baldurk
752543e0fe
Don't test 1D block compressed textures in vulkan texture zoo
2026-08-25 13:19:05 +01:00
baldurk
1a3e8c79bf
Loosen precision requirements on vulkan shader debugging
...
* Test 185 does repeated pow() calls and the precision difference seems to
accumulate on mesa drivers at least.
2026-08-24 23:25:58 +01:00
baldurk
fc50157566
Use 0.5 for depth-equal test so it works on various precisions
2026-08-24 17:46:21 +01:00
baldurk
57a0d90aac
Ensure we have a depth buffer for GL depth bounds test
2026-08-24 17:04:14 +01:00
baldurk
e43b7c14d3
Use correct path for python libs in package
2026-08-15 13:40:26 +01:00
baldurk
02636139fd
Update Qt download link in docker script
2026-08-15 13:22:58 +01:00
baldurk
4728158bcf
Update docker build to compile python 3.8 for linux builds
2026-08-15 13:16:28 +01:00
baldurk
0f50ff29c5
Update installer config to expect python 3.8
2026-08-13 21:05:12 +01:00
baldurk
1416d92b09
Use properties consistently for custom dependency paths on windows
...
* This removes the (now undocumented) python env vars, and the never documented
Qt env vars. We add new build script arguments to specify these paths.
2026-08-13 21:05:12 +01:00
baldurk
950568fb8f
Rename previous/next to previousAction/nextAction in ActionDescription
...
* swig internally creates 'next' member which we normally want to avoid, so
prevent shadowing here by using a distinct name.
2026-08-13 17:46:47 +01:00
baldurk
3f653cfbf2
Remove RENDERDOC_GetDefaultCaptureOptions, initialise in constructor
2026-08-13 17:46:46 +01:00
baldurk
388f914b3a
Add a script for building a pythonXY.zip
...
* This is the only thing missing from an installed version of python to be able
to build against it, so it's convenient to rebuild it instead of fetching it
separately from the embeddable distribution
2026-08-13 17:46:39 +01:00
Jake Turner
e807742444
Tweak RenderPass setup/usage in VK_Resource_Usage
...
Use the mainWindow RenderPass everywhere
2026-08-10 07:25:32 +01:00
Jake Turner
0219134aa8
Add test to D3D12_Parameter_Zoo for DXIL CST_CODE_CE_GEP (12)
...
DXC emits CST_CODE_CE_GEP for constants which are not in bounds
RenderDoc treats it the same as CST_CODE_CE_INBOUNDS_GEP (20)
2026-08-10 07:22:36 +01:00
Jake Turner
5a1b2c23e1
Extend D3D12_Annotations test
...
- loose event annotation
- a barrier at end of command buffer
- at end of command buffer attached to CommandList Close
- command buffer with no actions, just set marker
- annotations before/during/after ExecuteIndirect calls
2026-07-30 16:36:02 +01:00
Jake Turner
c559aa64af
Check indirect action names in D3D12_Execute_Indirect
2026-07-30 16:36:02 +01:00
Jake Turner
6df99e4d94
Extend python helper functions for D3D12 indirect action names
2026-07-30 16:35:53 +01:00
Jake Turner
9b942d0533
Extend D3D12_Execute_Indirect: add tests with a count buffer
...
- MaxCount: 1024 CountBuf: 5
- MaxCount: 1 CountBuf: 7
- MaxCount: 0 CountBuf: 11
2026-07-27 21:23:13 +01:00
baldurk
d0030787c6
Fetch inputs and allow debugging for VRS. Closes #3705
2026-07-27 17:10:14 +01:00
baldurk
c6c8f807c9
Update VK_Image_Layouts test to check preinitialised data also
2026-07-24 17:52:48 +01:00
baldurk
ccc110c57e
Fix some validation errors in tests
2026-07-24 17:52:48 +01:00
Jake Turner
40d6d5fd8a
Extend VK_Annotations test
...
- loose event annotation
- a barrier at end of command buffer
- at end of command buffer attached to vkEndCommandBuffer
- command buffer with no actions, just set marker
- annotations before/during/after vkCmdDrawIndirectCount calls
2026-07-22 15:29:08 +01:00
Jake Turner
a2d133c353
Change the DrawMeshIndirect parameters in VK_Resource_Usage
2026-07-22 06:02:26 +01:00
Jake Turner
d75b9d2f36
Check indirect action names in a selection of tests
...
