baldurk
fcdea67879
Update copyright years to 2022
2022-02-17 17:38:32 +00:00
baldurk
f573b55012
Fix broken call to BecomeRemoteServer
2022-02-16 13:14:58 +00:00
baldurk
745bff2eeb
Fix tests not passing a window title
2022-02-11 11:52:36 +00:00
baldurk
ec5c14dee8
Add support for multiple batched presents on vulkan. Closes #2492
2022-02-10 16:36:19 +00:00
baldurk
b7e13e7d6f
Update demos vulkan headers to 1.3
2022-02-08 18:07:38 +00:00
baldurk
f37516bfc3
Use depth image specifically for depth-compare tests in shader debug zoo
...
* The spec doesn't guarantee that non-depth formats support comparisons like
this.
2022-02-08 18:07:38 +00:00
baldurk
9a75846343
Only provide mutable format list when needed
2022-02-08 18:07:38 +00:00
baldurk
68401caea3
Generate larger staging buffer for vulkan discard patterns
...
* The pattern buffer is 64x8 but doing copies to each target location can cause
issues on very large textures. Instead we generate a 256x256 buffer with
repetitions on load (which is still only ~256-512kB), and copy from that. We
can still do truncated copies so we don't need a smaller buffer, and this
greatly reduces the number of buffer copies issued.
2022-02-04 16:45:14 +00:00
baldurk
d844d3af39
Fix missing stencil store op in discard zoo test
2022-02-02 15:00:44 +00:00
baldurk
e4fd52c367
Fix generation of NaNs in vulkan shader debug zoo test
2022-02-02 15:00:44 +00:00
baldurk
e42b0ff2ca
Refactor ShaderVariable use and non-32-bit precision. Closes #2466
2022-02-02 15:00:43 +00:00
baldurk
0d7dcabdac
Clamp version for vulkan 1.3 drivers that don't support BDA cap/replay
2022-01-31 17:25:23 +00:00
baldurk
d0563ebaea
Fix array overrun in test
2022-01-10 12:51:37 +00:00
baldurk
22d4dc4574
Don't create temporary device if D3D12 is not supported
2021-11-26 10:59:22 +00:00
baldurk
8d9a618bd6
Fix possible compile error in VK_Load_Store_None test
2021-11-22 13:15:41 +00:00
baldurk
861f55b467
Test picking empty draws in mesh view
2021-11-19 12:26:06 +00:00
baldurk
bd2659a6ab
Increase number of captures on GL_Leak_Check test to match other APIs
2021-11-19 12:11:41 +00:00
baldurk
2498043374
Add test of standard counters
2021-11-19 11:56:36 +00:00
baldurk
8f51857c69
Test D3D12 placed resources keeping a reference on their heap
2021-11-19 11:22:53 +00:00
baldurk
0f4433f658
Add a test of multiple entry points in a SPIR-V module
2021-11-16 16:27:36 +00:00
baldurk
751c80af85
Don't use spec constant ID as offset for storage. Closes #2413
...
* This requires a linear search to get the offset for a constant by ID, but
hopefully no-one will have so many constants that this becomes an issue.
2021-11-16 15:01:42 +00:00
baldurk
37fd59313b
Add a test of vulkan shader debug printf
2021-11-15 16:14:00 +00:00
baldurk
ff1fc1c20f
Test handling of residency refcounting and placed resources on D3D12
2021-11-15 15:07:56 +00:00
baldurk
799f3a806b
Add tests of multi-bind GL functions that take NULL arrays
2021-11-15 13:32:10 +00:00
baldurk
f96a91a108
Show how to hardcode a single test in the demos project
2021-11-15 13:09:24 +00:00
baldurk
32fd5b5f18
Fix SDK detection on VS2022 where the windows SDK has no 64-bit reg key
2021-11-15 11:02:05 +00:00
baldurk
4d906c5007
Check that multiple D3D12 devices with different resources doesn't break
2021-11-11 15:54:47 +00:00
baldurk
3da6a89bfb
Test reading from NULL vertex buffer at offset 0 with VK_EXT_robustness2
2021-11-11 15:36:56 +00:00
baldurk
77e11abf07
Test that mapping and unmapping a "persistent" buffer each frame works
2021-11-11 15:20:43 +00:00
baldurk
eb96e8007c
Fix validation error in VK_Shader_Debug_Zoo
2021-11-11 15:15:50 +00:00
baldurk
d0d809f43e
Add a test using ~0U for OpVectorShuffle inputs
2021-11-11 15:15:42 +00:00
baldurk
352821026e
Add tests that frame 0 can be captured and contains correct events
2021-11-11 14:43:17 +00:00
baldurk
bb3343786b
Add support for VK_KHR_dynamic_rendering
2021-11-05 14:15:01 +00:00
baldurk
7a4e68959f
Support VK_EXT_load_store_op_none & color_write_enable. Closes #2363
...
