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ci/tu: Move vkd3d-proton testing from nightly to pre-merge.
Now that we have vkd3d-proton testing support (and single-threaded test support for test_large_texel_buffer), we can integrate vkd3d into the normal pre-merge test run. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39568>
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7 changed files with 55 additions and 20 deletions
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@ -49,6 +49,22 @@ elif [ -d "/piglit" ]; then
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rm -r /piglit
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fi
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if [ -n "$VKD3D_PROTON_TAG" ]; then
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# Are we using the right vkd3d-proton version?
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ci_tag_test_time_check "VKD3D_PROTON_TAG"
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export LD_LIBRARY_PATH="${LD_LIBRARY_PATH:-}:$INSTALL/lib/:/vkd3d-proton-tests/lib/"
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# Set environment for Wine.
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export WINEDEBUG="-all"
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export WINEPREFIX="/vkd3d-proton-wine64"
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export WINEESYNC=1
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# Work around our install not using the same layout as the build tree (but
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# vkd3d-proton.sh relies on the current layout).
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ln -s /vkd3d-proton-tests/d3d12 /vkd3d-proton-tests/tests/d3d12
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fi
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# Ensure Mesa Shader Cache resides on tmpfs.
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SHADER_CACHE_HOME=${XDG_CACHE_HOME:-${HOME}/.cache}
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SHADER_CACHE_DIR=${MESA_SHADER_CACHE_DIR:-${SHADER_CACHE_HOME}/mesa_shader_cache}
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@ -77,3 +77,7 @@ TU_DEBUG = "dynamic"
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# TU_DEBUG_STALE_REGS_RANGE = "0x0c00,0xbe01"
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# TU_DEBUG_STALE_REGS_FLAGS = "cmdbuf,renderpass"
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# FREEDRENO_HANGCHECK_MS = "2000"
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[[vkd3d]]
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vkd3d_folder = "/vkd3d-proton-tests/"
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prefix="vkd3d-" # The test names are pretty ambiguous, otherwise.
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@ -109,3 +109,23 @@ program@execute@builtin@builtin-float-nextafter-1.0.generated@nextafter float8,F
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angle-dEQP-GLES2.functional.shaders.algorithm.rgb_to_hsl_vertex,Fail
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KHR-GL46.shader_atomic_counters.basic-usage-tes,Fail
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# https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39499
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vkd3d-test_large_texel_buffer_view,Fail
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# test_shader_instructions:3479:124:f32tof16: Test failed: Got {0x00000000, 0x00000000, 0x00000000, 0x00000000}, expected {0x00000001, 0x00000002, 0x00000003, 0x00000004} at (0, 0).
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# test_shader_instructions:3479:125:f32tof16: Test failed: Got {0x00008000, 0x00008000, 0x00008000, 0x00008000}, expected {0x00008001, 0x00008002, 0x00008003, 0x00008004} at (0, 0).
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# test_shader_instructions:3479:130:f32tof16: Todo succeeded: Got {0x00006400, 0x00006401, 0x00006402, 0x00006403}, expected {0x00006400, 0x00006401, 0x00006402, 0x00006403} at (32, 32).
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# test_shader_instructions:3479:131:f32tof16: Todo succeeded: Got {0x00006800, 0x00006801, 0x00006802, 0x00006803}, expected {0x00006800, 0x00006801, 0x00006802, 0x00006803} at (32, 32).
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# test_shader_instructions:3479:132:f32tof16: Todo succeeded: Got {0x0000e400, 0x0000e401, 0x0000e402, 0x0000e403}, expected {0x0000e400, 0x0000e401, 0x0000e402, 0x0000e403} at (32, 32).
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# test_shader_instructions:3479:133:f32tof16: Todo succeeded: Got {0x0000e800, 0x0000e801, 0x0000e802, 0x0000e803}, expected {0x0000e800, 0x0000e801, 0x0000e802, 0x0000e803} at (32, 32).
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# test_shader_instructions:3479:134:f32tof16: Todo: Got {0x00000000, 0x00008000, 0x00000000, 0x00008000}, expected {0x00000000, 0x00008000, 0x00000001, 0x00008001} at (0, 0).
