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
789abdf130
Remove no-longer used shadow pointer members
2019-05-27 12:48:55 +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
baldurk
7ab3d943b0
Add helper function to look up ResourceDescription for a ResourceId
2019-05-27 11:48:06 +01:00
baldurk
fe406b8ce9
Fix capture times not being timezone-adjusted. Closes #1393
2019-05-27 10:56:08 +01:00
baldurk
605f77217d
Don't automatically open a single capture if a dialog is open
...
* Prevents a crash if the LiveCapture window is closed while it owns a popup
dialog for e.g. saving or deleting a capture.
2019-05-27 10:21:30 +01:00
baldurk
57084fd911
Check final memory usage, not peak memory usage, in Repeat_Load test
...
* We are really looking for persistent memory leaks here not fluctuations in
memory use. There are too many false positives from memory usage increasing up
high part-way through the iterations and then reducing down for the final
iteration, which could be many lazy or deferred things running and completing
over time.
2019-05-27 10:09:32 +01:00
baldurk
38d3145964
Be more generous with glslc timeout
2019-05-25 16:57:38 +01:00
baldurk
e353d23364
Don't require /tmp/rdoc_tmp to exist
2019-05-25 16:36:18 +01:00
baldurk
dc7ef30a60
Fix tests compiling with threads on linux
2019-05-25 15:01:48 +01:00
baldurk
db81116fae
Image clears should still dirty on vulkan
...
* Even though a clear feels like it shouldn't dirty the image, it still means a
write to the image which we need to be sure to save as initial contents.
2019-05-24 20:03:53 +01:00
baldurk
e9dda84b9f
Add test that draws many windows in parallel
2019-05-24 20:03:20 +01:00
baldurk
3c4dbaca30
Factor out window-specific and related resources separately in tests
...
* This will let us run multiple windows (and multiple threads) relatively
easily.
* The hammer is fairly big, we move some things into the window that don't need
to be there necessarily if we have multiple windows on a single thread, but it
keeps things simple.
2019-05-24 19:57:13 +01:00
baldurk
42f074187c
Fix some validation issues with tests
2019-05-24 19:17:11 +01:00
baldurk
bdf7213613
Add tests for edge-case vertex attributes & interpolators
...
* Tests that we can pass integer, double, matrix, array values through the
vertex pipeline and query the correct values at each stage.
2019-05-24 17:12:55 +01:00
baldurk
6e2e2abb22
Fix check for strip restart, only apply if an index buffer is active
2019-05-24 17:12:55 +01:00
baldurk
3999dd0091
Fix incorrect resource type on D3D12 initial contents objects
2019-05-24 17:12:55 +01:00
baldurk
4451c9d67f
Fix semantic comparisons in PipeState::GetVertexInputs()
2019-05-24 17:12:55 +01:00
baldurk
b6104da0af
Remove GL shader/program object labels, add support for geometry shaders
2019-05-24 17:12:55 +01:00
baldurk
8ad78afda8
Account for allocating fixed samplers in debug descriptor pool
2019-05-24 17:12:55 +01:00
baldurk
0e7d1cd62a
Fix handling of doubles in GL transform feedback
2019-05-24 17:12:55 +01:00
baldurk
5368709111
Fix handling of matrix outputs in Vulkan GS/Tess mesh output
2019-05-24 17:12:54 +01:00
baldurk
547f767599
Check feature in Prepare()
2019-05-24 17:12:54 +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
ce8fcc1a16
Fix UNorm/SNorm post-processing on mesh data decode
2019-05-24 13:31:48 +01:00
baldurk
f6a2bd345c
Fix PostVS alignment calculation in test mesh fetch
2019-05-24 13:31:24 +01:00
baldurk
8d12dfc3e3
Avoid need to re-state test name in REGISTER_TEST() macro
...
* At the same time while changing this we ensure all tests are prefixed.
2019-05-24 12:08:24 +01:00
baldurk
786d6c84af
Link-ify the git commit in test results
2019-05-24 11:52:54 +01:00
baldurk
a856b6ebbe
Fix VK_Buffer_Address shader compilation
2019-05-23 15:38:22 +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
ec8564642a
Refactor demo API test initialisation order
...
* Instead of only doing a very lightweight check to see if the API is available
up-front, we now share the API initialisation among all API tests far enough
to determine availability of extensions, features, etc. Then we can precisely
determine which tests are available and which aren't before running.
2019-05-23 13:18:37 +01:00
baldurk
efb8788c52
Identify the demos binary in scripts, and allow manual configuration
2019-05-23 11:07:37 +01:00
baldurk
eb6f04f941
Build demos project to demos_x64 or demos_x86 on windows and linux
2019-05-23 10:51:58 +01:00
baldurk
e0275bc92b
Replace use of tmpnam which warns on linux at link time
2019-05-23 10:29:27 +01:00
baldurk
69e55628c2
Handle all enum values in switch
2019-05-23 10:29:12 +01:00
baldurk
5b6b723428
Remove useless casts to parent class
2019-05-23 10:29:03 +01:00
baldurk
e4333291a1
Allow using shader processing tools for custom shaders
...
* This is primarily useful for HLSL on Vulkan, but could be used with any other
combination. If multiple tools can perform the conversion, the highest
priority one is used.
2019-05-22 17:54:10 +01:00
baldurk
694524c7bd
Allow querying the shader encoding supported by custom shaders
...
* This is distinct from target shaders in the remote proxy case - custom shaders
are built locally.
2019-05-22 16:09:18 +01:00
baldurk
55107a6144
Only display textual shader encodings for shader compile options
2019-05-22 16:08:31 +01:00
baldurk
807345fd0f
Add auto-detection for dxc as a shader processing tool
2019-05-22 14:16:02 +01:00
baldurk
69e4be52cf
Display bounding box data in mesh view camera panel
...
* This isn't the best place for it but it makes the most sense for now.
2019-05-22 13:57:23 +01:00
baldurk
074070b1cf
Only unproject position attributes that output a position. Closes #1363
...
* If we select a UV attribute to draw as position we don't want to unproject it
for display, just treat it as we do any normal attribute.
2019-05-22 13:38:20 +01:00
baldurk
467dd5e808
Fix calculation of bounding boxes for non-4 component attributes
...
* If we only have 3 or 2 components, set the remaining bounding box values to 0
so they aren't set at +/- FLT_MAX.
2019-05-22 12:40:56 +01:00
baldurk
dd77b8a2b6
Fix order-of-operations, update position/secondary columns first
...
* We need to have the correct position and secondary columns before updating the
mesh configuration that references them.
2019-05-22 12:40:19 +01:00
baldurk
2573dffde7
Remove MAP_UNSYNCHRONIZED_BIT from GL persistent maps
...
* This is required because we add MAP_READ_BIT and the spec doesn't allow maps
that are both unsynchronized and reading.
* Also add a test for unsynchronised persistent maps, and update the
GL_Buffer_Updates test to not require a reference image but check each quad
individually for the expected colour.
2019-05-22 12:04:33 +01:00
baldurk
09d7387db2
Add replay API note that top-left co-ordinates are expected
...
* This is only relevant on GL where co-ordinates are bottom-left, so translation
from e.g. viewports or scissors are required.
2019-05-22 12:03:24 +01:00
baldurk
05f044016b
Don't call QObject::connect for a NULL model
2019-05-22 11:33:09 +01:00