When a shader fails to compile for a range of versions, we want to validate that
we are correctly implementing that behaviour. E.g. if a feature requires shader
model 5.0, we should validate that it compiles correctly with 5.0 (which we do),
but also that it *fails* to compile with 4.1 (which we do not).
The obvious and simple solution is to simply run compile tests for each version.
There are, however, at least 12 versions of HLSL up to and including 6.0, at
least 10 of which are known to introduce new features. Shader compilation takes
about 10-15% of the time that draw and dispatch does, both for native and
(currently) vkd3d. Testing every version for every shader would add a
noticeable amount of time to the tests.
In practice, the interesting versions to test for most shaders are:
* At least one from each range 1-3, 4-5, and 6. It's common enough for the
semantics of the HLSL to differ between bytecode formats, or for features to
be added or removed across those boundaries.
* If the shader requires a given feature, we want to test both sides of the cusp
to ensure we're requiring the same version for the feature.
In practice this is 3 or 4 versions, which is measurably less than the 12 we'd
otherwise be running.
In order to achieve this goal of testing only the 3 or 4 interesting versions
for a shader, we need to know what version is actually required for a feature.
This is encoded in the shader itself using e.g. [pixel shader fail(sm<5)].
This patch therefore implements the first step towards this goal, namely,
determining which versions succeed and fail, so we can figure out which ones are
interesting.
We could require the test writer to specify which versions are interesting ahead
of time (e.g. "for version in 2.0 4.1 5.0 6.0") but this is both redundant (and
there are a *lot* of tests that need some feature gate) and easy for a test
writer to get wrong by missing interesting versions.
This allows the Vulkan runner to execute in environments which do
not support geometry shaders, most notably MoltenVK. In particular,
that enables SM<4 shaders to run in such environments
The used UAV formats are explicitly added in the [require] section of
every test that uses them.
Some of these tests were failing on Intel UHD graphics 770 because of
missing support for additional UAV load types, explicitly requiring
these formats allows these tests to be skipped.
The current default is r32g32b32a32 but it requires special support
which is not available on all GPUs, so it is not a very convenient
default.
Instead of changing the default making it different from RTV resoures,
the format is required to always be explicit for UAVs.
The exceptions are counter_buffer and buffers with "stride", which don't
require a format because it is already implied.
If in the same shader_test file we have both a [buffer uav n] and a
[uav n] with the same slot "n", we want the last one to override the
first one instead of passing both resources to the backends.
Same for [buffer srv n] and [texture n] after we introduce SRV buffers.
If the runners require multiple calls to run_shader_tests() for
different shader model ranges, these are moved inside the sole runner
call.
For the same reason, the trace() messages are also moved inside the
runner calls.