Vulkan/D3D12: Make resource transitions explicit, remove the Vulkan auto-transition pass #1058
Workflow file for this run
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| name: CI | |
| on: | |
| push: | |
| branches: | |
| - master | |
| paths: | |
| - '.github/workflows/**' | |
| - 'build/**' | |
| - 'deps/**' | |
| - 'sources/**' | |
| - 'tests/**' | |
| - '!**/.all-contributorsrc' | |
| - '!**/.editorconfig' | |
| - '!**/.gitignore' | |
| - '!**/*.md' | |
| - '!crowdin.yml' | |
| # No paths filter here: the Gate job is a required check, so CI must report on every PR. | |
| # The changes job's filters skip the actual work for out-of-scope PRs. | |
| pull_request: | |
| # Label changes are handled by pr-label-suites.yml, not here (to avoid restarting | |
| # many workflows on label change); a `ci-run-on-draft` label takes effect on the next push. | |
| types: [opened, synchronize, reopened, ready_for_review] | |
| workflow_dispatch: | |
| inputs: | |
| ios: | |
| description: Run iOS jobs | |
| type: boolean | |
| default: true | |
| android: | |
| description: Run Android jobs | |
| type: boolean | |
| default: true | |
| macos: | |
| description: Run macOS jobs | |
| type: boolean | |
| default: true | |
| permissions: | |
| checks: write | |
| contents: read | |
| pull-requests: read | |
| concurrency: | |
| group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.sha }} | |
| cancel-in-progress: ${{ github.event_name == 'pull_request' }} | |
| jobs: | |
| # Per-area path-filter outputs drive the per-job `if:` conditions below. | |
| # Defaults to 'true' for non-pull_request triggers (workflow_dispatch, push to master) | |
| # so those run everything regardless of which files changed. | |
| # | |
| # Fork-friendly: upstream stride3d/stride always runs (the repository-name clause covers | |
| # both direct pushes and fork→upstream PRs, where base-repo `vars` aren't readable from a | |
| # fork PR's context). On forks, push/PR only run when STRIDE_ENABLE_PUSH_CI is set on the | |
| # fork. workflow_dispatch always punches through so manual runs work anywhere. Downstream | |
| # jobs `needs: changes`, so this single guard cascades — no per-job edits needed. | |
| changes: | |
| if: > | |
| (github.event_name != 'push' && github.event_name != 'pull_request') | |
| || github.repository == 'stride3d/stride' | |
| || vars.STRIDE_ENABLE_PUSH_CI == 'true' | |
| uses: ./.github/workflows/changes.yml | |
| # Draft PRs skip all automatic CI to save runner minutes. Add a `ci-run-on-draft` label to | |
| # run the normal path-gated suites while iterating, or a `ci-<suite>` label (see | |
| # pr-label-suites.yml) for a specific opt-in suite. ready_for_review re-runs everything. | |
| ### Misc ### | |
| Assembly-Processor: | |
| needs: changes | |
| if: (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) && (needs.changes.outputs.runtime == 'true' || needs.changes.outputs.full == 'true') | |
| uses: ./.github/workflows/build-assembly-processor.yml | |
| with: | |
| build-type: Release | |
| VS-Package: | |
| needs: changes | |
| if: (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) && needs.changes.outputs.full == 'true' | |
| uses: ./.github/workflows/build-vspackage.yml | |
| with: | |
| build-type: Debug # Release has a bug and cannot build | |
| ### Runtimes ### | |
| iOS-Runtime: | |
| needs: changes | |
| if: (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) && needs.changes.outputs.ios == 'true' && (github.event_name != 'workflow_dispatch' || inputs.ios) | |
| uses: ./.github/workflows/build-ios.yml | |
| with: | |
| build-type: Release | |
| Android-Runtime: | |
| needs: changes | |
| if: (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) && needs.changes.outputs.runtime == 'true' && (github.event_name != 'workflow_dispatch' || inputs.android) | |
| uses: ./.github/workflows/build-android.yml | |
| with: | |
| build-type: Release | |
| Linux-Runtime: | |
| needs: changes | |
