* Performing pixel history on an MSAA depth target caused a memory
stomp due to the depth and stencil copies being mis-identified as a
4-component operation, stomping the following 12 bytes. For the depth,
this stomped the stencil and the following padding, but when the
missing stencil copy was added in 4815ada it stomped
dsWithoutShaderDiscard as well. This triggered an assert due to a clear
event appearing to have frags associated with it.
* Add missing resource transitions for the dispatch copy to fix
validation issues encountered while running the test.
* Adjust the MSAA copy path to use the second channel for stencil to
fix copies failing to output anything, which manifested as the fragment
only showing one primitive without correct output data.
Check the post mod stencil at pixel location 110,100
Check the post mod stencil is unknown at pixel location 275, 260 for fragment zero of a multi-fragment event
Validate that in a fragment event the postMod stencil value should be unknown (-1 or -2)
This test validates the code change in 4815adaa83
Check the post mod stencil at pixel location 110,100
Check the post mod stencil is unknown at pixel location 275, 260 for fragment zero of a multi-fragment event
Validate that in a fragment event the postMod stencil value should be unknown (-1 or -2)
Disabled warnings 4189, 4324 for vk_test.cpp
4189: 'identifier' : local variable is initialized but not referenced
4324: 'struct_name' : structure was padded due to __declspec(align())
because of warnings in vk_mem_alloc.h
* No rendertarget was bound to the primitive ID generating draw
because rts is empty in draws without a rendertarget bound in the base
draw. Setting rts[0] was presumably stomping memory instead in this
case.
* Included is a fix for validation layer error thrown when reproducing
the problem, in D3D12ColorAndStencilCallback during a Pre/PostDispatch
CopyPixel uses the value of m_SavedState but was not set. In the case
of rpFlags, the value was uninitialized because D3D12RenderState does
not include it in its constructor. That caused an invalid resource
transition to be issued and was fortunately caught by the debug layer,
otherwise it was thus far invisible when running without debug on.
Staging buffers can't use D3D11_MAP_WRITE_DISCARD.
The memory copy loop was counting in bytes but copying in 4-byte chunks leading to memory trampling.
Use framebufferDepthSampleCounts instead of framebufferColorSampleCounts
Query for format support before trying to create a RenderPass using the format