baldurk
f427a7ce02
Test that repeated redundant calls for spin-sync aren't serialised
...
* If the application is calling e.g. vkGetFenceStatus() in a loop we don't want
to serialise every call.
2020-02-03 18:18:17 +00:00
baldurk
d7b61176c5
Don't save every queue creation in D3D12 device record
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* Otherwise we try to create every queue that has ever existed on replay.
* Check for resource leaks in Resource_Lifetimes tests.
2020-02-03 18:18:17 +00:00
baldurk
c3b6b6890e
Add tests that shader ISA disasm works, including live driver output
2020-02-03 18:18:17 +00:00
baldurk
4df8ce7a02
Test VK_EXT_tooling_info in VK_Parameter_Zoo not VK_Simple_Triangle
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* Keep the simple triangle really the bare minimum.
2020-02-03 18:18:17 +00:00
baldurk
d326d61b1e
Add D3D12_Parameter_Zoo test to check edge-case parameters/interfaces
2020-02-03 18:18:17 +00:00
baldurk
a98a8c49a7
Improve handling of multi-dimensional array input/outputs from shaders
2020-02-03 18:18:16 +00:00
baldurk
83f0398aa6
Add test to parameter zoo to catch descriptor referencing resources
2020-01-27 20:45:08 +00:00
baldurk
1899b5ffc3
Pass size when fetching cbuffer variables
2020-01-27 20:45:08 +00:00
baldurk
d2cd2f0291
Check that vkCmdFillBuffer usage is properly populated in VK_Indirect
2020-01-27 20:45:07 +00:00
baldurk
14b3a06361
Add test of D3D12 ExecuteIndirect
2020-01-22 19:05:53 +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
9dc53d4dd1
Add a test of D3D12 sharing resources
2020-01-21 18:28:57 +00:00
baldurk
60951195c2
Use VK_EXT_tooling_info in VK_Simple_Triangle
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
baldurk
11f1f30b46
Fix crash when mapping textures on deferred contexts
2020-01-20 12:23:47 +00:00
baldurk
b34c325f24
Make Iter_test.py load-and-runnable in the UI without breaking autotests
2020-01-14 18:02:10 +00:00
baldurk
1758b32045
Add a test of callstack collection
2020-01-13 19:04:44 +00:00
baldurk
86f39640d0
Add shader editing tests on D3D
2020-01-13 18:18:59 +00:00
baldurk
5255db7966
Handle tkinter not importing and disable relevant test. Closes #1668
2020-01-08 19:15:52 +00:00
baldurk
72cd54aa0b
Only import tkinter when needed
...
* Otherwise this could fail if tkinter isn't available on platforms where we're
not even going to run the test
2020-01-08 19:10:51 +00:00
baldurk
8f909275a7
Add tests of RGP capturing
2020-01-07 17:59:10 +00:00
Steve Karolewics
a9a2c3e359
Add tests for viewing depth with ClearBeforeDraw.
...
Also updated documentation/README files to reflect the changes and
help others get up to speed on editing tests/documentation.
2019-12-20 20:11:53 +00:00
baldurk
0773f13949
Ensure re-used handles in descriptor sets don't cause problems
...
* Previously if a handle was reused, and then a stale descriptor referencing the
old handle was removed it would remove the *new* object from the list of
referenced resources. This could cause a resource to be not included in a
capture if nothing else added a new reference.
2019-12-12 17:58:52 +00:00
baldurk
77b5c391e9
Check that we handle padding and alignment around structs
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* On all APIs structs are aligned up to 16-byte alignment, and on D3D as with
arrays then elements coming after the struct can be packed into the padding
after the last struct element.
2019-11-29 13:53:44 +00:00
baldurk
279a2ec69d
Add texture zoo tests
...
* These tests ensure that texture rendering works correctly for all different
types of texture types, and for all formats, across different APIs, including
across a remote-proxy connection.
2019-11-26 17:38:27 +00:00
baldurk
db563bb0bf
Refactor public interface around handling of textures
...
* Subresource handling is more consistent - we pass around a struct now that
contains the array slice, mip level, and sample. We remove the concept of
'MSAA textures count samples as extra slices within the real slices' and
internalise that completely. This also means we have a consistent set
everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
parameters from the texture viewer configuration are now in the
ReplayController and take them explicitly. This includes GetMinMax,
GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
custom shader texture or the overlay texture you need to pass that ID
directly.
2019-11-26 17:38:25 +00:00
baldurk
273a87e606
Fix calculation of array byte stride for structs with padding in DXBC
...
* Instead of summing the members offsets, we set it to the offset of the last
member plus the last member's size.
2019-10-25 18:29:30 +01:00
baldurk
3a2a89d10a
Add test of D3D12's WriteToSubresource
2019-10-24 18:02:54 +01:00
baldurk
0559bfffd4
Test cbuffers with huge spaces on D3D12
2019-10-24 18:02:54 +01:00
baldurk
1eae20cad3
Add test of exporting/importing capture with a large number of buffers
2019-10-24 18:02:54 +01:00
baldurk
fef94ef012
Add more tests of raw/structured buffer debugging
2019-10-24 18:02:53 +01:00
baldurk
c67995b85a
Make it easier to run tests from within UI
2019-09-20 11:20:45 +01:00
baldurk
f3220bd6fb
Use more stable clear color for comparison
...
* We need to allow for off-by-one errors in our color comparisons
2019-09-16 18:50:01 +01:00
baldurk
0b276673b6
Pick random target to pixeldebug in Iter_Test
...
* We also make sure that if we go back to a previous event to debug, that we
look up the right output corresponding to where it's bound there (since it
might be bound to a different slot).
2019-09-16 18:34:23 +01:00
baldurk
dff2583db3
Add tests for specific parameters
2019-09-13 17:33:48 +01:00
baldurk
a2df78369c
Add test of denormal flushing to D3D11 shader debug zoo
2019-09-13 17:33:48 +01:00
baldurk
d71b15115c
Add additional proteciton & testing of unbound images in vulkan
2019-09-13 17:33:48 +01:00
baldurk
c9f13a657d
Add test cases of shader editing on GL and Vulkan
2019-09-05 20:36:12 +01:00
baldurk
9627332667
Add a utility function to tests to pick a pixel and check its value
2019-09-05 20:33:25 +01:00
baldurk
588025fc6c
Add test case for misaligned dirty regions on vulkan
2019-09-05 11:48:47 +01:00
baldurk
c761f675c4
Add test that SPIR-V 1.3 shaders are disassembled, reflected, and edited
2019-09-04 14:33:13 +01:00
baldurk
ee43d4377c
Account for pipeline specialisation constants when reflecting shaders
2019-08-16 17:38:35 +01:00
baldurk
ef269e2b92
Add support for VK_EXT_line_rasterization
2019-08-15 18:27:39 +01:00
baldurk
9589d2d893
Add support for VK_KHR_imageless_framebuffer
2019-08-14 18:21:20 +01:00
baldurk
211d1b694f
Make VK_Indirect less sensitive to event IDs changing
2019-08-14 14:35:14 +01:00
baldurk
1fc9f36114
Add support for VK_EXT_index_type_uint8
2019-08-12 17:53:23 +01:00
baldurk
e9cf36800b
Check that debugged value matches shader output in Iter_Test
2019-07-25 15:14:43 +01:00
baldurk
9e2ce0077a
Use documented variables for Iter_Test action chances
2019-07-25 15:13:19 +01:00
baldurk
d03fd1dd25
Fix support for arrays-of-struct vertex outputs. Closes #1438
2019-07-04 16:28:15 +01:00