baldurk
d0563ebaea
Fix array overrun in test
2022-01-10 12:51:37 +00:00
baldurk
22d4dc4574
Don't create temporary device if D3D12 is not supported
2021-11-26 10:59:22 +00:00
baldurk
8d9a618bd6
Fix possible compile error in VK_Load_Store_None test
2021-11-22 13:15:41 +00:00
baldurk
861f55b467
Test picking empty draws in mesh view
2021-11-19 12:26:06 +00:00
baldurk
bd2659a6ab
Increase number of captures on GL_Leak_Check test to match other APIs
2021-11-19 12:11:41 +00:00
baldurk
2498043374
Add test of standard counters
2021-11-19 11:56:36 +00:00
baldurk
8f51857c69
Test D3D12 placed resources keeping a reference on their heap
2021-11-19 11:22:53 +00:00
baldurk
0f4433f658
Add a test of multiple entry points in a SPIR-V module
2021-11-16 16:27:36 +00:00
baldurk
751c80af85
Don't use spec constant ID as offset for storage. Closes #2413
...
* This requires a linear search to get the offset for a constant by ID, but
hopefully no-one will have so many constants that this becomes an issue.
2021-11-16 15:01:42 +00:00
baldurk
37fd59313b
Add a test of vulkan shader debug printf
2021-11-15 16:14:00 +00:00
baldurk
ff1fc1c20f
Test handling of residency refcounting and placed resources on D3D12
2021-11-15 15:07:56 +00:00
baldurk
799f3a806b
Add tests of multi-bind GL functions that take NULL arrays
2021-11-15 13:32:10 +00:00
baldurk
f96a91a108
Show how to hardcode a single test in the demos project
2021-11-15 13:09:24 +00:00
baldurk
4d906c5007
Check that multiple D3D12 devices with different resources doesn't break
2021-11-11 15:54:47 +00:00
baldurk
3da6a89bfb
Test reading from NULL vertex buffer at offset 0 with VK_EXT_robustness2
2021-11-11 15:36:56 +00:00
baldurk
77e11abf07
Test that mapping and unmapping a "persistent" buffer each frame works
2021-11-11 15:20:43 +00:00
baldurk
eb96e8007c
Fix validation error in VK_Shader_Debug_Zoo
2021-11-11 15:15:50 +00:00
baldurk
d0d809f43e
Add a test using ~0U for OpVectorShuffle inputs
2021-11-11 15:15:42 +00:00
baldurk
352821026e
Add tests that frame 0 can be captured and contains correct events
2021-11-11 14:43:17 +00:00
baldurk
bb3343786b
Add support for VK_KHR_dynamic_rendering
2021-11-05 14:15:01 +00:00
baldurk
7a4e68959f
Support VK_EXT_load_store_op_none & color_write_enable. Closes #2363
...
* These are added together because VK_EXT_load_store_op_none is easier to test
in a realistic fashion using VK_EXT_color_write_enable
2021-10-22 14:48:58 +01:00
baldurk
56f87abcab
Update vulkan & SPIR-V to latest
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* Vulkan header 1.2.196
2021-10-21 14:25:44 +01:00
baldurk
3cec544508
Patch quad overdraw shaders on D3D12 to follow rules. Closes #2356
...
* This is a stupid requirement as the quad overdraw shader doesn't use any
interpolators, but the D3D12 runtime complains and refuses to create a PSO
unless the PS has a matching signature. This works as long as the position was
the first output from the previous stage, but if it isn't the PSO fails to
create.
* To fix this, we take the existing shader and patch it by grafting the output
signature from the last stage over onto the input signature, and patching up
where the position is.
2021-10-20 17:22:43 +01:00
baldurk
97dfda3c3c
Fix use of GetCBufferVariableContents in tests
2021-10-18 10:20:08 +01:00
baldurk
62d6ffaec2
Enable DXIL bindless feedback test
2021-09-27 12:26:22 +01:00
baldurk
33d36788a6
Always check mapped memory for changes if it has BDA buffers
...
* Normally we only check mapped memory when it's referenced during capture by
some binding, but for BDA we don't have bindings so we have to conservatively
check it every time.
