baldurk
a61822cfe1
Generate SPIR-V shader to implement some image samples on 2D image
2020-04-10 20:52:09 +01:00
baldurk
b47e13beaa
Test cbuffer access
2020-04-09 18:36:12 +01:00
baldurk
6676f83671
Set up descriptors and push constants for use in future tests
2020-04-09 18:36:12 +01:00
baldurk
d68aa1cd83
Implement OpCompositeInsert
2020-04-09 11:12:09 +01:00
baldurk
b99b0214ae
Implement bitwise operations
2020-04-08 18:39:03 +01:00
baldurk
3a6e13e902
Don't run vulkan shader debugging tests if debugging isn't available
2020-04-08 18:39:03 +01:00
baldurk
975f40db9c
When using glslc command line to build SPIR-V asm, add file extension
2020-04-08 18:39:03 +01:00
baldurk
3d29947367
Fix odd linux compile error in tests
2020-04-08 18:39:03 +01:00
baldurk
96c7eb0b93
Add OpSMod support with other modulo operations
2020-04-08 18:39:03 +01:00
baldurk
8a6dbd7045
Implement OpDot
2020-04-08 18:39:02 +01:00
baldurk
59c3a2fbd9
Implement matrix multiplication with matrix/vector/scalar
2020-04-08 18:39:02 +01:00
baldurk
33eb5a631f
Implement Op*Negate
2020-04-08 18:39:02 +01:00
baldurk
57400e1bf8
Add support for extended instruction sets
...
* Implement a few instructions in GLSL.std.450
2020-04-08 18:39:02 +01:00
baldurk
27bd045ea3
Remove undefined behaviour tests (divide/modulo by zero)
2020-04-08 18:39:02 +01:00
baldurk
0be0e02ebe
Fix missing/wrong int-to-float conversions
2020-04-08 18:39:02 +01:00
baldurk
1d64fffd42
Add tests of new operations in SPIR-V ASM
2020-04-07 23:21:17 +01:00
baldurk
d8fa0b624d
Implement derivatives
2020-04-07 18:37:13 +01:00
baldurk
38abf04909
Set up python script to run VK shader debug tests
...
* Since we expect many more tests it also runs the test texture in a 2D grid
with N drawcalls
2020-04-07 17:43:30 +01:00
baldurk
5e2de7dd34
Fix issues switching between mips with overlays on vulkan
2020-04-07 14:05:43 +01:00
baldurk
fd36ec0bc1
Add shader debug zoo test
...
* This includes SPIR-V tests to test specific opcodes.
2020-04-03 18:43:58 +01:00
baldurk
feafbde8bc
Add GL hack to check for implicit thread switching
...
* This is a very big blunt hammer for fixing the problem of multithreaded
submission from GL. Every GL call checks to see if the context changed (which
would only happen from a thread switch to a different context) and if detected
it inserts a manual MakeCurrent call equivalent.
* It's slow to capture (when this happens - checking is not particularly slow)
and slow to replay, but it's functional which is an improvement.
2020-04-02 18:15:44 +01:00
baldurk
ea6cc026ae
Allow de-activating GL contexts in tests
2020-04-02 18:15:44 +01:00
baldurk
d279d6dcd2
Silence D3D debug layer spam by including NULL terminator
2020-04-02 18:15:44 +01:00
baldurk
230cf69761
Test integer division by zero in DXBC debugging
2020-04-01 17:18:59 +01:00
baldurk
9372fa879a
Don't allow PNG files to fail to open in Texture_Zoo test
2020-04-01 14:10:57 +01:00
baldurk
55437ee0f9
Add license attribution for Compressonator
2020-03-23 11:05:24 +00:00
baldurk
4c5b209e6f
Test constant buffer offsetting in cbuffer zoo tests
2020-03-20 16:16:52 +00:00
baldurk
7ff8a95205
Don't end stream-out queries twice
2020-03-20 16:16:52 +00:00
Daniel Craig
35a3c09b6e
Apply clang format to inl files from clang_format_all.sh
2020-03-20 16:16:01 +00:00
baldurk
59f06a12f0
Fix crashes with indirect count draws in secondary command buffers
...
