Commit Graph

75 Commits

Author SHA1 Message Date
baldurk ef0b68d76d Fix annotations tests to check for new vector member names 2026-03-12 12:44:35 +00:00
baldurk c2147b0233 Clarify that most info is unavailable for pixel history on secondaries
* Also fix a potential crash if dynamic rendering is used in secondaries.
2026-03-10 12:40:02 +00:00
baldurk 965d1c9568 Add demo tests for annotations 2026-01-28 14:42:11 +00:00
baldurk 48088ac07e Add handling of D3D shaders which declare no output value 2025-10-27 11:50:36 +00:00
baldurk d8fa6a1747 Revamp vulkan pixel history test to cover more cases
* The test is also written generically to be applied to other APIs uniformly
2025-10-27 11:50:35 +00:00
Jake Turner 9e63b3fb8c Enable VK_Groupshared test 2025-09-28 07:26:30 +01:00
Jake Turner decbcff6ab Enable Vk Workgroup and Subgroup tests 2025-09-24 12:04:37 +01:00
Jake Turner 08696443a0 Added workgroup performance tests and basic D3D11 Workgroup test
Added D3D11_Workgroup_Zoo, D3D12 Workgroup Zoo, Vk Workgroup Zoo performance tests

Performance tests primarily for performance testing workgroup debugging speed

Changed workgroup and subgroup result variable from "data" -> "testResult" to help to reduce conflicts
2025-07-21 09:16:56 +01:00
Jake Turner fc956fee61 Improvements to *_Groupshared tests
More checking of GSM local/global cache behaviour when debugging
One test is not GPU stable and its results are verified against hard coded expectation (this is to test the expected behaviour of the local GSM cache on the active thread)
2025-05-10 11:49:43 +01:00
Jake Turner 033a4d1e5a First version of python for *_Groupshared tests
Verify outval shader debugger variable matches the real generated data in outBuf
2025-05-07 12:12:57 +01:00
Jake Turner 2fbf85fad1 Divide up tests between Workgroup_Zoo and Subgroup_Zoo
Subgroup_Zoo : unit tests, non-trivial convergence tests moved to Workgroup_Zoo
Workgroup_Zoo : convergence tests, small number of unit tests (not full coverage)

Added checks for workgroup convergence in Workgroup_Zoo tests
* Vulkan uses barrier()
* D3D12 uses AllMemoryBarrierWithGroupSync()
* dispatches workgroup of 2x1x1
* test debug results for workgroup 1,0,0
2025-05-07 11:05:55 +01:00
baldurk d239a59ff0 Fix pick component type for S8 textures 2025-04-28 17:26:06 +01:00
baldurk 361624ff84 Add slight increase to error tolerance for SNorm textures 2025-04-28 17:10:53 +01:00
Jake Turner 258ab5b6e3 Change test helper to just check for asserts (not errors)
Setting the Vulkan layer produces two errors
2025-04-22 14:31:43 +01:00
Jake Turner a8de121cd0 Check for Asserts & Errors when running D3D12_Shader_DebugData_Zoo tests 2025-04-22 13:09:04 +01:00
Jake Turner eeac056816 VK and D3D12 Workgroup & Subgroup Zoo tests fail on Asserts or Errors
Check the renderdoc log for lines matching "Assertion" or "Error"
Using new helper function in testcase.py
def check_renderdoc_log(self, asserts: bool = True, errors: bool = True):
2025-04-22 12:33:56 +01:00
Jake Turner e14bc98e18 Added VK_Workgroup_Zoo, D3D12_Workgroup_Zoo tests
Tests specifically aimed at workgroup debugging i.e GSM and non-aligned subgroups
Not focused on unit tests of subgroup/quad instructions that is handled by *_Subgroup_Zoo
2025-04-18 13:58:09 +01:00
Jake Turner f50c85173b Unified Subgroup_Zoo VK and D3D12 python
Improved test failure reporting
2025-04-02 08:43:30 +01:00
Jake Turner dae198b39e Extend D3D12_Draw_Zoo to SM6 & SM6.6
To test the DXIL debugger
2025-03-20 13:52:19 +00:00
Jake Turner ac2da339ae Extend D3D12_Bufer_Truncation test to SM6.0 & SM6.6
To test the DXIL debugger
2025-03-20 13:52:19 +00:00
Tristan Ritchie 2eade4650b Add support for VK_KHR_maintenance5 2025-03-19 15:43:08 +00:00
baldurk 9de4a79859 Update tests to new descriptor interface 2024-04-10 18:58:52 +01:00
Jake Turner 7934d1d16e Change DebugPixel() to take a DebugShaderInputs struct
DebugShaderInputs struct contains existing the parameters:

