Jake Turner
2d0ce14633
Iter Test skip pixel debug when no pixel shader bound at mod event
2024-11-15 13:19:00 +00:00
Jake Turner
84f6799444
Improve testcase _find_action
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Search for the action with the closest EID to the request
Previously it would return the first action that was larger than the EID
2024-11-07 15:23:31 +00:00
Jake Turner
dc27caaa08
Iter Test : pixel history and vertex debug changes
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Do not pixel debug on an unknown primitive ID (-1)
Allow pixel debug and vertex debug on non-drawcall actions which have non-zero drawIndex i.e. Indirect draws
2024-11-07 15:23:27 +00:00
baldurk
8a6c3a73f7
Handle garbage descriptor set in vkCmdPushDescriptorSetKHR. Closes #3461
2024-10-25 10:37:38 +01:00
baldurk
3bd65816cf
Add a demos test that uses RT with ASs
2024-10-19 01:21:47 +01:00
Jake Turner
9e747cd06b
D3D12_Sharing log any errors when creating shared handle
2024-10-15 12:09:09 +01:00
baldurk
b49e2e607f
Add test of very short-lived RTV/DSV heaps
2024-10-03 16:32:09 +01:00
baldurk
8a394019fd
Fix installer typos
2024-09-27 11:57:42 +01:00
baldurk
a342fcbe30
Add dxcompiler.dll to installer
2024-09-27 10:46:25 +01:00
Jake Turner
982f464eee
Do not call end_section when a shader debug pixel comparison test fails
2024-09-20 17:44:25 +01:00
baldurk
70cadc8f81
Don't rely on device sharing when not singleton device
2024-09-20 13:30:32 +01:00
Jake Turner
42a1b4e641
For Test D3D12_Sharing validate the D3D12 Drawcall results
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In addition to the Copy results
2024-09-18 12:45:55 +01:00
Jake Turner
33fb099a37
D3D12GraphicsTest print shader compile error message correctly
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Error string is not NULL terminated, use GetBufferSize() to determine how many characters to print
2024-09-18 12:32:45 +01:00
Jake Turner
0f8ad0d1fe
Conditionally test SM 6.0, 6.6 in D3D12_Shader_Debug_Zoo
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Added SM 5.0 to the basic compute shader debug test
2024-09-16 09:36:37 +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
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* 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
Jake Turner
8745c399ad
Extended existing shader model coverage to include 6.0, and 6.6
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Added Compute shader test for SM 6.0 and SM 6.6
Added very basic vertex shader test to the triangle rendering for each SM
2024-09-10 14:59:03 +01:00
baldurk
178b733001
Add helper for loading a shader module from disk in tests
2024-09-09 14:45:30 +01:00
baldurk
076e07912d
Add test of implicit embedded root signatures
2024-09-03 15:00:35 +01:00
Jake Turner
84786aea20
Demos test D3D12_Shader_Mesh
2024-07-24 13:21:57 +01:00
baldurk
7db141c77b
Implement bindless feedback for samplers on D3D12. Closes #3387
2024-07-22 16:17:10 +01:00
Jake Turner
67777f16af
Change D3D11/12 Shader_Debug_Zoo to use 32x32 mipmapped texture
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32 x 32 means the mip count (5) is different to the MSSA count (4)
2024-07-03 11:14:01 +01:00
baldurk
01384c4d42
Update vulkan headers to 1.3.288
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* Add support for VK_KHR_shader_relaxed_extended_instruction which is trivially
supportable
2024-06-24 12:48:13 +01:00
Jake Turner
e8ecf2cccb
Added D3D11 Pixel History test for pixel shader UAV Write
2024-06-20 11:55:30 +01:00
baldurk
62b2e2226d
Commit modified version of intellij-community stubgen & wrapper script
2024-06-13 13:32:58 +01:00
Jake Turner
141354a2a4
Extended VK_KHR_Buffer_Address test to cover #3346
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One extra draw from GPU memory which doesn't change and is unmapped during the draw loop
2024-06-11 12:05:27 +01:00
baldurk
56976ff4a5
Make missing postvs outputs non-fatal
2024-05-31 15:25:47 +01:00
baldurk
f8b5c42100
Add a command line argument to the demos project to load a DLL
