Commit Graph

36 Commits

Author SHA1 Message Date
baldurk a0a373a8e1 Fix handling of buffer truncation and zero-sized buffers 2020-05-29 17:26:29 +01:00
baldurk 47f2fa8b93 Don't apply restart index if primitive restart is disabled 2020-05-20 11:20:13 +01:00
baldurk 31b1c0641a Fix debug var lookups in tests for D3D variables 2020-05-13 18:07:26 +01:00
baldurk bfcc484a7c Add tests of drawcall variants 2020-05-12 19:04:57 +01:00
baldurk 79c47ff91e Ignore bound index buffer for non-indexed draws, apply vertexOffset 2020-05-11 18:04:22 +01:00
baldurk 20e17a3f20 Add a configurable timeout when running demos program 2020-04-30 18:15:28 +01:00
baldurk 5e2de7dd34 Fix issues switching between mips with overlays on vulkan 2020-04-07 14:05:43 +01:00
baldurk 02184b07e7 Support picking from output overlay textures which don't have details 2020-03-12 15:42:54 +00:00
baldurk ea41937617 Support internal test cases which are not registered
* This is useful for large tests like Mesh_Zoo and Texture_Zoo which are API
  independent, which can derive from TestCase to get all the helpers, but then
  not get auto-added until an API-specific test derives from them
2020-03-12 15:42:54 +00:00
baldurk 2250e44ae6 Add test of D3D11 pixel history
* This doesn't test every edge case, but it is a simple smoke test that ensures
  any format can at least get consistent accurate results out.
* Further work is needed to test the different failures, overdraws, primitive
  IDs, and all the other specific checks in the history.
2020-03-05 19:35:45 +00:00
Steve Karolewics a5583b83ee Add test for MSAA evals to D3D11_Shader_Debug_Zoo 2020-03-04 19:11:56 +00:00
baldurk 15ec327782 Fix typo in name of evaluate function 2020-03-02 17:37:23 +00:00
baldurk e38f6b106f Check cbuffer variables work in debugging as well in cbuffer zoo tests 2020-03-02 17:37:23 +00:00
baldurk 914dc88cd0 Pass signature index in source variable mapping, not builtin
* The builtin is more directly useful but the signature index allows us to match
  up inputs and outputs that don't have a builtin meaning (pure interpolators).
2020-02-25 18:19:52 +00:00
baldurk 06570ea7ad Remove backbuffer comparisons from test suite, simplify default triangle
* It's not particularly scalable and can be brittle to driver changes, and we
  can use targeted specific pixel tests to check what we really want - to see if
  the output has rendered correctly.
* Overlay tests still check files directly - this is a future refactor to
  remove.
2020-02-11 17:11:33 +00:00
baldurk 76a88cc7a3 Add test of D3D12 render passes 2020-02-11 17:11:32 +00:00
baldurk e012c82168 Update tests to use new interfaces 2020-02-06 17:58:42 +00:00
thisisjimmyfb 0734776a49 added test demo and script for opengl backdoor context 2020-01-20 13:41:18 +00:00
baldurk 2418a8faef Add a per-test duration log when running tests 2020-01-15 11:24:41 +00:00
baldurk 279a2ec69d Add texture zoo tests
* These tests ensure that texture rendering works correctly for all different
  types of texture types, and for all formats, across different APIs, including
  across a remote-proxy connection.
2019-11-26 17:38:27 +00:00
baldurk db563bb0bf Refactor public interface around handling of textures
* Subresource handling is more consistent - we pass around a struct now that
  contains the array slice, mip level, and sample. We remove the concept of
  'MSAA textures count samples as extra slices within the real slices' and
  internalise that completely. This also means we have a consistent set
  everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
  parameters from the texture viewer configuration are now in the
  ReplayController and take them explicitly. This includes GetMinMax,
  GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
  custom shader texture or the overlay texture you need to pass that ID
  directly.
2019-11-26 17:38:25 +00:00
baldurk 1530bc6499 Let tests know if they're being run in debug mode
* This will let us do extra logging or dumping data we don't want to do on a
  real run
2019-10-24 18:02:54 +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 9627332667 Add a utility function to tests to pick a pixel and check its value 2019-09-05 20:33:25 +01:00
baldurk 4a4884129b Allow overriding replay options in test cases 2019-09-05 11:48:47 +01:00
baldurk 7ab3d943b0 Add helper function to look up ResourceDescription for a ResourceId 2019-05-27 11:48:06 +01:00
baldurk 2d370ac4ae Add functions to check vertex input data as well as vertex output data 2019-05-24 17:12:54 +01:00
baldurk 4cec51ff6a Use demo project name to determine test availability
* This is better than testing by platform/platform version, because we can check
  specifically for extensions and avoid running a test we know will fail because
  extensions aren't supported.
2019-05-23 14:03:47 +01:00
baldurk 7ef8ed0a7a Drop the requirement for PIL in the tests, use pypng drop-in replacement
* This means we no longer need to import PIL from somewhere else if we run via
  renderdoccmd test functional
2019-02-15 18:17:06 +00:00
baldurk fbb6b23b23 Support advanced cbuffer layouts
* This includes 8/16/64-bit integers, 16-bit/64-bit floats, and scalar block
  packing
2019-02-07 15:23:06 +00:00
baldurk 134cdfd09b Add tests to CBuffer Zoos to test alternate uniform sources on APIs
* Vulkan: Specialization constants
* OpenGL: Bare uniforms (not in a UBO)
* D3D12: Root signature constants
2019-02-07 15:23:06 +00:00
baldurk 351c75e006 Fix some cases handling arrays of matrices
* We also pick the output pixel in the CBuffer_Zoo tests to ensure the API
  agrees with our interpretation of the data.
* Follow-up commit will tidy D3D cbuffer code that needs it.
2019-02-07 15:23:05 +00:00
baldurk 0cee61558a Mention the index when some PostVS data doesn't match ref data in test 2019-01-22 16:55:39 +00:00
baldurk 5b11cfea0a If recompressed capture doesn't match, include captures in artifacts 2018-12-06 16:36:14 +00:00
baldurk a9151a8c0b Add testing framework useful for automated testing
* Built entirely independently of the main renderdoc build (for now).
* Contains python scripts & framework for running tests on a renderdoc build,
  which will be run nightly.
2018-11-29 14:47:20 +00:00