Commit Graph

49 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
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
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
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
Anna (navi) Figueiredo Gomes
d5ed4df254 tests/shader_runner: Add a "mesa<23.3" tag. 2024-12-19 20:34:55 +01:00
Giovanni Mascellani
3264378fa0 tests: Print the file name instead of the test name in test logs.
Some test programs, particularly the shader runner, are built from
many different files nowadays, and a line number is relatively
cumbersome to use if you don't know which file that line comes from.
2024-12-03 12:38:26 +01:00
Giovanni Mascellani
9f4a568868 tests: Mark a couple of tests as working on recent NVIDIA GPUs.
I don't know the exact version that fixed this todo, but on the
same hardware this test was failing a couple of years ago, so
I presume something was fixed at some point. I am writing my
current driver version, but a lower one might turn out to be
sufficient.
2024-07-31 20:50:58 +02:00
Giovanni Mascellani
7e557420b1 tests: Terminate the Agility SDK path with a slash.
That's what the documentation recommends. It used to work for me without
the slash, but maybe they changed something in recent versions.
2024-07-17 15:54:31 +02:00
Giovanni Mascellani
4f67675a51 tests: Support using the Agility SDK in the crosstests. 2024-07-09 16:57:03 +02:00
Giovanni Mascellani
c49daadce1 tests: Enable the d3d12 debug layer message callbacks. 2024-07-09 15:24:18 +02:00
Giovanni Mascellani
e3ddb76a3e tests: Improve feedback when enabling d3d12 debug layers. 2024-07-09 14:55:55 +02:00
Giovanni Mascellani
fe787cf77f tests: Skip sampling cube textures on Qualcomm.
They seem to always crash on the Adreno 540 on my OnePlus 5 phone with the
Qualcomm proprietary driver.
2024-07-08 18:49:28 +02:00
Giovanni Mascellani
59a5d8f852 tests: Add llvmpipe among the Mesa drivers. 2024-04-10 08:54:50 -05:00
Giovanni Mascellani
ecd38f3d1b tests: Print the device name. 2024-04-10 08:54:50 -05:00
Giovanni Mascellani
7cfb02cfd3 tests: Skip some tests that crash on llvmpipe. 2024-04-10 08:54:50 -05:00
Giovanni Mascellani
0b2ce5c13a tests: Mark some test failures as todo on llvmpipe. 2024-04-10 08:54:50 -05:00
Giovanni Mascellani
6dfdbb5c26 tests: Do not crash if a pipeline statistics query heap cannot be created.
This currently happens on MoltenVK.
2023-09-22 11:06:44 +02:00
Zebediah Figura
9ea84ae8c9 tests/shader_runner: Use the global test_options structure.
Inspired by a patch by Giovanni Mascellani.
2023-03-10 21:13:05 +01:00
Giovanni Mascellani
c8a05a8b10 tests: Collect D3D12 test options in a dedicated structure. 2023-03-10 21:12:46 +01:00
Giovanni Mascellani
44d9e2d728 tests: Distinguish between cross and non-cross Win32 builds.
Now the tests compile correctly on non-cross Win32 builds.
2023-01-24 18:10:15 +01:00
Zebediah Figura
0929ec7462 tests: Load libvulkan dynamically in d3d12_crosstest.h.
We would like to allow overriding the soname of libvulkan, in which case the
tests and demos should respect that override.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-04-20 16:41:46 +02:00
Conor McCarthy
3d044c4453 tests: Add tests for ID3D12CommandQueue_GetClockCalibration().
Based on a vkd3d-proton patch by Hans-Kristian Arntzen.

Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-14 19:28:11 +01:00
Chip Davis
25d79204e3 tests: Include <stddef.h> from "d3d12_crosstest.h". (Clang).
Neither MinGW's nor Microsoft's <windows.h> includes <stddef.h>, either
directly or indirectly. Also, unlike GCC, Clang's <inttypes.h> does not
include <stddef.h>, either. "vkd3d_windows.h" does include <stddef.h>,
and this is why building for the host works, even with Clang.

Fixes cross compilation errors with Clang related to using offsetof(3).

Signed-off-by: Chip Davis <cdavis@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2021-08-06 12:31:13 +02:00
Zebediah Figura
ffa7bd39f3 tests: Add some C HLSL preprocessor tests.
That is, tests in C, for features of the HLSL preprocessor which are difficult
to test using the shader_runner framework.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2020-11-24 22:28:11 +01:00