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* We also automatically check for a DLL under /D3D12/ next to the executable
2024-05-02 18:30:46 +01:00
Jake Turner
8b534e8f18
Demos: Fix validation errors in D3D12_Compute_Only
2024-04-24 09:02:32 +01:00
baldurk
72095b8302
Create proper NULL descriptors for empty bindings in reflection zoo
2024-04-22 13:44:46 +01:00
baldurk
78e84aa544
Don't crash on empty descriptor sets with no bindings
2024-04-16 20:03:54 +01:00
Jake Turner
1a85fcffba
Sync demos copy of metal-cpp.h to match RenderDoc version
2024-04-13 07:31:58 +01:00
baldurk
9a18e871e5
Add testing of aliased bindings with descriptor feedback. Refs #3288
2024-04-10 18:58:53 +01:00
baldurk
9de4a79859
Update tests to new descriptor interface
2024-04-10 18:58:52 +01:00
baldurk
0e9a43e3d0
Query number of supported MSAA sample counts properly in GL_Texture_Zoo
2024-04-10 14:48:44 +01:00
kb1000
c16b2f34cd
Add pythoncapi-compat third party library acknowledgement
2024-04-08 10:57:28 +01:00
baldurk
beefd5b044
Fix descriptor set index reference in VK_Graphics_Pipeline test
2024-04-03 12:40:22 +01:00
baldurk
1dd1ba9ea3
Fix some validation errors in VK_Graphics_Pipeline test
2024-04-02 18:01:17 +01:00
baldurk
0ea1df4dd3
Fix a crash if SampleBias is used with an unbound sampler on D3D11
2024-03-20 12:53:17 +00:00
baldurk
4caf3e4e13
Correct struct name typo in python script
2024-03-18 10:28:37 +00:00
baldurk
525babb868
Add a semaphore per swapchain image
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* With only a single semaphore we can only have one frame in flight and get
validation layer messages if we run faster than that and re-use the
renderStartSemaphore before the previous frame has completed.
2024-03-18 10:28:36 +00:00
Jake Turner
b36b7cf6b8
Vulkan Multi-view test
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Vertex shader output Red for view 0, Green for view 1, fragment shader does not use viewIndex.
Fragment shader output Red for view 0, Green for view 1, vertex shader does not use viewIndex.
Geometry shader output Red for view 0, Green for view 1, vertex and fragment shader do not use viewIndex.
Python checks vertex and pixel shader debug output against replay rendering output
2024-03-13 07:58:48 +00:00
Jake Turner
7934d1d16e
Change DebugPixel() to take a DebugShaderInputs struct
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DebugShaderInputs struct contains existing the parameters:
sample
primitive
and a new parameter
view
Default constructor for DebugShaderInputs sets the parameters to NoPreference (~0U).
2024-03-13 07:58:48 +00:00
Jake Turner
5516f67227
Vk Tests added vkh::RenderPassCreator::next()
2024-03-13 07:58:48 +00:00
Jake Turner
8eb4342704
D3D12 Pixel History Test split barriers into new command list
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Record the draw command list before the barrier command list
Submit the barrier command list before the draw command list
2024-02-29 06:47:14 +00:00
baldurk
230b63adce
Find latest dxc from windows SDK, not from redist folder, in demos
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* It seems like the D3D redist folder is not kept up to date so may contain a
stale/old DLL.
2024-02-26 12:49:02 +00:00
baldurk
52cfb0e083
Update Vulkan headers to latest, support trivially promoted exts
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* We handle support for trivially supported exts like KHR_index_type_uint8 and
KHR_calibrated_timestamps as it would be more churn and work to temporarily
make them unsupported, given how they are almost entirely just aliased.
2024-02-13 12:37:05 +00:00
baldurk
9f4f0e6aa1
Update copyright years to 2024
2024-02-12 11:04:52 +00:00
Jake Turner
20578f46a6
Extend D3D12 ExecuteIndirect test to do multiple draws per Execute
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The argument buffers are used fully used with no spare bytes
The python test iterates over every draw to check the replay has a valid output target count
This verifies the replay did not crash when replaying ExecuteIndirect with multiple draws and an argument buffer with no spare bytes
2024-01-30 17:03:11 +00:00