Austin Eng
4086effec0
Validate buffer view offset on bind groups
2017-08-17 15:36:02 -04:00
Austin Eng
ae48c95306
Add IsAligned helper for values
2017-08-17 15:36:02 -04:00
Austin Eng
d37ec9af92
unittests: Test inheritance of vertex inputs between pipelines and no inheritance between subpasses
2017-08-15 19:40:10 -04:00
Kai Ninomiya
b476abd915
RenderPassLoadOpTests.ClearsOnlyOnFirstUsePerRenderPass ( #117 )
...
Tests that an attachment is cleared only on the first subpass that uses
it in a renderpass
2017-08-15 13:58:48 -07:00
Kai Ninomiya
afa45a9176
Add tests for clears, render passes, framebuffers ( #107 )
...
* Add tests for clears, render passes, framebuffers
* Test load with a draw in it
2017-08-14 16:32:26 -07:00
Austin Eng
e69a2893b3
Add BlendState validation tests
2017-08-07 18:51:48 -04:00
Austin Eng
12a00ba3d1
Reset blend color to (0,0,0,0) at the start of render subpass
2017-08-07 18:51:48 -04:00
Austin Eng
cce6b01b6d
Remove dual source blending
...
It is not supported on many mobile GPUS on Vulkan
http://vulkan.gpuinfo.org/listreports.php?feature=dualSrcBlend&option=not
and is optional on Metal
2017-08-07 18:51:48 -04:00
Austin Eng
18163f1223
end2end: Add blend state tests
2017-08-07 18:51:48 -04:00
Ben Constable
ea507ddf77
Code review feedback
2017-08-01 18:45:33 -04:00
Ben Constable
a015ad3399
Initial changes for depth stencil, some tests not passing
2017-08-01 18:45:33 -04:00
Kai Ninomiya
c16a67ae52
Swap chains, part 2 ( #94 )
2017-07-27 18:30:57 -07:00
Corentin Wallez
3818e18c5c
Forward unhandled builder errors to the device
2017-07-27 21:08:12 -04:00
Austin Eng
439d963ccd
Point,Line,Triangle -> PointList,LineList,TriangleList
2017-07-27 10:19:30 -04:00
Austin Eng
2a0792b5f0
Add RenderPipeline validation tests
2017-07-27 10:19:30 -04:00
Austin Eng
d568bdad99
Add primitive topology tests
2017-07-27 10:19:30 -04:00
Austin Eng
c275f7cf9f
end2end: Add depth stencil state tests
2017-07-25 10:16:08 -04:00
Austin Eng
cc8d2d529d
D3D12: Enabled copy tests with non-aligned buffer offsets
2017-07-25 09:40:54 -04:00
Austin Eng
04499576d9
D3D12: Add copy splitter unit tests
2017-07-25 09:40:54 -04:00
Kai Ninomiya
78c8b837ea
clang/gcc: enable a bunch more warnings ( #91 )
...
* clang/gcc: enable -pedantic warnings
* suppress a GCC-specific warning in stb_image
* And some clang-specific warnings
* -Wconversion (clang) -Wold-style-cast (clang+gcc)
and fix a few warnings that show up with these (and a few more with
-Wconversion on gcc, even though that's not enabled by default)
* bunch more warnings
* fixes
* remove merge error
2017-07-21 17:00:22 -07:00
Kai Ninomiya
159bade5f5
x_DISABLED -> DISABLED_x
2017-07-20 16:33:02 -04:00
Kai Ninomiya
d9af452ceb
refactorign -> refactoring
2017-07-20 16:33:02 -04:00
Corentin Wallez
a18200e6af
unittests: Add tests for push constants
2017-07-20 16:33:02 -04:00
Corentin Wallez
2dfea9961a
ValidationTest: Add helper to create a dummy renderpass
2017-07-20 16:33:02 -04:00
Austin Eng
b343e8d920
Add texture copy tests
2017-07-20 13:07:36 -04:00
Austin Eng
e5bd3e0ece
Add Texture expectation macro and mip level parameter
2017-07-20 13:07:36 -04:00
Austin Eng
1b8c64d3e2
Print small buffers on test expectation failure
2017-07-20 13:07:36 -04:00
Austin Eng
4234c39a09
Add output string streams to NXT test expectation helpers
2017-07-20 13:07:36 -04:00
Corentin Wallez
1e66ab93fe
end2end: Add BufferSetSubData tests
...
