baldurk
f3fd33defb
Always run drawcall overlay in tests
...
* Ideally we would also include mesh output here, but we would need a way to
clear the postvs cache every so often to avoid bloating, otherwise it will
generate too much data iterating the whole capture.
2022-12-05 11:02:59 +00:00
baldurk
7aac39613c
Check mesh output and overlays in Iter_Test
2022-12-05 10:00:35 +00:00
baldurk
69c1990035
Fix handling of descriptor feedback in iterating arrays
2022-11-21 15:22:43 +00:00
baldurk
dfe07d6822
Update application API to 1.6.0, add capture title setter
2022-11-21 13:49:15 +00:00
baldurk
3ec6986ac4
Test that descriptor arrays of dynamic UBOs have offsets replayed
2022-11-18 14:21:14 +00:00
baldurk
428862d737
Test resolve attachments in D3D12 render passes
2022-11-18 14:04:57 +00:00
baldurk
a37f62124d
Test integer texture loads in D3D shader debugging
2022-11-18 14:01:59 +00:00
baldurk
037dd63d83
Fail D3D12 amd shader extensions test if UAV bind slot isn't supported
...
* UE5 checks for this feature so we'll also check for it.
2022-11-18 12:43:30 +00:00
baldurk
62bfec8442
Test empty submits are properly processed
2022-11-18 12:37:45 +00:00
baldurk
5aae46a86e
Test out-of-bounds descriptor access in D3D12 indexing test
2022-11-18 12:24:05 +00:00
baldurk
1f34b0ba57
Test D3D12 descriptors with 0 or ~0 as mip count
2022-11-17 18:22:57 +00:00
baldurk
16f7791437
Test more edge case root signature mappings with D3D12 shader debug
2022-11-17 18:22:57 +00:00
baldurk
108e4695df
Add a test for resources being accessed in-shader then overwritten
2022-11-17 18:22:57 +00:00
baldurk
f2f77716ad
Test that vkEnumeratePhysicalDevices correctly handles undersized array
2022-11-17 18:22:57 +00:00
baldurk
14484cc67c
Slightly increase D3D12 leak check threshold
...
* We're now caching descriptor data so we deliberately allocate a bit more
memory. This will still allow us to catch egregious leaks.
2022-11-15 13:11:16 +00:00
baldurk
1303a50cf5
Sampler tables should not be marked as data volatile (the default)
2022-10-28 14:13:06 +01:00
baldurk
338541cf3f
Handle streams properly in vulkan GS output fetch. Closes #2745
...
* We only display the rasterized stream in the mesh output view.
2022-10-12 16:08:59 +01:00
baldurk
9d18db67a7
Fix some edge case pNext struct usages. Closes #2749
2022-10-12 13:04:34 +01:00
baldurk
18f41c6fb6
Add test of secondary command buffer dynamic rendering
2022-10-07 11:20:06 +01:00
baldurk
478ea838dd
Update vulkan and SPIR-V headers to latest
2022-10-06 16:48:34 +01:00
baldurk
0afd742232
Check that S8 format is actually supported
2022-09-19 16:44:56 +01:00
baldurk
a04321fdb6
Handle D3D12 tier 1 VRS devices better when testing
2022-09-19 16:44:56 +01:00
baldurk
aa412ddf89
Don't hard-fail on results of undefined tests in shader debug zoo
2022-09-19 16:44:56 +01:00
baldurk
00d7827d06
Allow a ~500 difference between PS invocations and samples passed
...
* This can be caused by overshading/rasterization differences
2022-09-19 16:44:56 +01:00
baldurk
1fa4fed24a
Check for shader 64-bit support before using them in tests
2022-09-19 16:44:56 +01:00
baldurk
4e4a7518fa
Ensure inline uniform blocks have descriptor pool space allocated
2022-09-19 16:44:56 +01:00
baldurk
c851c44a1b
Get new cmake for building glslang in spirv plugins
2022-09-19 12:35:33 +01:00
baldurk
0fc35e966f
Fix Draw_Zoo tests for strip restart index changes
2022-09-02 14:03:39 +01:00
Shahbaz Youssefi
ed4c3756d0
Enable primitive restart for list topologies
...
