test(shader): fallback to warp on invalidarg#1956
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Shader runtime discovery previously instantiated ShaderTestFixture with a hardware device for every discovered test. On systems where the hardware D3D12 path fails with HRESULT 0x80070057 during device initialization, every discovered HLSL test failed identically even though the shader assertions were valid.
What changed:
- tests/shaders/test_common.h
- GetFixtureDesc now accepts an explicit GPU device type while keeping hardware as the default.
- tests/shaders/runtime_test_discovery.h
- added preferred-device state (Undecided/Hardware/Software)
- extracted execution into runWithDevice(deviceType)
- added one-time probing logic:
1) try hardware first and cache it on success
2) if stf::HrException reports E_INVALIDARG, retry with software WARP
3) cache software on successful fallback so remaining discovered tests avoid repeated hardware failures
- preserved existing per-test result formatting and error message extraction
Why this approach:
- preserves fast hardware execution where supported
- makes test outcomes deterministic on machines with incompatible hardware/runtime combinations
- avoids false negatives caused by environment-specific device startup failures rather than shader logic
- keeps change scope minimal and localized to the shader test harness
Verification performed:
- built and ran target: run_shader_tests
- observed fallback message after hardware init E_INVALIDARG
- final outcome: All tests passed (164 assertions in 1 test case)
📝 WalkthroughWalkthroughAdds device-aware test execution and fixture configuration: runtime_test_discovery now selects between Hardware and Software GPU devices with retry and caching; test_common exposes preferred-device state, conversion helpers, and parameterized fixture description; macros updated to pass explicit device type for fixtures. Changes
Sequence DiagramsequenceDiagram
actor TestRunner as Test Runner
participant Discovery as RuntimeDiscovery
participant Hardware as HardwareDevice
participant Software as SoftwareDevice
TestRunner->>Discovery: runTest()
alt preferred == Undecided
Discovery->>Hardware: runWithDevice(Hardware)
alt success
Hardware-->>Discovery: success/result
Discovery->>Discovery: SetPreferredDevice(Hardware)
else E_INVALIDARG
Hardware-->>Discovery: throws E_INVALIDARG
Discovery->>Software: runWithDevice(Software)
Software-->>Discovery: success/result
Discovery->>Discovery: SetPreferredDevice(Software)
end
else preferred == Hardware
Discovery->>Hardware: runWithDevice(Hardware)
Hardware-->>Discovery: result
else preferred == Software
Discovery->>Software: runWithDevice(Software)
Software-->>Discovery: result
end
Discovery-->>TestRunner: return result / errors
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~20 minutes Suggested reviewers
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Actionable comments posted: 1
🧹 Nitpick comments (2)
tests/shaders/runtime_test_discovery.h (2)
18-23: PR metadata: tighten title length and add issue linkage if applicable.Suggested <=50-char title:
fix(shader-tests): fallback to warp on invalidarg
If this resolves a tracked bug, addFixes #<id>in the PR description.As per coding guidelines, "Conventional Commit Titles ... Length: 50 characters limit for title" and "Issue References ... 'Fixes
#123' or 'Closes#123' for bug fixes."🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@tests/shaders/runtime_test_discovery.h` around lines 18 - 23, Update the PR metadata: shorten the PR title to <=50 characters (suggested: "fix(shader-tests): fallback to warp on invalidarg") and, if this change resolves a tracked bug, add an issue reference in the PR description using the Conventional Commit format (e.g., "Fixes #<id>"). No code changes required—just adjust the PR title and description accordingly.
204-205: Consider centralizing preferred-device state for all shader test helpers.
