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.
The assignment of logical identifiers is not guaranteed to match the
order of appearance in the shader bytecode. Adjusted D3D12_CBuffer_Zoo
to exercise this for testing.
Added fetching of texture data for UAVs, to allow stores to occur.
Fixed issues with sample/gather when debugging a compute shader.
Added a demo for dispatch in D3D12.
SV_PrimitiveID is only valid as a pixel shader input if there's either
no geometry shader, or the geometry shader emits SV_PrimitiveID. With
D3D11, the debug layer will complain but rendering will proceed. With
D3D12, the PSO fails to compile. For both APIs, pixel shader debugging
now checks whether this is true, and disables its usage if it isn't.
Added tests for various valid scenarios with SV_PrimitiveID.
The logical identifiers, rather than shader registers, were used to
populate reflection info, causing the wrong slots in large descriptor
tables to be referenced for the pipeline state.
* 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.
This mimics the D3D11 shader debugging test, but performs the draws
twice - once with SM 5.0 and once with SM 5.1. The python test performs
the same checks as the D3D11 version, but is explicitly disabled since
D3D12 shader debugging is not yet enabled by default.
D3D11 may default to a different adapter than D3D12. For the sharing
test, both adapters must be D3D12 compatible. Tell D3D11 to use the
adapter that D3D12 is using to ensure compatibility.
Also fixed a memory leak in the test.
On laptops with integrated+discrete adapters, adapter 0 may not
support D3D12, so a default create device call will fail. Adapters
other than the 0th one need to be specified explicitly.
* On some GPUs the stencil output comes in all channels, not just green, and
it's unclear if this is legal or not. To be safe just mask out the green we
expect.
* On all APIs structs are aligned up to 16-byte alignment, and on D3D as with
arrays then elements coming after the struct can be packed into the padding
after the last struct element.
* These tests ensure that texture rendering works correctly for all different
types of texture types, and for all formats, across different APIs, including
across a remote-proxy connection.
* Visual assist comes with a pre-defined interpretation of TEST() for
googletest, which conflicts with ours. We can't seem to override it with a
va_stdafx.h even