tests/shader_runner: Avoid creating devices for backends that won't execute.

My main motivation to this is avoiding generating a lot of useless
log lines from other executors when I'm interested in just one of
them, but I can imagine this also somewhat improving efficiency.
This commit is contained in:
Giovanni Mascellani 2025-03-13 22:07:10 +01:00 committed by Henri Verbeet
parent 0b273ea88c
commit fc4316f664
Notes: Henri Verbeet 2025-03-17 15:28:49 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1416
8 changed files with 90 additions and 36 deletions

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@ -2066,6 +2066,41 @@ enum test_action
TEST_ACTION_SKIP_EXECUTION,
};
bool test_skipping_execution(const char *executor, const char *compiler,
enum shader_model minimum_shader_model, enum shader_model maximum_shader_model)
{
if (shader_test_options.executor_filter
&& strcmp(shader_test_options.executor_filter, executor))
{
trace("Skipping compiling shaders with %s and executing with %s "
"because of the executor filter.\n",
compiler, executor);
return true;
}
if (shader_test_options.compiler_filter
&& strcmp(shader_test_options.compiler_filter, compiler))
{
trace("Skipping compiling shaders with %s and executing with %s "
"because of the compiler filter.\n",
compiler, executor);
return true;
}
minimum_shader_model = max(minimum_shader_model, shader_test_options.minimum_shader_model);
maximum_shader_model = min(maximum_shader_model, shader_test_options.maximum_shader_model);
if (minimum_shader_model > maximum_shader_model)
{
trace("Skipping compiling shaders with %s and executing with %s "
"because the shader model range is empty.\n",
compiler, executor);
return true;
}
return false;
}
void run_shader_tests(struct shader_runner *runner, const struct shader_runner_caps *caps,
const struct shader_runner_ops *ops, void *dxc_compiler)
{
@ -2082,35 +2117,9 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
const char *testname;
FILE *f;
if (shader_test_options.executor_filter
&& strcmp(shader_test_options.executor_filter, caps->runner))
{
trace("Skipping compiling shaders with %s and executing with %s "
"because of the executor filter\n",
caps->compiler, caps->runner);
return;
}
if (shader_test_options.compiler_filter
&& strcmp(shader_test_options.compiler_filter, caps->compiler))
{
trace("Skipping compiling shaders with %s and executing with %s "
"because of the executor filter\n",
caps->compiler, caps->runner);
return;
}
minimum_shader_model = max(caps->minimum_shader_model, shader_test_options.minimum_shader_model);
maximum_shader_model = min(caps->maximum_shader_model, shader_test_options.maximum_shader_model);
if (minimum_shader_model > maximum_shader_model)
{
trace("Skipping compiling shaders with %s and executing with %s "
"because the shader model range is empty\n",
caps->compiler, caps->runner);
return;
}
trace("Compiling SM%s-SM%s shaders with %s and executing with %s.\n",
model_strings[minimum_shader_model], model_strings[maximum_shader_model],
caps->compiler, caps->runner);
@ -2612,6 +2621,10 @@ static void run_compile_tests(void *dxc_compiler)
for (unsigned int i = 0; i < DXGI_FORMAT_COUNT; ++i)
caps.format_caps[i] = ~0u;
if (test_skipping_execution(caps.runner, caps.compiler,
caps.minimum_shader_model, caps.maximum_shader_model))
return;
run_shader_tests(&runner, &caps, NULL, dxc_compiler);
}

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@ -288,6 +288,8 @@ ID3D10Blob *compile_hlsl(const struct shader_runner *runner, enum shader_type ty
struct sampler *shader_runner_get_sampler(struct shader_runner *runner, unsigned int slot);
struct resource *shader_runner_get_resource(struct shader_runner *runner, enum resource_type type, unsigned int slot);
bool test_skipping_execution(const char *executor, const char *compiler,
enum shader_model minimum_shader_model, enum shader_model maximum_shader_model);
void run_shader_tests(struct shader_runner *runner, const struct shader_runner_caps *caps,
const struct shader_runner_ops *ops, void *dxc_compiler);

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@ -1043,6 +1043,10 @@ void run_shader_tests_d3d11(void)
struct d3d11_shader_runner runner;
HMODULE dxgi_module, d3d11_module;
if (test_skipping_execution("d3d11.dll",
HLSL_COMPILER, SHADER_MODEL_4_0, SHADER_MODEL_5_0))
return;
d3d11_module = LoadLibraryA("d3d11.dll");
dxgi_module = LoadLibraryA("dxgi.dll");
if (d3d11_module && dxgi_module)