| if: (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) && needs.changes.outputs.runtime == 'true' | |
| uses: ./.github/workflows/build-linux-runtime.yml | |
| with: | |
| build-type: Release | |
| Windows-Runtime-D3D11: | |
| needs: changes | |
| if: (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) && needs.changes.outputs.runtime == 'true' | |
| uses: ./.github/workflows/build-windows-runtime.yml | |
| with: | |
| build-type: Release | |
| graphics-api: Direct3D11 | |
| Windows-Runtime-D3D12: | |
| needs: changes | |
| if: (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) && needs.changes.outputs.runtime == 'true' | |
| uses: ./.github/workflows/build-windows-runtime.yml | |
| with: | |
| build-type: Release | |
| graphics-api: Direct3D12 | |
| Windows-Runtime-Vulkan: | |
| needs: changes | |
| if: (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) && needs.changes.outputs.runtime == 'true' | |
| uses: ./.github/workflows/build-windows-runtime.yml | |
| with: | |
| build-type: Release | |
| graphics-api: Vulkan | |
| ### Full Windows build (engine + editor + assets + samples) ### | |
| Windows-Full: | |
| needs: changes | |
| if: (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) && needs.changes.outputs.full == 'true' | |
| uses: ./.github/workflows/build-windows-full.yml | |
| with: | |
| build-type: Debug | |
| ### Tests ### | |
| # Game tests where the picked graphics API doesn't materially affect outcomes | |
| # (physics, audio, asset, engine logic). One run with D3D11 is sufficient. | |
| Windows-Tests-Game-ApiNeutral: | |
| needs: [changes, Windows-Runtime-D3D11] | |
| if: | | |
| !cancelled() | |
| && (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) | |
| && needs.changes.outputs.runtime == 'true' | |
| && needs['Windows-Runtime-D3D11'].result != 'failure' | |
| && needs['Windows-Runtime-D3D11'].result != 'cancelled' | |
| uses: ./.github/workflows/test-windows-game-api-neutral.yml | |
| with: | |
| build-type: Debug | |
| # Tests-Simple smoke-tests non-graphics paths; pinned to D3D11 build as the gate. | |
| Windows-Tests-Simple: | |
| needs: [changes, Windows-Runtime-D3D11] | |
| if: | | |
| !cancelled() | |
| && (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) | |
| && needs.changes.outputs.runtime == 'true' | |
| && needs['Windows-Runtime-D3D11'].result != 'failure' | |
| && needs['Windows-Runtime-D3D11'].result != 'cancelled' | |
| uses: ./.github/workflows/test-windows-simple.yml | |
| with: | |
| build-type: Debug | |
| Windows-Tests-Game-D3D11: | |
| needs: [changes, Windows-Runtime-D3D11] | |
| if: | | |
| !cancelled() | |
| && (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) | |
| && needs.changes.outputs.runtime == 'true' | |
| && needs['Windows-Runtime-D3D11'].result != 'failure' | |
| && needs['Windows-Runtime-D3D11'].result != 'cancelled' | |
| uses: ./.github/workflows/test-windows-game.yml | |
| with: | |
| build-type: Debug | |
| graphics-api: Direct3D11 | |
| Windows-Tests-Game-D3D12: | |
| needs: [changes, Windows-Runtime-D3D12] | |
| if: | | |
| !cancelled() | |
| && (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) | |
| && needs.changes.outputs.runtime == 'true' | |
| && needs['Windows-Runtime-D3D12'].result != 'failure' | |
| && needs['Windows-Runtime-D3D12'].result != 'cancelled' | |
| uses: ./.github/workflows/test-windows-game.yml | |
| with: | |
| build-type: Debug | |
| graphics-api: Direct3D12 | |
| Windows-Tests-Game-Vulkan: | |
| needs: [changes, Windows-Runtime-Vulkan] | |
| if: | | |
| !cancelled() | |
| && (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) | |
| && needs.changes.outputs.runtime == 'true' | |
| && needs['Windows-Runtime-Vulkan'].result != 'failure' | |
| && needs['Windows-Runtime-Vulkan'].result != 'cancelled' | |
| uses: ./.github/workflows/test-windows-game.yml | |
| with: | |
| build-type: Debug | |
| graphics-api: Vulkan | |
| Linux-Tests-Simple: | |
| needs: [changes, Linux-Runtime] | |
| if: | | |
| !cancelled() | |
| && (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) | |
