Commit Graph
17 Commits
Author SHA1 Message Date
baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* In a previous update in 2021 many copyright ranges were truncated
  accidentally, and some files have been copy-pasted with wrong years. These
  dates have been fixed based on git history and original copyright messages.
2026-01-05 14:17:28 +00:00
Jake Turner 8d57a00a64 Fixup D3D12_Resource_Mapping_Zoo Sampler array tests
Add valid samplers instead of sampling using a NULL sampler
2025-10-27 13:57:23 +00:00
Jake Turner 58ec8fd9d3 Simple test cases of arrays of Samplers for the DXIL debugger 2025-10-24 07:49:44 +01:00
Jake Turner d48f217119 Tweak D3D12_Resource_Mapping_Zoo sig_resourceAccess UAV entries
Use UAV handles (20, 21) for the UAVs instead of SRV handles (56, 57)
2025-05-08 16:06:35 +01:00
Jake Turner 025a6bbf86 Extend D3D12_Resource_Mapping_Zoo test to SM6 & SM6.6
To test the DXIL debugger and added a test of dynamic SRV array index
2025-03-20 13:52:20 +00:00
baldurk 2322e165de Update copyright years to 2025 2025-03-14 18:54:37 +00:00
baldurk 9f4f0e6aa1 Update copyright years to 2024 2024-02-12 11:04:52 +00:00
baldurk 9d39b8e1a8 Reformat code for clang-format 15 2023-09-05 11:02:08 +01:00
baldurk d47e79ae07 Update copyright years to 2023 2023-02-01 12:23:32 +00:00
baldurk fcdea67879 Update copyright years to 2022 2022-02-17 17:38:32 +00:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
Steve Karolewics e176fcb9d7 Fix D3D12 debugging with a texture mapped as UAV
The row pitch was not initialized, so any ld_uav_typed instructions
would likely return the wrong data.
2020-07-17 10:21:19 +01:00
Steve Karolewics 2c4f2a57a8 Add resource tracking to DXBC shader debugging
When a resource is accessed, it is now tracked by the debug step. The
shader viewer has a new panel to display resources accessed up to the
current step, with context menus to go to previous/next access of a
specific resource.
2020-04-27 18:16:46 +01:00
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
Steve Karolewics c74edcebbd Fix array resource indexing with NonUniformResourceIndex 2020-03-11 18:00:31 +00:00
Steve Karolewics 58b1186362 Fix resource bindings when reflection info is stripped
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.
2020-02-14 10:39:28 +00:00
Steve Karolewics 392d362ee8 Add a D3D12 test to exercise various resource mapping scenarios 2020-02-11 17:10:57 +00:00