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vkd3d-test_shader_instructions,Fail
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# This one runs until OOM in the heap, it seems. Even single-threaded under
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# deqp-runner, we see failures with:
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# 4128:err:vkd3d_allocate_device_memory: Failed to allocate device memory (size 16842752, type_flags 0x1, type_mask 0x7).
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# test_stress_fallback_render_target_allocation_device:3309: Test failed: Failed to create heap, hr #8007000e.
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vkd3d-test_stress_fallback_render_target_allocation_device,Fail
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vkd3d-test_sparse_depth_stencil_rendering,Fail
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@ -77,3 +77,10 @@ dEQP-GLES31.functional.ssbo.layout.single_basic_type.std140.column_major_highp_m
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dEQP-GLES31.functional.ssbo.layout.single_basic_type.std140.row_major_mediump_mat4x2
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dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.highp_uvec2
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dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.mediump_mat3
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# test_object_interface:1615:pipeline state: Test failed: Test object has 1 references left.
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vkd3d-test_object_interface
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# "test_pipeline_library:369: Test failed: Refcount 2 != 1."
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vkd3d-test_pipeline_library
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# Aborted with malloc corruption
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vkd3d-test_read_subresource_rt
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@ -3,3 +3,10 @@ gmem-dEQP-VK.api.*
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gmem-dEQP-VK.renderpass\..*
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gmem-dEQP-VK.synchronization\..*
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gmem-dEQP-VK.wsi.*
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# Blocks until timeout (then reports Crash):
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# msm_dpu ae01000.display-controller: [drm:hangcheck_handler] *ERROR* 67.5.20.1: hangcheck detected gpu lockup rb 2!
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# msm_dpu ae01000.display-controller: [drm:hangcheck_handler] *ERROR* 67.5.20.1: completed fence: 4294967112
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# msm_dpu ae01000.display-controller: [drm:hangcheck_handler] *ERROR* 67.5.20.1: submitted fence: 4294967115
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# *** gpu fault: ttbr0=00000008b80fc000 iova=0000000100691300 dir=READ type=TRANSLATION source=UCHE (3736059565,3736059565,3736059565,3736059565)
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vkd3d-test_fence_pending_signal_cpu_rewind_plain
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@ -1,9 +0,0 @@
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test_shader_instructions,Fail
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test_large_texel_buffer_view,Fail
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test_sparse_depth_stencil_rendering,Fail
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# msm_dpu ae01000.display-controller: [drm:hangcheck_handler] *ERROR* 67.5.20.1: hangcheck detected gpu lockup rb 2!
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# msm_dpu ae01000.display-controller: [drm:hangcheck_handler] *ERROR* 67.5.20.1: completed fence: 4294967112
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# msm_dpu ae01000.display-controller: [drm:hangcheck_handler] *ERROR* 67.5.20.1: submitted fence: 4294967115
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# *** gpu fault: ttbr0=00000008b80fc000 iova=0000000100691300 dir=READ type=TRANSLATION source=UCHE (3736059565,3736059565,3736059565,3736059565)
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test_fence_pending_signal_cpu_rewind_plain,Crash
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@ -321,6 +321,7 @@ a750-gl-cl:
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a750-vk:
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extends:
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- .test-vkd3d-proton # must come before other extends, since we don't want its HWCI_TEST_SCRIPT
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- .ci-tron-arm64-test-vk
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- .a750-kws
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- .valve-turnip-rules
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@ -329,14 +330,3 @@ a750-vk:
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variables:
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CI_TRON_TIMEOUT__OVERALL__MINUTES: 16
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DEQP_SUITE: freedreno-a750-vk
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a750-vkd3d:
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extends:
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- .ci-tron-arm64-test-vk
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- .a750-mupuf
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- .valve-turnip-manual-rules
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- .test-vkd3d-proton
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timeout: 15m # base runtime 3min
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variables:
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CI_TRON_TIMEOUT__OVERALL__MINUTES: 12
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FDO_CI_CONCURRENT: 1
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