* We need to patch the event count in both primary and secondary command buffers
in this case
2020-03-19 17:16:19 +00:00
baldurk
ac77b7899d
Remove VK_Indirect use of image comparisons
2020-03-19 17:16:19 +00:00
baldurk
f8a6cbb0c7
Clear mips/slices in overlay on GL to avoid undefined contents
2020-03-19 17:16:19 +00:00
baldurk
cd674539fd
Change shader debugging tests to check at runtime if it's available
...
* The config values can be loaded in the tests now.
2020-03-18 17:34:59 +00:00
baldurk
d408f77241
Add configuration system for core renderdoc module
...
* This allows persistent config storage and registering tweak variables that
works independent of the UI's configuration.
* Config vars can be debug only, which means they will be compiled out in stable
version releases. This allows for debug-logging tweaks that are available in
all builds (including nightly builds) for diagnostic purposes, but have zero
overhead in stable releases.
* Variables have a loose hierarchy defined with _ or . to separate nodes.
2020-03-18 17:34:59 +00:00
Steve Karolewics
67447b7b7e
Improve handling of resource arrays for D3D12
...
When getting read only resources from the pipe state, stitch back up
according to the bindpoint mappings. When displaying resources in UI,
don't traverse unbounded arrays. Fix resource swizzle on load/sample/
gather instructions, which happens on fetch result, not on the source
operand. Added more tests for unbounded arrays and different ways to
index into arrays.
2020-03-16 20:01:30 +00:00
baldurk
40611a3dde
Test subresource rendering in overlay tests, remove png comparisons
2020-03-12 16:51:19 +00:00
baldurk
02184b07e7
Support picking from output overlay textures which don't have details
2020-03-12 15:42:54 +00:00
baldurk
ea41937617
Support internal test cases which are not registered
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* This is useful for large tests like Mesh_Zoo and Texture_Zoo which are API
independent, which can derive from TestCase to get all the helpers, but then
not get auto-added until an API-specific test derives from them
2020-03-12 15:42:54 +00:00
baldurk
59ccddf31b
Skip all tests first in test runner
2020-03-12 15:42:54 +00:00
baldurk
b392c07d83
Add tests that use large vertex buffers
2020-03-11 18:00:53 +00:00
Steve Karolewics
c74edcebbd
Fix array resource indexing with NonUniformResourceIndex
2020-03-11 18:00:31 +00:00
baldurk
a56af589d9
Don't modify descriptor update template while writing. Closes #1765
2020-03-09 17:36:56 +00:00
baldurk
4b7c7eaaea
Force a full rebuild on android in build scripts
...
* We still detect the precise same git commit in the android build and skip
recompiles, which is useful for building android once on one platform and
sharing it with other host platform builds.
2020-03-09 11:16:57 +00:00
baldurk
5cf93da317
On windows put msbuild log in dist folder
2020-03-09 10:57:05 +00:00
Steve Karolewics
baa7adea30
Implement GetSampleInfo for D3D12 debugging
2020-03-09 10:56:56 +00:00
Steve Karolewics
9b43481234
Prevent crash with OMSetRenderTargets in D3D12
2020-03-07 21:08:32 +00:00
baldurk
c6a1a23adb
Remove mismatched end_section when skipping unsupported capture
2020-03-06 17:56:28 +00:00
baldurk
2a29054e46
Fix config values for Iter_Test
2020-03-06 17:56:28 +00:00
baldurk
a2c87e23a1
Set appropriate epsilon for A8 textures in texture zoo
2020-03-06 17:56:28 +00:00
baldurk
85a5752569
Fix use of check_pixel_value in GL_Unshared_Context test
2020-03-06 17:56:27 +00:00