Commit Graph

135 Commits

Author SHA1 Message Date
Steve Karolewics f312dbba08 Add a D3D12 test for various VS/PS shader linkage scenarios
Fixed a bug that this new test uncovered. There are still several
draw calls that fail in this test, which can be fixed in future changes
2020-05-04 18:44:56 +01:00
baldurk d9a189425c Don't override RGP setting in RGP tests 2020-04-30 18:15:29 +01:00
baldurk 47bf8adccd Fix case of VK_Pixel_History file 2020-04-30 18:15:29 +01:00
baldurk f6ec10659d Tighten up comparisons in Resource_Lifetimes tests 2020-04-30 18:15:28 +01:00
baldurk fc3980b610 Fix GL_Vertex_Attr_Zoo test 2020-04-30 18:15:28 +01:00
baldurk 0b3b026fdb Fix VK_CBuffer_Zoo test 2020-04-30 18:15:28 +01:00
Aliya Pazylbekova 2cb546686b Vk Pixel History: multi sampled colour
Colour only, depth/stencil copy not supported.
This means that we only report pre-mod and post-mod colour values for
events. Since stencil copy is not supported, number of fragments is
not reported, and shader output is not queried.
2020-04-29 18:48:37 +01:00
baldurk 76a866a5c2 Fix vulkan postvs output with components 2020-04-24 20:14:47 +01:00
baldurk 38efe4e6e0 SPIR-V matrix I/O parameters are column-major by default 2020-04-24 20:14:47 +01:00
Aliya Pazylbekova f8c5c2878b Vk pixel history: unbound fragment shader
Add support for unbound fragment shader.
2020-04-23 22:27:50 +01:00
baldurk f506dcf395 Add support for storage buffer access 2020-04-23 19:14:08 +01:00
Aliya Pazylbekova f63dd71221 Vulkan Pixel History: secondary command buffers
Also:
- support for choosing mip level and slice
- tests for secondary command buffers
- adds a callback around vkCmdExecuteCommands
- refactors pixel history occlusion callback into its own
callback. Allows processing fewer events later on, and getting colour
information separately.
- keep track of subpassContents for vkCmdBeginRenderPass (inline or
  secondary)
2020-04-23 19:13:42 +01:00
baldurk b35de95602 Fix python3 warning about use of 'is not' for literal comparison 2020-04-22 14:02:19 +01:00
baldurk e3d2852080 Add test of large query pools on vulkan 2020-04-21 17:09:33 +01:00
Aliya Pazylbekova 772905c4d3 Basic Vulkan pixel history test
+ a small pixel history fix for figuring out if depth test failed
- the test demo is based on overlay demo, with a few modifications so
  far: added a draw that will fail on culling, added shader discard for
  any pixel with x = 150
- tests some basic failed tests: stencil, depth, culling, shader discard
2020-04-14 23:06:28 +01:00
baldurk 3a6e13e902 Don't run vulkan shader debugging tests if debugging isn't available 2020-04-08 18:39:03 +01:00
baldurk 1d64fffd42 Add tests of new operations in SPIR-V ASM 2020-04-07 23:21:17 +01:00
baldurk 38abf04909 Set up python script to run VK shader debug tests
* Since we expect many more tests it also runs the test texture in a 2D grid
  with N drawcalls
2020-04-07 17:43:30 +01:00
baldurk feafbde8bc Add GL hack to check for implicit thread switching
* This is a very big blunt hammer for fixing the problem of multithreaded
  submission from GL. Every GL call checks to see if the context changed (which
  would only happen from a thread switch to a different context) and if detected
  it inserts a manual MakeCurrent call equivalent.
* It's slow to capture (when this happens - checking is not particularly slow)
  and slow to replay, but it's functional which is an improvement.
2020-04-02 18:15:44 +01:00
baldurk 59f06a12f0 Fix crashes with indirect count draws in secondary command buffers
* We need to patch the event count in both primary and secondary command buffers
  in this case
2020-03-19 17:16:19 +00:00
baldurk ac77b7899d Remove VK_Indirect use of image comparisons 2020-03-19 17:16:19 +00:00
baldurk cd674539fd Change shader debugging tests to check at runtime if it's available
* The config values can be loaded in the tests now.
