baldurk
9de148cfcf
Allow customising runner timeout on command line
2024-12-17 14:32:55 +00:00
Jake Turner
69a0272e11
D3D12 Shader Debug Zoo : enable UAV Interlocked tests for DXBC
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Switch to use RWBuffer<int> instead of RWTexture2D<int>
2024-12-16 12:16:28 +00:00
baldurk
a11d673b3f
Update test for descriptor names
2024-12-16 11:59:03 +00:00
baldurk
ff04b1cc4d
Update cmake in SPIR-V tools build for glslang yet again
2024-12-16 11:22:44 +00:00
Jake Turner
f2d2d73d2e
Add D3D12 Shader Debug tests for SM6.6 pack/unpack instructions
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pack_u8
unpack_s8s32
2024-12-15 17:30:10 +00:00
Jake Turner
a3633dea8d
Add D3D12 Shader Debug tests for SM6.4 instructions
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dot4add_i8packed
dot4add_u8packed
dot2add
2024-12-15 15:34:18 +00:00
baldurk
7fe2749b38
Add custom D3D12 interface for per-heap descriptor naming by index
2024-12-13 21:19:47 +00:00
Jake Turner
a40d729bbe
Use mad() intrinsic in D3D12_Shader_Debug_Zoo SM6+ tests
2024-12-10 17:36:30 +00:00
Jake Turner
8de06cf324
D3D12 Shader Debug Zoo : add a test for UAV Interlocked*
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RWTexture<int>
InterlockedAdd
InterlockedAnd
InterlockedOr
InterlockedXor
InterlockedMin
InterlockedMax
InterlockedCompareExchange
InterlockedCompareStore
InterlockedExchange
2024-12-10 13:46:47 +00:00
baldurk
9d32418e33
Fix GL_Buffer_Updates to not rely on exact thumbnail
2024-12-10 00:06:39 +00:00
baldurk
aa30ac2c10
Don't overlap storage with multiple inline UBO updates in one template
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* Previously we were writing the inline UBO data to the same byte storage
meaning the last update's data would write over all updates.
2024-12-09 16:19:20 +00:00
Jake Turner
23c7e1cfea
D3D12 Shader Debug Zoo : add a test for Texture2D Store
2024-12-09 14:35:49 +00:00
Jake Turner
0fcecf0a15
D3D12_Shader_Debug_Zoo only do 16bit tests if runtime supports it
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Check using Native16BitShaderOpsSupported
2024-12-09 12:50:43 +00:00
baldurk
8d04479d20
Add additional check on index buffer values being out of bounds
2024-12-03 15:01:58 +00:00
Jake Turner
4532b888ed
Add SM 6.2 and StructuredBuffer<int16_t> to D3D12 Shader Debug Zoo test
2024-12-03 05:21:41 +00:00
Jake Turner
56fffb5dc2
D3D12 Tests add uint32_t compileOptions to Compile()
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Current options are:
SkipOptimie : the default
Enable16BitTypes
2024-12-03 05:21:41 +00:00
Jake Turner
a39c4cf1db
D3D12 Pixel History do not copy depth for non-raster events
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This can be invalid i.e. a ClearRenderTarget() no guarantee what/if a depth target is bound
2024-11-27 11:24:45 +00:00
Cam Mannett
7b767c9e6e
Preliminary Vulkan AS/RQ test
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This test renders a small triangle that casts a shadow from a point light, onto a larger triangle. The test runner then checks that various pixels in the final output are the correct colour.
There is also an arbitrary AS copy in the render loop just to hit more API coverage when manually capturing, but the test runner doesn't check its output.
Core test work originally done by martyn.jacques@arm.com
2024-11-25 13:09:22 +00:00
baldurk
1c58364627
Update version of nvapi to R560 from github
2024-11-24 00:58:51 +00:00
baldurk
20d76052ee
Fix incorrect parameter in D3D12 demos project
2024-11-24 00:58:50 +00:00
Jake Turner
cb3bc8b528
D3D12 Shader Debug Zoo: added a test case for f32tof16() & f16tof32()
2024-11-20 16:28:33 +00:00
baldurk
dea24cd5d8
Add BDA support to AllocatedBuffer in demos
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* This requires setting vmaBDA to true, which is opt-in as it applies
universally to all memory allocations in the test. We don't know if there are
driver impacts from enabling BDA and it may also mess with our tests.
2024-11-20 15:49:53 +00:00
baldurk
9916defb14
Update VMA to v3.1.0
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* We make BDA opt-in as it applies to all memory allocations.
