baldurk
c6a1a23adb
Remove mismatched end_section when skipping unsupported capture
2020-03-06 17:56:28 +00:00
baldurk
2a29054e46
Fix config values for Iter_Test
2020-03-06 17:56:28 +00:00
baldurk
85a5752569
Fix use of check_pixel_value in GL_Unshared_Context test
2020-03-06 17:56:27 +00:00
Steve Karolewics
dcd7ad0c8a
Fix incorrect logical identifiers for constant buffers with D3D12
...
The assignment of logical identifiers is not guaranteed to match the
order of appearance in the shader bytecode. Adjusted D3D12_CBuffer_Zoo
to exercise this for testing.
2020-03-06 10:04:39 +00:00
baldurk
2250e44ae6
Add test of D3D11 pixel history
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* This doesn't test every edge case, but it is a simple smoke test that ensures
any format can at least get consistent accurate results out.
* Further work is needed to test the different failures, overdraws, primitive
IDs, and all the other specific checks in the history.
2020-03-05 19:35:45 +00:00
baldurk
fac4367cae
Fix RTVs referencing when using RTsSingleHandleToDescriptorRange
2020-03-05 12:08:58 +00:00
baldurk
2bf3a99630
Fix VK_Line_Raster test
2020-03-05 10:10:58 +00:00
Steve Karolewics
a6c3177736
Add MSAA support to D3D12 PS debugging
2020-03-04 19:11:56 +00:00
Steve Karolewics
a5583b83ee
Add test for MSAA evals to D3D11_Shader_Debug_Zoo
2020-03-04 19:11:56 +00:00
baldurk
7e9b6ff70f
Check vertex debugging results in Iter_Test
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* Also never hard error on debug results, just print an error message for manual
evaluation
2020-03-02 17:37:23 +00:00
baldurk
15ec327782
Fix typo in name of evaluate function
2020-03-02 17:37:23 +00:00
baldurk
e38f6b106f
Check cbuffer variables work in debugging as well in cbuffer zoo tests
2020-03-02 17:37:23 +00:00
baldurk
4873a9fdc3
Add missing calls to FreeTrace
2020-03-02 17:37:23 +00:00
baldurk
914dc88cd0
Pass signature index in source variable mapping, not builtin
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* The builtin is more directly useful but the signature index allows us to match
up inputs and outputs that don't have a builtin meaning (pure interpolators).
2020-02-25 18:19:52 +00:00
baldurk
aacf148201
Add test of creating an empty capture
2020-02-21 17:56:53 +00:00
baldurk
70913fdda5
Add test that GL multi-draw mesh output works with builtins
2020-02-21 17:56:53 +00:00
baldurk
4ec8280ee8
Add test of KHR/EXT GL debug marker behaviour
2020-02-21 17:56:53 +00:00
baldurk
b756423a8d
Fix Iter_Test for new DebugVertex signature
2020-02-21 17:56:52 +00:00
Steve Karolewics
dfbe7fb6bf
Remove primitive ID usage from pixel shader debugging when invalid
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SV_PrimitiveID is only valid as a pixel shader input if there's either
no geometry shader, or the geometry shader emits SV_PrimitiveID. With
D3D11, the debug layer will complain but rendering will proceed. With
D3D12, the PSO fails to compile. For both APIs, pixel shader debugging
now checks whether this is true, and disables its usage if it isn't.
Added tests for various valid scenarios with SV_PrimitiveID.
2020-02-20 19:06:22 +00:00
baldurk
83d77ea543
Improve formatting of Iter_Test output
2020-02-18 19:18:51 +00:00
baldurk
06570ea7ad
Remove backbuffer comparisons from test suite, simplify default triangle
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* It's not particularly scalable and can be brittle to driver changes, and we
can use targeted specific pixel tests to check what we really want - to see if
the output has rendered correctly.
* Overlay tests still check files directly - this is a future refactor to
remove.
