baldurk
7b1995a7ba
Properly handle offsets on memory maps in vulkan
2020-08-04 13:59:45 +01:00
baldurk
39431bb83f
Don't flush mapped memory in driver for detected coherent memory writes
2020-07-31 17:20:25 +01:00
baldurk
351687eb87
Test that D3D11 shader debugging doesn't internally pollute state
2020-07-31 16:24:59 +01:00
baldurk
9ce60a0b6e
Test that OpenExistingHeapFromAddress can be captured and replayed
2020-07-29 15:39:04 +01:00
baldurk
d03acd3b6c
Test reading instanced data via client memory pointers in GL
2020-07-29 15:17:45 +01:00
baldurk
c8c281b503
Test swizzles on byte address buffer loads
2020-07-29 14:52:05 +01:00
baldurk
624da2fb25
Add test that we don't crash on draws with new viewports
2020-07-27 16:17:13 +01:00
baldurk
691ee0c348
Don't overwrite GL state when creating text-rendering data. Closes #1994
2020-07-27 16:17:12 +01:00
baldurk
e147a5a6d1
Test OpLine/OpNoLine being intermingled with function header
2020-07-24 16:33:34 +01:00
baldurk
331aabcde6
Include test process output into test log
2020-07-21 19:57:09 +01:00
baldurk
9f4f68a76b
Add an unhandled exception handler on windows to print crashes to output
2020-07-21 19:57:09 +01:00
baldurk
b540f631ab
Don't overwrite idx variable with loop iterator
2020-07-21 19:57:09 +01:00
baldurk
f6babe77fd
Handle depth clipping and depth bounds failure separately
...
* This prevents truly depth-clipped fragments from being wrongly reported as
other failures like backface culling.
2020-07-20 16:07:36 +01:00
baldurk
7a885ae9bd
Tweak ISA checks
2020-07-17 16:53:35 +01:00
baldurk
2bc59d1610
Fix mesh checks for extended dynamic state test
2020-07-17 16:53:35 +01:00
baldurk
a46e86f191
Ensure indirect buffer is properly cleared on first run
2020-07-17 16:53:35 +01:00
baldurk
c6ef3f1006
Properly enable indirect count feature on VK1.2
2020-07-17 16:53:35 +01:00
baldurk
76caaba8bb
Avoid use of EXT_direct_state_access in demos
2020-07-17 16:53:35 +01:00
baldurk
845710d58a
Fix compile error in demos on linux
2020-07-17 16:53:35 +01:00
baldurk
e8b61fbf30
Serialise name in GL program block binding calls, to remap index
...
* The block index may change between capture and replay, so serialising the
index alone is unstable similar to locations. Program initial states already
serialise by name, but if a capture contains a block binding change mid-frame
this could serialise wrongly.
2020-07-17 16:53:35 +01:00
baldurk
485f7d21fc
Make overlays interact consistently with viewport/scissor
...
* We also add a red/green display to the viewport and scissor overlay to show
pixels that fail the scissor test.
2020-07-17 16:53:34 +01:00
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
baldurk
c912ccc3a8
Fix lookup of source var that references an array
2020-07-16 20:45:20 +01:00
baldurk
1316dbc65b
When iterating captures, don't compare outputs that are uninitialised
2020-07-16 20:45:20 +01:00
baldurk
7ab794ffb3
Update vulkan pixel history test to exercise recent changes
2020-07-16 20:45:20 +01:00
baldurk
f49c10bcca
Fix tests that got broken by sharing shaders
2020-07-16 20:45:19 +01:00
baldurk
08a3d05e71
Explicitly note which modifications in pixel history are unavailable
2020-07-16 20:39:25 +01:00
baldurk
7927ff2e40
Add tests of shaders that don't use GLSL.450 & have 0 stageFlags binds
2020-07-15 15:34:37 +01:00
baldurk
e1f90b4b01
Add test that validation layers and extensions can be captured
2020-07-15 14:11:42 +01:00
baldurk
5c57493855
Share common shader source on vulkan
2020-07-15 14:05:20 +01:00
baldurk
b0f4a11b98
Test glBindBuffersBase doesn't crash when passed NULL
2020-07-14 18:00:50 +01:00
baldurk
79e460f3e6
Test that we can change entry point names when editing shaders in vulkan
2020-07-14 17:58:10 +01:00
baldurk
7ebe4e5ac1
Add test that GL state isn't trashed by initial contents or overlay
2020-07-14 17:52:40 +01:00
baldurk
a395ec8560
Increase GL_Large_Buffer test to check >2GB buffer
2020-07-14 17:22:01 +01:00
baldurk
1df39247fa
Fix access to render state in D3D12
...
* We need to copy the external-facing m_RenderState into the partial command
buffer's state for partial replay, in case it was modified externally.
* Also when accessing the render state inside a drawcall callback we need to use
the command buffer's local state, not m_RenderState which isn't updated until
the replay completes.
2020-07-14 14:08:54 +01:00
baldurk
02a54be6ad
When replaying resource discards fill with explicit pattern. Closes #284
...
* This helps catches cases where a discarded image is accidentally used and in
many cases may still have valid data. Particularly on Vulkan this is relevant
for DONT_CARE renderpass load and store ops.
2020-07-13 17:29:11 +01:00
baldurk
0d026a43d6
Remove CompType::Double
...
* This is a leftover artifact from before we had general extended type support
and double was the only non-32 bit type we handled. Now we support most type
formats so doubles are just CompType::Float with 8 byte width
2020-07-12 10:52:10 +01:00
baldurk
02c1669a4d
Better handle failures inside nested test sections
2020-07-06 11:14:02 +01:00
baldurk
35854957db
Add support for VK_EXT_extended_dynamic_state
2020-07-03 15:43:00 +01:00
baldurk
4c885f0ebf
Update official vulkan headers to 1.2.145
2020-07-02 17:40:21 +01:00
baldurk
ceb20f11cb
Make pixel history test more forgiving with comparison epsilon
2020-07-02 15:10:02 +01:00
baldurk
aa3fda9baa
Fix DXIL check to work on any dxc version
2020-07-02 10:07:42 +01:00
baldurk
46552fa03f
Fix VK_Shader_ISA test to work on radv
2020-07-01 18:09:24 +01:00
baldurk
ef6439dd47
Add missing vulkan tests on linux demos project
2020-07-01 18:09:24 +01:00
baldurk
b26fdae758
Ensure aggressive dead-code stripping doesn't break tests
2020-07-01 18:09:24 +01:00
Steve Karolewics
270700c290
Fix reporting of DXC errors in test app
...
Fallback to compiling without -Qembed_debug if it fails, to support
older Windows 10 SDKs
2020-07-01 10:45:40 +01:00
baldurk
6d23e59aa6
Support specifying next chain to instance creation, and inst extensions
2020-06-29 13:10:51 +01:00
baldurk
586676ff38
Ensure android build happens with our SDK
2020-06-29 13:10:50 +01:00
baldurk
a0c66317e3
Add test of DXBC and DXIL D3D12 shader reflection
2020-06-19 14:46:00 +01:00
baldurk
ab5c527489
Update D3D12 cbuffer test to check DXIL
2020-06-19 14:46:00 +01:00