Commit Graph
1045 Commits
Author SHA1 Message Date
baldurk 06da5d1974 Set demo window title for vulkan tests 2026-09-15 17:00:54 +01:00
baldurk 510d16d900 Report more accurate data for Pixel history with discards & fragments
* For draws where some fragments discard, D3D12 & Vulkan currently can't
  distinguish which specific fragments did and didn't discard because they're
  processed batched in separate callbacks rather than incrementally like D3D11 &
  GL which can track a discarded offset by doing one stencil count at a time.
  This means we can't get primitive information or ordering, we only get a list
  of the passing fragments and a set of failing fragments.
* Note that on all APIs we also can't distinguish when instancing is present,
  because there could be multiple "identical" primitives from different
  primitives, some of which discard and some don't.
2026-09-15 17:00:54 +01:00
baldurk 49f3c76c57 Fix demos reference to device from window 2026-09-14 09:56:36 +01:00
baldurk 527f34614b vkDeviceWaitIdle workaround because presentation is broken 2026-09-13 12:57:43 +01:00
baldurk 18e4d44ec3 Log VkResult errors to demos log 2026-09-13 12:54:40 +01:00
baldurk 3cc984148c Put demos temp files in each demo's tmp directory 2026-09-11 17:27:36 +01:00
Jake Turner 033ce407b4 VK_Resource_Usage tweaks
- give names to: Queue, Framebuffer, Swapchain Image, Swapchain Image View, Shader Modules
- rename "barrerCmdSubmitFence" -> "barrierCmdSubmitFence"
- add a marker "Barrier Command Submit Fence"
2026-09-09 15:24:59 +01:00
Jake Turner 30c78d389a Add VulkanGraphicsTest::setName() overload for VkQueue & VkShaderModule 2026-09-09 15:24:59 +01:00
Jake Turner 356684b378 D3D12_Execute_Indirect Increase count buf draw count to 256
A small stress test to exercise RenderDoc resolving of EI actions during loading
2026-09-06 19:48:14 +01:00
baldurk 69a9c09ecd Use correct clear colour for UINT discard texture 2026-08-26 09:23:58 +01:00
baldurk 752543e0fe Don't test 1D block compressed textures in vulkan texture zoo 2026-08-25 13:19:05 +01:00
baldurk fc50157566 Use 0.5 for depth-equal test so it works on various precisions 2026-08-24 17:46:21 +01:00
baldurk 57a0d90aac Ensure we have a depth buffer for GL depth bounds test 2026-08-24 17:04:14 +01:00
Jake Turner e807742444 Tweak RenderPass setup/usage in VK_Resource_Usage
Use the mainWindow RenderPass everywhere
2026-08-10 07:25:32 +01:00
Jake Turner 0219134aa8 Add test to D3D12_Parameter_Zoo for DXIL CST_CODE_CE_GEP (12)
DXC emits CST_CODE_CE_GEP for constants which are not in bounds
RenderDoc treats it the same as CST_CODE_CE_INBOUNDS_GEP (20)
2026-08-10 07:22:36 +01:00
Jake Turner 5a1b2c23e1 Extend D3D12_Annotations test
- loose event annotation
  - a barrier at end of command buffer
  - at end of command buffer attached to CommandList Close
  - command buffer with no actions, just set marker
- annotations before/during/after ExecuteIndirect calls
2026-07-30 16:36:02 +01:00
Jake Turner 9b942d0533 Extend D3D12_Execute_Indirect: add tests with a count buffer
- MaxCount: 1024 CountBuf: 5
- MaxCount: 1 CountBuf: 7
- MaxCount: 0 CountBuf: 11
2026-07-27 21:23:13 +01:00
baldurk d0030787c6 Fetch inputs and allow debugging for VRS. Closes #3705 2026-07-27 17:10:14 +01:00
baldurk c6c8f807c9 Update VK_Image_Layouts test to check preinitialised data also 2026-07-24 17:52:48 +01:00
baldurk ccc110c57e Fix some validation errors in tests 2026-07-24 17:52:48 +01:00
Jake Turner 40d6d5fd8a Extend VK_Annotations test
- loose event annotation
  - a barrier at end of command buffer
  - at end of command buffer attached to vkEndCommandBuffer
  - command buffer with no actions, just set marker
- annotations before/during/after vkCmdDrawIndirectCount calls
2026-07-22 15:29:08 +01:00
Jake Turner a2d133c353 Change the DrawMeshIndirect parameters in VK_Resource_Usage 2026-07-22 06:02:26 +01:00
Jake Turner 48bb4350bd VK_Parameter_Zoo: add empty vkQueueSubmit before colour draws 2026-07-20 12:32:57 +01:00
baldurk d3b1d29969 Add a test for ByteAddressBuffer length queries 2026-07-17 16:14:29 +01:00
baldurk 01c543634d Update D3D12 headers to 1.619.4 and implement trivial interfaces 2026-07-17 15:41:34 +01:00
Jake Turner b2948d3de5 VK_Pixel_History: add test for nested secondaries 2026-07-17 12:18:19 +01:00
Jake Turner 74d1241a55 VK_Indirect: add a large IndirectCount draw before execute secondary 2026-07-17 06:16:19 +01:00
Jake Turner 97a11ae6a9 Extend VK_Resource_Usage : execute an empty secondary command buffer 2026-07-16 12:13:37 +01:00
baldurk 0a1a33df51 Update vulkan headers to 1.4.356 2026-07-03 16:31:40 +01:00
baldurk 9c7a4c956f Fix demos project using auto-SDK selection 2026-07-03 10:48:42 +01:00
baldurk 4edf26d6f7 Choose native VS toolset per version as with SDK version 2026-07-02 16:24:42 +01:00
Jake Turner b7a2290435 VK_Indirect unify indirect count marker name for Primary & Secondary
Primary was using KHR_action_indirect_count
Secondary was using KHR_draw_indirect_count
Standardise on KHR_draw_indirect_count
2026-06-05 16:16:24 +01:00
Jake Turner 44deaebd90 VK_Indirect test improvements
Check ALL overlays on ALL EIDs don't crash
Add some IndirectCount draws to VK_Indirect for testing overlays
Check overlays produce output and pixel history is not empty for each non-empty draw
Check overlays produce expected output for empty draws i.e. empty except for *Pass overlay modes
Check Quad Overdraw and Triangle Size overlays outputs match when comparing the Pass and Draw versions
2026-06-04 11:40:22 +01:00
Jake Turner 4f7d9c7cb2 Updates to D3D12_Execute_Indirect testing
Check overlays produce some output for each draw within the different EI except the non-determistic EI.
