baldurk
9a6ec5282d
Don't build GL_Callstacks demo in release
...
* The nice callstacks we're looking for won't happen in release builds.
2020-12-10 16:56:34 +00:00
baldurk
bd342e1596
Fix buffer overrun in D3D12_Draw_Zoo
2020-12-10 16:46:01 +00:00
baldurk
1ab2047ecb
Reset state in D3D shader debugging to before draw when fetching UAVs
...
* Debugging shaders with UAV access could(likely will) have side-effects on
those UAV contents, so when ContinueDebug needs to fetch UAV contents we
should replay back to before the draw to fetch them.
* This replay only happens once per ContinueDebug, and UAV contents are cached
globally so we only do it once per UAV that's accessed, so the impact is low.
2020-12-07 15:41:03 +00:00
baldurk
b69ca4526e
Log the specific error if vkCreateInstance fails in demo program
2020-12-03 10:59:05 +00:00
baldurk
883e023259
Avoid use of EXT_direct_state_access in tests
...
* Mesa doesn't implement the EXT version, only the KHR version
2020-11-24 16:47:35 +00:00
baldurk
abf7e3bd90
Only declare half type if shaderFloat16 is supported
...
* Without this, the 16-bit storage only refers to ints (if that feature is
available).
2020-11-24 16:44:08 +00:00
baldurk
c9f1c9ea2e
Update to AGS 6.0.1
2020-11-24 16:12:20 +00:00
baldurk
063131d288
Enable and expand float64 tests in VK_Shader_Debug_Zoo
2020-11-09 16:02:48 +00:00
baldurk
8be0da2ce3
Add a test of AMD shader operations
2020-11-04 17:48:49 +00:00
baldurk
55b84f4e7c
Test that creating root signatures identical to internal sigs works OK
2020-10-29 16:27:31 +00:00
baldurk
ed0138a242
Test that debugging sampling from vert shaders in D3D12 works correctly
...
* We also test that pixel shaders can be debugged even if they have
DENY_ROOT_SIGNATURE_ACCESS enabled.
2020-10-29 16:12:33 +00:00
baldurk
7dec9933f6
Test that creating and destroying contexts doens't have side effects
2020-10-29 15:45:04 +00:00
baldurk
ffd8827812
Add test that tries to stress reallocation/pool allocation of commands
2020-10-29 15:08:50 +00:00
baldurk
3465809447
Add test that different list/queue types are handled in D3D12
2020-10-29 12:51:29 +00:00
baldurk
39f4e82641
Add test of performance with large descriptor sets
2020-10-27 14:04:45 +00:00
baldurk
cf8e8a15fe
Test dimension fetching in D3D12 shader debugging with NULL desc struct
2020-10-22 16:02:59 +01:00
baldurk
5cd83365a8
Add basic texture sampling tests to D3D11 shader debug tests
2020-10-22 15:48:30 +01:00
baldurk
a83485d14c
Test that counters and mesh output still work even if in use in capture
2020-10-22 15:40:15 +01:00
baldurk
8bdd9585f5
Test D3D discards with NULL region or rects
2020-10-22 15:10:17 +01:00
baldurk
ec73718cf0
Test that overlays work on D3D12 with no viewport or scissor bound
2020-10-22 14:48:33 +01:00
baldurk
3f8fb1e1b6
Add MSAA case to overlay tests
2020-10-22 14:11:01 +01:00
baldurk
26f680f632
Check that sampler updates to immutable sampler descriptors are ignored
2020-10-21 14:57:42 +01:00
baldurk
53fc6ba089
Add test that feature level 9.x programs can be captured on D3D11
2020-10-21 14:36:16 +01:00
baldurk
b2746eede5
Update vulkan headers to 1.2.158
2020-10-20 12:44:24 +01:00
baldurk
804f659e8c
Only warn if an image is seemingly reported as supported
...
* Some drivers return VK_SUCCESS even for formats that aren't supported.