2020-03-18 17:34:59 +00:00
baldurk d408f77241 Add configuration system for core renderdoc module
* This allows persistent config storage and registering tweak variables that
  works independent of the UI's configuration.
* Config vars can be debug only, which means they will be compiled out in stable
  version releases. This allows for debug-logging tweaks that are available in
  all builds (including nightly builds) for diagnostic purposes, but have zero
  overhead in stable releases.
* Variables have a loose hierarchy defined with _ or . to separate nodes.
2020-03-18 17:34:59 +00:00
Steve Karolewics 67447b7b7e Improve handling of resource arrays for D3D12
When getting read only resources from the pipe state, stitch back up
according to the bindpoint mappings. When displaying resources in UI,
don't traverse unbounded arrays. Fix resource swizzle on load/sample/
gather instructions, which happens on fetch result, not on the source
operand. Added more tests for unbounded arrays and different ways to
index into arrays.
2020-03-16 20:01:30 +00:00
baldurk 40611a3dde Test subresource rendering in overlay tests, remove png comparisons 2020-03-12 16:51:19 +00:00
baldurk b392c07d83 Add tests that use large vertex buffers 2020-03-11 18:00:53 +00:00
Steve Karolewics c74edcebbd Fix array resource indexing with NonUniformResourceIndex 2020-03-11 18:00:31 +00:00
baldurk c6a1a23adb Remove mismatched end_section when skipping unsupported capture 2020-03-06 17:56:28 +00:00
baldurk 2a29054e46 Fix config values for Iter_Test 2020-03-06 17:56:28 +00:00
baldurk 85a5752569 Fix use of check_pixel_value in GL_Unshared_Context test 2020-03-06 17:56:27 +00:00
Steve Karolewics dcd7ad0c8a Fix incorrect logical identifiers for constant buffers with D3D12
The assignment of logical identifiers is not guaranteed to match the
order of appearance in the shader bytecode. Adjusted D3D12_CBuffer_Zoo
to exercise this for testing.
2020-03-06 10:04:39 +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
baldurk fac4367cae Fix RTVs referencing when using RTsSingleHandleToDescriptorRange 2020-03-05 12:08:58 +00:00
baldurk 2bf3a99630 Fix VK_Line_Raster test 2020-03-05 10:10:58 +00:00
Steve Karolewics a6c3177736 Add MSAA support to D3D12 PS debugging 2020-03-04 19:11:56 +00:00
Steve Karolewics a5583b83ee Add test for MSAA evals to D3D11_Shader_Debug_Zoo 2020-03-04 19:11:56 +00:00
baldurk 7e9b6ff70f Check vertex debugging results in Iter_Test
* Also never hard error on debug results, just print an error message for manual
  evaluation
2020-03-02 17:37:23 +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 4873a9fdc3 Add missing calls to FreeTrace 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 aacf148201 Add test of creating an empty capture 2020-02-21 17:56:53 +00:00
baldurk 70913fdda5 Add test that GL multi-draw mesh output works with builtins 2020-02-21 17:56:53 +00:00
baldurk 4ec8280ee8 Add test of KHR/EXT GL debug marker behaviour 2020-02-21 17:56:53 +00:00
baldurk b756423a8d Fix Iter_Test for new DebugVertex signature 2020-02-21 17:56:52 +00:00
Steve Karolewics dfbe7fb6bf Remove primitive ID usage from pixel shader debugging when invalid
SV_PrimitiveID is only valid as a pixel shader input if there's either
no geometry shader, or the geometry shader emits SV_PrimitiveID. With
D3D11, the debug layer will complain but rendering will proceed. With
D3D12, the PSO fails to compile. For both APIs, pixel shader debugging
now checks whether this is true, and disables its usage if it isn't.
Added tests for various valid scenarios with SV_PrimitiveID.
2020-02-20 19:06:22 +00:00
baldurk 83d77ea543 Improve formatting of Iter_Test output 2020-02-18 19:18:51 +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 40f4879496 Make debug pixel comparison epsilon slightly more forgiving 2020-02-06 17:58:42 +00:00