2026-06-02 08:32:04 +01:00
Jake Turner 056c5779b1 Fix validation warning in VK_Indirect
VUID-VkDrawIndexedIndirectCommand-firstInstance-00554
If the drawIndirectFirstInstance feature is not enabled, firstInstance must be 0
2026-06-01 11:23:33 +01:00
baldurk ad95260de1 Mark denorm test as undefined due to suspected NV driver bug 2026-05-27 14:30:00 +01:00
Jake Turner 1cb44cb19d Fix validation error in VK_Indirect 2026-05-20 15:57:37 +01:00
Jake Turner 0060a31676 Fix D3D12_Shader_Debug_Zoo check for test 12 2026-05-19 12:00:05 +01:00
baldurk 034264e961 Use values less likely to have rounding issues in demo 2026-05-18 16:09:18 +01:00
baldurk 0365585f1e Handle barycentrics not being available in demos test 2026-05-18 15:28:08 +01:00
Jake Turner 7ab87fbe8e Extend VK_Resource_Usage test
- add test for vkCmdDrawIndirect with zero count
- add test for vkCmdDrawIndexedIndirect with zero count
- add tests for vkCmdDrawMeshTasksEXT
- add tests for vkCmdDrawMeshTasksIndirectEXT
- add tests for vkCmdDrawMeshTasksIndirectCountEXT
2026-05-13 14:54:15 +01:00
Jake Turner 0a212d07d0 Add a D3D12 Shader Debug Zoo test for oob array access in a CBV
GPU will use the bytes from the bound buffer
Debugger simulation will return 0,0,0,0
2026-05-11 12:28:48 +01:00
Jake Turner 97149601da VK_Shader_Debug_Zoo changes for compute derivative tests
For compute quad derivatives tests use specific derivative i.e. fine or coarse.
It isn't specified which derivative mode is used, drivers differ on behaviour.
2026-05-06 18:33:03 +01:00
Jake Turner f62af14532 Add VK_Parameter_Zoo test case for VkQueueSubmit with zero count
vkQueueSubmit(0) and VkQueueSubmit2(0)
2026-05-05 13:28:32 +01:00
Jake Turner 2287790c41 Extend VK_Resource_Usage test: multiple usages, desc buffer copying
- Bind the same resource as the Indirect Buffer and the Index Buffer
  - Defines the resource usage when an indirect command binds the same resource for multiple usags i.e. Indirect + Index Buffer
- Descriptor buffer contents set by earlier command buffer than usage in a single submit
  - Verifies the resource usage submit replay is correct (one command buffer at a time)
2026-04-23 16:14:13 +01:00
Jake Turner 0384c64d81 Fix submit semaphores in VK_Resource_Usage test
Fix validation layer errors
2026-04-22 12:24:34 +01:00
Jake Turner 15dfa312da Extend VK_Resource_Usage test: multiple command buffer submit/exec
Execute multiple secondary command buffers at once
Test loose events (barriers) on nested secondary command buffer, secondary command buffer which is submitted multiple times and a command buffer which is submitted multiple times
Submit the same command buffer multiple times
2026-04-21 10:39:23 +01:00
Jake Turner d8cb84e2ce Add setName overload for VkCommandBuffer, VkCommandPool 2026-04-21 10:37:46 +01:00
Jake Turner e4a3fdce0f Extend VK_Resource_Usage test
IndirectDrawCount
Loose events (barriers) after actions
2026-04-16 15:57:22 +01:00
baldurk 0b9a36b581 Fix ID registration when false-duplication happens on replay
* We normally deduplicate during capture, but replay can introduce new
  duplication against internal objects. Using ReplaceResource() would fix this
  but updating the wrapper map is necessary for D3D11 to query current state
  properly.
2026-04-16 14:00:55 +01:00