baldurk
7e5fc40779
Ignore number of captures made in D3D11_Swapchain_Zoo
2021-01-18 14:18:34 +00:00
baldurk
84dabc7b54
Update buffer size when it resizes mid-capture. Closes #2149
...
* We need to be careful with this, as we want to update the buffer's creation
chunks without invalidating any data that may be present there.
2021-01-18 12:20:16 +00:00
baldurk
86ca794494
Add test to check ID3DDeviceContextState refcounting/rewrapping
2021-01-15 11:33:13 +00:00
baldurk
a083680b08
Test that primitive restart is enabled for either GL state
2021-01-13 16:29:01 +00:00
baldurk
bb5834fd1c
Add test of root signature ranges larger than the descriptor heap
2021-01-13 16:07:43 +00:00
baldurk
ec50e9005a
Test inline uniform block descriptors in VK_CBuffer_Zoo
2021-01-13 15:32:09 +00:00
baldurk
7ff7e0a71d
Replace fixed C arrays with wrapper class in public interface
...
* These map more naturally to python tuples and are easier to wrap in and out.
* We also tidy up the FloatVecVal etc and standardise the members of
ShaderValue.
2020-12-09 18:16:08 +00:00
baldurk
580f96c8a1
Rename ShaderVariableType/Descriptor to ShaderConstant
...
* These structs are no longer used with ShaderVariable so the name is misleading
at best.
2020-12-09 15:18:27 +00:00
baldurk
bd5b79bd3a
Tweak Repeat_Load to do two reload tests before grabbing baseline
2020-11-10 13:18:31 +00:00
baldurk
8be0da2ce3
Add a test of AMD shader operations
2020-11-04 17:48:49 +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
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
eb967af9d4
Add missing added parameter to tests calling DebugVertex
2020-10-29 10:34:24 +00:00
baldurk
39f4e82641
Add test of performance with large descriptor sets
2020-10-27 14:04:45 +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
ec73718cf0
Test that overlays work on D3D12 with no viewport or scissor bound
2020-10-22 14:48:33 +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
aba72e1edd
Print symbol resolution progress in GL_Callstacks test to avoid timeout
2020-10-15 11:59:28 +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
4518fda3ed
Test entry points that could be applied to wrong resource types
2020-10-02 16:43:11 +01:00
baldurk
12260fe884
Apply UNDEFINED discard pattern for initial RP layout. Closes #2058
2020-10-01 13:23:19 +01:00
baldurk
4809615a8f
Don't print hit information until we know it's a drawcall
2020-09-17 15:05:21 +01:00
baldurk
a3b6adc303
Linux demos compile fix
2020-09-16 17:03:27 +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
eba6f5251c
Add success logs when each renderpass segment is verified
...
* It makes the log easier to read and so we know which part we're at if a pixel
fails.
2020-09-04 12:51:56 +01:00
baldurk
6de8c53f85
Fix VK_Extended_Dynamic_State
2020-09-04 11:39:10 +01:00
baldurk
0e7bdc4cc7
Fix python call to GetDisassemblyTargets
2020-09-04 10:43:36 +01:00
baldurk
30ecf66cca
Fix handling of variable descriptor counts to not allocate maximum size
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* We previously ignored the variable descriptor size allowed by descriptor
indexing,
2020-08-28 19:06:06 +01:00
baldurk
64f98f286e
Add test of heavy descriptor reallocation and reuse
2020-08-20 13:48:17 +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
baldurk
9ce60a0b6e
Test that OpenExistingHeapFromAddress can be captured and replayed
2020-07-29 15:39:04 +01:00
baldurk
d03acd3b6c
Test reading instanced data via client memory pointers in GL
2020-07-29 15:17:45 +01:00
baldurk
624da2fb25
Add test that we don't crash on draws with new viewports
2020-07-27 16:17:13 +01:00
baldurk
b540f631ab
Don't overwrite idx variable with loop iterator
2020-07-21 19:57:09 +01:00
baldurk
f6babe77fd
Handle depth clipping and depth bounds failure separately
...
* This prevents truly depth-clipped fragments from being wrongly reported as
other failures like backface culling.
2020-07-20 16:07:36 +01:00
baldurk
7a885ae9bd
Tweak ISA checks
2020-07-17 16:53:35 +01:00
baldurk
2bc59d1610
Fix mesh checks for extended dynamic state test
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
1316dbc65b
When iterating captures, don't compare outputs that are uninitialised
2020-07-16 20:45:20 +01:00
baldurk
7ab794ffb3
Update vulkan pixel history test to exercise recent changes
2020-07-16 20:45:20 +01:00
baldurk
f49c10bcca
Fix tests that got broken by sharing shaders
2020-07-16 20:45:19 +01:00
baldurk
08a3d05e71
Explicitly note which modifications in pixel history are unavailable
2020-07-16 20:39:25 +01:00
baldurk
7927ff2e40
Add tests of shaders that don't use GLSL.450 & have 0 stageFlags binds
2020-07-15 15:34:37 +01:00
baldurk
e1f90b4b01
Add test that validation layers and extensions can be captured
2020-07-15 14:11:42 +01:00
baldurk
79e460f3e6
Test that we can change entry point names when editing shaders in vulkan
2020-07-14 17:58:10 +01:00