2024-11-20 15:49:53 +00:00
baldurk
030f3430ee
Workaround AcquireNextImage being awful
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* Apparently the spec allows drivers to do extremely stupid things with
swapchain images and return them even when it's not valid for you to use them
yet because last frame's work to the image is still ongoing, which leads to a
validation warning about using a semaphore when it might technically still be
in flight.
* To get around this because AcquireNextImage doesn't actually block until an
image is ready inspite of having a timeout and being expected to return a
usable image it doesn't, we use a manual fence to do what AcquireNextImage
should be doing.
2024-11-20 15:49:53 +00:00
baldurk
630d13a48e
Fix descriptor race against ongoing GPU work in test
2024-11-15 17:22:32 +00:00
baldurk
322a0698f7
Fix use before build in demos project
2024-11-15 16:48:03 +00:00
Jake Turner
2d0ce14633
Iter Test skip pixel debug when no pixel shader bound at mod event
2024-11-15 13:19:00 +00:00
Jake Turner
84f6799444
Improve testcase _find_action
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Search for the action with the closest EID to the request
Previously it would return the first action that was larger than the EID
2024-11-07 15:23:31 +00:00
Jake Turner
dc27caaa08
Iter Test : pixel history and vertex debug changes
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Do not pixel debug on an unknown primitive ID (-1)
Allow pixel debug and vertex debug on non-drawcall actions which have non-zero drawIndex i.e. Indirect draws
2024-11-07 15:23:27 +00:00
baldurk
8a6c3a73f7
Handle garbage descriptor set in vkCmdPushDescriptorSetKHR. Closes #3461
2024-10-25 10:37:38 +01:00
baldurk
3bd65816cf
Add a demos test that uses RT with ASs
2024-10-19 01:21:47 +01:00
Jake Turner
9e747cd06b
D3D12_Sharing log any errors when creating shared handle
2024-10-15 12:09:09 +01:00
baldurk
b49e2e607f
Add test of very short-lived RTV/DSV heaps
2024-10-03 16:32:09 +01:00
baldurk
8a394019fd
Fix installer typos
2024-09-27 11:57:42 +01:00
baldurk
a342fcbe30
Add dxcompiler.dll to installer
2024-09-27 10:46:25 +01:00
Jake Turner
982f464eee
Do not call end_section when a shader debug pixel comparison test fails
2024-09-20 17:44:25 +01:00
baldurk
70cadc8f81
Don't rely on device sharing when not singleton device
2024-09-20 13:30:32 +01:00
Jake Turner
42a1b4e641
For Test D3D12_Sharing validate the D3D12 Drawcall results
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In addition to the Copy results
2024-09-18 12:45:55 +01:00
Jake Turner
33fb099a37
D3D12GraphicsTest print shader compile error message correctly
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Error string is not NULL terminated, use GetBufferSize() to determine how many characters to print
2024-09-18 12:32:45 +01:00
Jake Turner
0f8ad0d1fe
Conditionally test SM 6.0, 6.6 in D3D12_Shader_Debug_Zoo
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Added SM 5.0 to the basic compute shader debug test
2024-09-16 09:36:37 +01:00
baldurk
51baf8a6af
Add test of implicit compute shader root signature
2024-09-13 13:22:03 +01:00
baldurk
457e91f194
Make sure root signatures *precisely* patch between HLSL and code
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* Also don't finish with the backbuffer too early and re-bind VB after execute
indirect.
2024-09-13 13:22:03 +01:00
baldurk
f689b23024
Don't run D3D12 singleton device test if we're using new device creation
2024-09-13 13:22:03 +01:00
Jake Turner
8745c399ad
Extended existing shader model coverage to include 6.0, and 6.6
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Added Compute shader test for SM 6.0 and SM 6.6
Added very basic vertex shader test to the triangle rendering for each SM
2024-09-10 14:59:03 +01:00
baldurk
178b733001
Add helper for loading a shader module from disk in tests
2024-09-09 14:45:30 +01:00
baldurk
076e07912d
Add test of implicit embedded root signatures
2024-09-03 15:00:35 +01:00
Jake Turner
84786aea20
Demos test D3D12_Shader_Mesh
2024-07-24 13:21:57 +01:00
baldurk
7db141c77b
Implement bindless feedback for samplers on D3D12. Closes #3387
2024-07-22 16:17:10 +01:00
Jake Turner
67777f16af
Change D3D11/12 Shader_Debug_Zoo to use 32x32 mipmapped texture
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32 x 32 means the mip count (5) is different to the MSSA count (4)
2024-07-03 11:14:01 +01:00
baldurk
01384c4d42
Update vulkan headers to 1.3.288
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* Add support for VK_KHR_shader_relaxed_extended_instruction which is trivially
supportable
2024-06-24 12:48:13 +01:00