Commit Graph

212 Commits

Author SHA1 Message Date
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
* 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