baldurk
dff2583db3
Add tests for specific parameters
2019-09-13 17:33:48 +01:00
baldurk
a2df78369c
Add test of denormal flushing to D3D11 shader debug zoo
2019-09-13 17:33:48 +01:00
baldurk
d71b15115c
Add additional proteciton & testing of unbound images in vulkan
2019-09-13 17:33:48 +01:00
baldurk
c9f13a657d
Add test cases of shader editing on GL and Vulkan
2019-09-05 20:36:12 +01:00
baldurk
9627332667
Add a utility function to tests to pick a pixel and check its value
2019-09-05 20:33:25 +01:00
baldurk
588025fc6c
Add test case for misaligned dirty regions on vulkan
2019-09-05 11:48:47 +01:00
baldurk
4a4884129b
Allow overriding replay options in test cases
2019-09-05 11:48:47 +01:00
baldurk
205ec0ecf8
Update misaligned dirty demo to have interesting data in all bytes
2019-09-04 18:40:43 +01:00
baldurk
bae2ea3767
Add demo program that misaligns the dirty region of a buffer
2019-09-04 18:13:41 +01:00
baldurk
c761f675c4
Add test that SPIR-V 1.3 shaders are disassembled, reflected, and edited
2019-09-04 14:33:13 +01:00
baldurk
c9e668cdfc
Create highest vulkan instance possible in tests, and save version
2019-09-04 13:17:11 +01:00
baldurk
061a376901
Fix D3D12 tests to run on D3D12On7
2019-08-29 10:20:38 +01:00
baldurk
096e5af08b
Fix graphics tests to pass default replay options to OpenCapture
2019-08-29 10:02:29 +01:00
baldurk
ab05d4cbc8
Fix OpenGL SPIR-V compilation using external glslc in tests
2019-08-28 18:07:56 +01:00
baldurk
07158ad24c
Fix support for triangle fans on GL/Vulkan
2019-08-20 15:33:12 +01:00
baldurk
27dcb72b93
Update vulkan headers to 1.1.120
2019-08-20 15:33:12 +01:00
baldurk
ee43d4377c
Account for pipeline specialisation constants when reflecting shaders
2019-08-16 17:38:35 +01:00
baldurk
ef269e2b92
Add support for VK_EXT_line_rasterization
2019-08-15 18:27:39 +01:00
baldurk
9589d2d893
Add support for VK_KHR_imageless_framebuffer
2019-08-14 18:21:20 +01:00
baldurk
211d1b694f
Make VK_Indirect less sensitive to event IDs changing
2019-08-14 14:35:14 +01:00
baldurk
272f993138
If a test already isn't available, don't overwrite that error
2019-08-14 14:15:52 +01:00
baldurk
0c4c710170
Don't re-check fences within the same expire pass
...
* If we check a fence each time it's referenced, we risk getting a different
answer the second time we check and expiring it too early.
2019-08-14 14:15:51 +01:00
baldurk
24107ce4ce
Don't require depthClamp in vulkan tests unnecessarily
2019-08-14 11:03:58 +01:00
baldurk
1fc9f36114
Add support for VK_EXT_index_type_uint8
2019-08-12 17:53:23 +01:00
baldurk
53fdd792b7
Update vulkan headers to 1.1.119
2019-08-12 17:53:22 +01:00
baldurk
08de2623f8
Add proper feature check for D3D11 test
2019-08-09 11:39:51 +01:00
baldurk
cb9b82899c
Fix D3D11_Mip_RTV test
2019-08-09 11:30:30 +01:00
baldurk
d26462dca8
Add ugly workaround for newer compiler used in vulkan SDK
2019-08-08 10:44:36 +01:00
baldurk
e9cf36800b
Check that debugged value matches shader output in Iter_Test
2019-07-25 15:14:43 +01:00
baldurk
9e2ce0077a
Use documented variables for Iter_Test action chances
2019-07-25 15:13:19 +01:00
baldurk
dbd8a99a61
Allow a custom epsilon for value comparisons in tests
2019-07-25 12:25:40 +01:00
baldurk
d03fd1dd25
Fix support for arrays-of-struct vertex outputs. Closes #1438
2019-07-04 16:28:15 +01:00
baldurk
534f39c723
Don't try to populate maps from dirty resources with no initial contents
...
