baldurk
d88eff15f3
Update execute indirect test to verify more complex EI behaviour
2023-09-18 12:19:36 +01:00
baldurk
1bfe6d1492
Add dedicated test for VK_Counters so GPU duration isn't degenerate
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* Some cards run it so fast that the triangle takes "0" microseconds
2023-09-12 21:53:23 +01:00
Jake Turner
bfe89e4c17
Extended test to include a test for GL uniform array of size 1
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ie.
uniform float2_struct M[1];
2023-09-05 09:36:11 +01:00
William Pearson
71e886cecc
Add demo/test for many primitives hitting the same pixel in one drawcall
2023-08-09 10:58:04 +01:00
baldurk
d23cf4bf0b
Allow a little latitude on expected line numbers in callstacks test
2023-08-04 17:06:03 +01:00
Jake Turner
53bf231104
Extend D3D12 Execute Indirect test
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Change it to do 8 indirect draws with a clear in between.
Check the pixel and mesh data for each draw is correct (simple triangle)
2023-07-03 13:05:10 +01:00
baldurk
d57a7c9979
Fix error message in D3D12 compute test
2023-05-18 17:04:39 +01:00
baldurk
cc3d383287
Manually check depth bounds test in vulkan pixel history
2023-04-14 16:08:10 +01:00
baldurk
fb0b643c55
Mark non-final fragments as having unknown stencil in pixel history
2023-04-14 16:08:10 +01:00
baldurk
36731cb841
Handle maps on D3D12 of different aliases in a placed heap
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* We need to check for map writes even if the mapped buffer isn't the one that's
referenced by a submit but still overlaps it. We do this by moving to the heap
for all placed resources so any map to a buffer on a heap is checked as long
as any buffer bound to that heap is referenced.
2023-03-13 17:39:16 +00:00
Tony T
df7ed64ad0
Create separate shader for sint, uint and floats
...
Co-authored-by: Orson B <obraines@gmail.com >
Signed-off-by: Tony T <tony@tonytascioglu.com >
2023-03-13 10:20:07 +00:00
Bruce He
50afbb05bc
Address other comments
2023-03-13 10:20:07 +00:00
Bruce He
692617d814
Rename test gl_pixelhistory_formats to gl_pixel_history
2023-03-13 10:20:07 +00:00
Orson Baines
08be49dce3
Add first unit test for Open GL Pixel History
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- Support for integer texture formats in OpenGL Pixel History implementation
- Test reading pixels from a triangle with a variety of texture formats
2023-03-13 10:20:07 +00:00
baldurk
2c2bafa1a6
Add protection on D3D12 for bad internal API calls from python
2023-03-09 13:23:19 +00:00
baldurk
86d101eb88
Add test to make sure replay and analysis features work with library PSO
2023-01-12 15:20:28 +00:00
baldurk
220b26aa59
Handle collisions with existing UAVs in root signature when patching
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* When debugging a pixel or doing quad overdraw we replace the pixel shader and
patch in our own UAV. Previously we were moving other UAVs out of the way that
were visible to the pixel shader, but this fails if a UAV is visible to all
stages and used in a vertex stage.
* Now instead for pixel shader inputs we pick a free space and use it. For quad
overdraw we pick an arbitrary high space to hopefully use the precompiled
shader, and if it's somehow not free we recompile the shader with a free
space.
2023-01-06 16:53:20 +00:00
baldurk
f3fd33defb
Always run drawcall overlay in tests
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* Ideally we would also include mesh output here, but we would need a way to
clear the postvs cache every so often to avoid bloating, otherwise it will
generate too much data iterating the whole capture.
2022-12-05 11:02:59 +00:00
baldurk
7aac39613c
Check mesh output and overlays in Iter_Test
2022-12-05 10:00:35 +00:00
baldurk
69c1990035
Fix handling of descriptor feedback in iterating arrays
2022-11-21 15:22:43 +00:00
baldurk
3ec6986ac4
Test that descriptor arrays of dynamic UBOs have offsets replayed
2022-11-18 14:21:14 +00:00
baldurk
62bfec8442
Test empty submits are properly processed
2022-11-18 12:37:45 +00:00
baldurk
108e4695df
Add a test for resources being accessed in-shader then overwritten
2022-11-17 18:22:57 +00:00
baldurk
14484cc67c
Slightly increase D3D12 leak check threshold
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* We're now caching descriptor data so we deliberately allocate a bit more
memory. This will still allow us to catch egregious leaks.
2022-11-15 13:11:16 +00:00
baldurk
338541cf3f
Handle streams properly in vulkan GS output fetch. Closes #2745
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* We only display the rasterized stream in the mesh output view.
