baldurk
50219acaf9
Fix crash when tests are run on linux
2021-07-28 11:37:14 +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
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
a1b5f01159
Fix tests with references to removed properties
2021-07-05 14:20:48 +01:00
baldurk
979f5244e2
Make demos timeout more generous for leak check tests
...
* It's fine as-is in release, but in development builds it can take almost a
minute to reach that frame and capture.
2021-07-05 14:20:48 +01:00
baldurk
634a8c381a
Update test scripts to latest APIs and behaviour changes
2021-07-01 15:15:05 +01:00
baldurk
7149302680
Rename 'draw' or 'drawcall' to action
...
* There's not a good accepted terminology for this kind of event, and for
historical reasons 'drawcall' has been the accepted term, even though
that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
$draw() includes draws and dispatches, but $dispatch() only includes
dispatches, it's hard to intuitively understand why $draw() matches all
of these calls.
* As a result we've defined the term 'action' to cover these types of
events in the same way that we defined 'event' in the first place to
mean a single atomic API call.
2021-07-01 15:15:05 +01:00
thisisjimmyfb
f64cba8e91
Add test to show drawcall count is incorrect
2021-06-26 09:28:42 +01:00
baldurk
732ccb2d89
Fix D3D12_AMD_Shader_Extensions test for DXIL support
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* 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
efd2a50a3a
Use python datetime for calculating durations, not time.time()
2021-05-04 14:12:03 +01:00
baldurk
2af11c5395
Add test of AMD extensions in D3D12
2021-04-30 16:41:17 +01:00
baldurk
9d6fe09b62
Test vulkan clear-before-draw overlay works when bindless feedback runs
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* The first time a draw is selected bindless feedback runs, ensure the clear-
before-draw overlay works even then. This is a little bit of a hack but it
tests for a known issue.
2021-04-30 13:20:45 +01:00
baldurk
7ff6300843
Add test of D3D12 VRS features
2021-04-29 16:18:06 +01:00
baldurk
477a1e927b
Add VK_Robustness2 test to autotests and add push descriptor interaction
2021-04-16 14:19:30 +01:00
baldurk
47e13a30d4
Add test of GL renderbuffer variants
2021-04-16 13:31:08 +01:00
baldurk
dc44d6c271
Make doubles vertex attribute test optional for radv missing support
2021-03-22 18:37:10 +00:00
Jake Turner
67e277717c
Added test failure if fail to find the draw marker
2021-03-14 11:17:31 +00:00
baldurk
d6e88ae4fa
Remove redundant callstack member in APIEvent
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* We already link to the chunk index and the chunk metadata contains the
callstack, there's no need for a duplicate copy when there may be many
APIEvents in a capture
2021-02-24 13:52:07 +00:00
baldurk
30dd13feb8
Pull index byte width and topology out of drawcall state
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* These are treated as state on most APIs, only GL treats it as a drawcall
parameter.
2021-02-24 13:52:07 +00:00
baldurk
5cb9b90f5f
Implement support for VK_KHR_synchronization2
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* For the most part we implement this as a thin pass-through layer. Where we
care about things (image barriers for layout transitions and queue
submissions) we do two different things:
- For image barriers, we "downcast" to plain VkImageMemoryBarrier. Currently
the only thing that's unique to VkImageMemoryBarrier2KHR is extra access
flags and pipeline stages, which we don't care about. This keeps a lot of
code from having to either handle two paths or handle the new path and then
do lots of conversions back to VkImageMemoryBarrier when running on older
drivers.
- For queue submissions we do the opposite. We promote old VkSubmitInfo to
VkSubmitInfo2KHR and process that in a common function, then if necessary
we decay back to VkSubmitInfo before sending to the driver.
2021-02-17 15:03:52 +00:00
baldurk
7e6a785055
Add test of vulkan dedicated allocations
2021-02-01 14:43:43 +00:00
baldurk
28bf213382
Test APIs where scissor can be disabled doesn't affect overlays
2021-02-01 13:14:28 +00:00
baldurk
cf3dc150cb
Test compute bindless feedback on vulkan
2021-02-01 11:55:54 +00:00
baldurk
2629a8b096
Fix AMD shader extensions test to check for tuples
2021-01-29 10:57:39 +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
f45bdcb49a
Fix Iter_Test and Repeat_Load for newest python API
2021-01-22 13:24:48 +00:00
baldurk
f263e244f4
Tweak allowed memory increase when loading VK_Large_Descriptor_Sets
2021-01-19 17:25:35 +00:00
baldurk
64131e0510
Test vulkan overalys with rasterizer discard and otherwise invalid state
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* E.g. no viewport/scissors bound.
2021-01-19 16:43:57 +00:00
baldurk
086b038d0b
Add simple checks for large memory leaks
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* 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
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* 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
7ff7e0a71d
Replace fixed C arrays with wrapper class in public interface
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* 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
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* These structs are no longer used with ShaderVariable so the name is misleading
at best.
2020-12-09 15:18:27 +00:00
baldurk
bd5b79bd3a
Tweak Repeat_Load to do two reload tests before grabbing baseline
2020-11-10 13:18:31 +00:00
baldurk
8be0da2ce3
Add a test of AMD shader operations
2020-11-04 17:48:49 +00:00
baldurk
ed0138a242
Test that debugging sampling from vert shaders in D3D12 works correctly
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* 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
eb967af9d4
Add missing added parameter to tests calling DebugVertex
2020-10-29 10:34:24 +00:00
baldurk
39f4e82641
Add test of performance with large descriptor sets
2020-10-27 14:04:45 +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
ec73718cf0
Test that overlays work on D3D12 with no viewport or scissor bound
2020-10-22 14:48:33 +01:00
baldurk
26f680f632
Check that sampler updates to immutable sampler descriptors are ignored
2020-10-21 14:57:42 +01:00
baldurk
53fc6ba089
Add test that feature level 9.x programs can be captured on D3D11
2020-10-21 14:36:16 +01:00