Test Godot with Vulkan in CI
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@ -76,9 +76,9 @@ jobs:
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path: bin/*
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retention-days: 14
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linux-editor-sanitizers-mono:
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linux-editor-sanitizers:
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runs-on: "ubuntu-20.04"
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name: Editor w/ Mono and sanitizers (target=debug, tools=yes, tests=yes, use_asan=yes, use_ubsan=yes)
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name: Editor and sanitizers (target=debug, tools=yes, tests=yes, use_asan=yes, use_ubsan=yes)
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steps:
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- uses: actions/checkout@v2
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@ -94,7 +94,8 @@ jobs:
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- name: Configure dependencies
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run: |
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sudo apt-get install build-essential pkg-config libx11-dev libxcursor-dev \
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libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm
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libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm \
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xvfb wget unzip
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# Upload cache on completion and check it out now
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- name: Load .scons_cache directory
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@ -126,17 +127,47 @@ jobs:
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scons --version
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# We should always be explicit with our flags usage here since it's gonna be sure to always set those flags
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# [Workaround] SwiftShader doesn't support tesselation, so we skip Godot check about it
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- name: Compilation
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env:
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SCONS_CACHE: ${{github.workspace}}/.scons_cache/
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run: |
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scons tools=yes tests=yes target=debug module_mono_enabled=yes mono_glue=no use_asan=yes use_ubsan=yes
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sed -i "s|ERR_FAIL_COND_V(p_rasterization_state.patch_control_points|//ERR_FAIL_COND_V(p_rasterization_state.patch_control_points|" drivers/vulkan/rendering_device_vulkan.cpp
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scons tools=yes tests=yes target=debug debug_symbols=no use_asan=yes use_ubsan=yes
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ls -l bin/
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# Execute unit tests for the editor
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- name: Unit Tests
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run: |
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./bin/godot.linuxbsd.tools.64s.mono --test
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./bin/godot.linuxbsd.tools.64s --test
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# Download, unzip and setup SwiftShader library [d4550ab8d3f]
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- name: Download SwiftShader
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run: |
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wget https://github.com/qarmin/gtk_library_store/releases/download/3.24.0/swiftshader.zip
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unzip swiftshader.zip
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rm swiftshader.zip
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curr="$(pwd)/libvk_swiftshader.so"
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sed -i "s|PATH_TO_CHANGE|$curr|" vk_swiftshader_icd.json
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# Download and extract zip archive with project, folder is renamed to be able to easy change used project
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- name: Download test project
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run: |
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wget https://github.com/qarmin/RegressionTestProject/archive/4.0.zip
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unzip 4.0.zip
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mv "RegressionTestProject-4.0" "test_project"
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# Editor is quite complicated piece of software, so it is easy to introduce bug here
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- name: Open and close editor
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run: |
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VK_ICD_FILENAMES=$(pwd)/vk_swiftshader_icd.json DRI_PRIME=0 xvfb-run bin/godot.linuxbsd.tools.64s --audio-driver Dummy -e -q --path test_project 2>&1 | tee sanitizers_log.txt || true
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misc/scripts/check_ci_log.py sanitizers_log.txt
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# Run test project
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- name: Run project
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run: |
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VK_ICD_FILENAMES=$(pwd)/vk_swiftshader_icd.json DRI_PRIME=0 xvfb-run bin/godot.linuxbsd.tools.64s 40 --audio-driver Dummy --path test_project 2>&1 | tee sanitizers_log.txt || true
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misc/scripts/check_ci_log.py sanitizers_log.txt
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linux-template-mono:
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runs-on: "ubuntu-20.04"
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@ -0,0 +1,65 @@
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#!/usr/bin/env python
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# -*- coding: utf-8 -*-
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import sys
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if len(sys.argv) < 2:
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print("ERROR: You must run program with file name as argument.")
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sys.exit(1)
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fname = sys.argv[1]
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fileread = open(fname.strip(), "r")
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file_contents = fileread.read()
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# If find "ERROR: AddressSanitizer:", then happens invalid read or write
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# This is critical bug, so we need to fix this as fast as possible
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if file_contents.find("ERROR: AddressSanitizer:") != -1:
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print("FATAL ERROR: An incorrectly used memory was found.")
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sys.exit(1)
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# There is also possible, that program crashed with or without backtrace.
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if (
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file_contents.find("Program crashed with signal") != -1
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or file_contents.find("Dumping the backtrace") != -1
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or file_contents.find("Segmentation fault (core dumped)") != -1
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):
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print("FATAL ERROR: Godot has been crashed.")
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sys.exit(1)
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# Finding memory leaks in Godot is quite difficult, because we need to take into
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# account leaks also in external libraries. They are usually provided without
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# debugging symbols, so the leak report from it usually has only 2/3 lines,
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# so searching for 5 element - "#4 0x" - should correctly detect the vast
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# majority of memory leaks
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if file_contents.find("ERROR: LeakSanitizer:") != -1:
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if file_contents.find("#4 0x") != -1:
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print("ERROR: Memory leak was found")
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sys.exit(1)
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# It may happen that Godot detects leaking nodes/resources and removes them, so
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# this possibility should also be handled as a potential error, even if
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# LeakSanitizer doesn't report anything
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if file_contents.find("ObjectDB instances leaked at exit") != -1:
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print("ERROR: Memory leak was found")
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sys.exit(1)
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# In test project may be put several assert functions which will control if
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# project is executed with right parameters etc. which normally will not stop
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# execution of project
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if file_contents.find("Assertion failed") != -1:
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print("ERROR: Assertion failed in project, check exectution log for more info")
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sys.exit(1)
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# For now Godot leaks a lot of rendering stuff so for now we just show info
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# about it and this needs to be reenabled after fixing this memory leaks.
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if file_contents.find("were leaked") != -1 or file_contents.find("were never freed") != -1:
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print("WARNING: Memory leak was found")
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sys.exit(0)
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