Commit Graph
29 Commits
Author SHA1 Message Date
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