Commit Graph

126 Commits

Author SHA1 Message Date
baldurk 338541cf3f Handle streams properly in vulkan GS output fetch. Closes #2745
* We only display the rasterized stream in the mesh output view.
2022-10-12 16:08:59 +01:00
baldurk 0fc35e966f Fix Draw_Zoo tests for strip restart index changes 2022-09-02 14:03:39 +01:00
Shahbaz Youssefi ed4c3756d0 Enable primitive restart for list topologies
This is supported by OpenGL, and on Vulkan with
VK_EXT_primitive_topology_list_restart.  On Vulkan, all drivers are
known to support this even without
VK_EXT_primitive_topology_list_restart.  On D3D, primitive restart is
only supported for strip topologies.

Previously, RenderDoc specifically disabled primitive restart for
non-strip topologies.  In this change, that is no longer done.  If the
app enables primitive restart, so will RenderDoc behave accordingly.  It
would be the responsibility of the app to avoid primitive restart if the
API doesn't allow it.
2022-08-29 14:59:14 +01:00
baldurk 687c11ba68 Fix handling of 64-bit integer vertex attributes in mesh output fetch 2022-06-20 16:47:50 +01:00
baldurk 4a0bc691a7 Add test that solid/lit rendering works on points and lines 2022-06-17 17:27:30 +01:00
baldurk cef00a102b Add struct VarType and combine flags into single field
* This is not a space saving right now, but allows more flags to be added
  without adding more storage.
2022-05-20 13:37:25 +01:00
baldurk 8aa0390948 Add string messages to returned result codes to display to user
* Most of the main entry points that can fail with relevant reasons now has a
  way of specifying a message to return with it. This message can be displayed
  to the user to give more information or context about an error.
2022-04-26 16:21:54 +01:00
baldurk f573b55012 Fix broken call to BecomeRemoteServer 2022-02-16 13:14:58 +00:00
baldurk e42b0ff2ca Refactor ShaderVariable use and non-32-bit precision. Closes #2466 2022-02-02 15:00:43 +00:00
baldurk 861f55b467 Test picking empty draws in mesh view 2021-11-19 12:26:06 +00:00
baldurk 3cec544508 Patch quad overdraw shaders on D3D12 to follow rules. Closes #2356
* This is a stupid requirement as the quad overdraw shader doesn't use any
  interpolators, but the D3D12 runtime complains and refuses to create a PSO
  unless the PS has a matching signature. This works as long as the position was
  the first output from the previous stage, but if it isn't the PSO fails to
  create.
* To fix this, we take the existing shader and patch it by grafting the output
  signature from the last stage over onto the input signature, and patching up
  where the position is.
2021-10-20 17:22:43 +01:00
baldurk 97dfda3c3c Fix use of GetCBufferVariableContents in tests 2021-10-18 10:20:08 +01:00
baldurk a1b5f01159 Fix tests with references to removed properties 2021-07-05 14:20:48 +01:00
baldurk 979f5244e2 Make demos timeout more generous for leak check tests
* It's fine as-is in release, but in development builds it can take almost a
  minute to reach that frame and capture.
2021-07-05 14:20:48 +01:00
baldurk 634a8c381a Update test scripts to latest APIs and behaviour changes 2021-07-01 15:15:05 +01:00
baldurk 7149302680 Rename 'draw' or 'drawcall' to action
* There's not a good accepted terminology for this kind of event, and for
  historical reasons 'drawcall' has been the accepted term, even though
  that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
  $draw() includes draws and dispatches, but $dispatch() only includes
  dispatches, it's hard to intuitively understand why $draw() matches all
  of these calls.
* As a result we've defined the term 'action' to cover these types of
  events in the same way that we defined 'event' in the first place to
  mean a single atomic API call.
2021-07-01 15:15:05 +01:00
baldurk 1ed4b561e6 Fix discard patterns to work correctly with multisampled UINT textures 2021-05-27 14:18:05 +01:00
baldurk efd2a50a3a Use python datetime for calculating durations, not time.time() 2021-05-04 14:12:03 +01:00
baldurk 47e13a30d4 Add test of GL renderbuffer variants 2021-04-16 13:31:08 +01:00
baldurk 30dd13feb8 Pull index byte width and topology out of drawcall state
* These are treated as state on most APIs, only GL treats it as a drawcall
  parameter.
2021-02-24 13:52:07 +00:00
baldurk 13ead841a4 Add tests of cubemaps on GL
