1404 Commits

Author SHA1 Message Date
baldurk 3316a82d14 Add dummy handling for new parameters 2026-06-24 13:15:24 +01:00
Jake Turner b7a2290435 VK_Indirect unify indirect count marker name for Primary & Secondary
Primary was using KHR_action_indirect_count
Secondary was using KHR_draw_indirect_count
Standardise on KHR_draw_indirect_count
2026-06-05 16:16:24 +01:00
Jake Turner 44deaebd90 VK_Indirect test improvements
Check ALL overlays on ALL EIDs don't crash
Add some IndirectCount draws to VK_Indirect for testing overlays
Check overlays produce output and pixel history is not empty for each non-empty draw
Check overlays produce expected output for empty draws i.e. empty except for *Pass overlay modes
Check Quad Overdraw and Triangle Size overlays outputs match when comparing the Pass and Draw versions
2026-06-04 11:40:22 +01:00
Jake Turner 4f7d9c7cb2 Updates to D3D12_Execute_Indirect testing
Check overlays produce some output for each draw within the different EI except the non-determistic EI.
2026-06-02 08:32:04 +01:00
Jake Turner 056c5779b1 Fix validation warning in VK_Indirect
VUID-VkDrawIndexedIndirectCommand-firstInstance-00554
If the drawIndirectFirstInstance feature is not enabled, firstInstance must be 0
2026-06-01 11:23:33 +01:00
Jake Turner 0f3d7965e3 Validate EIDs by default during python autotests
Fail test if the EIDs are not valid
2026-06-01 11:23:33 +01:00
baldurk ad95260de1 Mark denorm test as undefined due to suspected NV driver bug 2026-05-27 14:30:00 +01:00
Jake Turner 1cb44cb19d Fix validation error in VK_Indirect 2026-05-20 15:57:37 +01:00
Jake Turner c6037d19e4 Extend D3D12_Execute_Indirect python to check ALL overlays on ALL EIDs 2026-05-20 09:53:26 +01:00
Jake Turner 0060a31676 Fix D3D12_Shader_Debug_Zoo check for test 12 2026-05-19 12:00:05 +01:00
baldurk 034264e961 Use values less likely to have rounding issues in demo 2026-05-18 16:09:18 +01:00
baldurk a9824bde8b Include 'NoResources' in test log section name 2026-05-18 15:28:29 +01:00
baldurk 0365585f1e Handle barycentrics not being available in demos test 2026-05-18 15:28:08 +01:00
Jake Turner 7ab87fbe8e Extend VK_Resource_Usage test
- add test for vkCmdDrawIndirect with zero count
- add test for vkCmdDrawIndexedIndirect with zero count
- add tests for vkCmdDrawMeshTasksEXT
- add tests for vkCmdDrawMeshTasksIndirectEXT
- add tests for vkCmdDrawMeshTasksIndirectCountEXT
2026-05-13 14:54:15 +01:00
Jake Turner 0a212d07d0 Add a D3D12 Shader Debug Zoo test for oob array access in a CBV
GPU will use the bytes from the bound buffer
Debugger simulation will return 0,0,0,0
2026-05-11 12:28:48 +01:00
Jake Turner 97149601da VK_Shader_Debug_Zoo changes for compute derivative tests
For compute quad derivatives tests use specific derivative i.e. fine or coarse.
It isn't specified which derivative mode is used, drivers differ on behaviour.
2026-05-06 18:33:03 +01:00
Jake Turner f62af14532 Add VK_Parameter_Zoo test case for VkQueueSubmit with zero count
vkQueueSubmit(0) and VkQueueSubmit2(0)
2026-05-05 13:28:32 +01:00
baldurk ddc475d729 Use raw strings for regexs in python tests 2026-04-30 15:55:27 +01:00
Jake Turner fcebc9cebb Make a copy of the RootActions in TestCase.validate_eventids()
Otherwise the next call to controller.GetRootActions() will return an empty list
2026-04-28 13:12:18 +01:00
Jake Turner d0b69c7034 Add Python test helper validate_eventids()
Called when loading captures in Iter_Test and Repeat_Load

Checks the consistency of EventIds:

