baldurk
91b084a2df
Update D3D12 headers to verison 1.610.1
2023-05-19 13:28:04 +01:00
Jake Turner
bd545cb9b6
Remove unintentional use of nullptr
2023-04-25 14:09:01 +01:00
Jake Turner
b692626839
Synchronize Metal-CPP from renderdoc to demos
2023-04-12 10:50:09 +01:00
Jake Turner
4ae4116f85
Synchronise Metal-CPP between driver and demos
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Added
CA::Layer* NS::View::layer() const;
2023-04-12 10:50:09 +01:00
baldurk
c353f6fe6d
Add memory readback microbenchmark
2023-03-23 16:16:03 +00:00
baldurk
448b78ca68
Bare bones port of demos project to android
2023-03-23 16:16:03 +00:00
baldurk
3ba61e20a6
Fix handling of proxying S8 textures
2023-03-16 16:55:21 +00:00
baldurk
38afb7c8ad
Fix handling of S8 multisampled textures. Closes #2883
2023-03-14 16:32:06 +00:00
baldurk
36731cb841
Handle maps on D3D12 of different aliases in a placed heap
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* We need to check for map writes even if the mapped buffer isn't the one that's
referenced by a submit but still overlaps it. We do this by moving to the heap
for all placed resources so any map to a buffer on a heap is checked as long
as any buffer bound to that heap is referenced.
2023-03-13 17:39:16 +00:00
Tony T and Orson B
df7ed64ad0
Create separate shader for sint, uint and floats
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Co-authored-by: Orson B <obraines@gmail.com >
Signed-off-by: Tony T <tony@tonytascioglu.com >
2023-03-13 10:20:07 +00:00
Bruce He
50afbb05bc
Address other comments
2023-03-13 10:20:07 +00:00
Bruce He
692617d814
Rename test gl_pixelhistory_formats to gl_pixel_history
2023-03-13 10:20:07 +00:00
Orson Baines
08be49dce3
Add first unit test for Open GL Pixel History
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- Support for integer texture formats in OpenGL Pixel History implementation
- Test reading pixels from a triangle with a variety of texture formats
2023-03-13 10:20:07 +00:00
baldurk
d47e79ae07
Update copyright years to 2023
2023-02-01 12:23:32 +00:00
baldurk
fe4a79054f
Update vulkan headers to latest
2023-01-17 14:15:08 +00:00
baldurk
86d101eb88
Add test to make sure replay and analysis features work with library PSO
2023-01-12 15:20:28 +00:00
baldurk
f78b585018
Add D3D12_Vertex_UAV test to demos project
2023-01-12 13:48:13 +00:00
baldurk
220b26aa59
Handle collisions with existing UAVs in root signature when patching
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* When debugging a pixel or doing quad overdraw we replace the pixel shader and
patch in our own UAV. Previously we were moving other UAVs out of the way that
were visible to the pixel shader, but this fails if a UAV is visible to all
stages and used in a vertex stage.
* Now instead for pixel shader inputs we pick a free space and use it. For quad
overdraw we pick an arbitrary high space to hopefully use the precompiled
shader, and if it's somehow not free we recompile the shader with a free
space.
2023-01-06 16:53:20 +00:00
baldurk
f23cb75633
Make sure sample mask does not affect normal texture overlays
2023-01-05 15:39:14 +00:00
baldurk
c0d4a75d52
Allow forcing on a graphics or compute-only queue in demos
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* This creates multiple queues and can be useful for testing, when the test only
uses one or the other as its primary queue.
2022-12-21 23:03:39 +00:00
baldurk
0a0fe7b021
Correctly round generated SNORM data in texture zoo tests
2022-12-15 15:20:11 +00:00
hsm
825536c5bc
Replace NULL macro with VK_NULL_HANDLE
2022-12-10 00:35:11 +01:00
hsm
f3c5d92314
Fixed uninitialized local variable
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This patch solves the following Visual C compiler error when attempting to build the "util/tests/demos.sln" VS project from the command-line w/ MSBUILD:
`error C2220: the following warning is treated as an error
warning C4701: potentially uninitialized local variable 'xfbpipe' used`
2022-12-10 00:35:11 +01:00
baldurk
dfe07d6822
Update application API to 1.6.0, add capture title setter
2022-11-21 13:49:15 +00:00
baldurk
3ec6986ac4
Test that descriptor arrays of dynamic UBOs have offsets replayed
2022-11-18 14:21:14 +00:00
baldurk
428862d737
Test resolve attachments in D3D12 render passes
2022-11-18 14:04:57 +00:00
baldurk
a37f62124d
Test integer texture loads in D3D shader debugging
2022-11-18 14:01:59 +00:00
baldurk
037dd63d83
Fail D3D12 amd shader extensions test if UAV bind slot isn't supported
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* UE5 checks for this feature so we'll also check for it.
