baldurk
8e4b44aed7
Add test of integer offsets on texture sample for D3D shader debug
2022-06-30 13:51:26 +01:00
baldurk
1928315de5
Fix a copy-paste error in D3D12_Compute_Only test
2022-06-24 13:34:46 +01:00
baldurk
7d9a1a05b8
Correctly handle programs that don't create graphics queues
2022-06-21 15:31:41 +01:00
baldurk
4a0bc691a7
Add test that solid/lit rendering works on points and lines
2022-06-17 17:27:30 +01:00
baldurk
71d7f000c4
Add test for D3D12 texture contents including with DENY_SHADER_RESOURCE
2022-06-17 17:27:30 +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
...
* 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
Benoit Dumesnil
2ace1fe84d
Add test of D3D12 bindless feedback for shadermodel 6.6.
2022-03-21 11:30:47 +00:00
Benoit Dumesnil
e47450a43b
Fix test of D3D12 bindless feedback.
...
Fix a typo in a comment in D3D12_Descriptor_Indexing.py.
Fix UAV using a typed buffer view instead of a structured buffer view.
Fix SetDescriptorHeaps being called before ClearUnorderedAccessViewUint
2022-03-21 11:30:47 +00:00
baldurk
fcdea67879
Update copyright years to 2022
2022-02-17 17:38:32 +00:00
baldurk
d0563ebaea
Fix array overrun in test
2022-01-10 12:51:37 +00:00
baldurk
22d4dc4574
Don't create temporary device if D3D12 is not supported
2021-11-26 10:59:22 +00:00
baldurk
861f55b467
Test picking empty draws in mesh view
2021-11-19 12:26:06 +00:00
baldurk
8f51857c69
Test D3D12 placed resources keeping a reference on their heap
2021-11-19 11:22:53 +00:00
baldurk
ff1fc1c20f
Test handling of residency refcounting and placed resources on D3D12
2021-11-15 15:07:56 +00:00
baldurk
4d906c5007
Check that multiple D3D12 devices with different resources doesn't break
2021-11-11 15:54:47 +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
a490606012
Handle D3D12 CreateConstantBufferView with a NULL desc
2021-07-28 14:01:13 +01:00
baldurk
d2a03c6e06
Fix filling in missing components on typed buffer loads
2021-07-28 11:37:13 +01:00
baldurk
a3a0aae660
Handle fixed index lookups in array resources
2021-07-19 16:51:50 +01:00
baldurk
abe0787bb2
Add test of D3D12 bindless feedback
2021-07-15 16:41:23 +01:00
baldurk
81b4d3d804
Add public domain md5 library and implement modified DXBC container hash
...
* This allows us to disabled any requirement for "experimental shaders".
2021-07-07 19:18:32 +01:00
baldurk
23fe6ae67f
Remove SM5.0 test for D3D12 AMD shader extensions
...
* This seems not to work and is not officially supported so there's little value
in testing it.
2021-07-05 14:20:48 +01:00
baldurk
1ed4b561e6
Fix discard patterns to work correctly with multisampled UINT textures
2021-05-27 14:18:05 +01:00
baldurk
732ccb2d89
Fix D3D12_AMD_Shader_Extensions test for DXIL support
...
* We can't build with -O0, it has to be at least -O1 for DXIL. We also need -Ges
/ strictness on both builds.
2021-05-10 17:02:49 +01:00
baldurk
f530392bc1
Check that destroying a command allocator mid-capture works OK
2021-04-30 16:58:55 +01:00
baldurk
2af11c5395
Add test of AMD extensions in D3D12
2021-04-30 16:41:17 +01:00
baldurk
f085d1682f
Test stream-created PSOs create correctly
...
* Where possible we test empty AS/MS to ensure they're ignored, though I don't
run any windows versions that support this at the runtime level.
2021-04-30 12:41:22 +01:00
baldurk
9c29ae6393
Check for SRV/UAV typed access to 16-bit types
...
* This is possible on D3D11 but only with certain cap bits, it's simpler to test
on D3D12 and the DXBC debugger will go through the same path for both.
2021-04-29 16:50:12 +01:00
baldurk
7ff6300843
Add test of D3D12 VRS features
2021-04-29 16:18:06 +01:00
baldurk
26aa09c665
Refactor D3D12 tests to check for options once in Prepare
2021-04-29 12:52:28 +01:00
baldurk
aac9e762bc
Test that empty execute indirects don't crash
2021-04-29 11:26:14 +01:00
baldurk
db21020000
Ensure that overlay tests don't crash if multiple UAVs use register 0
2021-04-16 14:23:20 +01:00
baldurk
2720ff354a
Test structured export/import of MSAA textures
2021-04-15 15:34:14 +01:00
baldurk
0513914c42
Test that correct root-constant entry is used for cbuffer values
2021-02-01 13:39:09 +00:00
baldurk
106999a43a
Fix leak of descriptor memory during each capture on D3D12
2021-01-25 11:13:28 +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
086b038d0b
Add simple checks for large memory leaks
...
* Smaller memory leaks are harder to differentiate from noise, so we go for a
large enough leak to be noticable over time (50,000 frames).
2021-01-19 15:22:12 +00:00
baldurk
bb5834fd1c
Add test of root signature ranges larger than the descriptor heap
2021-01-13 16:07:43 +00:00
baldurk
f5a99d47a2
Update D3D headers in test project
2021-01-13 14:25:54 +00:00
baldurk
026da176bb
Update copyright years to 2021
2021-01-13 13:56:10 +00:00
baldurk
b01c84f051
Implement proper handling for unbound views in shader debugging
...
* We force FetchUAV/FetchSRV to always return something, and it can be empty if
the resource is unbound meaning we get proper OOB behaviour for it. The D3D12
implementation still prints an error message for registers that don't
correspond to the root signature at all, but for D3D11 we silently allow it.
2021-01-05 18:26:27 +00:00
baldurk
bd342e1596
Fix buffer overrun in D3D12_Draw_Zoo
2020-12-10 16:46:01 +00:00
baldurk
55b84f4e7c
Test that creating root signatures identical to internal sigs works OK
2020-10-29 16:27:31 +00:00
baldurk
ed0138a242
Test that debugging sampling from vert shaders in D3D12 works correctly
...
* We also test that pixel shaders can be debugged even if they have
DENY_ROOT_SIGNATURE_ACCESS enabled.
2020-10-29 16:12:33 +00:00
baldurk
ffd8827812
Add test that tries to stress reallocation/pool allocation of commands
2020-10-29 15:08:50 +00:00
baldurk
3465809447
Add test that different list/queue types are handled in D3D12
2020-10-29 12:51:29 +00:00
baldurk
cf8e8a15fe
Test dimension fetching in D3D12 shader debugging with NULL desc struct
2020-10-22 16:02:59 +01:00
baldurk
8bdd9585f5
Test D3D discards with NULL region or rects
2020-10-22 15:10:17 +01:00
baldurk
ec73718cf0
Test that overlays work on D3D12 with no viewport or scissor bound
2020-10-22 14:48:33 +01:00