Test Godot with Vulkan in CI

This commit is contained in:
Rafał Mikrut 2021-04-15 16:17:28 +02:00
parent b8bd648ad9
commit 599d96163c
2 changed files with 101 additions and 5 deletions

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@ -76,9 +76,9 @@ jobs:
path: bin/*
retention-days: 14
linux-editor-sanitizers-mono:
linux-editor-sanitizers:
runs-on: "ubuntu-20.04"
name: Editor w/ Mono and sanitizers (target=debug, tools=yes, tests=yes, use_asan=yes, use_ubsan=yes)
name: Editor and sanitizers (target=debug, tools=yes, tests=yes, use_asan=yes, use_ubsan=yes)
steps:
- uses: actions/checkout@v2
@ -94,7 +94,8 @@ jobs:
- name: Configure dependencies
run: |
sudo apt-get install build-essential pkg-config libx11-dev libxcursor-dev \
libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm
libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm \
xvfb wget unzip
# Upload cache on completion and check it out now
- name: Load .scons_cache directory
@ -126,17 +127,47 @@ jobs:
scons --version
# We should always be explicit with our flags usage here since it's gonna be sure to always set those flags
# [Workaround] SwiftShader doesn't support tesselation, so we skip Godot check about it
- name: Compilation
env:
SCONS_CACHE: ${{github.workspace}}/.scons_cache/
run: |
scons tools=yes tests=yes target=debug module_mono_enabled=yes mono_glue=no use_asan=yes use_ubsan=yes
sed -i "s|ERR_FAIL_COND_V(p_rasterization_state.patch_control_points|//ERR_FAIL_COND_V(p_rasterization_state.patch_control_points|" drivers/vulkan/rendering_device_vulkan.cpp
scons tools=yes tests=yes target=debug debug_symbols=no use_asan=yes use_ubsan=yes
ls -l bin/
# Execute unit tests for the editor
- name: Unit Tests
run: |
./bin/godot.linuxbsd.tools.64s.mono --test
./bin/godot.linuxbsd.tools.64s --test
# Download, unzip and setup SwiftShader library [d4550ab8d3f]
- name: Download SwiftShader
run: |
wget https://github.com/qarmin/gtk_library_store/releases/download/3.24.0/swiftshader.zip
unzip swiftshader.zip
rm swiftshader.zip
curr="$(pwd)/libvk_swiftshader.so"
sed -i "s|PATH_TO_CHANGE|$curr|" vk_swiftshader_icd.json
# Download and extract zip archive with project, folder is renamed to be able to easy change used project
- name: Download test project
run: |
wget https://github.com/qarmin/RegressionTestProject/archive/4.0.zip
unzip 4.0.zip
mv "RegressionTestProject-4.0" "test_project"
# Editor is quite complicated piece of software, so it is easy to introduce bug here
- name: Open and close editor
run: |
VK_ICD_FILENAMES=$(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
misc/scripts/check_ci_log.py sanitizers_log.txt
# Run test project
- name: Run project
run: |
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
misc/scripts/check_ci_log.py sanitizers_log.txt
linux-template-mono:
runs-on: "ubuntu-20.04"

65
misc/scripts/check_ci_log.py Executable file
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@ -0,0 +1,65 @@
#!/usr/bin/env python
# -*- coding: utf-8 -*-
import sys
if len(sys.argv) < 2:
print("ERROR: You must run program with file name as argument.")
sys.exit(1)
fname = sys.argv[1]
fileread = open(fname.strip(), "r")
file_contents = fileread.read()
# If find "ERROR: AddressSanitizer:", then happens invalid read or write
# This is critical bug, so we need to fix this as fast as possible
if file_contents.find("ERROR: AddressSanitizer:") != -1:
print("FATAL ERROR: An incorrectly used memory was found.")
sys.exit(1)
# There is also possible, that program crashed with or without backtrace.
if (
file_contents.find("Program crashed with signal") != -1
or file_contents.find("Dumping the backtrace") != -1
or file_contents.find("Segmentation fault (core dumped)") != -1
):
print("FATAL ERROR: Godot has been crashed.")
sys.exit(1)
# Finding memory leaks in Godot is quite difficult, because we need to take into
# account leaks also in external libraries. They are usually provided without
# debugging symbols, so the leak report from it usually has only 2/3 lines,
# so searching for 5 element - "#4 0x" - should correctly detect the vast
# majority of memory leaks
if file_contents.find("ERROR: LeakSanitizer:") != -1:
if file_contents.find("#4 0x") != -1:
print("ERROR: Memory leak was found")
sys.exit(1)
# It may happen that Godot detects leaking nodes/resources and removes them, so
# this possibility should also be handled as a potential error, even if
# LeakSanitizer doesn't report anything
if file_contents.find("ObjectDB instances leaked at exit") != -1:
print("ERROR: Memory leak was found")
sys.exit(1)
# In test project may be put several assert functions which will control if
# project is executed with right parameters etc. which normally will not stop
# execution of project
if file_contents.find("Assertion failed") != -1:
print("ERROR: Assertion failed in project, check exectution log for more info")
sys.exit(1)
# For now Godot leaks a lot of rendering stuff so for now we just show info
# about it and this needs to be reenabled after fixing this memory leaks.
if file_contents.find("were leaked") != -1 or file_contents.find("were never freed") != -1:
print("WARNING: Memory leak was found")
sys.exit(0)