baldurk
e15df3a75c
Test that glBindProgramPipeline(0) generates no errors
2022-06-17 17:27:30 +01:00
baldurk
db06aaa2de
Test that recreating renderbuffers doesn't leak resources
2022-06-17 17:27:30 +01:00
baldurk
4a0bc691a7
Add test that solid/lit rendering works on points and lines
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
1f1f1fae2d
Fix some issues with tests found running on linux
2022-05-26 13:43:46 +01:00
baldurk
c1240effe3
Test alternative functions for binding contexts on GL
2022-04-28 14:05:38 +01:00
baldurk
fcdea67879
Update copyright years to 2022
2022-02-17 17:38:32 +00:00
baldurk
745bff2eeb
Fix tests not passing a window title
2022-02-11 11:52:36 +00:00
baldurk
861f55b467
Test picking empty draws in mesh view
2021-11-19 12:26:06 +00:00
baldurk
799f3a806b
Add tests of multi-bind GL functions that take NULL arrays
2021-11-15 13:32:10 +00:00
baldurk
77e11abf07
Test that mapping and unmapping a "persistent" buffer each frame works
2021-11-11 15:20:43 +00:00
Jake Turner
59ca2811ef
Change glGetInternalformativ bufSize values
...
Specify the maximum count of parameters instead of number of bytes
i.e.
GLint iscol;
GL.glGetInternalformativ(target, fmt, eGL_DEPTH_COMPONENTS, sizeof(GLint), &isdepth);
becomes
GL.glGetInternalformativ(target, fmt, eGL_DEPTH_COMPONENTS, 1, &isdepth);
From GL references pages: https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glGetInternalformat.xhtml
bufSize
Specifies the maximum number of integers of the specified width that may be written to params by the function.
2021-07-12 20:36:00 +01:00
thisisjimmyfb
f64cba8e91
Add test to show drawcall count is incorrect
2021-06-26 09:28:42 +01:00
baldurk
1ed4b561e6
Fix discard patterns to work correctly with multisampled UINT textures
2021-05-27 14:18:05 +01:00
baldurk
47e13a30d4
Add test of GL renderbuffer variants
2021-04-16 13:31:08 +01:00
baldurk
2720ff354a
Test structured export/import of MSAA textures
2021-04-15 15:34:14 +01:00
baldurk
83f99b6e56
Fix compile errors in demos project in linux
2021-03-22 18:37:09 +00:00
baldurk
7a8b4a4664
Fix compile and code style errors in GL_Simple_Triangle
2021-03-15 09:58:57 +00:00
Jake Turner
1985d126c7
Converted gl_simple_triangle test to OpenGL 4.1
2021-03-14 11:17:31 +00:00
Jake Turner
1e90d20185
Changed GL test default shaders to be version 410
2021-03-14 11:17:31 +00:00
Jake Turner
7ab0cac68b
Fix C++11 error assign string literal to char*
...
error: ISO C++11 does not allow
conversion from string literal to 'GLchar *' (aka 'char *') [-Werror,-Wwritable-strings]
2021-02-18 15:41:40 +00:00
baldurk
6b12864a7b
Ensure pixel pack/unpack buffers don't break overlays on GL
2021-02-01 13:22:40 +00:00
baldurk
28bf213382
Test APIs where scissor can be disabled doesn't affect overlays
2021-02-01 13:14:28 +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
019d75cd0d
Fix demos project compilation on linux
2021-01-22 14:19:33 +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
84dabc7b54
Update buffer size when it resizes mid-capture. Closes #2149
...
* We need to be careful with this, as we want to update the buffer's creation
chunks without invalidating any data that may be present there.
2021-01-18 12:20:16 +00:00
baldurk
a083680b08
Test that primitive restart is enabled for either GL state
2021-01-13 16:29:01 +00:00
baldurk
026da176bb
Update copyright years to 2021
2021-01-13 13:56:10 +00:00
baldurk
9a6ec5282d
Don't build GL_Callstacks demo in release
...
* The nice callstacks we're looking for won't happen in release builds.
2020-12-10 16:56:34 +00:00
baldurk
883e023259
Avoid use of EXT_direct_state_access in tests
...
* Mesa doesn't implement the EXT version, only the KHR version
2020-11-24 16:47:35 +00:00
baldurk
7dec9933f6
Test that creating and destroying contexts doens't have side effects
2020-10-29 15:45:04 +00:00
baldurk
a83485d14c
Test that counters and mesh output still work even if in use in capture
2020-10-22 15:40:15 +01:00
baldurk
3f8fb1e1b6
Add MSAA case to overlay tests
2020-10-22 14:11:01 +01:00
baldurk
c22ff8fc69
Force sRGB rendering in multithreaded test
2020-10-19 16:56:04 +01:00
baldurk
4174624071
Test that glFrameTerminatorGREMEDY works in GL_Parameter_Zoo
2020-10-02 17:47:31 +01:00
baldurk
5a6feec9c1
Speculative fix for intermittent failure in GL_Multithread_Rendering
...
* It seems like on nv windows we need to explicitly rebind the main context to
the main thread and give each worker thread its own window, to prevent the
worker thread from being unable to bind its context sometimes.
2020-09-04 12:39:04 +01:00
baldurk
d03acd3b6c
Test reading instanced data via client memory pointers in GL
2020-07-29 15:17:45 +01:00
baldurk
691ee0c348
Don't overwrite GL state when creating text-rendering data. Closes #1994
2020-07-27 16:17:12 +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
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
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
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