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@ -1129,11 +1129,24 @@ static void run_shader_tests_for_model_range(void *dxc_compiler,
void run_shader_tests_d3d12(void *dxc_compiler)
{
#ifdef VKD3D_CROSSTEST
const char *executor = "d3d12.dll";
#else
const char *executor = "vkd3d";
#endif
bool skip_sm4 = test_skipping_execution(executor, HLSL_COMPILER, SHADER_MODEL_4_0, SHADER_MODEL_5_1);
bool skip_sm6 = test_skipping_execution(executor, "dxcompiler", SHADER_MODEL_6_0, SHADER_MODEL_6_2);
if (skip_sm4 && skip_sm6)
return;
enable_d3d12_debug_layer();
init_adapter_info();
run_shader_tests_for_model_range(NULL, SHADER_MODEL_4_0, SHADER_MODEL_5_1);
if (!skip_sm4)
run_shader_tests_for_model_range(NULL, SHADER_MODEL_4_0, SHADER_MODEL_5_1);
if (dxc_compiler)
if (dxc_compiler && !skip_sm6)
run_shader_tests_for_model_range(dxc_compiler, SHADER_MODEL_6_0, SHADER_MODEL_6_2);
}

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@ -645,6 +645,10 @@ void run_shader_tests_d3d9(void)
struct d3d9_shader_runner runner;
HMODULE d3d9_module;
if (test_skipping_execution("d3d9.dll",
HLSL_COMPILER, SHADER_MODEL_2_0, SHADER_MODEL_3_0))
return;
if (!(d3d9_module = LoadLibraryA("d3d9.dll")))
return;

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@ -1459,6 +1459,10 @@ static void run_tests(enum shading_language language)
{
struct gl_runner runner;
if (test_skipping_execution(language == SPIR_V ? "OpenGL/SPIR-V" : "OpenGL/GLSL",
HLSL_COMPILER, SHADER_MODEL_4_0, SHADER_MODEL_5_1))
return;
if (!gl_runner_init(&runner, language))
return;
run_shader_tests(&runner.r, &runner.caps, &gl_runner_ops, NULL);

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@ -739,6 +739,9 @@ void run_shader_tests_metal(void)
{
struct metal_runner runner;
if (test_skipping_execution("Metal", HLSL_COMPILER, SHADER_MODEL_4_0, SHADER_MODEL_5_0))
return;
if (!metal_runner_init(&runner))
return;
run_shader_tests(&runner.r, &runner.caps, &metal_runner_ops, NULL);

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@ -1856,20 +1856,31 @@ out_destroy_context:
void run_shader_tests_vulkan(void)
{
struct vulkan_shader_runner runner = {0};
bool skip_sm2 = test_skipping_execution("Vulkan", HLSL_COMPILER, SHADER_MODEL_2_0, SHADER_MODEL_3_0);
bool skip_sm4 = test_skipping_execution("Vulkan", HLSL_COMPILER, SHADER_MODEL_4_0, SHADER_MODEL_5_1);
if (skip_sm2 && skip_sm4)
return;
if (!init_vulkan_runner(&runner))
return;
runner.caps.minimum_shader_model = SHADER_MODEL_2_0;
runner.caps.maximum_shader_model = SHADER_MODEL_3_0;
run_shader_tests(&runner.r, &runner.caps, &vulkan_runner_ops, NULL);
if (!skip_sm2)
{
runner.caps.minimum_shader_model = SHADER_MODEL_2_0;
runner.caps.maximum_shader_model = SHADER_MODEL_3_0;
run_shader_tests(&runner.r, &runner.caps, &vulkan_runner_ops, NULL);
}
/* Fog requires remapping, which is only correct for sm1. */
runner.caps.shader_caps[SHADER_CAP_FOG] = false;
if (!skip_sm4)
{
/* Fog requires remapping, which is only correct for sm1. */
runner.caps.shader_caps[SHADER_CAP_FOG] = false;
runner.caps.minimum_shader_model = SHADER_MODEL_4_0;
runner.caps.maximum_shader_model = SHADER_MODEL_5_1;
run_shader_tests(&runner.r, &runner.caps, &vulkan_runner_ops, NULL);
runner.caps.minimum_shader_model = SHADER_MODEL_4_0;
runner.caps.maximum_shader_model = SHADER_MODEL_5_1;
run_shader_tests(&runner.r, &runner.caps, &vulkan_runner_ops, NULL);
}
vulkan_test_context_destroy(&runner.context);
}