This is supported by OpenGL, and on Vulkan with
VK_EXT_primitive_topology_list_restart. On Vulkan, all drivers are
known to support this even without
VK_EXT_primitive_topology_list_restart. On D3D, primitive restart is
only supported for strip topologies.
Previously, RenderDoc specifically disabled primitive restart for
non-strip topologies. In this change, that is no longer done. If the
app enables primitive restart, so will RenderDoc behave accordingly. It
would be the responsibility of the app to avoid primitive restart if the
API doesn't allow it.
2022-08-29 14:59:14 +01:00
baldurk
be4f10557c
Update vulkan header files to latest
2022-08-05 13:29:16 +01:00
baldurk
0b187934de
Track bytes written for hidden SO counters. Closes #2662
...
* The D3D11 spec is unclear but checking sources including D3D11On12 it looks
like the defined behaviour for SO counters is to calculate the number of bytes
written and divide that by the VB stride on draw.
* Old captures can't be updated to work with this because the stride is unknown,
but new captures will work correctly as well as any data that is stream'd out
mid-capture.
2022-07-22 16:10:59 +01:00
Jake Turner
fca14eac32
Apple minimal Nuklear implementation using AppKit
2022-07-18 13:13:37 +01:00
Jake Turner
6d7832df6f
Update testing docs with info about Apple
...
Adding note about using "--demos-binary" option to specify the filepath of the demos binary as an alternative to making sure the demos binary is in the PATH.
Fixed a typo "can'tbe" -> "can't be"
2022-07-08 11:08:18 +01:00
Jake Turner
c83851e884
First Apple platform support for Vulkan demos
...
Uses Metal-CPP-Extensions code to create window and the event loop.
Does not include support for Nuklear
2022-07-08 11:08:18 +01:00
Jake Turner
4e13b1ad38
Update Metal CPP to support tests project
...
Copy Metal driver metal-cpp files to the tests project for use in the tests project
Add extensions from Learn Metal-cpp project: https://developer.apple.com/metal/cpp/
https://developer.apple.com/metal/LearnMetalCPP.zip
Custom additions to Metal CPP to get NSApplication, NSView, NSWindow, CAMetalLayer to work stand alone without requiring MetalKit library.
2022-07-08 11:08:18 +01:00
Jake Turner
01184079c3
Test editing vulkan compute shader
...
Replace existing HLSL compute shader with a GLSL compute shader
2022-07-05 13:37:47 +01:00
Jake Turner
5b2b988bb3
Test changing vulkan compute shader entry-point
...
Commit for original bug fix:
"Fix entry-point remapping when editing compute shaders on vulkan"
c81a522360
2022-07-05 13:37:47 +01:00
baldurk
4dc80c1793
Use non-legacy ASIC to generate AMDIL
...
* This may break on drivers old enough to not recognise the first non-legacy
ASIC, but that is much rarer than new drivers that have dropped support for
the old ones.
2022-06-30 15:41:45 +01:00
baldurk
8e4b44aed7
Add test of integer offsets on texture sample for D3D shader debug
2022-06-30 13:51:26 +01:00
baldurk
de619024c8
Test for extended UAV support in D3D11 test
2022-06-30 13:51:26 +01:00
baldurk
1928315de5
Fix a copy-paste error in D3D12_Compute_Only test
2022-06-24 13:34:46 +01:00
baldurk
4d9f53427e
Check queue availability in vulkan compute-only test
2022-06-24 12:22:13 +01:00
Jake Turner
81436706c8
Recursive patching of qt external dependencies
...
Recursively copy and repoint the external libraries and their external dylib dependencies
2022-06-23 12:10:35 +01:00
baldurk
7d9a1a05b8
Correctly handle programs that don't create graphics queues
2022-06-21 15:31:41 +01:00
baldurk
687c11ba68
Fix handling of 64-bit integer vertex attributes in mesh output fetch
2022-06-20 16:47:50 +01:00
baldurk
183f50bfb7
Fix patching of qt dependencies
2022-06-20 16:47:50 +01:00
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
95c8a3f42e
Test swizzles of UAV reads
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