* GL treats cubemaps in a more special/different way than other APIs
2021-02-01 12:49:02 +00:00
baldurk 20d8ae2dcf Fix display of 3D texture slices when linear sampling
* When displaying mip 0 of a texture at less than 100% zoom we linear sampling,
  but we don't want to linear sample across slices. Adding a half pixel offset
  in z ensures we sample precisely on the slice itself.
2021-01-20 17:15:34 +00:00
baldurk 7e5fc40779 Ignore number of captures made in D3D11_Swapchain_Zoo 2021-01-18 14:18:34 +00:00
baldurk 86ca794494 Add test to check ID3DDeviceContextState refcounting/rewrapping 2021-01-15 11:33:13 +00:00
baldurk 8b5234d0af Fix texture zoo remote server launch when running from renderdoccmd 2020-12-10 16:40:26 +00:00
baldurk 232c4a9ecb Fix texture zoo tests 2020-12-10 16:40:10 +00:00
baldurk 68d690a912 When rendering overlays, clear to transparent black
* This might cause some fringing artifacts when at low scales due to non-PMA
  colors but it means there are no false-positive green pixels.
2020-12-09 18:16:08 +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 8be0da2ce3 Add a test of AMD shader operations 2020-11-04 17:48:49 +00:00
baldurk eb967af9d4 Add missing added parameter to tests calling DebugVertex 2020-10-29 10:34:24 +00:00
baldurk ec73718cf0 Test that overlays work on D3D12 with no viewport or scissor bound 2020-10-22 14:48:33 +01:00
baldurk 3f8fb1e1b6 Add MSAA case to overlay tests 2020-10-22 14:11:01 +01:00
baldurk c56e1f0ae4 Don't enumerate GPUs in child process helper 2020-10-19 17:43:58 +01:00
baldurk 9e17b91a94 Test different variations of DXGI swapchains on D3D11 and D3D12 2020-10-02 17:41:58 +01:00
baldurk 1b35c93999 Optimise texture zoo tests with fast path
* Pixel picking is a bottleneck, so do a render to a headless output and read
  that back as a way of quickly checking that all of the subresource is OK at
  once.
2020-10-02 16:26:51 +01:00
baldurk 9b37a8b8a7 Don't print renderdoc log to stdout when running tests 2020-09-04 12:05:48 +01:00
baldurk 55ac2c95a8 Tweak handling of failed tests in artifacts log 2020-09-04 11:50:02 +01:00
baldurk 73248c8488 Include RenderDoc logfile after test runs 2020-08-14 14:58:12 +01:00
baldurk e11c3523a6 Fix subprocess timeout not properly kicking in 2020-08-14 14:58:08 +01:00
baldurk 331aabcde6 Include test process output into test log 2020-07-21 19:57:09 +01:00
baldurk 485f7d21fc Make overlays interact consistently with viewport/scissor
* We also add a red/green display to the viewport and scissor overlay to show
  pixels that fail the scissor test.
2020-07-17 16:53:34 +01:00
baldurk c912ccc3a8 Fix lookup of source var that references an array 2020-07-16 20:45:20 +01:00
baldurk 1df39247fa Fix access to render state in D3D12
* We need to copy the external-facing m_RenderState into the partial command
  buffer's state for partial replay, in case it was modified externally.
* Also when accessing the render state inside a drawcall callback we need to use
  the command buffer's local state, not m_RenderState which isn't updated until
  the replay completes.
2020-07-14 14:08:54 +01:00
baldurk 02a54be6ad When replaying resource discards fill with explicit pattern. Closes #284
* This helps catches cases where a discarded image is accidentally used and in
  many cases may still have valid data. Particularly on Vulkan this is relevant
  for DONT_CARE renderpass load and store ops.
2020-07-13 17:29:11 +01:00
baldurk 0d026a43d6 Remove CompType::Double
* This is a leftover artifact from before we had general extended type support
  and double was the only non-32 bit type we handled. Now we support most type
  formats so doubles are just CompType::Float with 8 byte width
2020-07-12 10:52:10 +01:00
baldurk 02c1669a4d Better handle failures inside nested test sections 2020-07-06 11:14:02 +01:00
baldurk ab5c527489 Update D3D12 cbuffer test to check DXIL 2020-06-19 14:46:00 +01:00
baldurk d4ddb565d0 Add a per-shader debuggable flag to allow finer grained status
* E.g. on D3D12 we can debug DXBC shaders but not DXIL shaders. On vulkan this
  will allow us to have the UI work better when encountering shaders with
  unsupported capabilities or extensions.
2020-06-18 17:22:45 +01:00
baldurk 46a6515356 Handle normalisation of sampled stencil values 2020-06-08 17:09:24 +01:00
baldurk 4a5bd147e1 Fix Draw_Zoo tests 2020-06-01 21:54:43 +01:00