2022-10-12 16:08:59 +01:00
baldurk
18f41c6fb6
Add test of secondary command buffer dynamic rendering
2022-10-07 11:20:06 +01:00
baldurk
aa412ddf89
Don't hard-fail on results of undefined tests in shader debug zoo
2022-09-19 16:44:56 +01:00
baldurk
00d7827d06
Allow a ~500 difference between PS invocations and samples passed
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* This can be caused by overshading/rasterization differences
2022-09-19 16:44:56 +01:00
Shahbaz Youssefi
ed4c3756d0
Enable primitive restart for list topologies
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This is supported by OpenGL, and on Vulkan with
VK_EXT_primitive_topology_list_restart. On Vulkan, all drivers are
known to support this even without
VK_EXT_primitive_topology_list_restart. On D3D, primitive restart is
only supported for strip topologies.
Previously, RenderDoc specifically disabled primitive restart for
non-strip topologies. In this change, that is no longer done. If the
app enables primitive restart, so will RenderDoc behave accordingly. It
would be the responsibility of the app to avoid primitive restart if the
API doesn't allow it.
2022-08-29 14:59:14 +01:00
Jake Turner
01184079c3
Test editing vulkan compute shader
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Replace existing HLSL compute shader with a GLSL compute shader
2022-07-05 13:37:47 +01:00
Jake Turner
5b2b988bb3
Test changing vulkan compute shader entry-point
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Commit for original bug fix:
"Fix entry-point remapping when editing compute shaders on vulkan"
c81a522360
2022-07-05 13:37:47 +01:00
baldurk
4dc80c1793
Use non-legacy ASIC to generate AMDIL
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* This may break on drivers old enough to not recognise the first non-legacy
ASIC, but that is much rarer than new drivers that have dropped support for
the old ones.
2022-06-30 15:41:45 +01:00
baldurk
8e4b44aed7
Add test of integer offsets on texture sample for D3D shader debug
2022-06-30 13:51:26 +01:00
baldurk
7d9a1a05b8
Correctly handle programs that don't create graphics queues
2022-06-21 15:31:41 +01:00
baldurk
687c11ba68
Fix handling of 64-bit integer vertex attributes in mesh output fetch
2022-06-20 16:47:50 +01:00
baldurk
71d7f000c4
Add test for D3D12 texture contents including with DENY_SHADER_RESOURCE
2022-06-17 17:27:30 +01:00
baldurk
20b496fc7a
Add test of integer bare uniforms on GL
2022-06-17 17:27:30 +01:00
baldurk
ef003ec881
Test depth bounds serialisation on GL
2022-06-17 17:27:30 +01:00
baldurk
fd2ae37a8b
Test overlay rendering with separable shader programs
2022-06-17 17:27:30 +01:00
baldurk
6a006625f2
Ignore rasterizerDiscardEnable == true if it is dynamic. Closes #2617
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* Normally we have to ignore subsequent states as potentially garbage pointers
if discard is enabled, but when it's dynamic state we have to ignore its
valid.
2022-06-17 10:46:14 +01:00
baldurk
a351fc14f4
Fix tests for API changes
2022-05-24 12:48:17 +01:00
baldurk
e925688913
Fix use-after-free when freeing vulkan postponed memory. Closes #2573
2022-05-23 13:56:05 +01:00
baldurk
8566d55650
Add missing value check in GL_CBuffer_Zoo
2022-05-20 14:15:31 +01:00
baldurk
cef00a102b
Add struct VarType and combine flags into single field
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* This is not a space saving right now, but allows more flags to be added
without adding more storage.
2022-05-20 13:37:25 +01:00
baldurk
4953adde03
Add a test of KHR_Dynamic_Rendering
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* Not all possible interactions are currently tested, but at least the ones that
have been broken in the past.
2022-05-03 18:47:27 +01:00
baldurk
cfdbc3da57
Remove outdated experimental feature check
2022-05-03 15:30:47 +01:00
baldurk
a9562c87f5
Test that discard patterns don't disturb bound state on vulkan
2022-05-03 15:30:20 +01:00
baldurk
96a7639c2e
Add test of flow control constructs in D3D11 shader debugging
2022-05-03 14:06:07 +01:00
baldurk
04c62f9595
Add a test debugging shaders on D3D12 with banned flags in the root sig
2022-04-28 14:19:38 +01:00
baldurk
7066692262
Test that sampler heaps are represented in structured data properly
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* This is a test of a specific case of lazy serialisation, but in particular
D3D12 descriptors do some aliasing tricks for types to compress the data, so
repeated serialisation needs to be safe.
2022-04-28 13:39:37 +01:00