Jake Turner
e4a3fdce0f
Extend VK_Resource_Usage test
...
IndirectDrawCount
Loose events (barriers) after actions
2026-04-16 15:57:22 +01:00
baldurk
f9cc10399f
Add check that all PR commits are formatted
...
* Checking compilation would be prohibitively expensive, but formatting can be
feasibly checked.
2026-04-16 14:00:58 +01:00
baldurk
ec64c18bb0
Add option to clang-format script to format just files in head commit
2026-04-16 14:00:58 +01:00
baldurk
82835ed267
Bump actions versions in CI
2026-04-16 14:00:58 +01:00
baldurk
177ac34102
Add some missing HTML exported vulkan pipeline state values
2026-04-16 14:00:58 +01:00
baldurk
748aeee584
Fix inconsistencies in exports D3D12 html state. Closes #3823
2026-04-16 14:00:58 +01:00
baldurk
0b9a36b581
Fix ID registration when false-duplication happens on replay
...
* We normally deduplicate during capture, but replay can introduce new
duplication against internal objects. Using ReplaceResource() would fix this
but updating the wrapper map is necessary for D3D11 to query current state
properly.
2026-04-16 14:00:55 +01:00
baldurk
c610f14a0c
Use uint64 for internal co-ordinates in sparse tracker
...
* Without this then buffers over 32-bit range which are treated as a 1D resource
could fail. Note that most APIs don't actually behave well with >=4GB buffers.
2026-04-15 22:12:33 +01:00
Wusiki Jeronii
d6a7e60752
win32_hook: use local search name in Hooked_GetProcAddress ordinal path
2026-04-15 02:25:05 +09:00
Wusiki Jeronii
5461f5246a
win32_hook: applied clang-format
2026-04-15 02:25:05 +09:00
Wusiki Jeronii
31078b8fb2
win32_hook: keep original func for ordinal GetProcAddress fallback
2026-04-15 02:25:05 +09:00
Wusiki Jeronii
c8d69685ec
win32_hook: preserve ordinal forwarding
2026-04-15 02:25:05 +09:00
Jake Turner
ccc2a5023a
D3D12 EI ActionCallback replay don't generate negative argidx
...
For an EI with a single argument then curEID == baseEventID because the fake push/pop markers are not present
2026-04-14 17:28:55 +01:00
Jake Turner
3ba5cc499d
D3D12_Execute_Indirect Test for large draws with Quad Overlay(Pass)
2026-04-14 17:28:55 +01:00
Jake Turner
35437065a1
DXIL Debugger support for direct heap access Constant Buffers
2026-04-14 14:18:16 +01:00
Jake Turner
2361be9f36
Add shader debug test to D3D12_Descriptor_Indexing
...
Tweak test shader to exercise shader debug simulation of SM6.6 direct heap access
2026-04-14 14:18:16 +01:00
Jake Turner
05f773971c
Tweak C++ ShaderVariable consistency checks to match validate_trace
...
Ignore empty before/after for resource ShaderVariables in SHADER_VARIABLE_CHANGE_CONSISTENCY_CHECKS
2026-04-14 14:18:16 +01:00
Jake Turner
e9bce39efc
Ignore empty before/after for resource ShaderVariables in validate_trace
2026-04-14 13:26:29 +01:00
Jake Turner
1a80b9b9a2
Add descriptor index to UAV/SRV error messages in DXIL Debugger
2026-04-14 13:26:26 +01:00
Jake Turner
4fad937d9e
DXIL reflection default stride to one for ByteAddressBuffer
...
Fixes DXIL debugging of root constant ByteAddressBuffer
2026-04-13 14:48:54 +01:00
Jake Turner
62ae80f3ff
D3D12_Shader_Debug_Zoo test for root signature ByteAddressBuffer
2026-04-13 14:48:54 +01:00
Carl
5b624afa43
Fixed missing switch case break on D3D12DescriptorType::CBV
2026-04-13 14:46:40 +01:00
baldurk
f1ea0386d4
Handle NULL descriptors in D3D12 resinfo shader debugging
2026-04-10 23:20:32 +01:00
baldurk
3c5a63f2a1
Prevent misidentification of sampler heap in ray patching. Closes #3821
2026-04-10 11:38:05 +01:00
baldurk
48aa91d6c9
Fix type return for CBV descriptors on D3D12
2026-04-10 11:37:34 +01:00
baldurk
3c7bffe7b5
Only enable multiview geometry feature if base feature is enabled
2026-04-10 11:35:17 +01:00
Jake Turner
022a63e1bc
Remove extra rdtest.log.end_section in VK_Mesh_Shader
...
Fixes HTML output
Move the other VK_Mesh tests over to use "with rdtest.log.auto_section" construct
2026-04-09 09:42:33 +01:00
Jake Turner
29c607559b
Copy secondary command buffer non-action resource usage into the parent
2026-04-08 13:58:12 +01:00
Jake Turner
3cbf516e5f
Extend VK_Resource_Usage test
...
* Descriptor Set: IndirectDraw, IndirectDrawIndexed, IndirectDispatch
* Secondary Command Buffer: Descriptor Set: IndirectDraw, IndirectDrawIndexed, IndirectDispatch
2026-04-08 13:57:33 +01:00
Jake Turner
9b79944258
Special handling in DXIL Debugger for i1 literals i.e. bools
...
