baldurk
40b86b63fb
Update code for new SSL libraries in new Qt version
2021-01-27 17:06:09 +00:00
baldurk
56c5c18aac
Tweak leak threshold on vulkan test
...
* It seems like some drivers don't free some memory from the resident set until
a certain point, meaning the peak memory is higher after a couple of captures
then goes down. This isn't a true leak and us checking the entire process's
working set size is a very poor litmus test, so bumping this value is fine.
2021-01-27 00:29:46 +00:00
baldurk
5aadf1d649
Fix Iter_Test invalid python tuple use
2021-01-25 12:21:22 +00:00
baldurk
106999a43a
Fix leak of descriptor memory during each capture on D3D12
2021-01-25 11:13:28 +00:00
baldurk
e292bae3fa
Update valgrind suppression file
2021-01-22 14:57:23 +00:00
baldurk
5ce6093661
Pick resident set memory for current memory usage on linux
...
* The virtual size can be much bigger than the actual amount of memory in use
that we care about.
2021-01-22 14:20:11 +00:00
baldurk
019d75cd0d
Fix demos project compilation on linux
2021-01-22 14:19:33 +00:00
baldurk
f45bdcb49a
Fix Iter_Test and Repeat_Load for newest python API
2021-01-22 13:24:48 +00:00
baldurk
20d8ae2dcf
Fix display of 3D texture slices when linear sampling
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* 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
f263e244f4
Tweak allowed memory increase when loading VK_Large_Descriptor_Sets
2021-01-19 17:25:35 +00:00
baldurk
0a5353a398
Test inverse viewport height in VK_Mesh_Zoo, with rendering and picking
2021-01-19 17:20:59 +00:00
baldurk
64131e0510
Test vulkan overalys with rasterizer discard and otherwise invalid state
...
* E.g. no viewport/scissors bound.
2021-01-19 16:43:57 +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
7e5fc40779
Ignore number of captures made in D3D11_Swapchain_Zoo
2021-01-18 14:18:34 +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
86ca794494
Add test to check ID3DDeviceContextState refcounting/rewrapping
2021-01-15 11:33:13 +00:00
baldurk
a083680b08
Test that primitive restart is enabled for either GL state
2021-01-13 16:29:01 +00:00
baldurk
bb5834fd1c
Add test of root signature ranges larger than the descriptor heap
2021-01-13 16:07:43 +00:00
baldurk
ec50e9005a
Test inline uniform block descriptors in VK_CBuffer_Zoo
2021-01-13 15:32:09 +00:00
baldurk
92192ef348
Add test to ensure vkBindBufferMemory2 can be split up
2021-01-13 14:48:40 +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
a3007ffa05
Make sure BDA capture/replay bit is enabled
2021-01-13 10:42:46 +00:00
baldurk
8ed47fd75a
Update vulkan headers to 1.2.166
2021-01-11 15:55:21 +00:00
baldurk
c63d222c69
Update linux build to compile against Qt 5.15.2
2021-01-08 15:39:02 +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
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
bd342e1596
Fix buffer overrun in D3D12_Draw_Zoo
2020-12-10 16:46:01 +00:00
baldurk
8b5234d0af
Fix texture zoo remote server launch when running from renderdoccmd
2020-12-10 16:40:26 +00:00
baldurk
232c4a9ecb
Fix texture zoo tests
2020-12-10 16:40:10 +00:00
baldurk
68d690a912
When rendering overlays, clear to transparent black
...
* This might cause some fringing artifacts when at low scales due to non-PMA
colors but it means there are no false-positive green pixels.
2020-12-09 18:16:08 +00:00
baldurk
7ff7e0a71d
Replace fixed C arrays with wrapper class in public interface
...
* These map more naturally to python tuples and are easier to wrap in and out.
* We also tidy up the FloatVecVal etc and standardise the members of
ShaderValue.
2020-12-09 18:16:08 +00:00
baldurk
580f96c8a1
Rename ShaderVariableType/Descriptor to ShaderConstant
...
* These structs are no longer used with ShaderVariable so the name is misleading
at best.
2020-12-09 15:18:27 +00:00
baldurk
1ab2047ecb
Reset state in D3D shader debugging to before draw when fetching UAVs
...
* Debugging shaders with UAV access could(likely will) have side-effects on
those UAV contents, so when ContinueDebug needs to fetch UAV contents we
should replay back to before the draw to fetch them.
* This replay only happens once per ContinueDebug, and UAV contents are cached
globally so we only do it once per UAV that's accessed, so the impact is low.
2020-12-07 15:41:03 +00:00
baldurk
b69ca4526e
Log the specific error if vkCreateInstance fails in demo program
2020-12-03 10:59:05 +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
abf7e3bd90
Only declare half type if shaderFloat16 is supported
...
* Without this, the 16-bit storage only refers to ints (if that feature is
available).
2020-11-24 16:44:08 +00:00
baldurk
c9f1c9ea2e
Update to AGS 6.0.1
2020-11-24 16:12:20 +00:00
baldurk
d0bf0f6eab
Add Superluminal PerformanceAPI annotation support
2020-11-19 14:47:10 +00:00
baldurk
1375a17682
Add missing plugin file to installer manifest
2020-11-12 10:58:43 +00:00
baldurk
bd5b79bd3a
Tweak Repeat_Load to do two reload tests before grabbing baseline
2020-11-10 13:18:31 +00:00
baldurk
063131d288
Enable and expand float64 tests in VK_Shader_Debug_Zoo
2020-11-09 16:02:48 +00:00
baldurk
d9121a7f90
Add half.hpp 2.1.0 from http://half.sourceforge.net/
2020-11-09 12:25:21 +00:00
baldurk
8be0da2ce3
Add a test of AMD shader operations
2020-11-04 17:48:49 +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
7dec9933f6
Test that creating and destroying contexts doens't have side effects
2020-10-29 15:45:04 +00:00
baldurk
b9a6212c3e
When running tests if --pyrenderdoc is omitted, try default location
2020-10-29 15:08:50 +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