preferredDeviceis scoped torunTest, while other helper paths still construct fixtures using default hardware (tests/shaders/test_helpers_unified.h, Line [31] and Line [90]). Sharing this selection logic would avoid mixed device behavior within the same test process.🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@tests/shaders/runtime_test_discovery.h` around lines 204 - 205, preferredDevice is currently declared inside runTest causing mixed device selection across helpers; centralize this state by moving EPreferredDevice preferredDevice into a single shared location (e.g. a static/inline variable or accessor functions in the test helpers module) and update runTest and all fixture constructors (those that currently default to hardware in the unified test helpers) to read/write that centralized API (use names: EPreferredDevice, preferredDevice, runTest, and the test helper fixture constructors) so every helper observes the same selected device for the process.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Inline comments:
In `@tests/shaders/runtime_test_discovery.h`:
- Around line 232-238: The current fast-return when preferredDevice ==
EPreferredDevice::Hardware skips retrying on E_INVALIDARG; change the Hardware
branch so it invokes runWithDevice(stf::GPUDevice::EDeviceType::Hardware) but
does not return immediately — instead detect failure (HRESULT/exception) for
E_INVALIDARG and on that specific error call
runWithDevice(stf::GPUDevice::EDeviceType::Software) to perform the WARP
fallback; keep the Software branch behavior unchanged. Ensure you reference
preferredDevice, EPreferredDevice, runWithDevice, and
stf::GPUDevice::EDeviceType::Hardware/Software when making this change and only
treat E_INVALIDARG as the trigger for the fallback.
---
Nitpick comments:
In `@tests/shaders/runtime_test_discovery.h`:
- Around line 18-23: Update the PR metadata: shorten the PR title to <=50
characters (suggested: "fix(shader-tests): fallback to warp on invalidarg") and,
if this change resolves a tracked bug, add an issue reference in the PR
description using the Conventional Commit format (e.g., "Fixes #<id>"). No code
changes required—just adjust the PR title and description accordingly.
- Around line 204-205: preferredDevice is currently declared inside runTest
causing mixed device selection across helpers; centralize this state by moving
EPreferredDevice preferredDevice into a single shared location (e.g. a
static/inline variable or accessor functions in the test helpers module) and
update runTest and all fixture constructors (those that currently default to
hardware in the unified test helpers) to read/write that centralized API (use
names: EPreferredDevice, preferredDevice, runTest, and the test helper fixture
constructors) so every helper observes the same selected device for the process.
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No actionable suggestions for changed features. |
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Addressed the review feedback in the latest commit:
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Actionable comments posted: 2
Caution
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⚠️ Outside diff range comments (1)
tests/shaders/test_common.h (1)
1-3:⚠️ Potential issue | 🟡 MinorAdd issue linkage in PR metadata.
Since this is a bug-fix PR, add
Fixes #<id>orCloses #<id>in the PR description for traceability.As per coding guidelines
**/*: suggest adding GitHub keywords like "Fixes#123" or "Closes#123" for bug fixes.🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@tests/shaders/test_common.h` around lines 1 - 3, Update the PR metadata to include an issue linkage keyword (e.g., "Fixes #<id>" or "Closes #<id>") so the bug-fix is traceable; specifically, add a line like "Fixes `#123`" to the PR description (and optionally the commit message that touched tests/shaders/test_common.h) to satisfy the repository guideline requiring GitHub issue keywords for bug-fix PRs.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Inline comments:
In `@tests/shaders/runtime_test_discovery.h`:
- Around line 227-237: The retry is too broad: only retry to WARP when the
E_INVALIDARG comes from hardware device/fixture initialization, not any runtime
error inside runWithDevice; so narrow the try-catch to only the
device-initialization step (or add a specific initialization wrapper) that calls
the hardware setup and catches stf::HrException with Error()==E_INVALIDARG, then
perform the software retry and call ShaderTest::SetPreferredDevice accordingly;
ensure that any stf::HrException thrown later inside runWithDevice is not
swallowed—rethrow it so real hardware runtime failures are not masked.
In `@tests/shaders/test_common.h`:
- Around line 105-108: GetPreferredGPUDeviceType() currently allows an Undecided
state to be converted by ToGPUDeviceType() into Hardware which silently bypasses
WARP fallback; modify GetPreferredGPUDeviceType() to assert/fail if the stored
preferred device is Undecided (so callers like the no-arg GetFixtureDesc()
cannot implicitly get Hardware) and document that callers must call
SetPreferredDevice() (or pass an explicit device into GetFixtureDesc(device))
before attempting hardware initialization; update references to
ToGPUDeviceType(), GetFixtureDesc(), GetPreferredGPUDeviceType(), and
SetPreferredDevice() accordingly.
