baldurk
4809615a8f
Don't print hit information until we know it's a drawcall
2020-09-17 15:05:21 +01:00
baldurk
a3b6adc303
Linux demos compile fix
2020-09-16 17:03:27 +01:00
baldurk
1286f4b272
Fix issues identified by synchronisation layer
2020-09-14 13:01:14 +01:00
baldurk
925b49daa6
Fix handling of instance extensions in vulkan tests
2020-09-11 18:51:27 +01:00
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
eba6f5251c
Add success logs when each renderpass segment is verified
...
* It makes the log easier to read and so we know which part we're at if a pixel
fails.
2020-09-04 12:51:56 +01:00
baldurk
5a6feec9c1
Speculative fix for intermittent failure in GL_Multithread_Rendering
...
* It seems like on nv windows we need to explicitly rebind the main context to
the main thread and give each worker thread its own window, to prevent the
worker thread from being unable to bind its context sometimes.
2020-09-04 12:39:04 +01:00
baldurk
9b37a8b8a7
Don't print renderdoc log to stdout when running tests
2020-09-04 12:05:48 +01:00
baldurk
55ac2c95a8
Tweak handling of failed tests in artifacts log
2020-09-04 11:50:02 +01:00
baldurk
6de8c53f85
Fix VK_Extended_Dynamic_State
2020-09-04 11:39:10 +01:00
baldurk
0e7bdc4cc7
Fix python call to GetDisassemblyTargets
2020-09-04 10:43:36 +01:00
baldurk
18a7e3c05c
We shouldn't return physical device entry points in vkGetDeviceProcAddr
...
* The spec says we only return a function pointer for device or device-child
functions. In practice the loader wraps instances and physical devices so when
calling a direct GDPA returned function the loader won't unwrap it so we won't
get our proper wrapped objects and will crash.
2020-09-04 10:32:17 +01:00
baldurk
d5f45f6476
Allow overriding the python install on windows
...
* Also document the new requirement for os.add_dll_directory as of python 3.8
2020-08-31 12:38:49 +01:00
baldurk
0ca90bd34e
Fix variable descriptor count test
2020-08-31 10:10:51 +01:00
baldurk
30ecf66cca
Fix handling of variable descriptor counts to not allocate maximum size
...
* We previously ignored the variable descriptor size allowed by descriptor
indexing,
2020-08-28 19:06:06 +01:00
baldurk
0e5b08d0e1
Fix test compilation on linux
2020-08-28 19:06:06 +01:00
baldurk
5c0dadae84
Test that RTV descriptor copies in D3D12 are properly recorded mid-frame
2020-08-20 17:09:51 +01:00
baldurk
3e100109da
Test destroying/freeing NULL handles, fix validation errors
2020-08-20 17:02:03 +01:00
baldurk
64f98f286e
Add test of heavy descriptor reallocation and reuse
2020-08-20 13:48:17 +01:00
baldurk
ffac439cce
Record which queries are reset in each frame & restore them to validity
...
* It's possible that a frame capture could copy from a query and then reset it,
without then recording something valid into the query. Then the next replay
the copy would be unavailable and if WAIT_BIT is set that would lead to a
device lost.
* We already fill out queries with dummy valid data on create time, so now we
record any queries that are reset and re-fill them with valid data again.
2020-08-19 18:02:03 +01:00
baldurk
bf8390d313
Fix docker build to work with https apt sources
2020-08-17 10:26:30 +01:00
baldurk
73248c8488
Include RenderDoc logfile after test runs
2020-08-14 14:58:12 +01:00
baldurk
e11c3523a6
Fix subprocess timeout not properly kicking in
2020-08-14 14:58:08 +01:00
baldurk
152170dc58
Fix reference data not being updated at right place after map write
2020-08-10 14:09:36 +01:00
baldurk
7b1995a7ba
Properly handle offsets on memory maps in vulkan
2020-08-04 13:59:45 +01:00
baldurk
39431bb83f
Don't flush mapped memory in driver for detected coherent memory writes
2020-07-31 17:20:25 +01:00
baldurk
351687eb87
Test that D3D11 shader debugging doesn't internally pollute state
2020-07-31 16:24:59 +01:00
baldurk
9ce60a0b6e
Test that OpenExistingHeapFromAddress can be captured and replayed
2020-07-29 15:39:04 +01:00
baldurk
d03acd3b6c
Test reading instanced data via client memory pointers in GL
2020-07-29 15:17:45 +01:00
baldurk
c8c281b503
Test swizzles on byte address buffer loads
2020-07-29 14:52:05 +01:00
baldurk
624da2fb25
Add test that we don't crash on draws with new viewports
2020-07-27 16:17:13 +01:00
baldurk
691ee0c348
Don't overwrite GL state when creating text-rendering data. Closes #1994
2020-07-27 16:17:12 +01:00
baldurk
e147a5a6d1
Test OpLine/OpNoLine being intermingled with function header
2020-07-24 16:33:34 +01:00
baldurk
331aabcde6
Include test process output into test log
2020-07-21 19:57:09 +01:00
baldurk
9f4f68a76b
Add an unhandled exception handler on windows to print crashes to output
2020-07-21 19:57:09 +01:00
baldurk
b540f631ab
Don't overwrite idx variable with loop iterator
2020-07-21 19:57:09 +01:00
baldurk
f6babe77fd
Handle depth clipping and depth bounds failure separately
...
* This prevents truly depth-clipped fragments from being wrongly reported as
other failures like backface culling.
2020-07-20 16:07:36 +01:00
baldurk
7a885ae9bd
Tweak ISA checks
2020-07-17 16:53:35 +01:00
baldurk
2bc59d1610
Fix mesh checks for extended dynamic state test
2020-07-17 16:53:35 +01:00
baldurk
a46e86f191
Ensure indirect buffer is properly cleared on first run
2020-07-17 16:53:35 +01:00
baldurk
c6ef3f1006
Properly enable indirect count feature on VK1.2
2020-07-17 16:53:35 +01:00
baldurk
76caaba8bb
Avoid use of EXT_direct_state_access in demos
2020-07-17 16:53:35 +01:00
baldurk
845710d58a
Fix compile error in demos on linux
2020-07-17 16:53:35 +01:00
baldurk
e8b61fbf30
Serialise name in GL program block binding calls, to remap index
...
* The block index may change between capture and replay, so serialising the
index alone is unstable similar to locations. Program initial states already
serialise by name, but if a capture contains a block binding change mid-frame
this could serialise wrongly.
2020-07-17 16:53:35 +01:00
baldurk
485f7d21fc
Make overlays interact consistently with viewport/scissor
...
* We also add a red/green display to the viewport and scissor overlay to show
pixels that fail the scissor test.
2020-07-17 16:53:34 +01:00
Steve Karolewics
e176fcb9d7
Fix D3D12 debugging with a texture mapped as UAV
...
The row pitch was not initialized, so any ld_uav_typed instructions
would likely return the wrong data.
2020-07-17 10:21:19 +01:00
baldurk
c912ccc3a8
Fix lookup of source var that references an array
2020-07-16 20:45:20 +01:00
baldurk
1316dbc65b
When iterating captures, don't compare outputs that are uninitialised
2020-07-16 20:45:20 +01:00
baldurk
7ab794ffb3
Update vulkan pixel history test to exercise recent changes
2020-07-16 20:45:20 +01:00
baldurk
f49c10bcca
Fix tests that got broken by sharing shaders
2020-07-16 20:45:19 +01:00