- VK_Indirect
- VK_Mesh_Shader
- VK_Resource_Usage
2026-07-22 05:41:09 +01:00
Jake Turner
4aa00a2bfa
Add python helper functions to check indirect action names
2026-07-22 05:41:09 +01:00
Jake Turner
48bb4350bd
VK_Parameter_Zoo: add empty vkQueueSubmit before colour draws
2026-07-20 12:32:57 +01:00
baldurk
d3b1d29969
Add a test for ByteAddressBuffer length queries
2026-07-17 16:14:29 +01:00
baldurk
01c543634d
Update D3D12 headers to 1.619.4 and implement trivial interfaces
2026-07-17 15:41:34 +01:00
Jake Turner
b2948d3de5
VK_Pixel_History: add test for nested secondaries
2026-07-17 12:18:19 +01:00
Jake Turner
74d1241a55
VK_Indirect: add a large IndirectCount draw before execute secondary
2026-07-17 06:16:19 +01:00
Jake Turner
97a11ae6a9
Extend VK_Resource_Usage : execute an empty secondary command buffer
2026-07-16 12:13:37 +01:00
baldurk
0a1a33df51
Update vulkan headers to 1.4.356
2026-07-03 16:31:40 +01:00
baldurk
9c7a4c956f
Fix demos project using auto-SDK selection
2026-07-03 10:48:42 +01:00
baldurk
4edf26d6f7
Choose native VS toolset per version as with SDK version
2026-07-02 16:24:42 +01:00
baldurk
3316a82d14
Add dummy handling for new parameters
2026-06-24 13:15:24 +01:00
Jake Turner
b7a2290435
VK_Indirect unify indirect count marker name for Primary & Secondary
...
Primary was using KHR_action_indirect_count
Secondary was using KHR_draw_indirect_count
Standardise on KHR_draw_indirect_count
2026-06-05 16:16:24 +01:00
Jake Turner
44deaebd90
VK_Indirect test improvements
...
Check ALL overlays on ALL EIDs don't crash
Add some IndirectCount draws to VK_Indirect for testing overlays
Check overlays produce output and pixel history is not empty for each non-empty draw
Check overlays produce expected output for empty draws i.e. empty except for *Pass overlay modes
Check Quad Overdraw and Triangle Size overlays outputs match when comparing the Pass and Draw versions
2026-06-04 11:40:22 +01:00
Jake Turner
4f7d9c7cb2
Updates to D3D12_Execute_Indirect testing
...
Check overlays produce some output for each draw within the different EI except the non-determistic EI.
2026-06-02 08:32:04 +01:00
Jake Turner
056c5779b1
Fix validation warning in VK_Indirect
...
VUID-VkDrawIndexedIndirectCommand-firstInstance-00554
If the drawIndirectFirstInstance feature is not enabled, firstInstance must be 0
2026-06-01 11:23:33 +01:00
Jake Turner
0f3d7965e3
Validate EIDs by default during python autotests
...
Fail test if the EIDs are not valid
2026-06-01 11:23:33 +01:00
baldurk
ad95260de1
Mark denorm test as undefined due to suspected NV driver bug
2026-05-27 14:30:00 +01:00
Jake Turner
1cb44cb19d
Fix validation error in VK_Indirect
2026-05-20 15:57:37 +01:00
Jake Turner
c6037d19e4
Extend D3D12_Execute_Indirect python to check ALL overlays on ALL EIDs
2026-05-20 09:53:26 +01:00
Jake Turner
0060a31676
Fix D3D12_Shader_Debug_Zoo check for test 12
2026-05-19 12:00:05 +01:00
baldurk
034264e961
Use values less likely to have rounding issues in demo
2026-05-18 16:09:18 +01:00
baldurk
a9824bde8b
Include 'NoResources' in test log section name
2026-05-18 15:28:29 +01:00
baldurk
0365585f1e
Handle barycentrics not being available in demos test
2026-05-18 15:28:08 +01:00
Jake Turner
7ab87fbe8e
Extend VK_Resource_Usage test
...
- add test for vkCmdDrawIndirect with zero count
- add test for vkCmdDrawIndexedIndirect with zero count
- add tests for vkCmdDrawMeshTasksEXT
- add tests for vkCmdDrawMeshTasksIndirectEXT
- add tests for vkCmdDrawMeshTasksIndirectCountEXT
2026-05-13 14:54:15 +01:00
Jake Turner
0a212d07d0
Add a D3D12 Shader Debug Zoo test for oob array access in a CBV
...
GPU will use the bytes from the bound buffer
Debugger simulation will return 0,0,0,0
2026-05-11 12:28:48 +01:00
Jake Turner
97149601da
VK_Shader_Debug_Zoo changes for compute derivative tests
...
For compute quad derivatives tests use specific derivative i.e. fine or coarse.
It isn't specified which derivative mode is used, drivers differ on behaviour.
2026-05-06 18:33:03 +01:00