2020-10-19 17:44:37 +01:00
baldurk
fc976d2d39
Set depthBounds feature properly so it can be checked for support
2020-10-19 17:44:11 +01:00
baldurk
c22ff8fc69
Force sRGB rendering in multithreaded test
2020-10-19 16:56:04 +01:00
baldurk
58fbbc2212
Add missing tests to linux demos build
2020-10-19 10:35:51 +01:00
baldurk
03ae60e40a
Fix GL_Multithread_Rendering test on linux
2020-10-13 21:31:16 +01:00
Rémi Palandri
164bd49d83
update vulkan/volk to 1.2.155
2020-10-05 17:08:02 +01:00
baldurk
4174624071
Test that glFrameTerminatorGREMEDY works in GL_Parameter_Zoo
2020-10-02 17:47:31 +01:00
baldurk
9e17b91a94
Test different variations of DXGI swapchains on D3D11 and D3D12
2020-10-02 17:41:58 +01:00
baldurk
12260fe884
Apply UNDEFINED discard pattern for initial RP layout. Closes #2058
2020-10-01 13:23:19 +01:00
baldurk
a3b6adc303
Linux demos compile fix
2020-09-16 17:03:27 +01:00
baldurk
1286f4b272
Fix issues identified by synchronisation layer
2020-09-14 13:01:14 +01:00
baldurk
925b49daa6
Fix handling of instance extensions in vulkan tests
2020-09-11 18:51:27 +01:00
baldurk
fdeea5204d
Refactor and optimise D3D11 refcounting implementation
...
* In heavy D3D11 workloads the refcounting overhead especially during fast
binding changes was significant. Refactoring the refcounting to work on a
different model and deferring destruction of objects removes most of the
overhead.
2020-09-10 13:35:32 +01:00
baldurk
5a6feec9c1
Speculative fix for intermittent failure in GL_Multithread_Rendering
...
* It seems like on nv windows we need to explicitly rebind the main context to
the main thread and give each worker thread its own window, to prevent the
worker thread from being unable to bind its context sometimes.
2020-09-04 12:39:04 +01:00
baldurk
6de8c53f85
Fix VK_Extended_Dynamic_State
2020-09-04 11:39:10 +01:00
baldurk
18a7e3c05c
We shouldn't return physical device entry points in vkGetDeviceProcAddr
...
* The spec says we only return a function pointer for device or device-child
functions. In practice the loader wraps instances and physical devices so when
calling a direct GDPA returned function the loader won't unwrap it so we won't
get our proper wrapped objects and will crash.
2020-09-04 10:32:17 +01:00
baldurk
0ca90bd34e
Fix variable descriptor count test
2020-08-31 10:10:51 +01:00
baldurk
30ecf66cca
Fix handling of variable descriptor counts to not allocate maximum size
...
* We previously ignored the variable descriptor size allowed by descriptor
indexing,
2020-08-28 19:06:06 +01:00
baldurk
0e5b08d0e1
Fix test compilation on linux
2020-08-28 19:06:06 +01:00
baldurk
5c0dadae84
Test that RTV descriptor copies in D3D12 are properly recorded mid-frame
2020-08-20 17:09:51 +01:00
baldurk
3e100109da
Test destroying/freeing NULL handles, fix validation errors
2020-08-20 17:02:03 +01:00
baldurk
64f98f286e
Add test of heavy descriptor reallocation and reuse
2020-08-20 13:48:17 +01:00
baldurk
ffac439cce
Record which queries are reset in each frame & restore them to validity
...
* It's possible that a frame capture could copy from a query and then reset it,
without then recording something valid into the query. Then the next replay
the copy would be unavailable and if WAIT_BIT is set that would lead to a
device lost.
* We already fill out queries with dummy valid data on create time, so now we
record any queries that are reset and re-fill them with valid data again.
2020-08-19 18:02:03 +01:00
baldurk
152170dc58
Fix reference data not being updated at right place after map write
2020-08-10 14:09:36 +01:00
baldurk
7b1995a7ba
Properly handle offsets on memory maps in vulkan
2020-08-04 13:59:45 +01:00
baldurk
39431bb83f
Don't flush mapped memory in driver for detected coherent memory writes
2020-07-31 17:20:25 +01:00