2020-02-11 17:11:33 +00:00
baldurk
76a88cc7a3
Add test of D3D12 render passes
2020-02-11 17:11:32 +00:00
baldurk
40f4879496
Make debug pixel comparison epsilon slightly more forgiving
2020-02-06 17:58:42 +00:00
baldurk
511f82d897
Don't try to pixel debug for verifying depth output
2020-02-06 17:58:42 +00:00
baldurk
c2e180ea28
Skip pixel debugging comparison in Iter_Test when writes are masked out
2020-02-06 17:58:42 +00:00
baldurk
e012c82168
Update tests to use new interfaces
2020-02-06 17:58:42 +00:00
Steve Karolewics
67457bd784
Add a test for D3D12 shader debugging
...
This mimics the D3D11 shader debugging test, but performs the draws
twice - once with SM 5.0 and once with SM 5.1. The python test performs
the same checks as the D3D11 version, but is explicitly disabled since
D3D12 shader debugging is not yet enabled by default.
2020-02-04 19:11:17 +00:00
baldurk
f427a7ce02
Test that repeated redundant calls for spin-sync aren't serialised
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* If the application is calling e.g. vkGetFenceStatus() in a loop we don't want
to serialise every call.
2020-02-03 18:18:17 +00:00
baldurk
d7b61176c5
Don't save every queue creation in D3D12 device record
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* Otherwise we try to create every queue that has ever existed on replay.
* Check for resource leaks in Resource_Lifetimes tests.
2020-02-03 18:18:17 +00:00
baldurk
c3b6b6890e
Add tests that shader ISA disasm works, including live driver output
2020-02-03 18:18:17 +00:00
baldurk
4df8ce7a02
Test VK_EXT_tooling_info in VK_Parameter_Zoo not VK_Simple_Triangle
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* Keep the simple triangle really the bare minimum.
2020-02-03 18:18:17 +00:00
baldurk
d326d61b1e
Add D3D12_Parameter_Zoo test to check edge-case parameters/interfaces
2020-02-03 18:18:17 +00:00
baldurk
a98a8c49a7
Improve handling of multi-dimensional array input/outputs from shaders
2020-02-03 18:18:16 +00:00
baldurk
83f0398aa6
Add test to parameter zoo to catch descriptor referencing resources
2020-01-27 20:45:08 +00:00
baldurk
1899b5ffc3
Pass size when fetching cbuffer variables
2020-01-27 20:45:08 +00:00
baldurk
d2cd2f0291
Check that vkCmdFillBuffer usage is properly populated in VK_Indirect
2020-01-27 20:45:07 +00:00
baldurk
14b3a06361
Add test of D3D12 ExecuteIndirect
2020-01-22 19:05:53 +00:00
baldurk
a49f3f5462
Add test of degenerate vertex shaders with no outputs but full GS output
2020-01-22 19:05:53 +00:00
baldurk
9dc53d4dd1
Add a test of D3D12 sharing resources
2020-01-21 18:28:57 +00:00
baldurk
60951195c2
Use VK_EXT_tooling_info in VK_Simple_Triangle
2020-01-21 18:28:57 +00:00
baldurk
db0779e09b
Add test for mesh view - vertex picking and mesh rendering
2020-01-21 18:28:55 +00:00
thisisjimmyfb
0734776a49
added test demo and script for opengl backdoor context
2020-01-20 13:41:18 +00:00
baldurk
11f1f30b46
Fix crash when mapping textures on deferred contexts
2020-01-20 12:23:47 +00:00
baldurk
b34c325f24
Make Iter_test.py load-and-runnable in the UI without breaking autotests
2020-01-14 18:02:10 +00:00
baldurk
1758b32045
Add a test of callstack collection
2020-01-13 19:04:44 +00:00
baldurk
86f39640d0
Add shader editing tests on D3D
2020-01-13 18:18:59 +00:00
baldurk
5255db7966
Handle tkinter not importing and disable relevant test. Closes #1668
2020-01-08 19:15:52 +00:00
baldurk
72cd54aa0b
Only import tkinter when needed
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* Otherwise this could fail if tkinter isn't available on platforms where we're
not even going to run the test
2020-01-08 19:10:51 +00:00
baldurk
8f909275a7
Add tests of RGP capturing
2020-01-07 17:59:10 +00:00
Steve Karolewics
a9a2c3e359
Add tests for viewing depth with ClearBeforeDraw.
...
Also updated documentation/README files to reflect the changes and
help others get up to speed on editing tests/documentation.
2019-12-20 20:11:53 +00:00