Cam Mannett
7b767c9e6e
Preliminary Vulkan AS/RQ test
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This test renders a small triangle that casts a shadow from a point light, onto a larger triangle. The test runner then checks that various pixels in the final output are the correct colour.
There is also an arbitrary AS copy in the render loop just to hit more API coverage when manually capturing, but the test runner doesn't check its output.
Core test work originally done by martyn.jacques@arm.com
2024-11-25 13:09:22 +00:00
baldurk
1c58364627
Update version of nvapi to R560 from github
2024-11-24 00:58:51 +00:00
baldurk
20d76052ee
Fix incorrect parameter in D3D12 demos project
2024-11-24 00:58:50 +00:00
Jake Turner
cb3bc8b528
D3D12 Shader Debug Zoo: added a test case for f32tof16() & f16tof32()
2024-11-20 16:28:33 +00:00
baldurk
dea24cd5d8
Add BDA support to AllocatedBuffer in demos
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* This requires setting vmaBDA to true, which is opt-in as it applies
universally to all memory allocations in the test. We don't know if there are
driver impacts from enabling BDA and it may also mess with our tests.
2024-11-20 15:49:53 +00:00
baldurk
9916defb14
Update VMA to v3.1.0
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* We make BDA opt-in as it applies to all memory allocations.
2024-11-20 15:49:53 +00:00
baldurk
030f3430ee
Workaround AcquireNextImage being awful
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* Apparently the spec allows drivers to do extremely stupid things with
swapchain images and return them even when it's not valid for you to use them
yet because last frame's work to the image is still ongoing, which leads to a
validation warning about using a semaphore when it might technically still be
in flight.
* To get around this because AcquireNextImage doesn't actually block until an
image is ready inspite of having a timeout and being expected to return a
usable image it doesn't, we use a manual fence to do what AcquireNextImage
should be doing.
2024-11-20 15:49:53 +00:00
baldurk
630d13a48e
Fix descriptor race against ongoing GPU work in test
2024-11-15 17:22:32 +00:00
baldurk
322a0698f7
Fix use before build in demos project
2024-11-15 16:48:03 +00:00
Jake Turner
2d0ce14633
Iter Test skip pixel debug when no pixel shader bound at mod event
2024-11-15 13:19:00 +00:00
Jake Turner
84f6799444
Improve testcase _find_action
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Search for the action with the closest EID to the request
Previously it would return the first action that was larger than the EID
2024-11-07 15:23:31 +00:00
Jake Turner
dc27caaa08
Iter Test : pixel history and vertex debug changes
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Do not pixel debug on an unknown primitive ID (-1)
Allow pixel debug and vertex debug on non-drawcall actions which have non-zero drawIndex i.e. Indirect draws
2024-11-07 15:23:27 +00:00
baldurk
8a6c3a73f7
Handle garbage descriptor set in vkCmdPushDescriptorSetKHR. Closes #3461
2024-10-25 10:37:38 +01:00
baldurk
3bd65816cf
Add a demos test that uses RT with ASs
2024-10-19 01:21:47 +01:00
Jake Turner
9e747cd06b
D3D12_Sharing log any errors when creating shared handle
2024-10-15 12:09:09 +01:00
baldurk
b49e2e607f
Add test of very short-lived RTV/DSV heaps
2024-10-03 16:32:09 +01:00
baldurk
8a394019fd
Fix installer typos
2024-09-27 11:57:42 +01:00
baldurk
a342fcbe30
Add dxcompiler.dll to installer
2024-09-27 10:46:25 +01:00
Jake Turner
982f464eee
Do not call end_section when a shader debug pixel comparison test fails
2024-09-20 17:44:25 +01:00
baldurk
70cadc8f81
Don't rely on device sharing when not singleton device
2024-09-20 13:30:32 +01:00
Jake Turner
42a1b4e641
For Test D3D12_Sharing validate the D3D12 Drawcall results
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In addition to the Copy results
2024-09-18 12:45:55 +01:00
Jake Turner
33fb099a37
D3D12GraphicsTest print shader compile error message correctly
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Error string is not NULL terminated, use GetBufferSize() to determine how many characters to print
2024-09-18 12:32:45 +01:00
Jake Turner
0f8ad0d1fe
Conditionally test SM 6.0, 6.6 in D3D12_Shader_Debug_Zoo
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Added SM 5.0 to the basic compute shader debug test
2024-09-16 09:36:37 +01:00
baldurk
51baf8a6af
Add test of implicit compute shader root signature
2024-09-13 13:22:03 +01:00
baldurk
457e91f194
Make sure root signatures *precisely* patch between HLSL and code
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* Also don't finish with the backbuffer too early and re-bind VB after execute
indirect.
