baldurk
9a6ec5282d
Don't build GL_Callstacks demo in release
...
* The nice callstacks we're looking for won't happen in release builds.
2020-12-10 16:56:34 +00:00
baldurk
bd342e1596
Fix buffer overrun in D3D12_Draw_Zoo
2020-12-10 16:46:01 +00:00
baldurk
8b5234d0af
Fix texture zoo remote server launch when running from renderdoccmd
2020-12-10 16:40:26 +00:00
baldurk
232c4a9ecb
Fix texture zoo tests
2020-12-10 16:40:10 +00:00
baldurk
68d690a912
When rendering overlays, clear to transparent black
...
* This might cause some fringing artifacts when at low scales due to non-PMA
colors but it means there are no false-positive green pixels.
2020-12-09 18:16:08 +00:00
baldurk
7ff7e0a71d
Replace fixed C arrays with wrapper class in public interface
...
* These map more naturally to python tuples and are easier to wrap in and out.
* We also tidy up the FloatVecVal etc and standardise the members of
ShaderValue.
2020-12-09 18:16:08 +00:00
baldurk
580f96c8a1
Rename ShaderVariableType/Descriptor to ShaderConstant
...
* These structs are no longer used with ShaderVariable so the name is misleading
at best.
2020-12-09 15:18:27 +00:00
baldurk
1ab2047ecb
Reset state in D3D shader debugging to before draw when fetching UAVs
...
* Debugging shaders with UAV access could(likely will) have side-effects on
those UAV contents, so when ContinueDebug needs to fetch UAV contents we
should replay back to before the draw to fetch them.
* This replay only happens once per ContinueDebug, and UAV contents are cached
globally so we only do it once per UAV that's accessed, so the impact is low.
2020-12-07 15:41:03 +00:00
baldurk
b69ca4526e
Log the specific error if vkCreateInstance fails in demo program
2020-12-03 10:59:05 +00:00
baldurk
883e023259
Avoid use of EXT_direct_state_access in tests
...
* Mesa doesn't implement the EXT version, only the KHR version
2020-11-24 16:47:35 +00:00
baldurk
abf7e3bd90
Only declare half type if shaderFloat16 is supported
...
* Without this, the 16-bit storage only refers to ints (if that feature is
available).
2020-11-24 16:44:08 +00:00
baldurk
c9f1c9ea2e
Update to AGS 6.0.1
2020-11-24 16:12:20 +00:00
baldurk
d0bf0f6eab
Add Superluminal PerformanceAPI annotation support
2020-11-19 14:47:10 +00:00
baldurk
1375a17682
Add missing plugin file to installer manifest
2020-11-12 10:58:43 +00:00
baldurk
bd5b79bd3a
Tweak Repeat_Load to do two reload tests before grabbing baseline
2020-11-10 13:18:31 +00:00
baldurk
063131d288
Enable and expand float64 tests in VK_Shader_Debug_Zoo
2020-11-09 16:02:48 +00:00
baldurk
d9121a7f90
Add half.hpp 2.1.0 from http://half.sourceforge.net/
2020-11-09 12:25:21 +00:00
baldurk
8be0da2ce3
Add a test of AMD shader operations
2020-11-04 17:48:49 +00:00
baldurk
55b84f4e7c
Test that creating root signatures identical to internal sigs works OK
2020-10-29 16:27:31 +00:00
baldurk
ed0138a242
Test that debugging sampling from vert shaders in D3D12 works correctly
...
* We also test that pixel shaders can be debugged even if they have
DENY_ROOT_SIGNATURE_ACCESS enabled.
2020-10-29 16:12:33 +00:00
baldurk
7dec9933f6
Test that creating and destroying contexts doens't have side effects
2020-10-29 15:45:04 +00:00
baldurk
b9a6212c3e
When running tests if --pyrenderdoc is omitted, try default location
2020-10-29 15:08:50 +00:00
baldurk
ffd8827812
Add test that tries to stress reallocation/pool allocation of commands
2020-10-29 15:08:50 +00:00
baldurk
3465809447
Add test that different list/queue types are handled in D3D12
2020-10-29 12:51:29 +00:00
baldurk
eb967af9d4
Add missing added parameter to tests calling DebugVertex
2020-10-29 10:34:24 +00:00
baldurk
f9deead680
Add open-source nvapi release headers
2020-10-28 19:07:52 +00:00
baldurk
39f4e82641
Add test of performance with large descriptor sets
2020-10-27 14:04:45 +00:00
baldurk
cf8e8a15fe
Test dimension fetching in D3D12 shader debugging with NULL desc struct
2020-10-22 16:02:59 +01:00
baldurk
5cd83365a8
Add basic texture sampling tests to D3D11 shader debug tests
2020-10-22 15:48:30 +01:00
baldurk
a83485d14c
Test that counters and mesh output still work even if in use in capture
2020-10-22 15:40:15 +01:00
baldurk
8bdd9585f5
Test D3D discards with NULL region or rects
2020-10-22 15:10:17 +01:00
baldurk
ec73718cf0
Test that overlays work on D3D12 with no viewport or scissor bound
2020-10-22 14:48:33 +01:00
baldurk
3f8fb1e1b6
Add MSAA case to overlay tests
2020-10-22 14:11:01 +01:00
baldurk
26f680f632
Check that sampler updates to immutable sampler descriptors are ignored
2020-10-21 14:57:42 +01:00
baldurk
53fc6ba089
Add test that feature level 9.x programs can be captured on D3D11
2020-10-21 14:36:16 +01:00
baldurk
b2746eede5
Update vulkan headers to 1.2.158
2020-10-20 12:44:24 +01:00
baldurk
804f659e8c
Only warn if an image is seemingly reported as supported
...
* Some drivers return VK_SUCCESS even for formats that aren't supported.
2020-10-19 17:44:37 +01:00
baldurk
fc976d2d39
Set depthBounds feature properly so it can be checked for support
2020-10-19 17:44:11 +01:00
baldurk
c56e1f0ae4
Don't enumerate GPUs in child process helper
2020-10-19 17:43:58 +01:00
baldurk
c22ff8fc69
Force sRGB rendering in multithreaded test
2020-10-19 16:56:04 +01:00
baldurk
58fbbc2212
Add missing tests to linux demos build
2020-10-19 10:35:51 +01:00
baldurk
aba72e1edd
Print symbol resolution progress in GL_Callstacks test to avoid timeout
2020-10-15 11:59:28 +01:00
baldurk
03ae60e40a
Fix GL_Multithread_Rendering test on linux
2020-10-13 21:31:16 +01:00
Rémi Palandri
164bd49d83
update vulkan/volk to 1.2.155
2020-10-05 17:08:02 +01:00
baldurk
4174624071
Test that glFrameTerminatorGREMEDY works in GL_Parameter_Zoo
2020-10-02 17:47:31 +01:00
baldurk
9e17b91a94
Test different variations of DXGI swapchains on D3D11 and D3D12
2020-10-02 17:41:58 +01:00
baldurk
4518fda3ed
Test entry points that could be applied to wrong resource types
2020-10-02 16:43:11 +01:00
baldurk
1b35c93999
Optimise texture zoo tests with fast path
...
* Pixel picking is a bottleneck, so do a render to a headless output and read
that back as a way of quickly checking that all of the subresource is OK at
once.
2020-10-02 16:26:51 +01:00
baldurk
12260fe884
Apply UNDEFINED discard pattern for initial RP layout. Closes #2058
2020-10-01 13:23:19 +01:00
baldurk
4809615a8f
Don't print hit information until we know it's a drawcall
2020-09-17 15:05:21 +01:00