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
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* 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
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* 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
baldurk
7ebe4e5ac1
Add test that GL state isn't trashed by initial contents or overlay
2020-07-14 17:52:40 +01:00
baldurk
a395ec8560
Increase GL_Large_Buffer test to check >2GB buffer
2020-07-14 17:22:01 +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
35854957db
Add support for VK_EXT_extended_dynamic_state
2020-07-03 15:43:00 +01:00
baldurk
ceb20f11cb
Make pixel history test more forgiving with comparison epsilon
2020-07-02 15:10:02 +01:00
baldurk
aa3fda9baa
Fix DXIL check to work on any dxc version
2020-07-02 10:07:42 +01:00
baldurk
46552fa03f
Fix VK_Shader_ISA test to work on radv
2020-07-01 18:09:24 +01:00
baldurk
ef6439dd47
Add missing vulkan tests on linux demos project
2020-07-01 18:09:24 +01:00
baldurk
a0c66317e3
Add test of DXBC and DXIL D3D12 shader reflection
2020-06-19 14:46:00 +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
4add5bfbf5
Don't make failure to debug a fatal error
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* On vulkan for example not all shaders can currently be debugged
2020-06-05 17:35:36 +01:00
baldurk
ae38a10299
Fix Iter_Test
2020-06-01 21:54:43 +01:00
baldurk
a0a373a8e1
Fix handling of buffer truncation and zero-sized buffers
2020-05-29 17:26:29 +01:00
Aliya Pazylbekova
0fd3d65a6f
Vk Pixel History: support other depth formats MSAA
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- Separate the pixel history copy pixel shader into two separate
shaders, one for colour copy and one for depth
- Allocate and update descriptor sets on demand
- Add another compute shader for pixel history depth copy
2020-05-26 21:19:55 +01:00
Aliya Pazylbekova
50438987df
Vk Pixel History: depth images history
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Add support for requesting pixel history for depth/stencil images.
Also, adjust which index is used to patch primitive ID and fixed
fragment color shaders. Before it was using the index of the target
image in the framebuffer attachments. But it should be the index of the
corresponding color attachment.
Add support for other depth/stencil formats (other than D32_SFLOAT).
Remember the depth/stencil attachment format to correctly update the
values.
2020-05-21 17:53:21 +01:00
baldurk
cb0754969f
Compare UInt/SInt values appropriately when checking debugged outputs
2020-05-20 11:20:30 +01:00
baldurk
47f2fa8b93
Don't apply restart index if primitive restart is disabled
2020-05-20 11:20:13 +01:00
baldurk
78335f7d00
Fix calculation of array stride on structs in D3D
...
# Conflicts:
# util/test/tests/GL/GL_CBuffer_Zoo.py
2020-05-13 18:07:26 +01:00