2024-09-13 13:22:03 +01:00
baldurk
f689b23024
Don't run D3D12 singleton device test if we're using new device creation
2024-09-13 13:22:03 +01:00
Jake Turner
8745c399ad
Extended existing shader model coverage to include 6.0, and 6.6
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Added Compute shader test for SM 6.0 and SM 6.6
Added very basic vertex shader test to the triangle rendering for each SM
2024-09-10 14:59:03 +01:00
baldurk
178b733001
Add helper for loading a shader module from disk in tests
2024-09-09 14:45:30 +01:00
baldurk
076e07912d
Add test of implicit embedded root signatures
2024-09-03 15:00:35 +01:00
Jake Turner
84786aea20
Demos test D3D12_Shader_Mesh
2024-07-24 13:21:57 +01:00
baldurk
7db141c77b
Implement bindless feedback for samplers on D3D12. Closes #3387
2024-07-22 16:17:10 +01:00
Jake Turner
67777f16af
Change D3D11/12 Shader_Debug_Zoo to use 32x32 mipmapped texture
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32 x 32 means the mip count (5) is different to the MSSA count (4)
2024-07-03 11:14:01 +01:00
baldurk
01384c4d42
Update vulkan headers to 1.3.288
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* Add support for VK_KHR_shader_relaxed_extended_instruction which is trivially
supportable
2024-06-24 12:48:13 +01:00
Jake Turner
e8ecf2cccb
Added D3D11 Pixel History test for pixel shader UAV Write
2024-06-20 11:55:30 +01:00
baldurk
62b2e2226d
Commit modified version of intellij-community stubgen & wrapper script
2024-06-13 13:32:58 +01:00
Jake Turner
141354a2a4
Extended VK_KHR_Buffer_Address test to cover #3346
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One extra draw from GPU memory which doesn't change and is unmapped during the draw loop
2024-06-11 12:05:27 +01:00
baldurk
56976ff4a5
Make missing postvs outputs non-fatal
2024-05-31 15:25:47 +01:00
baldurk
f8b5c42100
Add a command line argument to the demos project to load a DLL
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* We also automatically check for a DLL under /D3D12/ next to the executable
2024-05-02 18:30:46 +01:00
Jake Turner
8b534e8f18
Demos: Fix validation errors in D3D12_Compute_Only
2024-04-24 09:02:32 +01:00
baldurk
72095b8302
Create proper NULL descriptors for empty bindings in reflection zoo
2024-04-22 13:44:46 +01:00
baldurk
78e84aa544
Don't crash on empty descriptor sets with no bindings
2024-04-16 20:03:54 +01:00
Jake Turner
1a85fcffba
Sync demos copy of metal-cpp.h to match RenderDoc version
2024-04-13 07:31:58 +01:00
baldurk
9a18e871e5
Add testing of aliased bindings with descriptor feedback. Refs #3288
2024-04-10 18:58:53 +01:00
baldurk
9de4a79859
Update tests to new descriptor interface
2024-04-10 18:58:52 +01:00
baldurk
0e9a43e3d0
Query number of supported MSAA sample counts properly in GL_Texture_Zoo
2024-04-10 14:48:44 +01:00
kb1000
c16b2f34cd
Add pythoncapi-compat third party library acknowledgement
2024-04-08 10:57:28 +01:00
baldurk
beefd5b044
Fix descriptor set index reference in VK_Graphics_Pipeline test
2024-04-03 12:40:22 +01:00
baldurk
1dd1ba9ea3
Fix some validation errors in VK_Graphics_Pipeline test
2024-04-02 18:01:17 +01:00
baldurk
0ea1df4dd3
Fix a crash if SampleBias is used with an unbound sampler on D3D11
2024-03-20 12:53:17 +00:00
baldurk
4caf3e4e13
Correct struct name typo in python script
2024-03-18 10:28:37 +00:00