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
baldurk 2322e165de Update copyright years to 2025 2025-03-14 18:54:37 +00:00
baldurk dea24cd5d8 Add BDA support to AllocatedBuffer in demos
* This requires setting vmaBDA to true, which is opt-in as it applies
  universally to all memory allocations in the test. We don't know if there are
  driver impacts from enabling BDA and it may also mess with our tests.
2024-11-20 15:49:53 +00:00
Jake Turner 141354a2a4 Extended VK_KHR_Buffer_Address test to cover #3346
One extra draw from GPU memory which doesn't change and is unmapped during the draw loop
2024-06-11 12:05:27 +01:00
baldurk 9f4f0e6aa1 Update copyright years to 2024 2024-02-12 11:04:52 +00:00
Jake Turner 932d1b1754 Basic Test for VK_KHR_Buffer_Address
Compare the pixel shader debugger result against the GPU rendered output
Compare the vertex shader debugger results against the postVS output
2024-01-17 08:24:51 +00:00
Eric Long f36d8a3b23 RISC-V support
With some addition to macros the project is able to build on riscv64
machine.

plthook has added RISC-V support upstream [1]. However upstream has
changed their code quite a bit, so I just modified the current vendored
version.

[1]: https://github.com/kubo/plthook/commit/a564738a4707fc5eb4d388b9e97eeab51b8c9d56
2023-09-29 17:26:11 +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 33d36788a6 Always check mapped memory for changes if it has BDA buffers
* Normally we only check mapped memory when it's referenced during capture by
  some binding, but for BDA we don't have bindings so we have to conservatively
  check it every time.
2021-09-13 19:13:30 +01:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
baldurk a3007ffa05 Make sure BDA capture/replay bit is enabled 2021-01-13 10:42:46 +00:00
baldurk 7c9c27e9ce Keep buffer device address buffers and memories alive during capture
* If we don't do this, the application could create a buffer/memory and use it
  then destroy it and create another one in the same capture. The driver could
  assign the same opaque capture address to both buffers even though they
  "overlap" in the capture because they don't overlap in actual execution.
* Slightly artificially extending the life of the resource to the end of the
  capture ensures the driver gives them non-overlapping device addresses.
2020-05-26 14:18:27 +01:00
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 2916c0f9f7 Update copyright years to 2020 2020-01-06 16:20:45 +00:00
baldurk 289e159072 Add padding to struct definitions in shaders, for better formatting 2019-11-29 13:53:45 +00:00
baldurk b16dda9d4a Update to vulkan headers 1.1.129
* Expand handling for EXT_buffer_device_address to cover
  KHR_buffer_device_address
2019-11-27 16:14:40 +00:00