Match the debugger convention of true is 1, false is 0.
2026-04-03 16:55:46 +01:00
Jake Turner
a83e75e58a
D3D12 Shader Debug test for handling of bool literals and negation
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DXIL/LLVM represents a bool as i1
2026-04-03 16:55:46 +01:00
Virgile Bello
24c7cc4d04
D3D12: Fix deadlock in DiscardFrameCapture
...
DiscardFrameCapture releases m_RefBuffers and m_RefQueues while holding
a write lock on m_CapTransitionLock. When a resource's ref count reaches
zero, the destructor calls Unmap, which tries to acquire a read lock on
the same m_CapTransitionLock.
2026-04-02 01:22:50 +09:00
baldurk
d82624e367
Add note to not make draft PRs into pull request template
2026-04-01 17:00:05 +01:00
Jake Turner
fb8d1e0ed8
Extend VK_Resource_Usage test
...
A specific demos test instead of using the VK_Simple_Triangle demo
* No Descriptor Set: Draw, DrawIndexed
* Descriptor Set: Draw, DrawIndexed
* Descriptor Buffer: Draw, DrawIndexed
* Secondary Command Buffer: No Descriptor Set: Draw, DrawIndexed
* Nested Secondary Command Buffer: No Descriptor Set: Draw, DrawIndexed
* Descriptor Set: Compute Dispatch
* Descriptor Buffer: Compute Dispatch
* Secondary Command Buffer: Descriptor Set: Compute Dispatch
* Nested Secondary Command Buffer: Descriptor Set: Compute Dispatch
2026-03-31 15:49:46 +01:00
Jake Turner
3f57669509
Include parent command buffer flags in test for an active render pass
...
If the parent command buffer was begun with VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT then that implies an active render pass to propagate to the child command buffer.
Fixes incorrect error report in nested command buffers:
"Executing a command buffer with RENDER_PASS_CONTINUE_BIT outside of render pass"
2026-03-31 14:44:17 +01:00
Jake Turner
a33b203f6c
Replay create descriptor buffer buffer if failing to create wholeMemBuf
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Apply similar fix done at capture time (75acc706f7 ) to replay
2026-03-31 11:38:43 +01:00
Jake Turner
eb30aebfdf
Add more overloads for VulkanGraphicsTest::setName
2026-03-30 13:27:30 +01:00
Jake Turner
3d9099bc78
Assign flags in vkh::ComputePipelineCreateInfo constructor
2026-03-30 13:27:21 +01:00
Jake Turner
e4459b961b
Secondary cmd buffers only add parent framebuffer usage to draw actions
2026-03-30 08:30:47 +01:00
baldurk
18e6d68772
Remove nvidia workarounds that have been fixed before or in 591
...
* Two of these were fixed in slightly earlier versions but the cutoff doesn't
need to be exact, this major version is ~4.5 months old as of the time of
this commit.
* The pipeline rebind workaround was likely fixed years ago.
2026-03-26 10:58:12 +00:00
Jake Turner
759f1734ac
Fix Validation Warnings in VK_Descriptor_Heap
2026-03-26 08:38:41 +00:00
Jake Turner
0582078a9e
Fix up some minor C++ linter warnings in DXIL Debug source files
2026-03-25 11:49:28 +00:00
widberg
6aca8fac04
Fix CheckHookThread calling convention
...
`CreateThread` expects `lpStartAddress` to be a function with the
signature
DWORD WINAPI ThreadProc(
_In_ LPVOID lpParameter
);
on Win32 `WINAPI` is `__stdcall`, but `CheckHookThread` previously
had the effective signature
DWORD __cdecl CheckHookThread(LPVOID param);
because the calling convention was unspecified. The cast that was hiding
this error is also removed.
2026-03-25 00:31:43 +09:00
widberg
feb00dc235
Add missing comma
...
Without the comma, this
"igvk32.dll",
"igvk64.dll"
"igxelpgicd32.dll",
"igxelpgicd64.dll",
becomes
"igvk32.dll",
"igvk64.dlligxelpgicd32.dll",
"igxelpgicd64.dll",
2026-03-25 00:31:43 +09:00
widberg
9ebfb6a1bc
Remove #pragma once outside header
2026-03-25 00:31:43 +09:00
widberg
c3dcdee57c
Remove incorrect typename
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T::IsForwardReferenceable is a static boolean member, not a type.
2026-03-25 00:31:43 +09:00
widberg
8396ceabd7
Add enum underlying type
...
The forward declaration of InterpolationMode already included its
underlying type. This commit does the same for ResourceRetType and
ResourceDimension.
2026-03-25 00:31:43 +09:00
widberg
ec8f1d51f5
Move alignas
...
Placing `alignas` before the type is more in-line with the C++ standard,
Microsoft Learn examples, and other places in this codebase. While the
old way worked with MSVC, this is more consistent and improves
compatibility with other tools without affecting the MSVC build.
2026-03-25 00:31:43 +09:00
baldurk
3f08b821e5
Remove file from installer reference
2026-03-24 09:48:24 +00:00
Jake Turner
7946282ad3
Do not read baked command buffer info with ResourceId()
...
Avoid creating a default entry in the map
2026-03-23 12:01:14 +00:00