---
Outside diff comments:
In `@tests/shaders/test_common.h`:
- Around line 1-3: Update the PR metadata to include an issue linkage keyword
(e.g., "Fixes #<id>" or "Closes #<id>") so the bug-fix is traceable;
specifically, add a line like "Fixes `#123`" to the PR description (and optionally
the commit message that touched tests/shaders/test_common.h) to satisfy the
repository guideline requiring GitHub issue keywords for bug-fix PRs.
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Applied a follow-up fix for the new major review concern in commit 5aa49df:
Re-verified with Per project context, there is no tracked issue ID to add a Fixes #... footer for this change. |
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🧹 Nitpick comments (1)
tests/shaders/runtime_test_discovery.h (1)
223-229: Read preferred device once before branching.Minor cleanup: avoid multiple
GetPreferredDevice()reads and make branch intent clearer.♻️ Proposed refactor
- if (ShaderTest::GetPreferredDevice() == ShaderTest::EPreferredDevice::Hardware) { + const auto preferredDevice = ShaderTest::GetPreferredDevice(); + if (preferredDevice == ShaderTest::EPreferredDevice::Hardware) { return runWithDevice(stf::GPUDevice::EDeviceType::Hardware); } - if (ShaderTest::GetPreferredDevice() == ShaderTest::EPreferredDevice::Software) { + if (preferredDevice == ShaderTest::EPreferredDevice::Software) { return runWithDevice(stf::GPUDevice::EDeviceType::Software); }🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@tests/shaders/runtime_test_discovery.h` around lines 223 - 229, Read ShaderTest::GetPreferredDevice() once into a local variable (e.g., auto pref = ShaderTest::GetPreferredDevice()) and use that variable for the branching instead of calling GetPreferredDevice() twice; then dispatch to runWithDevice(...) based on pref (compare pref to ShaderTest::EPreferredDevice::Hardware and ::Software) to make the intent clearer and avoid duplicate calls to GetPreferredDevice() in the discovery code that calls runWithDevice.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Nitpick comments:
In `@tests/shaders/runtime_test_discovery.h`:
- Around line 223-229: Read ShaderTest::GetPreferredDevice() once into a local
variable (e.g., auto pref = ShaderTest::GetPreferredDevice()) and use that
variable for the branching instead of calling GetPreferredDevice() twice; then
dispatch to runWithDevice(...) based on pref (compare pref to
ShaderTest::EPreferredDevice::Hardware and ::Software) to make the intent
clearer and avoid duplicate calls to GetPreferredDevice() in the discovery code
that calls runWithDevice.
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doodlum
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if dx12 is not supported on the gpu, you can use WARP in software
That's exactly what this PR implements on E_INVALIDARG during hardware D3D12 init, it automatically retries with software WARP. The state machine just caches the result so we don't re-probe on every test. Happy to simplify if you'd prefer a different approach. |
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Thanks. As these are just unit tests, what is the issue you ran into that you're fixing? Just it couldn't enable DX12 and failed silently? I'm not opposed, just trying to figure out how to confirm the fix. |
On my machine (AMD Ryzen 7 5700U with Vega 8 iGPU), the hardware D3D12 device initialization was failing with With this fix, the harness detects that specific error on first run, falls back to software WARP automatically, and all 164 shader assertions pass. The fix is confirmed by the test output — hardware fails silently, WARP takes over, tests go green. |
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@doodlum waiting for your approval. |
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<skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(UI): consolidate searchbar to util and add to weather editor (community-shaders#1898) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): add filled star for favourites. (community-shaders#1913) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather editor): add delete json button to objects window (community-shaders#1914) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(VR): resolution-based font (community-shaders#1923) * refactor: use depthbuffer helper (community-shaders#1925) * refactor: move TurboColormap into Color.hlsli (community-shaders#1924) * fix(weather editor): expand clickable area of feature override (community-shaders#1921) * feat(weather editor): enable snapping to viewport (community-shaders#1917) * feat(weather editor): highlight enabled cloud layers (community-shaders#1916) * fix(VR): SSGI discrepancies (community-shaders#1926) * feat: volumetric shadows (community-shaders#1874) * ci: enhance feature version audit (community-shaders#1927) * feat(weather editor): add filter options for objects window (community-shaders#1922) * feat(weather editor): sticky headers