Commit Graph

799 Commits

Author SHA1 Message Date
Henri Verbeet
47a183c75b tests/d3d12: Check whether the d3d12 device supports geometry shaders. 2025-08-06 12:04:16 +02:00
Conor McCarthy
cd8cea6913 tests: Replace test_ps_viewport_index() with a shader runner test.
Mainly to allow testing the functionality in question with DXIL shaders
as well.
2025-07-31 14:55:33 +02:00
Nikolay Sivov
a4f5225229 vkd3d: Return success from d3d12_device_EnumerateMetaCommands().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2025-07-28 16:24:04 +02:00
Evan Tang
5c0e6747b8 tests/d3d12: Add a colour attachment to test_draw_depth_no_ps().
To show that draws without fragment shader should leave colour
attachments unmodified.
2025-07-16 17:28:43 +02:00
Giovanni Mascellani
1a5a2969be vkd3d/resource: Write null descriptors with their correct type when using mutable descriptor types.
This fixes crashes in test_null_srv() and test_null_uav() with
llvmpipe and NVIDIA GPUs.
2025-07-14 18:37:13 +02:00
Francisco Casas
66d0c2a426 tests/d3d12: Avoid out-of-bounds access when evaluating ok() args (ubsan).
Compiling and running with UBSan reported the following errors:

tests/d3d12.c:31063:5: runtime error: index 4 out of bounds for type 'float [4][8]'
tests/d3d12.c:31063:5: runtime error: index 8 out of bounds for type 'float [8]'
tests/d3d12.c:31063:5: runtime error: load of address 0x557ee85a1500 with insufficient space for an object of type 'const float'
tests/d3d12.c:31248:5: runtime error: index 4 out of bounds for type 'float [4][4]'
tests/d3d12.c:31248:5: runtime error: index 4 out of bounds for type 'float [4]'
tests/d3d12.c:31248:5: runtime error: load of address 0x557ee85a10d0 with insufficient space for an object of type 'const float'
2025-06-09 16:09:22 +02:00
Giovanni Mascellani
d65be3d0c5 tests: Skip test_graphics_compute_queue_synchronization() on paravirtualized MoltenVK.
This used to work when the macOS runner had a Sonoma host system.
Now it has Sequoia, even if the guest is still Sonoma, and the
test crashes with:

    [mvk-error] VK_TIMEOUT: MTLCommandBuffer "vkQueueSubmit MTLCommandBuffer on Queue 3-0" execution failed (code 2): Caused GPU Hang Error (00000003:kIOGPUCommandBufferCallbackErrorHang)
    vkd3d:56072:err:vkd3d_wait_for_gpu_timeline_semaphore Failed to wait for Vulkan timeline semaphore, vr -4.

Upgrading MoltenVK or the guest to Sequoia doesn't seem to help.
I haven't investigated the problem, but my experience is that
the paravirtualized Metal driver has a number of problems.
2025-06-05 16:50:15 +02:00
Giovanni Mascellani
129b3a8c4b tests: Check that shader-visible descriptor heaps have a valid GPU descriptor handle start.
We currently check that non-shader-visible heaps have a NULL
handle, but that doesn't seem to be guaranteed: beside WARP, also
NVIDIA drivers still return a valid pointer. And that's a pretty
useless check anyway; rather, check that shader-visible heaps
have a valid pointer, which is more interesting.
2025-05-15 14:11:10 +02:00
Giovanni Mascellani
1aa33ebc80 tests: Allow creating GPU upload heaps.
They are write-combine heaps on L1 memory, and were introduced
recently in Direct3D 12.
2025-05-15 14:10:53 +02:00
Giovanni Mascellani
d5410e3115 tests: Expect success when creating resources in certain cases.
Currently the tests expect that creating buffers in COMMON or
COPY_SOURCE state on UPLOAD heaps or in COMMON state on READBACK
heaps leads to a failure. I tested WARP, AMD and NVIDIA, and in
all cases the operations is successful.

