baldurk
bd2659a6ab
Increase number of captures on GL_Leak_Check test to match other APIs
2021-11-19 12:11:41 +00:00
baldurk
2498043374
Add test of standard counters
2021-11-19 11:56:36 +00:00
baldurk
352821026e
Add tests that frame 0 can be captured and contains correct events
2021-11-11 14:43:17 +00:00
baldurk
97dfda3c3c
Fix use of GetCBufferVariableContents in tests
2021-10-18 10:20:08 +01:00
baldurk
a76aa1dede
Update RGA devices list to include RDNA2
...
* We also drop everything gfx804 to keep the device list from being too bloated,
as well as AMD planning to remove support for these devices soon.
2021-08-18 20:12:07 +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
thisisjimmyfb
f64cba8e91
Add test to show drawcall count is incorrect
2021-06-26 09:28:42 +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
Jake Turner
67e277717c
Added test failure if fail to find the draw marker
2021-03-14 11:17:31 +00:00
baldurk
d6e88ae4fa
Remove redundant callstack member in APIEvent
...
* We already link to the chunk index and the chunk metadata contains the
callstack, there's no need for a duplicate copy when there may be many
APIEvents in a capture
2021-02-24 13:52:07 +00:00
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
28bf213382
Test APIs where scissor can be disabled doesn't affect overlays
2021-02-01 13:14:28 +00:00
baldurk
086b038d0b
Add simple checks for large memory leaks
...
* Smaller memory leaks are harder to differentiate from noise, so we go for a
large enough leak to be noticable over time (50,000 frames).
2021-01-19 15:22:12 +00:00
baldurk
84dabc7b54
Update buffer size when it resizes mid-capture. Closes #2149
...
* We need to be careful with this, as we want to update the buffer's creation
chunks without invalidating any data that may be present there.
2021-01-18 12:20:16 +00:00
baldurk
a083680b08
Test that primitive restart is enabled for either GL state
2021-01-13 16:29:01 +00:00
baldurk
a83485d14c
Test that counters and mesh output still work even if in use in capture
2020-10-22 15:40:15 +01:00
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
4518fda3ed
Test entry points that could be applied to wrong resource types
2020-10-02 16:43:11 +01:00
baldurk
0e7bdc4cc7
Fix python call to GetDisassemblyTargets
2020-09-04 10:43:36 +01:00
baldurk
d03acd3b6c
Test reading instanced data via client memory pointers in GL
2020-07-29 15:17:45 +01:00
baldurk
e8b61fbf30
Serialise name in GL program block binding calls, to remap index
...
* 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
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
a0a373a8e1
Fix handling of buffer truncation and zero-sized buffers
2020-05-29 17:26:29 +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
baldurk
15fa728ab9
Fix handling of empty structs in D3D
2020-05-13 18:07:26 +01:00
baldurk
01ca197655
Fix tests broken with updated non-remapped postvs index data
2020-05-13 18:07:26 +01:00
baldurk
bfcc484a7c
Add tests of drawcall variants
2020-05-12 19:04:57 +01:00
baldurk
f6ec10659d
Tighten up comparisons in Resource_Lifetimes tests
2020-04-30 18:15:28 +01:00
baldurk
fc3980b610
Fix GL_Vertex_Attr_Zoo test
2020-04-30 18:15:28 +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
40611a3dde
Test subresource rendering in overlay tests, remove png comparisons
2020-03-12 16:51:19 +00:00
baldurk
b392c07d83
Add tests that use large vertex buffers
2020-03-11 18:00:53 +00:00
baldurk
85a5752569
Fix use of check_pixel_value in GL_Unshared_Context test
2020-03-06 17:56:27 +00:00
baldurk
aacf148201
Add test of creating an empty capture
2020-02-21 17:56:53 +00:00
baldurk
70913fdda5
Add test that GL multi-draw mesh output works with builtins
2020-02-21 17:56:53 +00:00
baldurk
4ec8280ee8
Add test of KHR/EXT GL debug marker behaviour
2020-02-21 17:56:53 +00:00
baldurk
06570ea7ad
Remove backbuffer comparisons from test suite, simplify default triangle
...
* It's not particularly scalable and can be brittle to driver changes, and we
can use targeted specific pixel tests to check what we really want - to see if
the output has rendered correctly.
* Overlay tests still check files directly - this is a future refactor to
remove.
2020-02-11 17:11:33 +00:00
baldurk
d7b61176c5
Don't save every queue creation in D3D12 device record
...
* Otherwise we try to create every queue that has ever existed on replay.
* Check for resource leaks in Resource_Lifetimes tests.
2020-02-03 18:18:17 +00:00
baldurk
c3b6b6890e
Add tests that shader ISA disasm works, including live driver output
2020-02-03 18:18:17 +00:00
baldurk
1899b5ffc3
Pass size when fetching cbuffer variables
2020-01-27 20:45:08 +00:00
baldurk
a49f3f5462
Add test of degenerate vertex shaders with no outputs but full GS output
2020-01-22 19:05:53 +00:00
baldurk
db0779e09b
Add test for mesh view - vertex picking and mesh rendering
2020-01-21 18:28:55 +00:00
thisisjimmyfb
0734776a49
added test demo and script for opengl backdoor context
2020-01-20 13:41:18 +00:00