and scrollable content (community-shaders#1930) * fix(UI): ImGui scaling for borderless mode (community-shaders#1929) * ci: don't fail on feature audits (community-shaders#1934) * fix(pbr): use scrap heap allocation (community-shaders#1928) * chore(UI): add subsurface scattering to Interior Only (community-shaders#1932) * fix(weather editor): align highlights, fix tooltip (community-shaders#1918) * fix(ssgi): guard VR only compilation (community-shaders#1938) * build: update template to avoid extra directory (community-shaders#1812) * style: fix hlsl formatting (community-shaders#1939) * fix(UI): improve theme management UI flow (community-shaders#1933) closes community-shaders#1919 * build(deps): update pre-commit hooks (community-shaders#1768) * feat(UI): delete theme button (community-shaders#1940) * feat(UI): open log file button (community-shaders#1942) * fix(hair): marschner volumetric shadow tint (community-shaders#1944) * fix(VR): screen space shadows desync (community-shaders#1946) closes community-shaders#1840 * fix(VR): depth culling during upscaling/Terrain Blending (community-shaders#1858) * feat(VR): add edge detection for stereo blending (community-shaders#1948) * refactor: allocate trampoline once (community-shaders#1951) * fix(UI): PBR MATO color scale RGB settings corrected (community-shaders#1957) * fix(weather editor): guard against loadorder changes (community-shaders#1953) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: davo0411 <davidkehoe0411@outlook.com> * fix(UI): feature description text wrapping (community-shaders#1960) * fix(VR): exponential height fog stereo mismatch (community-shaders#1961) * chore: pbr consistency changes (community-shaders#1841) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: jiayev <l936249247@hotmail.com> * fix(skylighting): remove PBR lighting scale (community-shaders#1963) * fix(skysync): effect mesh blackout during shadow caster transitions (community-shaders#1965) * ci: fix wiki deletion with buffer update (community-shaders#1967) * feat(weather-editor): option to hide viewport (community-shaders#1970) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * test(shader): fallback to warp on invalidarg (community-shaders#1956) Co-authored-by: LukeFrankio <loren@example.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat: triplanar projected materials (community-shaders#1950) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(ao): better ao calculations (community-shaders#1968) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(pbr): fix improper kD terms (community-shaders#1971) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * perf(emat): tweak fade and shadow intensity (community-shaders#1892) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(ibl): revamp ibl and dalc sh (community-shaders#1947) * build: bump commonlib to 4.7.1 (community-shaders#1977) * fix: upscaling monitor detection fixes (community-shaders#1978) * fix(weather editor): prevent overrides resetting settings (community-shaders#1980) * fix(VR): bad llf offset (community-shaders#1984) * perf: cache frequent ui checks (community-shaders#1985) * fix: preserve vanilla water TAA when no upscaler is active (community-shaders#1986) Co-authored-by: jturnley <jturnley@users.noreply.github.com> * fix(UI): first-time dialog fade affects all overlays (community-shaders#1976) * fix(skysync): remove sunlight fade and volumetric lighting overrides (community-shaders#1966) * refactor(HLSL): standardize epsilon constants (community-shaders#1992) closes community-shaders#1227 * feat(UI): require Shift to dock windows (community-shaders#1989) * fix(UI): input spam after alt-tab (community-shaders#1993) * fix(sky sync): early return for invalid cells (community-shaders#1991) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: jiayev <l936249247@hotmail.com> * fix(sky sync): remove undeclared variable (community-shaders#1994) * refactor(pbr): clear up semantics (community-shaders#1995) * fix(UI): scale layout values for high-DPI (community-shaders#1987) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(water): hdr water taa blend (community-shaders#1988) * refactor(color): clarify gamma conversion functions (community-shaders#1996) * feat(ISL-editor): add light counters and fix filtering (community-shaders#1997) * fix(UI): DPI-aware window layouts (community-shaders#2000) * fix(weather-editor): save color palette window (community-shaders#2001) * refactor: centralize feature category names (community-shaders#2007) closes community-shaders#1265 Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com> Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> * chore: bump versions (community-shaders#2010) * fix(water): sample history mask from current mask (community-shaders#2011) * chore(wetness-effects): set default MaxPuddleWetness to 1.5 (community-shaders#1981) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather-editor): add free camera and play mode (community-shaders#2008) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * build: bump versions and reduce false positives (community-shaders#2013) * fix(VR): LLF cluster building and culling (community-shaders#2012) * build: update to VS 2026 (community-shaders#1990) * ci: fix preset in vs2022 mode (community-shaders#2015) * ci: remove v2022 from shader jobs (community-shaders#2016) * feat(upscaling): integrate Streamline Reflex controls (community-shaders#1958) * fix(unified-water): BSWaterShaderProperty.plane (community-shaders#1998) --------- Co-authored-by: Skrubby Skrub In A Shrub <87662196+SkrubbySkrubInAShrub@users.noreply.github.com> Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> Co-authored-by: jiayev <l936249247@hotmail.com> Co-authored-by: Dlizzio <77717521+Dlizzio@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@users.noreply.github.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com> Co-authored-by: Copilot <198982749+Copilot@users.noreply.github.com> Co-authored-by: Dawntic <197450198+Dawntic@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@gmail.com> Co-authored-by: Vanni Giachin <vanni.giachin@qlik.com> Co-authored-by: zxcvbn <66063766+zndxcvbn@users.noreply.github.com> Co-authored-by: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com> Co-authored-by: soda <130315225+soda3000@users.noreply.github.com> Co-authored-by: YtzyFvra <59631290+YtzyFvra@users.noreply.github.com> Co-authored-by: LukeFrankio <lorenzogrutzmann@gmail.com> Co-authored-by: LukeFrankio <loren@example.com> Co-authored-by: jturnley <32892261+jturnley@users.noreply.github.com> Co-authored-by: jturnley <jturnley@users.noreply.github.com> Co-authored-by: Igor Alan Albuquerque de Sousa <50077829+IgorAlanAlbuquerque@users.noreply.github.com> Co-authored-by: Matt Van Horn <mvanhorn@users.noreply.github.com> Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com> Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
* fix(weather overrides): ensure json format for features (community-shaders#1748) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * perf(terrain blending): tweak defaults (community-shaders#1771) * fix(lighting): vanilla envcolor mult the correct value (community-shaders#1775) * fix(water): remove final colour saturate (community-shaders#1778) * fix(unified-water): LOD water cache mismatch (community-shaders#1779) * fix(weather editor): override desync with weather transitions (community-shaders#1782) * fix(weather editor): no-override weather file deletion (community-shaders#1777) * fix(weather editor): apply weather settings post-load (community-shaders#1776) * fix(weather editor): handling of weathers without overrides (community-shaders#1773) * feat(UI): feature headings (community-shaders#1786) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(VR): add wand pointing (community-shaders#1790) * chore(UI): theme consistency (community-shaders#1787) * fix(upscaling): warn about max nvidia resolution (community-shaders#1795) Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * chore(linear lighting): UI settings changes (community-shaders#1785) Co-authored-by: Jiaye <l936249247@hotmail.com> * fix(grass-lighting) better basic grass brightness default (community-shaders#1780) * chore(UI): remove settings and about tabs (community-shaders#1794) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(terrain shadows): fix compiler warnings (community-shaders#1798) * fix: fix flickering particles (community-shaders#1791) * fix(terrain blending): disable vr support (community-shaders#1799) * refactor(upscaling): standardize behavior and tune settings (community-shaders#1783) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(UI): add auto-hide featurelist option (community-shaders#1793) * fix: match grass brightness of vanilla (community-shaders#1801) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * refactor(perfoverlay): remove color from "Other" and "Total" (community-shaders#1806) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(unified water): fix for mesh water jitter (community-shaders#1809) * fix: clear shader cache on plugin version change (community-shaders#1739) * feat(filewatcher): add hlsli tracking (community-shaders#1796) * feat(linear lighting): add ambient multiplier (community-shaders#1805) * fix(unified-water): underwater fog flicker (community-shaders#1807) * fix(UI): conflicting esc key on welcome hotkey dialogue (community-shaders#1811) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * chore(UI): add subtext font to tooltips (community-shaders#1810) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * build: bump streamline to 2.10.3 (community-shaders#1813) * build: resolve shader warnings (community-shaders#1818) * feat(ui): add combo hotkey support (community-shaders#1808) * feat: add feature constraints (community-shaders#1804) * build: update version to 1.4.8 (community-shaders#1802) * fix(VR): apply per eye upscaling (community-shaders#1819) - Split