2021-09-13 19:13:30 +01:00
baldurk
a76aa1dede
Update RGA devices list to include RDNA2
...
* We also drop everything gfx804 to keep the device list from being too bloated,
as well as AMD planning to remove support for these devices soon.
2021-08-18 20:12:07 +01:00
baldurk
a490606012
Handle D3D12 CreateConstantBufferView with a NULL desc
2021-07-28 14:01:13 +01:00
baldurk
50219acaf9
Fix crash when tests are run on linux
2021-07-28 11:37:14 +01:00
baldurk
08b0a1d7ea
Fix use-after-free on temporary vector
2021-07-28 11:37:13 +01:00
baldurk
d2a03c6e06
Fix filling in missing components on typed buffer loads
2021-07-28 11:37:13 +01:00
Jake Turner
076b2827c6
Fixed unused variable warnings when compiling with VS 2022 compiler
...
Debug & Release builds for renderdoc.sln and demos.sln
2021-07-28 11:06:53 +01:00
baldurk
a3a0aae660
Handle fixed index lookups in array resources
2021-07-19 16:51:50 +01:00
baldurk
abe0787bb2
Add test of D3D12 bindless feedback
2021-07-15 16:41:23 +01:00
baldurk
7f13429d0e
Log in tests when using linked shaderc
2021-07-13 17:45:59 +01:00
baldurk
24af06ac3e
Fix validation warnings in VK_Synchronization_2 test
2021-07-13 17:45:49 +01:00
Jake Turner
59ca2811ef
Change glGetInternalformativ bufSize values
...
Specify the maximum count of parameters instead of number of bytes
i.e.
GLint iscol;
GL.glGetInternalformativ(target, fmt, eGL_DEPTH_COMPONENTS, sizeof(GLint), &isdepth);
becomes
GL.glGetInternalformativ(target, fmt, eGL_DEPTH_COMPONENTS, 1, &isdepth);
From GL references pages: https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glGetInternalformat.xhtml
bufSize
Specifies the maximum number of integers of the specified width that may be written to params by the function.
2021-07-12 20:36:00 +01:00
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
Jake Turner
fc08cb17f9
Fix VS2019 compiler warnings in demos solution
2021-07-07 09:59:22 +01:00
Jake Turner
b3f57d1427
Fix Vulkan Validation Layer error when running VK_Parameter_Zoo
...
refpushtempl desscriptor update template was not deleted before shutdown
2021-07-07 09:59:22 +01:00
baldurk
23fe6ae67f
Remove SM5.0 test for D3D12 AMD shader extensions
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* This seems not to work and is not officially supported so there's little value
in testing it.
2021-07-05 14:20:48 +01:00
baldurk
a1b5f01159
Fix tests with references to removed properties
2021-07-05 14:20:48 +01:00
baldurk
979f5244e2
Make demos timeout more generous for leak check tests
...
* It's fine as-is in release, but in development builds it can take almost a
minute to reach that frame and capture.
2021-07-05 14:20:48 +01:00
baldurk
634a8c381a
Update test scripts to latest APIs and behaviour changes
2021-07-01 15:15:05 +01:00
baldurk
7149302680
Rename 'draw' or 'drawcall' to action
...
* There's not a good accepted terminology for this kind of event, and for
historical reasons 'drawcall' has been the accepted term, even though
that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
$draw() includes draws and dispatches, but $dispatch() only includes
dispatches, it's hard to intuitively understand why $draw() matches all
of these calls.
* As a result we've defined the term 'action' to cover these types of
events in the same way that we defined 'event' in the first place to
mean a single atomic API call.
2021-07-01 15:15:05 +01:00
thisisjimmyfb
f64cba8e91
Add test to show drawcall count is incorrect
2021-06-26 09:28:42 +01:00
baldurk
1ed4b561e6
Fix discard patterns to work correctly with multisampled UINT textures
2021-05-27 14:18:05 +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
efd2a50a3a
Use python datetime for calculating durations, not time.time()
2021-05-04 14:12:03 +01:00
baldurk
f530392bc1
Check that destroying a command allocator mid-capture works OK
2021-04-30 16:58:55 +01:00