sample
primitive

and a new parameter

view

Default constructor for DebugShaderInputs sets the parameters to NoPreference (~0U).
2024-03-13 07:58:48 +00:00
Jake Turner 8c5cbbecdf Depth overlay tests include a shader with discard 2024-01-11 14:42:25 +00:00
Jake Turner 3e08b6f451 Depth overlay test check pixels outside the drawcall are black 2023-12-12 14:16:06 +00:00
Dan Hawson 442b48bb77 Mesh exploder
New 'Exploded' visualisation mode in BufferViewer with new exploder controls
hidden when not in 'Exploded' mode.

Change 'solidShading' and 'solidShadeMode' to 'visualisation' and
'visualisationMode'.

Hide the 'highlightVerts' widget when using 'Exploded' vis for both
real-estate and practical implementation reasons.
2023-12-09 11:40:30 +00:00
Jake Turner dd0c888d11 Extend Overlay tests to include shader exported depth scenario 2023-12-05 15:26:57 +00:00
baldurk 32e1f62199 Give overlay test reasonable epsilons to account for shift 2023-12-01 11:59:14 +00:00
baldurk 9e79ba3416 Fix DXIL patching for quad overdraw
* Also tweak the test output to be more organised
2023-11-20 18:17:51 +00:00
Jake Turner 93506245c4 Add format name to overlay test python logging 2023-09-10 09:39:19 +01:00
Jake Turner 40090fb779 Extend Overlay tests to handle more depth stencil formats : GL
D32_S8, D24_S8, D32, D24, D16
2023-09-08 22:38:01 +01:00
baldurk 0851a9f1ad Fix S8 testing in GL_Discard_Zoo 2023-03-23 16:16:02 +00:00
baldurk 3ba61e20a6 Fix handling of proxying S8 textures 2023-03-16 16:55:21 +00:00
baldurk f23cb75633 Make sure sample mask does not affect normal texture overlays 2023-01-05 15:39:14 +00:00
baldurk 5a576c6957 Fix texture zoo tests not properly running tests on PNG loaded data 2022-12-15 15:20:11 +00:00
baldurk 0fc35e966f Fix Draw_Zoo tests for strip restart index changes 2022-09-02 14:03:39 +01:00
baldurk 4a0bc691a7 Add test that solid/lit rendering works on points and lines 2022-06-17 17:27:30 +01:00
baldurk 8aa0390948 Add string messages to returned result codes to display to user
* Most of the main entry points that can fail with relevant reasons now has a
  way of specifying a message to return with it. This message can be displayed
  to the user to give more information or context about an error.
2022-04-26 16:21:54 +01:00
baldurk 861f55b467 Test picking empty draws in mesh view 2021-11-19 12:26:06 +00:00
baldurk 3cec544508 Patch quad overdraw shaders on D3D12 to follow rules. Closes #2356
* This is a stupid requirement as the quad overdraw shader doesn't use any
  interpolators, but the D3D12 runtime complains and refuses to create a PSO
  unless the PS has a matching signature. This works as long as the position was
  the first output from the previous stage, but if it isn't the PSO fails to
  create.
* To fix this, we take the existing shader and patch it by grafting the output
  signature from the last stage over onto the input signature, and patching up
  where the position is.
2021-10-20 17:22:43 +01:00
baldurk 97dfda3c3c Fix use of GetCBufferVariableContents in tests 2021-10-18 10:20:08 +01:00
baldurk a1b5f01159 Fix tests with references to removed properties 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
baldurk 1ed4b561e6 Fix discard patterns to work correctly with multisampled UINT textures 2021-05-27 14:18:05 +01:00
baldurk efd2a50a3a Use python datetime for calculating durations, not time.time() 2021-05-04 14:12:03 +01:00
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 13ead841a4 Add tests of cubemaps on GL
* GL treats cubemaps in a more special/different way than other APIs
2021-02-01 12:49:02 +00:00
baldurk 20d8ae2dcf Fix display of 3D texture slices when linear sampling
* When displaying mip 0 of a texture at less than 100% zoom we linear sampling,
  but we don't want to linear sample across slices. Adding a half pixel offset
  in z ensures we sample precisely on the slice itself.
2021-01-20 17:15:34 +00:00
baldurk 232c4a9ecb Fix texture zoo tests 2020-12-10 16:40:10 +00:00