Corentin Wallez
32c0caab61
Enable BasicTests on the Vulkan backend
2018-03-02 15:26:19 -05:00
Corentin Wallez
8d541f3de9
Enable PrimitiveTopologyTests on Vulkan
2018-03-02 15:26:19 -05:00
Corentin Wallez
abcf982e09
Enable IndexFormatTests on Vulkan
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This adds translation of the index format in the Vulkan backend. A test
is also added for an issue currently present in the Vulkan backend.
2018-03-02 15:26:19 -05:00
Corentin Wallez
57f7bc750a
Add an end2end test for SetScissorRect
2018-03-02 14:22:50 -05:00
Corentin Wallez
54ab71b5ce
Add ViewportOrientation test
2018-02-12 15:19:11 -05:00
Corentin Wallez
a88ec74e60
Factor simple framebuffer creation in end2end tests
2018-02-12 15:19:11 -05:00
Corentin Wallez
eba7c027f9
Enable DepthStencilStateTests on Vulkan
2018-02-06 09:15:01 -05:00
Corentin Wallez
5000ee68d2
Enable BlendStateTest on the Vulkan backend
2018-02-05 13:27:47 -05:00
Corentin Wallez
395bf15599
Enable the InputState tests on Vulkan
2018-01-15 19:13:01 -05:00
Corentin Wallez
47155a3555
Make gl_Position(-1, -1) map to texel (0, 0) of the render target
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There was a lot of missing around with viewports and flip the Y
coordinate in vertex shaders before. Turns out things are simpler than
we thought: *all* APIs have gl_Position(-1, -1) map to texel (0, 0). It
is just the present coordinate system that changes.
Remove some of the hacks we had to work around non-existent viewport
issues and fix tests.
2018-01-15 19:13:01 -05:00
Corentin Wallez
348fb1b223
Enable T<->B CopyTests on Vulkan
2018-01-08 04:07:41 -08:00
Corentin Wallez
77a1d908b6
Vulkan: Handle CopyBufferToBuffer commands
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This as this is the first command handled by the Vulkan backend, this
commit also introduces the b:✌️ :CommandBUffer class and implements
b:✌️ :Queue::Submit.
Also enables the BufferSetSubData tests that are now passing on Vulkan
even though the buffer transitions are unimplemented.
2017-12-12 12:31:20 -05:00
Corentin Wallez
b6fb5f3149
Roll shaderc
2017-12-12 01:02:35 -05:00
Corentin Wallez
98013d7866
Enable first tests on Vulkan!
2017-11-23 09:26:26 -05:00
Corentin Wallez
f40d8c545c
Fix warnings in IndexFormatTests
2017-11-21 17:34:16 -05:00
Corentin Wallez
6225a72fb7
Add index format tests.
2017-11-20 09:59:03 -05:00
Corentin Wallez
ff57ccbcf1
OpenGL: Fix rendered textures being flipped.
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This was because the clip space of OpenGL has an inverted Y compared to
other APIs. This commit:
- Updates SPIRV-Cross to the latest version
- Uses the new vertex.flip_vert_y option in ShaderModuleGL
- Enables tests that are now passing in GL.
2017-11-16 11:42:38 -05:00
Corentin Wallez
7218ed19a1
end2end: Add push constant tests
2017-08-23 09:49:35 -04:00
Corentin Wallez
8846433ae7
end2end: Clear attachments in tests
2017-08-23 09:49:35 -04:00
Kai Ninomiya
b476abd915
RenderPassLoadOpTests.ClearsOnlyOnFirstUsePerRenderPass ( #117 )
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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 )
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* Add tests for clears, render passes, framebuffers
* Test load with a draw in it
2017-08-14 16:32:26 -07:00
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
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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
Austin Eng
439d963ccd
Point,Line,Triangle -> PointList,LineList,TriangleList
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
b343e8d920
Add texture copy tests
2017-07-20 13:07:36 -04:00
Corentin Wallez
1e66ab93fe
end2end: Add BufferSetSubData tests
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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
8668fbacdd
end2end: Add BufferMapReadAsync tests
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
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
Corentin Wallez
e20c5ee9ff
Split Pipeline in Render and Compute, test part
2017-07-17 15:25:16 -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
de4a3c4c3b
Fix framebuffer dimensions in InputStateTest
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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
Austin Eng
77a29986b0
D3D12 Render Targets ( #72 )
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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
83e779d8f2
Fix all Windows warnings
2017-07-11 13:59:15 -04:00
Corentin Wallez
96acaef95e
Fix MSVC warnings on enum class switches
2017-07-11 13:59:15 -04:00
Corentin Wallez
98c90d4faa
Fix clang/GCC warnings
2017-07-10 19:35:21 -04:00
Kai Ninomiya
563e9e253e
Remove prints added in #67 and fix test broken in #64 ( #69 )
2017-07-10 10:23:27 -07:00
Kai Ninomiya
cb2d6d8553
Freeze texture transitions while attached; consolidate OutputAttachment usage ( #67 )
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* lock usages for attachments during subpasses
* refactor IsTextureTransitionPossible
* change attachment usages to OutputAttachment
* make SetBindGroup validation lazier
2017-07-07 16:06:14 -07:00
Austin Eng
a9b2a9871c
Add Buffer->Texture->Buffer copy test
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This does a Buffer->Buffer copy using a Texture as an intermediate
resource and checks if the resulting buffer data is the same
2017-07-06 16:57:54 -04:00
Austin Eng
4502441604
Enable basic tests for D3D12
2017-07-06 16:57:54 -04:00
Corentin Wallez
0230a8dea0
end2end: Add InputStateTests
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They test aspects of the input state but don't try all combinations of
formats like dEQP would do.
2017-07-06 11:34:31 -04:00
Corentin Wallez
4cd65f03b7
Add a readpixel test
2017-07-06 11:34:31 -04:00
Corentin Wallez
eaae746433
Introduce end2end tests.
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This commit adds a test harness that handles instantiating tests on
multiple backends, and have deferred expectations on the content of
resources.
2017-06-22 09:56:30 -07:00