Commit Graph
5 Commits
Author SHA1 Message Date
baldurk 7c9c27e9ce Keep buffer device address buffers and memories alive during capture
* If we don't do this, the application could create a buffer/memory and use it
  then destroy it and create another one in the same capture. The driver could
  assign the same opaque capture address to both buffers even though they
  "overlap" in the capture because they don't overlap in actual execution.
* Slightly artificially extending the life of the resource to the end of the
  capture ensures the driver gives them non-overlapping device addresses.
2020-05-26 14:18:27 +01:00
baldurk 06570ea7ad Remove backbuffer comparisons from test suite, simplify default triangle
* It's not particularly scalable and can be brittle to driver changes, and we
  can use targeted specific pixel tests to check what we really want - to see if
  the output has rendered correctly.
* Overlay tests still check files directly - this is a future refactor to
  remove.
2020-02-11 17:11:33 +00:00
baldurk 2916c0f9f7 Update copyright years to 2020 2020-01-06 16:20:45 +00:00
baldurk 289e159072 Add padding to struct definitions in shaders, for better formatting 2019-11-29 13:53:45 +00:00
baldurk b16dda9d4a Update to vulkan headers 1.1.129
* Expand handling for EXT_buffer_device_address to cover
  KHR_buffer_device_address
2019-11-27 16:14:40 +00:00