baldurk
a6ad1313fd
Move D3D12 test to use common pixel history test framework
2025-10-27 11:50:35 +00:00
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
baldurk
41e9f3c426
Add a demo project with extremely high overlap/sparseness buffers
...
* For stressing memory overhead in buffer initial states
2025-09-29 16:37:45 +01:00
baldurk
2381c2669d
Add support in tests for compiling with separate shader debug info
2025-09-22 14:21:56 +01:00
baldurk
872752cd51
Add version check for -select-validator which was annoyingly removed
2025-09-22 14:21:36 +01:00
baldurk
cda6da6945
Enumerate supported shader model in demos a bit more tightly
2025-09-22 13:49:51 +01:00
baldurk
2322e165de
Update copyright years to 2025
2025-03-14 18:54:37 +00:00
baldurk
e7f400e4f3
Add D3D12 handling of swizzled UAV loads/stores
2025-02-21 13:46:58 +00:00
baldurk
f3f0617b37
Do extremely stupid version checking to workaround dxc nonsense in tests
...
* On a new enough dxc we can pass a flag to tell it to ignore dxil.dll
* This allows the tests to run on the test machine with an old windows SDK
(where the demos project copies the dxcompiler.dll + dxil.dll from) but still
pull in a new dxcompiler.dll without having it break on an old dxil.dll
2025-01-13 11:02:22 +00:00
baldurk
b46b8d96cf
Prefer using custom D3D12/ local dxcompiler.dll in demos project
2025-01-10 11:29:28 +00:00
baldurk
980b6a8bf0
Add test of SM6.7 bitfield reflection
2025-01-07 13:43:45 +00:00
baldurk
4d4fbdcaa3
Demos project loads D3D12.dll relative to exe not CWD
2025-01-07 13:43:45 +00:00
Jake Turner
a3633dea8d
Add D3D12 Shader Debug tests for SM6.4 instructions
...
dot4add_i8packed
dot4add_u8packed
dot2add
2024-12-15 15:34:18 +00:00
Jake Turner
56fffb5dc2
D3D12 Tests add uint32_t compileOptions to Compile()
...
Current options are:
SkipOptimie : the default
Enable16BitTypes
2024-12-03 05:21:41 +00:00
baldurk
20d76052ee
Fix incorrect parameter in D3D12 demos project
2024-11-24 00:58:50 +00:00
baldurk
3bd65816cf
Add a demos test that uses RT with ASs
2024-10-19 01:21:47 +01:00
Jake Turner
33fb099a37
D3D12GraphicsTest print shader compile error message correctly
...
Error string is not NULL terminated, use GetBufferSize() to determine how many characters to print
2024-09-18 12:32:45 +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
7db141c77b
Implement bindless feedback for samplers on D3D12. Closes #3387
2024-07-22 16:17:10 +01:00
baldurk
f8b5c42100
Add a command line argument to the demos project to load a DLL
...
* We also automatically check for a DLL under /D3D12/ next to the executable
2024-05-02 18:30:46 +01:00
baldurk
9f4f0e6aa1
Update copyright years to 2024
2024-02-12 11:04:52 +00:00
Steve Karolewics
e1516fa521
Add D3D12 pixel history test
...
This is a basic test that mirrors the Vulkan pixel history test,
but repeats draws multiple times to verify SM5.1 and SM6.0.
SM6.6 should be tested as well for writes from direct heap access
but is not yet implemented differently than SM6.0.
2023-10-10 11:50:55 +01:00
baldurk
9d39b8e1a8
Reformat code for clang-format 15
2023-09-05 11:02:08 +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
7d9a1a05b8
Correctly handle programs that don't create graphics queues
2022-06-21 15:31:41 +01:00
Benoit Dumesnil
2ace1fe84d
Add test of D3D12 bindless feedback for shadermodel 6.6.