upscaling across each eye for correctness and to avoid DLSS failing over 8k x 8k limit - Changes HMD mask color to black to hide artifacts with fast movement * build: bump common lib to 4.2.0 (community-shaders#1821) Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> * fix(grass collision): catch trashed actor pointers (community-shaders#1765) * fix(weather editor): desynced override transitions (community-shaders#1820) * fix(upscaling): fix preset and allocation handling (community-shaders#1824) Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * build: remove linear lighting from core whilst in development (community-shaders#1826) * chore: bump version to 1.4.9 (community-shaders#1827) * fix: add back LLF core file and remove LL core file (community-shaders#1828) * fix: dont save shader debug toggles (community-shaders#1831) * fix: remove IBL from core, unfinished (community-shaders#1830) * chore: update version to 1.4.10 (community-shaders#1832) * chore(dynamic cubemaps): lessen normalisation darkening (community-shaders#1833) * chore(llf): remove LightsVisualisationMode settings loading (community-shaders#1834) * revert: "fix: dont save shader debug toggles (community-shaders#1831)" This reverts commit f55f195. * revert: "chore(llf): remove LightsVisualisationMode settings loading (community-shaders#1834)" This reverts commit b3db5a7. * fix: default enabledClasses true * build: bump version * feat(upscaling): custom DLSS preset (community-shaders#1837) * fix(weather editor): sync UI for full transition (community-shaders#1822) * fix(linearlighting): return correct buffer when ll feature off (community-shaders#1838) * fix(PBR): skip IrradianceToLinear on specular in vanilla (community-shaders#1839) * feat(weather editor): adjust slider ranges (community-shaders#1847) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather editor): replace volumetric Lighting RGB sliders with color picker (community-shaders#1846) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * fix(grass collision): collision radius math (community-shaders#1849) * chore: move new feature information into docs (community-shaders#1848) Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> * fix(ui): background blur with upscaling (community-shaders#1815) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * refactor: move some features to core (community-shaders#1852) * fix: fix blown out water specular (community-shaders#1853) * feat(weather editor): toggle hotkey (community-shaders#1856) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(color picker): add an original color reference to all color pickers (community-shaders#1857) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * perf(emat): alternate tweaks (community-shaders#1850) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather-editor): merge weather picker and editor (community-shaders#1845) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * chore(llf): remove LLF settings loading (community-shaders#1859) * feat: exponential height fog (community-shaders#1708) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): block editor access in loading screens (community-shaders#1871) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather editor): improve weather picker UI and functionality (community-shaders#1863) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): repurpose unsaved changes tracking (community-shaders#1860) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix: sync grass lighting defaults to match ENB (community-shaders#1844) * fix: stop shader compilation on game exit (community-shaders#1867) closes community-shaders#1130 * fix(weather editor): prevent inputs when editor is open (community-shaders#1872) * fix(weather editor): add ctd guards (community-shaders#1864) * feat(weather editor): remove WorldSpace widget and associated code (community-shaders#1878) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(vr): add OpenComposite menu support (community-shaders#1880) * revert: "feat(vr): add OpenComposite VR menu" (community-shaders#1881) * revert: "fix: stop shader compilation on game exit" (community-shaders#1882) * feat(vr): add OpenComposite menu support (community-shaders#1883) * feat(weather editor): add time controls (community-shaders#1877) * feat: add shadowmap rasterizer override (community-shaders#1690) * fix(weather editor): clear feature overrides with revert (community-shaders#1884) * feat(UI): Interior Only (community-shaders#1854) * fix(VR): fix Shadowmap Cascade Rasterizer (community-shaders#1888) * fix(unified water): distance calculation for raindrops & LOD fade (community-shaders#1890) * refactor: clarify core feature version mismatch text (community-shaders#1886) * fix: stop shader compilation on game exit (community-shaders#1885) * build: exclude hlsl tests from packaging (community-shaders#1894) * chore: disable feature constraints in dev mode (community-shaders#1893) * fix(vr): improve stereo UV