| && needs.changes.outputs.runtime == 'true' | |
| && needs['Linux-Runtime'].result != 'failure' | |
| && needs['Linux-Runtime'].result != 'cancelled' | |
| uses: ./.github/workflows/test-linux-simple.yml | |
| with: | |
| build-type: Debug | |
| Linux-Tests-Game: | |
| needs: [changes, Linux-Runtime] | |
| if: | | |
| !cancelled() | |
| && (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) | |
| && needs.changes.outputs.runtime == 'true' | |
| && needs['Linux-Runtime'].result != 'failure' | |
| && needs['Linux-Runtime'].result != 'cancelled' | |
| uses: ./.github/workflows/test-linux-game.yml | |
| with: | |
| build-type: Debug | |
| # macOS runners bill ~10× Linux on GitHub-hosted; gate on Linux-Runtime so a broken build | |
| # doesn't burn macOS minutes. MoltenVK/Vulkan path is unique to macOS so per-commit coverage | |
| # catches regressions per-PR rather than via a stale cron snapshot. | |
| macOS-Tests-Game: | |
| needs: [changes, Linux-Runtime] | |
| if: | | |
| !cancelled() | |
| && (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) | |
| && needs.changes.outputs.runtime == 'true' | |
| && needs['Linux-Runtime'].result != 'failure' | |
| && needs['Linux-Runtime'].result != 'cancelled' | |
| && (github.event_name != 'workflow_dispatch' || inputs.macos) | |
| uses: ./.github/workflows/test-macos-game.yml | |
| with: | |
| build-type: Debug | |
| # iOS Simulator tests run on macOS runners and take ~24 min, so PRs only trigger them on | |
| # strictly iOS-specific paths (ios-tests filter); master pushes still run them per-commit. | |
| iOS-Tests-Game: | |
| needs: [changes, Linux-Runtime] | |
| if: | | |
| !cancelled() | |
| && (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) | |
| && needs.changes.outputs.ios-tests == 'true' | |
| && needs['Linux-Runtime'].result != 'failure' | |
| && needs['Linux-Runtime'].result != 'cancelled' | |
| && (github.event_name != 'workflow_dispatch' || inputs.ios) | |
| uses: ./.github/workflows/test-ios-game.yml | |
| with: | |
| build-type: Debug | |
| # Android tests run on Linux + KVM-accelerated x86_64 emulator. Build APKs on the host, | |
| # boot the emulator inside reactivecircus/android-emulator-runner, run each suite serially. | |
| Android-Tests-Game: | |
| needs: [changes, Linux-Runtime] | |
| if: | | |
| !cancelled() | |
| && (github.event.pull_request.draft != true || contains(github.event.pull_request.labels.*.name, 'ci-run-on-draft')) | |
| && needs.changes.outputs.android == 'true' | |
| && needs['Linux-Runtime'].result != 'failure' | |
| && needs['Linux-Runtime'].result != 'cancelled' | |
| && (github.event_name != 'workflow_dispatch' || inputs.android) | |
| uses: ./.github/workflows/test-android-game.yml | |
| with: | |
| build-type: Debug | |
| # Aggregate result for branch protection: mark only "Gate" as required. | |
| # Skipped jobs (path filters, draft PRs) are fine; failure/cancellation is not. | |
| # always() on purpose (unlike the !cancelled() test jobs): a cancelled run must | |
| # report a red Gate, not a skipped (= passing) one. | |
| Gate: | |
| needs: | |
| - changes | |
| - Assembly-Processor | |
| - VS-Package | |
| - iOS-Runtime | |
| - Android-Runtime | |
| - Linux-Runtime | |
| - Windows-Runtime-D3D11 | |
| - Windows-Runtime-D3D12 | |
| - Windows-Runtime-Vulkan | |
| - Windows-Full | |
| - Windows-Tests-Game-ApiNeutral | |
| - Windows-Tests-Simple | |
| - Windows-Tests-Game-D3D11 | |
| - Windows-Tests-Game-D3D12 | |
| - Windows-Tests-Game-Vulkan | |
| - Linux-Tests-Simple | |
| - Linux-Tests-Game | |
| - macOS-Tests-Game | |
| - iOS-Tests-Game | |
| - Android-Tests-Game | |
| if: always() | |
| runs-on: ubuntu-latest | |
| steps: | |
| - name: Fail if any needed job failed or was cancelled | |
| env: | |
| NEEDS: ${{ toJSON(needs) }} | |
| run: | | |
| echo "$NEEDS" | jq -r 'to_entries[] | "\(.value.result)\t\(.key)"' | |
| test "$(echo "$NEEDS" | jq '[.[] | select(.result=="failure" or .result=="cancelled")] | length')" -eq 0 |