2022-03-21 11:30:47 +00:00
baldurk
fcdea67879
Update copyright years to 2022
2022-02-17 17:38:32 +00:00
baldurk
22d4dc4574
Don't create temporary device if D3D12 is not supported
2021-11-26 10:59:22 +00:00
baldurk
81b4d3d804
Add public domain md5 library and implement modified DXBC container hash
...
* This allows us to disabled any requirement for "experimental shaders".
2021-07-07 19:18:32 +01:00
baldurk
732ccb2d89
Fix D3D12_AMD_Shader_Extensions test for DXIL support
...
* We can't build with -O0, it has to be at least -O1 for DXIL. We also need -Ges
/ strictness on both builds.
2021-05-10 17:02:49 +01:00
baldurk
2af11c5395
Add test of AMD extensions in D3D12
2021-04-30 16:41:17 +01:00
baldurk
9c29ae6393
Check for SRV/UAV typed access to 16-bit types
...
* This is possible on D3D11 but only with certain cap bits, it's simpler to test
on D3D12 and the DXBC debugger will go through the same path for both.
2021-04-29 16:50:12 +01:00
baldurk
26aa09c665
Refactor D3D12 tests to check for options once in Prepare
2021-04-29 12:52:28 +01:00
baldurk
f5a99d47a2
Update D3D headers in test project
2021-01-13 14:25:54 +00:00
baldurk
026da176bb
Update copyright years to 2021
2021-01-13 13:56:10 +00:00
baldurk
fdeea5204d
Refactor and optimise D3D11 refcounting implementation
...
* In heavy D3D11 workloads the refcounting overhead especially during fast
binding changes was significant. Refactoring the refcounting to work on a
different model and deferring destruction of objects removes most of the
overhead.
2020-09-10 13:35:32 +01:00
baldurk
9ce60a0b6e
Test that OpenExistingHeapFromAddress can be captured and replayed
2020-07-29 15:39:04 +01:00
baldurk
02a54be6ad
When replaying resource discards fill with explicit pattern. Closes #284
...
* This helps catches cases where a discarded image is accidentally used and in
many cases may still have valid data. Particularly on Vulkan this is relevant
for DONT_CARE renderpass load and store ops.
2020-07-13 17:29:11 +01:00
Steve Karolewics
270700c290
Fix reporting of DXC errors in test app
...
Fallback to compiling without -Qembed_debug if it fails, to support
older Windows 10 SDKs
2020-07-01 10:45:40 +01:00
baldurk
631b56a04e
Add support for compiling with dxcompiler in tests
2020-06-18 17:22:44 +01:00
baldurk
b8f83fca4c
Add helper for blitting to swapchain in demos
...
* This isn't needed for testing but it's convenient to get simple window output
even when we need to be writing to an F32 target
2020-05-11 18:04:22 +01:00
baldurk
d279d6dcd2
Silence D3D debug layer spam by including NULL terminator
2020-04-02 18:15:44 +01:00
Steve Karolewics
67447b7b7e
Improve handling of resource arrays for D3D12
...
When getting read only resources from the pipe state, stitch back up
according to the bindpoint mappings. When displaying resources in UI,
don't traverse unbounded arrays. Fix resource swizzle on load/sample/
gather instructions, which happens on fetch result, not on the source
operand. Added more tests for unbounded arrays and different ways to
index into arrays.
2020-03-16 20:01:30 +00:00
baldurk
b392c07d83
Add tests that use large vertex buffers
2020-03-11 18:00:53 +00:00
baldurk
fac4367cae
Fix RTVs referencing when using RTsSingleHandleToDescriptorRange
2020-03-05 12:08:58 +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
Steve Karolewics
bd04112dd4
Add a non-shader-visible heap to D3D12ViewCreator for clearing UAVs
2020-02-04 19:11:17 +00:00
baldurk
c3b6b6890e
Add tests that shader ISA disasm works, including live driver output
2020-02-03 18:18:17 +00:00