1000 drawcalls of 1 instance of 1 triangle
1 drawcall of 1000 instances of 1 triangle
Python tests verify the count of modifications is correct, the modifications are self-consistent and the picked texture value matches the final modifications tex after value
Load buffer address from push constants as a uvec2 and bitcast to a pointer
Load vec4 from the buffer address pointer
Bitcast uint2 address to a pointer and load from the pointer
OpPtrAccessChain : float[] : ArrayStride 4
OpPtrAccessChain : float[] : ArrayStride 8
OpPtrAccessChain : float[] : ArrayStride 12
Convert u64 address to a pointer and load from the pointer
Convert u64 address to a pointer and back to a u64 address, load from the address
Arithmetic on a u64 address then convert u64 address to a pointer and load from the pointer
Generate a u64 address using arithmetic on two u32 values and load from the address
CreateTexture2D(), CreateTexture2D1(), CreateBuffer() should fail
CheckFeatureSupport() with D3D11_FEATURE_DATA_D3D11_OPTIONS1 or D3D11_FEATURE_DATA_D3D11_OPTIONS2 should return D3D11_TILED_RESOURCES_NOT_SUPPORTED
Check the post mod stencil at pixel location 110,100
Check the post mod stencil is unknown at pixel location 275, 260 for fragment zero of a multi-fragment event
Validate that in a fragment event the postMod stencil value should be unknown (-1 or -2)
This test validates the code change in 4815adaa83
Check the post mod stencil at pixel location 110,100
Check the post mod stencil is unknown at pixel location 275, 260 for fragment zero of a multi-fragment event
Validate that in a fragment event the postMod stencil value should be unknown (-1 or -2)
Disabled warnings 4189, 4324 for vk_test.cpp
4189: 'identifier' : local variable is initialized but not referenced
4324: 'struct_name' : structure was padded due to __declspec(align())
because of warnings in vk_mem_alloc.h
New 'Exploded' visualisation mode in BufferViewer with new exploder controls
hidden when not in 'Exploded' mode.
Change 'solidShading' and 'solidShadeMode' to 'visualisation' and
'visualisationMode'.
Hide the 'highlightVerts' widget when using 'Exploded' vis for both
real-estate and practical implementation reasons.
It's currently forcibly disabled via 'check_support' because it's known
to fail due to the fact that the commands are always serialised and
replayed in submission order instead of the order that respects queues
blocked on fence waits that get signalled later from other queues.
This tests submitting commands, signals, and waits to graphics and
multiple compute queues where the entire frame's submission for each
queue depends on the other queues and the submission order is not the
order in which the GPU (and replay) need to be processed. This is to
ensure any capture or replaying deserialises adequately.
Added 'D3D12BufferCreator::InitialState(D3D12_RESOURCE_STATES)' to allow
user code to avoid adding unnecessary transition barriers after resource
creation.
Added 'D3D12TextureCreator::ClearVal(const D3D12_CLEAR_VALUE &)' to avoid
a PIX performance warning/tip about clearing resources that haven't had
their clear value set on creation.