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timfoxcursoragent
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ci: fix renderer_regression_check on Windows CRLF manifest checkout (#137)
* ci: strip CRLF from manifest lines in renderer_regression_check Windows git checkouts use CRLF for REGRESSION_REPO_MANIFEST.txt; paths kept a trailing \r so -f tests failed (58 manifest misses). Strip \r from each line before the existence check and GAME_BASE asset paths. Co-authored-by: Tim Fox <timfox@outlook.com> * docs: note CRLF-safe manifest parsing in renderer regression Tier A Co-authored-by: Tim Fox <timfox@outlook.com> --------- Co-authored-by: Cursor Agent <cursoragent@cursor.com>
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docs/RENDERER_CONFIDENCE.md

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@@ -20,7 +20,7 @@ On **`main`**, GitHub Actions **`.github/workflows/build.yml`** runs **`renderer
2020

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| Check | Command | What it proves |
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|--------|---------|----------------|
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| Renderer regression (repo) | `./scripts/renderer_regression_check.sh` | Regression docs present (manifest includes `docs/ARCHITECTURE.md`, `docs/ROADMAP.md`, `BUILD.md`, `docs/FORWARD_PLUS_PIPELINE_AUDIT.md`, `src/renderers/vulkan/vk_temporal.h`, …); `shader_data.c` / `shader_binding.c` exist; recursive GLSL `glslang` pass; IQM/glTF morph **#define** parity; Forward+ **tile cull vs `tr_types.h` / `vk_forward_plus.c`** caps; **`gen_frag.tmpl`** tile stride `tileId * Nu` matches **`MAX_PER_TILE`**; **`r_forwardPlusMaxPerTile`** range wired to `vk_forward_plus_get_*_per_tile_cap`; PBR **`forward_plus_shade_strength`** `constant_id` matches `vk_create_pipeline.c`; **`vk_temporal`** reset bitmask count matches switch + `knownReasons[]` table. Optional: set `GAME_BASE` and uncomment BSP paths in `OPTIONAL_GAME_ASSETS.txt` to require packaged maps. |
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| Renderer regression (repo) | `./scripts/renderer_regression_check.sh` | Regression docs present (manifest includes `docs/ARCHITECTURE.md`, `docs/ROADMAP.md`, `BUILD.md`, `docs/FORWARD_PLUS_PIPELINE_AUDIT.md`, `src/renderers/vulkan/vk_temporal.h`, …); `shader_data.c` / `shader_binding.c` exist; recursive GLSL `glslang` pass; IQM/glTF morph **#define** parity; Forward+ **tile cull vs `tr_types.h` / `vk_forward_plus.c`** caps; **`gen_frag.tmpl`** tile stride `tileId * Nu` matches **`MAX_PER_TILE`**; **`r_forwardPlusMaxPerTile`** range wired to `vk_forward_plus_get_*_per_tile_cap`; PBR **`forward_plus_shade_strength`** `constant_id` matches `vk_create_pipeline.c`; **`vk_temporal`** reset bitmask count matches switch + `knownReasons[]` table. Manifest lines strip **CRLF** so Windows checkouts do not false-fail path existence. Optional: set `GAME_BASE` and uncomment BSP paths in `OPTIONAL_GAME_ASSETS.txt` to require packaged maps. |
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| Map load sanity (content) | `GAME_BASE=/abs/path/to/base ./scripts/renderer_regression_maps.sh` | Dedicated server runs `+map` for each `rtest_*` map; log scanned for `ERROR:`, `couldn't load`, `CM_LoadMap`, crashes. Requires full game base (VM + assets), not the regression pk3 alone. `RELEASE_DIR` optional (default `<repo>/release`). |
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| Full local CI parity | `./scripts/validate_ci_build.sh` | SPIR-V generation, Vulkan Release build, smoke test, renderer regression check. |
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| CMake smoke + artifacts | `ctest --output-on-failure` (from `build-vk-Release` or `build-gl-Release`) | Smoke, **renderer_regression_check**, artifacts, unit hooks, **demo_game pk3 layout** (`test_demo_game_pk3`). |

scripts/renderer_regression_check.sh

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@@ -36,6 +36,7 @@ if [ ! -f "$MANIFEST" ]; then
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fail "Missing manifest: $MANIFEST"
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else
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while IFS= read -r line || [ -n "$line" ]; do
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line="${line%$'\r'}"
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[[ -z "$line" || "$line" =~ ^# ]] && continue
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p="$PROJECT_ROOT/$line"
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if [ -f "$p" ]; then
@@ -266,6 +267,7 @@ if [ -n "${GAME_BASE:-}" ]; then
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ASSETS_LIST="${GAME_ASSETS_LIST:-$PROJECT_ROOT/docs/samples/renderer_regression/OPTIONAL_GAME_ASSETS.txt}"
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req=0
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while IFS= read -r line || [ -n "$line" ]; do
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line="${line%$'\r'}"
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[[ -z "$line" || "$line" =~ ^# ]] && continue
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req=$((req + 1))
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f="$GAME_BASE/$line"

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