* If a buffer has been marked as dirty mid-frame but wasn't dirty at the start
of the frame then it won't have initial contents. We have to treat it as if it
wasn't dirty and fall back to using our existing data for it, assuming that is
a valid way to pre-populate the map's shadow buffer.
2019-07-02 16:57:12 +01:00
baldurk
ad2c4a4dc6
Update vulkan headers to 1.1.113 and add support for new extensions
...
* VK_EXT_shader_demote_to_helper_invocation and VK_EXT_texel_buffer_alignment
2019-07-01 16:57:56 +01:00
baldurk
fcd31fb949
Update to vulkan headers 1.1.112, and use own generated dispatch tables
...
* This removes the dependency on vk_layer_dispatch_table.h which makes it easier
to update the vulkan headers in future.
2019-06-28 14:09:20 +01:00
baldurk
1fcac940ae
Always patch functions looking for bindless descriptor access
...
* Even if a function isn't passed a global binding array as a parameter, we
still need to patch it in order to find any accesses it makes directly to
global resources just as we do in the entry point.
2019-06-24 10:21:23 +01:00
baldurk
96b13075c5
Fix 32-bit compilation of autotest demos
2019-06-18 15:54:38 +01:00
baldurk
88189e316f
End stream-out queries in ClearState(). Closes #1412
...
* Also add tests of stream-out and DrawAuto()
2019-06-12 19:07:22 +01:00
baldurk
3d81638d06
Fix some copyright dates still referring to 2018
2019-06-07 18:54:10 +01:00
baldurk
f09c40b8c9
Fix broken cases with GL_ARB_gl_spirv. Closes #1405
...
* We can't rely on the driver's reflection, since name information might be
stripped and the driver is within its rights to not reflect anything even if
we have names. Similarly queries by names etc will not work.
* Also we can't try to change bindings that are immutable on SPIR-V shaders -
UBO/SSBO bindings, transform feedback varyings, attrib and fragdata locations.
* Programs can't mix and match SPIR-V and GLSL, so when including our own
shaders in the overlay program make sure they match what the user's shaders
are.
* For mesh output, we need to patch the SPIR-V if it's a SPIR-V shader instead
of trying to use the GL XFB varyings set.
2019-06-07 18:53:02 +01:00
baldurk
217506869f
Only patch vulkan image layouts at the last second
...
* Instead of patching e.g. PRESENT to GENERAL early, we keep the 'real' layout
even if that's UNDEFINED or PRESENT or whatever. We then do a last-second
patchup whenever we're actually transitioning images in vulkan itself, to set
the right layout.
* This requires us to do the patching in a few more places - anywhere like
texture rendering or initial states where we want to go from current state ->
custom state -> back to current state.
* This also allows us to more gracefully handle PREINITIALIZED image layouts. We
internally promote them to GENERAL as soon as possible, but keep them around
as PREINITIALIZED for display.
2019-06-04 18:18:10 +01:00
baldurk
587d562fa3
Fix NaN and INF value comparisons in tests
2019-06-03 14:16:43 +01:00
baldurk
d86d270f3e
Fix float value comparisons, only consider values equal if both are NaN
2019-05-29 10:49:59 +01:00
baldurk
2ff6adb659
Add tests of D3D11 and D3D12's mutable typed backbuffer formats
2019-05-27 14:12:07 +01:00
baldurk
4b1f527eaa
Clean up D3D11 shader debugging test for easier processing, auto-test it
2019-05-27 13:58:08 +01:00
baldurk
5f6be4c10b
Fix old main() test signatures
2019-05-27 13:30:03 +01:00
baldurk
ffe2ec7aba
Workaround Intel driver not reflecting array if [0] isn't accessed
2019-05-27 13:23:41 +01:00
baldurk
877802bef2
Check descriptor indexing test doesn't overflow physical device limits
2019-05-27 13:23:29 +01:00
baldurk
72ddba1a58
Check second draw with vertex offset in primitive restart test
2019-05-27 12:01:40 +01:00
baldurk
1fbcade162
Add test of GL's per-type texture unit bindings
2019-05-27 11:49:06 +01:00