handling (community-shaders#1899) * fix(weather editor): move esc key to native input system (community-shaders#1897) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * fix: move ResolveMonoUVForEye outside VR guard (community-shaders#1906) * fix(grass collision): validate actor (community-shaders#1905) Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> * fix(terrain shadows): height map regression (community-shaders#1911) * fix: util vertical fov math (community-shaders#1904) Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> * test: add float4 overload test (community-shaders#1902) * refactor: move all features to globals::game::calendar (community-shaders#1909) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * fix(UI): resolution based font (community-shaders#1907) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): make objects window be independently scrollable (community-shaders#1908) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(UI): consolidate searchbar to util and add to weather editor (community-shaders#1898) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): add filled star for favourites. (community-shaders#1913) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather editor): add delete json button to objects window (community-shaders#1914) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(VR): resolution-based font (community-shaders#1923) * refactor: use depthbuffer helper (community-shaders#1925) * refactor: move TurboColormap into Color.hlsli (community-shaders#1924) * fix(weather editor): expand clickable area of feature override (community-shaders#1921) * feat(weather editor): enable snapping to viewport (community-shaders#1917) * feat(weather editor): highlight enabled cloud layers (community-shaders#1916) * fix(VR): SSGI discrepancies (community-shaders#1926) * feat: volumetric shadows (community-shaders#1874) * ci: enhance feature version audit (community-shaders#1927) * feat(weather editor): add filter options for objects window (community-shaders#1922) * feat(weather editor): sticky headers and scrollable content (community-shaders#1930) * fix(UI): ImGui scaling for borderless mode (community-shaders#1929) * ci: don't fail on feature audits (community-shaders#1934) * fix(pbr): use scrap heap allocation (community-shaders#1928) * chore(UI): add subsurface scattering to Interior Only (community-shaders#1932) * fix(weather editor): align highlights, fix tooltip (community-shaders#1918) * fix(ssgi): guard VR only compilation (community-shaders#1938) * build: update template to avoid extra directory (community-shaders#1812) * style: fix hlsl formatting (community-shaders#1939) * fix(UI): improve theme management UI flow (community-shaders#1933) closes community-shaders#1919 * build(deps): update pre-commit hooks (community-shaders#1768) * feat(UI): delete theme button (community-shaders#1940) * feat(UI): open log file button (community-shaders#1942) * fix(hair): marschner volumetric shadow tint (community-shaders#1944) * fix(VR): screen space shadows desync (community-shaders#1946) closes community-shaders#1840 * fix(VR): depth culling during upscaling/Terrain Blending (community-shaders#1858) * feat(VR): add edge detection for stereo blending (community-shaders#1948) * refactor: allocate trampoline once (community-shaders#1951) * fix(UI): PBR MATO color scale RGB settings corrected (community-shaders#1957) * fix(weather editor): guard against loadorder changes (community-shaders#1953) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: davo0411 <davidkehoe0411@outlook.com> * fix(UI): feature description text wrapping (community-shaders#1960) * fix(VR): exponential height fog stereo mismatch (community-shaders#1961) * chore: pbr consistency changes (community-shaders#1841) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: jiayev <l936249247@hotmail.com> * fix(skylighting): remove PBR lighting scale (community-shaders#1963) * fix(skysync): effect mesh blackout during shadow caster transitions (community-shaders#1965) * ci: fix wiki deletion with buffer update (community-shaders#1967) * feat(weather-editor): option to hide viewport (community-shaders#1970) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * test(shader): fallback to warp on invalidarg (community-shaders#1956) Co-authored-by: LukeFrankio <loren@example.