baldurk
81cbd7f404
Add delay to empty capture tests to ensure the capture propagates
2023-09-20 12:06:21 +01:00
baldurk
d88eff15f3
Update execute indirect test to verify more complex EI behaviour
2023-09-18 12:19:36 +01:00
baldurk
92f4aeacde
Fix compile error on some clangs with non-const string literals
2023-09-13 16:25:09 +01:00
baldurk
1bfe6d1492
Add dedicated test for VK_Counters so GPU duration isn't degenerate
...
* Some cards run it so fast that the triangle takes "0" microseconds
2023-09-12 21:53:23 +01:00
Jake Turner
c72a79988d
Only do the overlay mip subresource tests once
2023-09-10 09:39:19 +01:00
Jake Turner
93506245c4
Add format name to overlay test python logging
2023-09-10 09:39:19 +01:00
Jake Turner
78a64f8640
Extend Overlay tests to handle more depth stencil formats : D3D12
...
D32_S8, D24_S8, D32, D24, D16
2023-09-08 22:38:01 +01:00
Jake Turner
cfdb349cdb
Extend Overlay tests to handle more depth stencil formats : D3D11
...
D32_S8, D24_S8, D32, D16
2023-09-08 22:38:01 +01:00
Jake Turner
8459229441
Extend Overlay tests to handle more depth stencil formats : Vk
...
D32_S8, D24_S8, D32, D24, D16
2023-09-08 22:38:01 +01:00
Jake Turner
40090fb779
Extend Overlay tests to handle more depth stencil formats : GL
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D32_S8, D24_S8, D32, D24, D16
2023-09-08 22:38:01 +01:00
Jake Turner
163f2ff747
Fix validation error in Vk_Overlay_Test
2023-09-07 09:48:57 +01:00
baldurk
9d39b8e1a8
Reformat code for clang-format 15
2023-09-05 11:02:08 +01:00
Jake Turner
bfe89e4c17
Extended test to include a test for GL uniform array of size 1
...
ie.
uniform float2_struct M[1];
2023-09-05 09:36:11 +01:00
William Pearson
71e886cecc
Add demo/test for many primitives hitting the same pixel in one drawcall
2023-08-09 10:58:04 +01:00
baldurk
d23cf4bf0b
Allow a little latitude on expected line numbers in callstacks test
2023-08-04 17:06:03 +01:00
baldurk
65859d13bf
Add test of Set*Root32BitConstants with 0 constants being set
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* This crashes on nvidia, on compute only strangely, if we pass in a NULL
pointer along with a 0 number of constants.
2023-08-04 17:06:03 +01:00
Jake Turner
117db087a4
Vk tests ignore default pipeline in headless mode
...
Fixes crash trying to launch VK_Compute_Only
2023-07-20 17:26:30 +01:00
Jake Turner
53bf231104
Extend D3D12 Execute Indirect test
...
Change it to do 8 indirect draws with a clear in between.
Check the pixel and mesh data for each draw is correct (simple triangle)
2023-07-03 13:05:10 +01:00
baldurk
472add2f51
Fix autotests for new global resources
2023-06-21 12:43:33 +01:00
baldurk
5118f08e23
Update Vulkan & SPIR-V headers to latest
2023-06-15 13:56:10 +01:00
baldurk
7f8e14fb65
Add some helpers to make minimal templates for each autotest API
2023-06-15 11:25:27 +01:00
baldurk
91b084a2df
Update D3D12 headers to verison 1.610.1
2023-05-19 13:28:04 +01:00
baldurk
d57a7c9979
Fix error message in D3D12 compute test
2023-05-18 17:04:39 +01:00
Jake Turner
bd545cb9b6
Remove unintentional use of nullptr
2023-04-25 14:09:01 +01:00
baldurk
cc3d383287
Manually check depth bounds test in vulkan pixel history
2023-04-14 16:08:10 +01:00
baldurk
fb0b643c55
Mark non-final fragments as having unknown stencil in pixel history
2023-04-14 16:08:10 +01:00
Jake Turner
b692626839
Synchronize Metal-CPP from renderdoc to demos
2023-04-12 10:50:09 +01:00
Jake Turner
4ae4116f85
Synchronise Metal-CPP between driver and demos
...
