baldurk
c3a5d99bc0
Add support for matrix operations (transpose/determinant/inverse)
2020-04-15 20:33:57 +01:00
baldurk
26f5b6a4b4
Implement more rounding-related GLSL extended instructions
2020-04-15 20:33:57 +01:00
baldurk
ca7c1bbba9
Support push constants the same as constant buffer data
2020-04-15 20:33:56 +01:00
baldurk
f4e141e843
Handle invalid pointers in create info when viewport state is dynamic
2020-04-15 20:33:56 +01:00
Aliya Pazylbekova
772905c4d3
Basic Vulkan pixel history test
...
+ a small pixel history fix for figuring out if depth test failed
- the test demo is based on overlay demo, with a few modifications so
far: added a draw that will fail on culling, added shader discard for
any pixel with x = 150
- tests some basic failed tests: stencil, depth, culling, shader discard
2020-04-14 23:06:28 +01:00
baldurk
07f60abf9e
Implement OpIsNan and OpIsInf
2020-04-14 18:02:10 +01:00
baldurk
22dcb1f539
Centralise calculation of derivatives, implement OpFwidth*
2020-04-14 17:55:29 +01:00
baldurk
139d53e5e1
Add some type variants of supported glsl450 functions
2020-04-14 17:41:32 +01:00
baldurk
91e7563d09
Add support for glsl450 min/max/clamp
2020-04-14 17:16:18 +01:00
baldurk
72d7e828b0
Add OpNot to bitwise tests
2020-04-14 17:16:17 +01:00
baldurk
b8f18534e2
Test OpConvertFToU/S and OpConvertU/SToF
2020-04-14 17:16:17 +01:00
baldurk
97fb6b38ae
Test OpCompositeExtract on vectors
2020-04-14 16:05:50 +01:00
baldurk
b7bfbe3dba
Refactor assembly tests to need less manual work
...
* We auto generate test cases, unique-ify identifiers, and add constants as
needed
2020-04-14 15:45:45 +01:00
baldurk
ba1c719179
Add fmtlib to demos for string formatting
2020-04-14 14:25:49 +01:00
baldurk
2318305c96
Implement OpVectorExtract/InsertDynamic
2020-04-13 18:24:47 +01:00
baldurk
a9f7819bf7
Handle implicit lod samples by pushing in calculated derivatives
2020-04-13 18:24:47 +01:00
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