Walk the actions to find all the referenced EventId's:
- Error if any EventId is duplicated
- Error if the EventId's are not contiguous (with no gaps)
2026-04-24 15:50:40 +01:00
Jake Turner 2287790c41 Extend VK_Resource_Usage test: multiple usages, desc buffer copying
- Bind the same resource as the Indirect Buffer and the Index Buffer
  - Defines the resource usage when an indirect command binds the same resource for multiple usags i.e. Indirect + Index Buffer
- Descriptor buffer contents set by earlier command buffer than usage in a single submit
  - Verifies the resource usage submit replay is correct (one command buffer at a time)
2026-04-23 16:14:13 +01:00
Jake Turner 0384c64d81 Fix submit semaphores in VK_Resource_Usage test
Fix validation layer errors
2026-04-22 12:24:34 +01:00
Jake Turner 15dfa312da Extend VK_Resource_Usage test: multiple command buffer submit/exec
Execute multiple secondary command buffers at once
Test loose events (barriers) on nested secondary command buffer, secondary command buffer which is submitted multiple times and a command buffer which is submitted multiple times
Submit the same command buffer multiple times
2026-04-21 10:39:23 +01:00
Jake Turner d8cb84e2ce Add setName overload for VkCommandBuffer, VkCommandPool 2026-04-21 10:37:46 +01:00
Jake Turner e4a3fdce0f Extend VK_Resource_Usage test
IndirectDrawCount
Loose events (barriers) after actions
2026-04-16 15:57:22 +01:00
baldurk ec64c18bb0 Add option to clang-format script to format just files in head commit 2026-04-16 14:00:58 +01:00
baldurk 0b9a36b581 Fix ID registration when false-duplication happens on replay
* We normally deduplicate during capture, but replay can introduce new
  duplication against internal objects. Using ReplaceResource() would fix this
  but updating the wrapper map is necessary for D3D11 to query current state
  properly.
2026-04-16 14:00:55 +01:00
baldurk c610f14a0c Use uint64 for internal co-ordinates in sparse tracker
* Without this then buffers over 32-bit range which are treated as a 1D resource
  could fail. Note that most APIs don't actually behave well with >=4GB buffers.
2026-04-15 22:12:33 +01:00
Jake Turner 3ba5cc499d D3D12_Execute_Indirect Test for large draws with Quad Overlay(Pass) 2026-04-14 17:28:55 +01:00
Jake Turner 2361be9f36 Add shader debug test to D3D12_Descriptor_Indexing
Tweak test shader to exercise shader debug simulation of SM6.6 direct heap access
2026-04-14 14:18:16 +01:00
Jake Turner e9bce39efc Ignore empty before/after for resource ShaderVariables in validate_trace 2026-04-14 13:26:29 +01:00
Jake Turner 62ae80f3ff D3D12_Shader_Debug_Zoo test for root signature ByteAddressBuffer 2026-04-13 14:48:54 +01:00
Jake Turner 022a63e1bc Remove extra rdtest.log.end_section in VK_Mesh_Shader
Fixes HTML output
Move the other VK_Mesh tests over to use "with rdtest.log.auto_section" construct
2026-04-09 09:42:33 +01:00
Jake Turner 3cbf516e5f Extend VK_Resource_Usage test
* Descriptor Set: IndirectDraw, IndirectDrawIndexed, IndirectDispatch
* Secondary Command Buffer: Descriptor Set: IndirectDraw, IndirectDrawIndexed, IndirectDispatch
2026-04-08 13:57:33 +01:00
Jake Turner a83e75e58a D3D12 Shader Debug test for handling of bool literals and negation
DXIL/LLVM represents a bool as i1
2026-04-03 16:55:46 +01:00
Jake Turner fb8d1e0ed8 Extend VK_Resource_Usage test
A specific demos test instead of using the VK_Simple_Triangle demo

* No Descriptor Set: Draw, DrawIndexed
* Descriptor Set: Draw, DrawIndexed
* Descriptor Buffer: Draw, DrawIndexed
* Secondary Command Buffer: No Descriptor Set: Draw, DrawIndexed
* Nested Secondary Command Buffer: No Descriptor Set: Draw, DrawIndexed
* Descriptor Set: Compute Dispatch
* Descriptor Buffer: Compute Dispatch
* Secondary Command Buffer: Descriptor Set: Compute Dispatch
* Nested Secondary Command Buffer: Descriptor Set: Compute Dispatch
2026-03-31 15:49:46 +01:00
Jake Turner eb30aebfdf Add more overloads for VulkanGraphicsTest::setName 2026-03-30 13:27:30 +01:00
Jake Turner 3d9099bc78 Assign flags in vkh::ComputePipelineCreateInfo constructor 2026-03-30 13:27:21 +01:00
Jake Turner 759f1734ac Fix Validation Warnings in VK_Descriptor_Heap 2026-03-26 08:38:41 +00:00
widberg ec8f1d51f5 Move alignas
Placing `alignas` before the type is more in-line with the C++ standard,
Microsoft Learn examples, and other places in this codebase. While the
old way worked with MSVC, this is more consistent and improves
compatibility with other tools without affecting the MSVC build.
2026-03-25 00:31:43 +09:00
baldurk 3f08b821e5 Remove file from installer reference 2026-03-24 09:48:24 +00:00
Jake Turner e53f27ef06 Added VK_Resource_Usage to check resource usage without a replay 2026-03-19 16:03:56 +00:00
baldurk aebb1f90ee Fix AoS output in mesh viewer being incorrect with mesh shaders
* This would generally only come up with gl_PerVertex, and was hidden before
  because gl_Position is the first member. It likely would also reproduce if a
  user had a struct output from the mesh shader.
2026-03-16 15:12:30 +00:00
Jake Turner 337f5f20e5 Update VK_Parameter_Zoo test to macth the extra submit in the test 2026-03-13 17:31:17 +00:00
Jake Turner c2636d7250 Add vkQueueSubmit with two submits to VK_Parameter_Zoo 2026-03-12 13:02:12 +00:00
baldurk ef0b68d76d Fix annotations tests to check for new vector member names 2026-03-12 12:44:35 +00:00
baldurk dc82c117f5 Fix edge case of bitfield extract with count == numbits. Closes #3813
* This is only legal if offset is 0 and so degenerate, but it is valid and needs
  to be handled.
2026-03-11 22:43:24 +00:00
baldurk c2147b0233 Clarify that most info is unavailable for pixel history on secondaries
* Also fix a potential crash if dynamic rendering is used in secondaries.
2026-03-10 12:40:02 +00:00
Jake Turner b243f125d9 Removed unused comment and code from VK_Custom_Resolve test 2026-03-05 08:43:39 +00:00
baldurk 6b6480fafb Fix detection of semantic arrays to not falsely merge separated elements
* It's impossible to distinguish a separate TEXCOORD0 and TEXCOORD1 from an
  array at TEXCOORD0. However making this an array by that same logic is fine.
  We can't make an array though if there is another element in between they must
  be contiguous.
2026-03-03 18:05:57 +00:00