2022-11-18 12:43:30 +00:00
baldurk
62bfec8442
Test empty submits are properly processed
2022-11-18 12:37:45 +00:00
baldurk
5aae46a86e
Test out-of-bounds descriptor access in D3D12 indexing test
2022-11-18 12:24:05 +00:00
baldurk
1f34b0ba57
Test D3D12 descriptors with 0 or ~0 as mip count
2022-11-17 18:22:57 +00:00
baldurk
16f7791437
Test more edge case root signature mappings with D3D12 shader debug
2022-11-17 18:22:57 +00:00
baldurk
108e4695df
Add a test for resources being accessed in-shader then overwritten
2022-11-17 18:22:57 +00:00
baldurk
f2f77716ad
Test that vkEnumeratePhysicalDevices correctly handles undersized array
2022-11-17 18:22:57 +00:00
baldurk
1303a50cf5
Sampler tables should not be marked as data volatile (the default)
2022-10-28 14:13:06 +01:00
baldurk
338541cf3f
Handle streams properly in vulkan GS output fetch. Closes #2745
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* We only display the rasterized stream in the mesh output view.
2022-10-12 16:08:59 +01:00
baldurk
9d18db67a7
Fix some edge case pNext struct usages. Closes #2749
2022-10-12 13:04:34 +01:00
baldurk
18f41c6fb6
Add test of secondary command buffer dynamic rendering
2022-10-07 11:20:06 +01:00
baldurk
478ea838dd
Update vulkan and SPIR-V headers to latest
2022-10-06 16:48:34 +01:00
baldurk
0afd742232
Check that S8 format is actually supported
2022-09-19 16:44:56 +01:00
baldurk
a04321fdb6
Handle D3D12 tier 1 VRS devices better when testing
2022-09-19 16:44:56 +01:00
baldurk
aa412ddf89
Don't hard-fail on results of undefined tests in shader debug zoo
2022-09-19 16:44:56 +01:00
baldurk
1fa4fed24a
Check for shader 64-bit support before using them in tests
2022-09-19 16:44:56 +01:00
baldurk
4e4a7518fa
Ensure inline uniform blocks have descriptor pool space allocated
2022-09-19 16:44:56 +01:00
baldurk
be4f10557c
Update vulkan header files to latest
2022-08-05 13:29:16 +01:00
baldurk
0b187934de
Track bytes written for hidden SO counters. Closes #2662
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* The D3D11 spec is unclear but checking sources including D3D11On12 it looks
like the defined behaviour for SO counters is to calculate the number of bytes
written and divide that by the VB stride on draw.
* Old captures can't be updated to work with this because the stride is unknown,
but new captures will work correctly as well as any data that is stream'd out
mid-capture.
2022-07-22 16:10:59 +01:00
Jake Turner
fca14eac32
Apple minimal Nuklear implementation using AppKit
2022-07-18 13:13:37 +01:00
Jake Turner
c83851e884
First Apple platform support for Vulkan demos
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Uses Metal-CPP-Extensions code to create window and the event loop.
Does not include support for Nuklear
2022-07-08 11:08:18 +01:00
Jake Turner
4e13b1ad38
Update Metal CPP to support tests project
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Copy Metal driver metal-cpp files to the tests project for use in the tests project
Add extensions from Learn Metal-cpp project: https://developer.apple.com/metal/cpp/
https://developer.apple.com/metal/LearnMetalCPP.zip
Custom additions to Metal CPP to get NSApplication, NSView, NSWindow, CAMetalLayer to work stand alone without requiring MetalKit library.
2022-07-08 11:08:18 +01:00
Jake Turner
5b2b988bb3
Test changing vulkan compute shader entry-point
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Commit for original bug fix:
"Fix entry-point remapping when editing compute shaders on vulkan"
c81a522360
2022-07-05 13:37:47 +01:00