* These are added together because VK_EXT_load_store_op_none is easier to test
in a realistic fashion using VK_EXT_color_write_enable
2021-10-22 14:48:58 +01:00
baldurk
56f87abcab
Update vulkan & SPIR-V to latest
...
* Vulkan header 1.2.196
2021-10-21 14:25:44 +01:00
baldurk
3cec544508
Patch quad overdraw shaders on D3D12 to follow rules. Closes #2356
...
* This is a stupid requirement as the quad overdraw shader doesn't use any
interpolators, but the D3D12 runtime complains and refuses to create a PSO
unless the PS has a matching signature. This works as long as the position was
the first output from the previous stage, but if it isn't the PSO fails to
create.
* To fix this, we take the existing shader and patch it by grafting the output
signature from the last stage over onto the input signature, and patching up
where the position is.
2021-10-20 17:22:43 +01:00
baldurk
97dfda3c3c
Fix use of GetCBufferVariableContents in tests
2021-10-18 10:20:08 +01:00
baldurk
62d6ffaec2
Enable DXIL bindless feedback test
2021-09-27 12:26:22 +01:00
baldurk
bffeb08a86
Try to do a version check on installed VC redist. Refs #2359
...
* Unfortunately there isn't an easy registry key to check to see if the
2015-2019 redist that we need is installed. Instead we need to check the
major/minor version to see if it's at least 14.20.
* This is complicated by the fact that windows installer returns DWORD registry
values with an extra # but provides no built-in way to strip it so it can be
compared numerically. The solution we've used here is a custom vbscript
action, but apparently they are problematic. Worst case I believe this will
try to install the runtime when not necessary, which might require an
unnecessary reboot. Or alternatively it may misdetect the runtime as installed
but the large majority of people have a compatible redist so this isn't too
bad either.
2021-09-17 13:20:46 +01:00
baldurk
33d36788a6
Always check mapped memory for changes if it has BDA buffers
...
* Normally we only check mapped memory when it's referenced during capture by
some binding, but for BDA we don't have bindings so we have to conservatively
check it every time.
2021-09-13 19:13:30 +01:00
baldurk
6659fae944
Don't use sudo in docker prepare script
2021-08-31 09:04:57 +01:00
baldurk
7d1cc7a6b8
Fix ubuntu docker build failing due to packages moving URLs
2021-08-31 08:54:34 +01:00
baldurk
a76aa1dede
Update RGA devices list to include RDNA2
...
* We also drop everything gfx804 to keep the device list from being too bloated,
as well as AMD planning to remove support for these devices soon.
2021-08-18 20:12:07 +01:00
baldurk
a490606012
Handle D3D12 CreateConstantBufferView with a NULL desc
2021-07-28 14:01:13 +01:00
baldurk
50219acaf9
Fix crash when tests are run on linux
2021-07-28 11:37:14 +01:00
baldurk
08b0a1d7ea
Fix use-after-free on temporary vector
2021-07-28 11:37:13 +01:00
baldurk
d2a03c6e06
Fix filling in missing components on typed buffer loads
2021-07-28 11:37:13 +01:00
Jake Turner
076b2827c6
Fixed unused variable warnings when compiling with VS 2022 compiler
...
Debug & Release builds for renderdoc.sln and demos.sln
2021-07-28 11:06:53 +01:00
baldurk
a3a0aae660
Handle fixed index lookups in array resources
2021-07-19 16:51:50 +01:00
baldurk
abe0787bb2
Add test of D3D12 bindless feedback
2021-07-15 16:41:23 +01:00