The test doing many small SetSubData freezes the Metal driver on a
MTLBuffer allocation. This is because we don't use a ringbuffer for
SetSubData and instead create one small upload buffer per call.
The same test is skipped on D3D12 as it is bound to have the same issue.
Also adds comments that were forgotten before every MapReadAsync test.
2017-07-18 17:24:54 -04:00
Corentin Wallez
e1f16a25bf
NXTTest: add other Is<Backend> methods
2017-07-18 17:24:54 -04:00
Austin Eng
3835edde10
Add validation for buffer offset
2017-07-18 16:03:51 -04:00
Corentin Wallez
8668fbacdd
end2end: Add BufferMapReadAsync tests
2017-07-18 11:06:54 -04:00
Corentin Wallez
134e08005a
Move USleep to utils/
2017-07-18 11:06:54 -04:00
Austin Eng
2fbda87caf
D3D12: Enable PureInstance test
2017-07-17 17:16:45 -04:00
Austin Eng
51ff013ee2
Add automatic readback alignment and packing for texture expectations
...
Texture expectations copy into a buffer with a 256-byte aligned row
pitch. Then, the rows are packed into an array to check expectations
against.
2017-07-17 17:16:45 -04:00
Austin Eng
36d82645c3
Add row pitch validation tests
2017-07-17 17:16:45 -04:00
Austin Eng
5ed02ee648
update existing unit tests with proper row pitch
2017-07-17 17:16:45 -04:00
Austin Eng
972a1e59a7
Update tests and examples to follow copy row pitch alignment constraints
2017-07-17 17:16:45 -04:00
Austin Eng
c5f8e7ae77
Update usage of CopyBufferToTexture and CopyTextureToBuffer to include row pitch
2017-07-17 17:16:45 -04:00
Austin Eng
deba8a4ea6
Add value type Align tests
2017-07-17 17:16:45 -04:00
Austin Eng
8867e5d8df
Rename Align to AlignPtr
2017-07-17 17:16:45 -04:00
Corentin Wallez
e20c5ee9ff
Split Pipeline in Render and Compute, test part
2017-07-17 15:25:16 -04:00
Corentin Wallez
55ebc25c0f
NXTTest: Make GTest print the name of the backend
2017-07-17 13:48:17 -04:00
Corentin Wallez
23620b0dc7
OpenGL: Implement T->B copies
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Also enable the basic end2end tests that are now passing.
InputStateTests isn't passing yet, for some reason the ReadPixels
returns pure black.
2017-07-17 13:48:17 -04:00
Corentin Wallez
bcee1e5981
NXTTest: expose SwapBuffers to test to make it easy to RenderDoc
...
RenderDoc uses presents as the points to start and end a capture, so to
debug test we have to do the following:
TEST_F(...)
while(true) {
// All the test code
SwapBuffers();
}
}
2017-07-13 15:41:43 -04:00
Corentin Wallez
de4a3c4c3b
Fix framebuffer dimensions in InputStateTest
...
Also add validation that the framebuffer size matches its attachement
size and make a test for it.
2017-07-13 15:41:43 -04:00
Corentin Wallez
275817a93a
Add proper defines for backend enablement
2017-07-13 14:55:23 -04:00
Austin Eng
77a29986b0
D3D12 Render Targets ( #72 )
...
Implements BeginRenderSubpass on the D3D12 backend. Descriptors for render target and depth stencil views are recorded in a descriptor heap for each framebuffer. For now, we still have the hack where no attachment renders to the backbuffer, so the CommandBuffer records those when necessary when it is submitted.
This PR also enables input states for D3D12 which are mostly working. One failure seems to be happening because our texture copies are not yet correct.
2017-07-12 17:36:36 -07:00
Corentin Wallez
0f833f30ed
Enable warnings on Windows
2017-07-11 13:59:15 -04:00
Corentin Wallez
83e779d8f2
Fix all Windows warnings
2017-07-11 13:59:15 -04:00