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat: triplanar projected materials (community-shaders#1950) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(ao): better ao calculations (community-shaders#1968) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(pbr): fix improper kD terms (community-shaders#1971) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * perf(emat): tweak fade and shadow intensity (community-shaders#1892) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(ibl): revamp ibl and dalc sh (community-shaders#1947) * build: bump commonlib to 4.7.1 (community-shaders#1977) * fix: upscaling monitor detection fixes (community-shaders#1978) * fix(weather editor): prevent overrides resetting settings (community-shaders#1980) * fix(VR): bad llf offset (community-shaders#1984) * perf: cache frequent ui checks (community-shaders#1985) * fix: preserve vanilla water TAA when no upscaler is active (community-shaders#1986) Co-authored-by: jturnley <jturnley@users.noreply.github.com> * fix(UI): first-time dialog fade affects all overlays (community-shaders#1976) * fix(skysync): remove sunlight fade and volumetric lighting overrides (community-shaders#1966) * refactor(HLSL): standardize epsilon constants (community-shaders#1992) closes community-shaders#1227 * feat(UI): require Shift to dock windows (community-shaders#1989) * fix(UI): input spam after alt-tab (community-shaders#1993) * fix(sky sync): early return for invalid cells (community-shaders#1991) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: jiayev <l936249247@hotmail.com> * fix(sky sync): remove undeclared variable (community-shaders#1994) * refactor(pbr): clear up semantics (community-shaders#1995) * fix(UI): scale layout values for high-DPI (community-shaders#1987) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(water): hdr water taa blend (community-shaders#1988) * refactor(color): clarify gamma conversion functions (community-shaders#1996) * feat(ISL-editor): add light counters and fix filtering (community-shaders#1997) * fix(UI): DPI-aware window layouts (community-shaders#2000) * fix(weather-editor): save color palette window (community-shaders#2001) * refactor: centralize feature category names (community-shaders#2007) closes community-shaders#1265 Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com> Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> * chore: bump versions (community-shaders#2010) * fix(water): sample history mask from current mask (community-shaders#2011) * chore(wetness-effects): set default MaxPuddleWetness to 1.5 (community-shaders#1981) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather-editor): add free camera and play mode (community-shaders#2008) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * build: bump versions and reduce false positives (community-shaders#2013) * fix(VR): LLF cluster building and culling (community-shaders#2012) * build: update to VS 2026 (community-shaders#1990) * ci: fix preset in vs2022 mode (community-shaders#2015) * ci: remove v2022 from shader jobs (community-shaders#2016) * feat(upscaling): integrate Streamline Reflex controls (community-shaders#1958) * fix(unified-water): BSWaterShaderProperty.plane (community-shaders#1998) --------- Co-authored-by: Skrubby Skrub In A Shrub <87662196+SkrubbySkrubInAShrub@users.noreply.github.com> Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> Co-authored-by: jiayev <l936249247@hotmail.com> Co-authored-by: Dlizzio <77717521+Dlizzio@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@users.noreply.github.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com> Co-authored-by: Copilot <198982749+Copilot@users.noreply.github.com> Co-authored-by: Dawntic <197450198+Dawntic@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@gmail.com> Co-authored-by: Vanni Giachin <vanni.giachin@qlik.com> Co-authored-by: zxcvbn <66063766+zndxcvbn@users.noreply.github.com> Co-authored-by: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com> Co-authored-by: soda <130315225+soda3000@users.noreply.github.com> Co-authored-by: YtzyFvra <59631290+YtzyFvra@users.noreply.github.com> Co-authored-by: LukeFrankio <lorenzogrutzmann@gmail.com> Co-authored-by: LukeFrankio <loren@example.com> Co-authored-by: jturnley <32892261+jturnley@users.noreply.github.com> Co-authored-by: jturnley <jturnley@users.noreply.github.com> Co-authored-by: Igor Alan Albuquerque de Sousa <50077829+IgorAlanAlbuquerque@users.noreply.github.com> Co-authored-by: Matt Van Horn <mvanhorn@users.noreply.github.com> Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com> Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: LukeFrankio <loren@example.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> (cherry picked from commit 6299a44)
Summary
HRESULT 0x80070057 (E_INVALIDARG).What changed
tests/shaders/test_common.hGetFixtureDesc(...)to accept an explicitstf::GPUDevice::EDeviceTypeparameter.Hardware.tests/shaders/runtime_test_discovery.hUndecided,Hardware,Software).stf::HrExceptionwithE_INVALIDARG, retry using software WARP.Why this change
The previous harness always initialized hardware for every discovered test. On systems with incompatible D3D12 hardware/runtime combinations, this can fail before shader assertions run, causing repeated suite failures that do not reflect shader correctness. This update keeps the fast path when available and introduces a deterministic, minimal fallback when hardware initialization is invalid.
Validation
run_shader_tests.E_INVALIDARGAll tests passed (164 assertions in 1 test case).Scope
Summary by CodeRabbit
New Features
Tests