baldurk
62d6ffaec2
Enable DXIL bindless feedback test
2021-09-27 12:26:22 +01:00
baldurk
33d36788a6
Always check mapped memory for changes if it has BDA buffers
...
* Normally we only check mapped memory when it's referenced during capture by
some binding, but for BDA we don't have bindings so we have to conservatively
check it every time.
2021-09-13 19:13:30 +01:00
baldurk
a76aa1dede
Update RGA devices list to include RDNA2
...
* We also drop everything gfx804 to keep the device list from being too bloated,
as well as AMD planning to remove support for these devices soon.
2021-08-18 20:12:07 +01:00
baldurk
a490606012
Handle D3D12 CreateConstantBufferView with a NULL desc
2021-07-28 14:01:13 +01:00
baldurk
50219acaf9
Fix crash when tests are run on linux
2021-07-28 11:37:14 +01:00
baldurk
08b0a1d7ea
Fix use-after-free on temporary vector
2021-07-28 11:37:13 +01:00
baldurk
d2a03c6e06
Fix filling in missing components on typed buffer loads
2021-07-28 11:37:13 +01:00
Jake Turner
076b2827c6
Fixed unused variable warnings when compiling with VS 2022 compiler
...
Debug & Release builds for renderdoc.sln and demos.sln
2021-07-28 11:06:53 +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
7f13429d0e
Log in tests when using linked shaderc
2021-07-13 17:45:59 +01:00
baldurk
24af06ac3e
Fix validation warnings in VK_Synchronization_2 test
2021-07-13 17:45:49 +01:00
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
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
Jake Turner
fc08cb17f9
Fix VS2019 compiler warnings in demos solution
2021-07-07 09:59:22 +01:00
Jake Turner
b3f57d1427
Fix Vulkan Validation Layer error when running VK_Parameter_Zoo
...
refpushtempl desscriptor update template was not deleted before shutdown
2021-07-07 09:59:22 +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
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
efd2a50a3a
Use python datetime for calculating durations, not time.time()
2021-05-04 14:12:03 +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
55a6d8092b
Test that memory bound via vkBindBufferMemroy2 is properly captured
2021-04-30 13:44:52 +01:00
baldurk
9d6fe09b62
Test vulkan clear-before-draw overlay works when bindless feedback runs
...
* 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
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
cd6b8ade85
Add specialization constants to tests to ensure they are preserved
...
* These canary values must be propagated correctly to derived pipelines (made
with patched shaders etc) or else the shaders disable themselves/misbehave,
which invalidates the test. That way if the test passes we know the
specialization constants were properly propagated.
2021-04-30 11:11:18 +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
f9054ffdf4
Create image view on depth/stencil in test to simplify behaviour
2021-04-28 16:30:17 +01:00
baldurk
0c0d57cc70
Add names to VK_Pixel_History test images
2021-04-28 16:30:07 +01:00
baldurk
2da070ad55
Fix VK_CBuffer_Zoo test when inline data extension isn't supported
2021-04-23 19:07:30 +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
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
2720ff354a
Test structured export/import of MSAA textures
2021-04-15 15:34:14 +01:00
baldurk
02e8e8fdf7
Patch imageless framebuffer image usage/formats to match image patching
2021-04-12 19:48:48 +01:00
baldurk
dc44d6c271
Make doubles vertex attribute test optional for radv missing support
2021-03-22 18:37:10 +00:00
baldurk
83f99b6e56
Fix compile errors in demos project in linux
2021-03-22 18:37:09 +00:00
baldurk
827a48fe57
Check sampler validity against immutable samplers on serialise
2021-03-15 14:39:21 +00:00
baldurk
7a8b4a4664
Fix compile and code style errors in GL_Simple_Triangle
2021-03-15 09:58:57 +00:00
Jake Turner
67e277717c
Added test failure if fail to find the draw marker
2021-03-14 11:17:31 +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