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
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
7dec9933f6
Test that creating and destroying contexts doens't have side effects
2020-10-29 15:45:04 +00:00
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
3f8fb1e1b6
Add MSAA case to overlay tests
2020-10-22 14:11:01 +01:00
baldurk
c22ff8fc69
Force sRGB rendering in multithreaded test
2020-10-19 16:56:04 +01:00
baldurk
4174624071
Test that glFrameTerminatorGREMEDY works in GL_Parameter_Zoo
2020-10-02 17:47:31 +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
d03acd3b6c
Test reading instanced data via client memory pointers in GL
2020-07-29 15:17:45 +01:00
baldurk
691ee0c348
Don't overwrite GL state when creating text-rendering data. Closes #1994
2020-07-27 16:17:12 +01:00
baldurk
76caaba8bb
Avoid use of EXT_direct_state_access in demos
2020-07-17 16:53:35 +01:00
baldurk
845710d58a
Fix compile error in demos on linux
2020-07-17 16:53:35 +01:00
baldurk
e8b61fbf30
Serialise name in GL program block binding calls, to remap index
...
* The block index may change between capture and replay, so serialising the
index alone is unstable similar to locations. Program initial states already
serialise by name, but if a capture contains a block binding change mid-frame
this could serialise wrongly.
2020-07-17 16:53:35 +01:00
baldurk
485f7d21fc
Make overlays interact consistently with viewport/scissor
...
* We also add a red/green display to the viewport and scissor overlay to show
pixels that fail the scissor test.
2020-07-17 16:53:34 +01:00
baldurk
5c57493855
Share common shader source on vulkan
2020-07-15 14:05:20 +01:00
baldurk
b0f4a11b98
Test glBindBuffersBase doesn't crash when passed NULL
2020-07-14 18:00:50 +01:00
baldurk
7ebe4e5ac1
Add test that GL state isn't trashed by initial contents or overlay
2020-07-14 17:52:40 +01:00
baldurk
a395ec8560
Increase GL_Large_Buffer test to check >2GB buffer
2020-07-14 17:22:01 +01:00
baldurk
02a54be6ad
When replaying resource discards fill with explicit pattern. Closes #284
...
* This helps catches cases where a discarded image is accidentally used and in
many cases may still have valid data. Particularly on Vulkan this is relevant
for DONT_CARE renderpass load and store ops.
2020-07-13 17:29:11 +01:00
baldurk
b26fdae758
Ensure aggressive dead-code stripping doesn't break tests
2020-07-01 18:09:24 +01:00
baldurk
a0a373a8e1
Fix handling of buffer truncation and zero-sized buffers
2020-05-29 17:26:29 +01:00
baldurk
f622ac36d6
Standardise layout of packed texture formats on disk/network
...
* We preserve each API's interpretation of bit order for packed formats like
RGBA4 or R5G6B5 when displaying the raw data in the UI, but when we need to
proxy it or save to disk, we always transform to D3D's order as standard.
* This allows us to proxy them reliably because we always have a standard bit
order and APIs that need a different order transform when fetching data to the
standard format, or setting proxy data from the standard format.
2020-05-18 13:21:55 +01:00
baldurk
e37c420263
Avoid EXT_direct_state_access VAO funcs for better compatibility
2020-05-15 19:03:27 +01:00
baldurk
78335f7d00
Fix calculation of array stride on structs in D3D
...
# Conflicts:
# util/test/tests/GL/GL_CBuffer_Zoo.py
2020-05-13 18:07:26 +01:00
baldurk
15fa728ab9
Fix handling of empty structs in D3D
2020-05-13 18:07:26 +01:00
baldurk
bfcc484a7c
Add tests of drawcall variants
2020-05-12 19:04:57 +01:00
baldurk
b8f83fca4c
Add helper for blitting to swapchain in demos
...
* This isn't needed for testing but it's convenient to get simple window output
even when we need to be writing to an F32 target
2020-05-11 18:04:22 +01:00
baldurk
660d696b58
Test that dirty pipelines can still be shader-edited properly
2020-04-21 17:09:33 +01:00
baldurk
8ee6e43ed6
Check that we can render secondary mesh data with only two components
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* We need to be sure that we don't accidentally read RGB anyway.
2020-04-21 17:09:24 +01:00
baldurk
3d29947367
Fix odd linux compile error in tests
2020-04-08 18:39:03 +01:00
baldurk
5e2de7dd34
Fix issues switching between mips with overlays on vulkan
2020-04-07 14:05:43 +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
ea6cc026ae
Allow de-activating GL contexts in tests
2020-04-02 18:15:44 +01:00
baldurk
4c5b209e6f
Test constant buffer offsetting in cbuffer zoo tests
2020-03-20 16:16:52 +00:00
baldurk
f8a6cbb0c7
Clear mips/slices in overlay on GL to avoid undefined contents
2020-03-19 17:16:19 +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
baldurk
7e0bab41ab
Test for duplicate extensions in GL extension string
2020-03-05 19:35:45 +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
31e2447db4
Extract out some common code from GL_Simple_Triangle
2020-02-21 17:56:53 +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
c3b6b6890e
Add tests that shader ISA disasm works, including live driver output
2020-02-03 18:18:17 +00:00
baldurk
09be5f4047
Fix structured export/import of initial states resource contents on GL
2020-02-03 18:18:16 +00:00
baldurk
a49f3f5462
Add test of degenerate vertex shaders with no outputs but full GS output
2020-01-22 19:05:53 +00:00
baldurk
6c68576707
Add workaround for strange systems with difficult visualinfo setups
2020-01-22 19:05:53 +00:00
baldurk
45f983f97b
Fix compilation of GL demo on linux
2020-01-21 18:28:57 +00:00
baldurk
db0779e09b
Add test for mesh view - vertex picking and mesh rendering
2020-01-21 18:28:55 +00:00
thisisjimmyfb
0734776a49
added test demo and script for opengl backdoor context
2020-01-20 13:41:18 +00:00