properly
...
* This is a test of a specific case of lazy serialisation, but in particular
D3D12 descriptors do some aliasing tricks for types to compress the data, so
repeated serialisation needs to be safe.
2022-04-28 13:39:37 +01:00
baldurk
fcdea67879
Update copyright years to 2022
2022-02-17 17:38:32 +00:00
baldurk
8f51857c69
Test D3D12 placed resources keeping a reference on their heap
2021-11-19 11:22:53 +00:00
baldurk
ff1fc1c20f
Test handling of residency refcounting and placed resources on D3D12
2021-11-15 15:07:56 +00:00
baldurk
4d906c5007
Check that multiple D3D12 devices with different resources doesn't break
2021-11-11 15:54:47 +00:00
baldurk
a490606012
Handle D3D12 CreateConstantBufferView with a NULL desc
2021-07-28 14:01:13 +01:00
baldurk
f530392bc1
Check that destroying a command allocator mid-capture works OK
2021-04-30 16:58:55 +01:00
baldurk
f085d1682f
Test stream-created PSOs create correctly
...
* Where possible we test empty AS/MS to ensure they're ignored, though I don't
run any windows versions that support this at the runtime level.
2021-04-30 12:41:22 +01:00
baldurk
aac9e762bc
Test that empty execute indirects don't crash
2021-04-29 11:26:14 +01:00
baldurk
bb5834fd1c
Add test of root signature ranges larger than the descriptor heap
2021-01-13 16:07:43 +00:00
baldurk
026da176bb
Update copyright years to 2021
2021-01-13 13:56:10 +00:00
baldurk
55b84f4e7c
Test that creating root signatures identical to internal sigs works OK
2020-10-29 16:27:31 +00:00
baldurk
5c0dadae84
Test that RTV descriptor copies in D3D12 are properly recorded mid-frame
2020-08-20 17:09:51 +01:00
baldurk
9ce60a0b6e
Test that OpenExistingHeapFromAddress can be captured and replayed
2020-07-29 15:39:04 +01:00
baldurk
66a9e00f3e
Don't serialise D3D12_STREAM_OUTPUT_DESC.pBufferStrides if NumEntries==0
...
* This is true even if NumStrides is a high number, it's entirely ignored.
2020-04-21 17:09:33 +01:00
baldurk
a70be5bd98
Add missing sync in D3D12_Parameter_Zoo test
2020-02-11 17:11:32 +00:00
baldurk
bb43ba45e3
Add test of newer resource creation methods in D3D12.4
2020-02-03 18:18:17 +00:00
baldurk
d326d61b1e
Add D3D12_Parameter_Zoo test to check edge-case parameters/interfaces
2020-02-03 18:18:17 +00:00