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
1fbec8ee48
Print total number of cases properly in log
2026-09-13 12:54:54 +01:00
baldurk
18e4d44ec3
Log VkResult errors to demos log
2026-09-13 12:54:40 +01:00
baldurk
a3fafbc29a
Don't pre-split work across parallel job workers
2026-09-12 02:15:12 +01:00
baldurk
19718e4feb
Add UI extension for running tests within the UI
2026-09-11 21:46:16 +01:00
baldurk
8392bca098
Fix incorrect error string
2026-09-11 21:17:19 +01:00
baldurk
f58d376b3a
Add an option to the logger to immediately fatal on first error
...
* This is mostly useful for some of the tests that want to be able to run and
accumulate multiple errors, but while debugging we want an exception to catch.
2026-09-11 21:17:19 +01:00
baldurk
d56ea92fd5
Add some helpers for querying and reloading tests
2026-09-11 21:17:18 +01:00
baldurk
7faac83b00
Add a helper and context for tracking the last pixel pick
2026-09-11 21:17:18 +01:00
baldurk
ff7e147b39
Allow setting a capture context if tests are run in UI
...
* This means we can keep the UI in sync with things like resource replacements.
2026-09-11 21:17:18 +01:00
baldurk
01893b9896
Use context helpers for pixel history
2026-09-11 21:17:18 +01:00
baldurk
ca682d6d34
Use context helpers for pixel debugging
2026-09-11 21:17:17 +01:00
baldurk
3452ba8ffd
Use context helpers for thread debugging
2026-09-11 21:17:17 +01:00
baldurk
e6948a8c7e
Check for degenerate debug traces in process_trace
2026-09-11 21:17:17 +01:00
baldurk
191597b27c
Don't allow find_*_source_var to return None
...
* Almost all callers expect a return value, so better to raise an exception
inside and make it non-optional return
2026-09-11 21:17:17 +01:00
baldurk
ae019398cb
Remove checks for shader debuggability
...
* All APIs now support shader debugging by default and we assume/require all
shaders in tests to be debuggable.
2026-09-11 21:17:17 +01:00
baldurk
04af66d71f
Check for failed ShaderDebugTrace centrally
...
* We don't expect the debug to fail entirely and if it does we can throw a test
failure
2026-09-11 21:17:16 +01:00
baldurk
031212e916
Use context helpers for vertex debugging
2026-09-11 21:17:16 +01:00
baldurk
d9c72e7651
Include context information for pixel history and shader debug attempts
2026-09-11 21:17:16 +01:00
baldurk
2a0989ba9a
Use local helper function for setting current EID
...
* This lets the testcase track the current EID and print it when a failure
happens
2026-09-11 19:19:27 +01:00
baldurk
4fffe30bd4
Allow adding custom log outputs that aren't filenames
2026-09-11 19:19:26 +01:00
baldurk
d7cbb743e4
Set more tests to use common check_vertex_debug() helper
2026-09-11 19:19:26 +01:00
baldurk
fc27cf0deb
Add ability to run tests in parallel
2026-09-11 19:19:26 +01:00
baldurk
73545f0a51
Fix failed test movement for truncated logs
2026-09-11 17:27:36 +01:00
baldurk
8b492631c4
Allow multi-word test names in javascript processing
2026-09-11 17:27:36 +01:00
baldurk
3cc984148c
Put demos temp files in each demo's tmp directory
2026-09-11 17:27:36 +01:00
baldurk
d827d9be95
Pick default python module when running tests on windows
2026-09-11 15:04:05 +01:00
baldurk
748e089b15
Fix remaining static analysis identified issues in python test code
...
* This includes:
- Incorrect comparisons
- Missing type annotations where it can't be inferred
- Variable shadowing and bad use
- Unused imports
- asserts for non-None on types
* Passes clean on strict pyright checking except for
`reportMissingParameterType`, `reportUnusedVariable`, and
`reportOptionalMemberAccess` which are all too spammy and low value to be
worth addressing.
2026-09-11 15:04:05 +01:00
baldurk
1409c071a9
Split apart util.value_compare_diff to have better type annotation
2026-09-11 15:04:05 +01:00
baldurk
12636a1607
Switch from str.format to f-strings in tests
...
* These were available for python 3.6 too so was never any reason not to use
them except not being aware they existed.
2026-09-11 15:04:04 +01:00
baldurk
62e38bc249
Use helper config struct in Draw_Zoo instead of untyped dict
2026-09-11 15:04:04 +01:00
baldurk
796b68c1a8
Unify code to check mesh/task data against reference
...
* Also change the task payload data layout to match meshes, with one 'vertex'
(payload) per task thread
2026-09-11 15:04:04 +01:00
baldurk
ec36d155bc
Remove redundant type annotations
...
* These come from long ago when using PyCharm with not as good type checking and
with renderdoc module stubs that were incomplete so needed help identifying
types.
2026-09-11 15:04:04 +01:00
baldurk
79a5086a0c
Handle assert failures in logger directly, remove TestCase.check
...
* assert is handled specially by the type checker so we don't want to have
duplicate self.check / assert
* The original reason for TestCase.check was to print the assertion message but
this can be handled by checking for the AssertionError exception
2026-09-11 15:04:03 +01:00
baldurk
fd55020165
Add helper for checking vertex debugging matches postvs
...
* There are a few 'extras' here as the uses aren't quite uniform, but they are
close enough it makes sense to have a common helper
2026-09-11 15:04:03 +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
d08b53fd64
In Vk_Resource_Usage Python compute EIDs and reduce hard coded EIDs
2026-09-09 15:24:59 +01:00
Jake Turner
0c69b86d7c
D3D12_Execute_Indirect: skip checking all overlays inside the large EI
...
Inside the large EI draw with a count of 256: only check a few EIDs at the start and end of that EI.
Reduces the test time and the EIDs being skipped are not exercising different code paths during replay.
2026-09-09 15:17:00 +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
30c817486e
Fix bad casts on overlay texture pixel picking
2026-08-25 15:29:58 +01:00
baldurk
752543e0fe
Don't test 1D block compressed textures in vulkan texture zoo
2026-08-25 13:19:05 +01:00
baldurk
1a3e8c79bf
Loosen precision requirements on vulkan shader debugging
...
* Test 185 does repeated pow() calls and the precision difference seems to
accumulate on mesa drivers at least.
2026-08-24 23:25:58 +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
baldurk
950568fb8f
Rename previous/next to previousAction/nextAction in ActionDescription
...
* swig internally creates 'next' member which we normally want to avoid, so
prevent shadowing here by using a distinct name.
2026-08-13 17:46:47 +01:00
baldurk
3f653cfbf2
Remove RENDERDOC_GetDefaultCaptureOptions, initialise in constructor
2026-08-13 17:46:46 +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