Added
CA::Layer* NS::View::layer() const;
2023-04-12 10:50:09 +01:00
baldurk
c353f6fe6d
Add memory readback microbenchmark
2023-03-23 16:16:03 +00:00
baldurk
448b78ca68
Bare bones port of demos project to android
2023-03-23 16:16:03 +00:00
baldurk
0851a9f1ad
Fix S8 testing in GL_Discard_Zoo
2023-03-23 16:16:02 +00:00
baldurk
3ba61e20a6
Fix handling of proxying S8 textures
2023-03-16 16:55:21 +00:00
baldurk
38afb7c8ad
Fix handling of S8 multisampled textures. Closes #2883
2023-03-14 16:32:06 +00:00
baldurk
36731cb841
Handle maps on D3D12 of different aliases in a placed heap
...
* We need to check for map writes even if the mapped buffer isn't the one that's
referenced by a submit but still overlaps it. We do this by moving to the heap
for all placed resources so any map to a buffer on a heap is checked as long
as any buffer bound to that heap is referenced.
2023-03-13 17:39:16 +00:00
Tony T
df7ed64ad0
Create separate shader for sint, uint and floats
...
Co-authored-by: Orson B <obraines@gmail.com >
Signed-off-by: Tony T <tony@tonytascioglu.com >
2023-03-13 10:20:07 +00:00
Bruce He
50afbb05bc
Address other comments
2023-03-13 10:20:07 +00:00
Bruce He
692617d814
Rename test gl_pixelhistory_formats to gl_pixel_history
2023-03-13 10:20:07 +00:00
Orson Baines
08be49dce3
Add first unit test for Open GL Pixel History
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- Support for integer texture formats in OpenGL Pixel History implementation
- Test reading pixels from a triangle with a variety of texture formats
2023-03-13 10:20:07 +00:00
baldurk
2c2bafa1a6
Add protection on D3D12 for bad internal API calls from python
2023-03-09 13:23:19 +00:00
baldurk
d47e79ae07
Update copyright years to 2023
2023-02-01 12:23:32 +00:00
baldurk
fe4a79054f
Update vulkan headers to latest
2023-01-17 14:15:08 +00:00
baldurk
86d101eb88
Add test to make sure replay and analysis features work with library PSO
2023-01-12 15:20:28 +00:00
baldurk
f78b585018
Add D3D12_Vertex_UAV test to demos project
2023-01-12 13:48:13 +00:00
baldurk
220b26aa59
Handle collisions with existing UAVs in root signature when patching
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* When debugging a pixel or doing quad overdraw we replace the pixel shader and
patch in our own UAV. Previously we were moving other UAVs out of the way that
were visible to the pixel shader, but this fails if a UAV is visible to all
stages and used in a vertex stage.
* Now instead for pixel shader inputs we pick a free space and use it. For quad
overdraw we pick an arbitrary high space to hopefully use the precompiled
shader, and if it's somehow not free we recompile the shader with a free
space.
2023-01-06 16:53:20 +00:00
baldurk
f23cb75633
Make sure sample mask does not affect normal texture overlays
2023-01-05 15:39:14 +00:00
baldurk
c0d4a75d52
Allow forcing on a graphics or compute-only queue in demos
...
* This creates multiple queues and can be useful for testing, when the test only
uses one or the other as its primary queue.
2022-12-21 23:03:39 +00:00
baldurk
5a576c6957
Fix texture zoo tests not properly running tests on PNG loaded data
2022-12-15 15:20:11 +00:00
baldurk
0a0fe7b021
Correctly round generated SNORM data in texture zoo tests
2022-12-15 15:20:11 +00:00
baldurk
3bd97a3b82
Show sections as failed with their own failed status
2022-12-15 13:34:46 +00:00
hsm
825536c5bc
Replace NULL macro with VK_NULL_HANDLE
2022-12-10 00:35:11 +01:00