I think the D3D12 runtime used reject resources created in the
configurations detailed above, but it doesn't any more (both
using the latest Agility SDK and the runtime distributed with
an updated Windows 11 system). However the CI still uses an
earlier runtime, so the old behavior is still allowed as
broken.
2025-05-15 14:09:23 +02:00
Henri Verbeet
cb4b5641ea vkd3d: Handle multiple fence NULL event waits in d3d12_device_SetEventOnMultipleFenceCompletion(). 2025-05-06 18:29:06 +02:00
Henri Verbeet
3fabac3f70 vkd3d: Handle multiple fence ANY waits in d3d12_device_SetEventOnMultipleFenceCompletion(). 2025-05-06 18:29:06 +02:00
Henri Verbeet
9222f5e5b1 vkd3d: Handle multiple fence ALL waits in d3d12_device_SetEventOnMultipleFenceCompletion(). 2025-05-06 18:29:06 +02:00
Henri Verbeet
52b947a005 vkd3d: Handle single fence waits in d3d12_device_SetEventOnMultipleFenceCompletion().
By forwarding to ID3D12Fence_SetEventOnCompletion().
2025-05-06 18:29:06 +02:00
Henri Verbeet
3ea84156c7 vkd3d: Validate the fence count in d3d12_device_SetEventOnMultipleFenceCompletion(). 2025-05-06 18:29:06 +02:00
Henri Verbeet
75ce9cef92 tests/d3d12: Test ID3D12Device1_SetEventOnMultipleFenceCompletion(). 2025-05-06 18:29:06 +02:00
Giovanni Mascellani
6ca9395368 tests/d3d12: Skip testing NULL VBVs on NVIDIA on Windows.
It seems that the NVIDIA drivers leaves VBVs bindings untouched
when they are NULL (or the GPU buffer address is NULL), instead of
setting them to a null binding.

Differently from other cases of inconsistent behaviour between AMD
and NVIDIA, here I'm explicitly marking the NVIDIA behaviour as
broken, because the expected behaviour is spelled out explicitly
(at least for the D3D12 specification standards).
2025-04-21 14:43:59 +02:00
Giovanni Mascellani
bc637f2633 tests/d3d12: Do not validate the semantic of uint-clearing R11G11B10_FLOAT resources.
Implementations have no consistent behaviour.
2025-04-21 14:43:27 +02:00
Giovanni Mascellani
c1d04b84c7 tests/d3d12: Do not test out-of-bound UAV uint clears.
The behaviour is not uniform: AMD truncates, NVIDIA saturates.
2025-04-21 14:40:44 +02:00
Giovanni Mascellani
f890db872a tests/d3d12: Do not allow texture creation to fail when testing UAV uint clears.
If the format is supported texture creation should always succeed.
2025-04-21 14:40:31 +02:00
Giovanni Mascellani
f932af7f18 tests/d3d12: Check that B5G6R5_UNORM and B5G5R5A1_UNORM are supported before testing them.
They are not always available on NVIDIA GPUs.
2025-04-21 14:36:39 +02:00
Giovanni Mascellani
4324817c68 tests/d3d12: Set the descriptor heap when clearing UAVs. 2025-04-21 14:32:58 +02:00
Giovanni Mascellani
bb8f1304ba tests/d3d12: Always set descriptor heaps.
It seems AMD and WARP are not particularly sensitive to that, but
NVIDIA drivers crash if descriptor heaps are not set.
2025-04-09 16:41:33 +02:00
Giovanni Mascellani
7b4a29da81 tests: Mark a todo as resolved on MoltenVK 1.2.12.
Technically it is not, the Vulkan commands we're generating are
still not correct. But let's get rid of the failure message.
2025-04-03 20:28:31 +02:00
Giovanni Mascellani
aab8ba02d8 tests: Mark a number of test failures as buggy on macOS before Sequoia.
It's hard to pinpoint exactly what's going wrong with these
tests. They seem to be related to atomics and GPU timestamps,
both categories that are known to have problems on MoltenVK in a
way or another; those failures clearly depend on a few factors
like the MoltenVK version, the macOS version and whether we're in
a virtual machine or not, but the exact dependency on those factors
is hard to describe (for example, in general the paravirtualized
device offered inside virtual machines has a lot more problems than
real devices, but I've seen tests, fixed all other conditions,
working on the paravirtualized device and not on the real device).

The only thing all tests in this batch have in common is that I've
never seen them fail on a Sequoia system, thus I've settled for
using just that as the bug_if() condition. Ultimately, wasting a
lot of time to get to the bottom of each single test failure is
pointless, and being able to mark the CI job as not allowed to
fail gives better regression protection than investigating each
of those. Also, I routinely run the tests on a Sequoia system, so
if these tests get broken this is going to be noticed anyway.
2025-04-03 20:26:26 +02:00