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Oct 20, 2021
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22 changes: 13 additions & 9 deletions .github/pr-commenter.yml
Original file line number Diff line number Diff line change
Expand Up @@ -2,8 +2,8 @@ comment:
on-update: edit
header: |
Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed.
Link to Yamato: https://yamato.cds.internal.unity3d.com/jobs/902-Graphics
Search for your PR branch using the sidebar on the left, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)
Link to Yamato: https://unity-ci.cds.internal.unity3d.com/project/902/
Search for your PR branch using the search bar at the top, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)
footer: |
Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure.

Expand All @@ -16,39 +16,43 @@ comment:
- TestProjects/HDRP*/**/*
body: |
**HDRP**
`/.yamato%252Fall-hdrp.yml%2523PR_HDRP_2021.2`
`/jobDefinition/.yamato%2Fall-hdrp.yml%23PR_HDRP_2021.2`
With changes to HDRP packages, you should also run
`/jobDefinition/.yamato%2Fall-lightmapping.yml%23PR_Lightmapping_2021.2`
- id: URP
files:
- com.unity.render-pipelines.universal/**/*
- com.unity.testing.urp/**/*
- TestProjects/Universal*/**/*
body: |
**URP**
`/.yamato%252Fall-urp.yml%2523PR_URP_2021.2`
`/jobDefinition/.yamato%2Fall-urp.yml%23PR_URP_2021.2`
With changes to URP packages, you should also run
`/jobDefinition/.yamato%2Fall-lightmapping.yml%23PR_Lightmapping_2021.2`
- id: ShaderGraph
files:
- com.unity.shadergraph/**/*
- TestProjects/ShaderGraph*/**/*
- com.unity.render-pipelines.universal/Editor/ShaderGraph/*
body: |
**Shader Graph**
`/.yamato%252Fall-shadergraph.yml%2523PR_ShaderGraph_2021.2`
`/jobDefinition/.yamato%252Fall-shadergraph.yml%2523PR_ShaderGraph_2021.2`
Depending on your PR, you may also want
`/.yamato%252Fall-shadergraph_builtin_foundation.yml%2523PR_ShaderGraph_BuiltIn_Foundation_2021.2`
`/.yamato%252Fall-shadergraph_builtin_lighting.yml%2523PR_ShaderGraph_BuiltIn_Lighting_2021.2`
`/jobDefinition/.yamato%252Fall-shadergraph_builtin_foundation.yml%2523PR_ShaderGraph_BuiltIn_Foundation_2021.2`
/jobDefinition/.yamato%2Fall-shadergraph_builtin_lighting.yml%23PR_ShaderGraph_BuiltIn_Lighting_2021.2
- id: VFX
files:
- com.unity.visualeffectgraph/**/*
- com.unity.testing.visualeffectgraph/**/*
- TestProjects/VisualEffectGraph*/**/*
body: |
**VFX**
`/.yamato%252Fall-vfx.yml%2523PR_VFX_2021.2`
`/jobDefinition/.yamato%252Fall-vfx.yml%2523PR_VFX_2021.2`
- id: Core
files:
- com.unity.render-pipelines.core/**/*
body: |
**SRP Core**
You could run ABV on your branch before merging your PR, but it will start A LOT of jobs. Please be responsible about it and run it only when you feel the PR is ready:
`/.yamato%252F_abv.yml%2523all_project_ci_2021.2`
`/jobDefinition/.yamato%2F_abv.yml%23all_project_ci_2021.2`
Be aware that any modifications to the Core package impacts everyone in the Graphics repo so please discuss the PR with your lead.
30 changes: 30 additions & 0 deletions .yamato/_abv.yml
Original file line number Diff line number Diff line change
Expand Up @@ -65,6 +65,22 @@ General_Checks_2021.2:
rerun: on_new_revision
- path: .yamato/all-smoke_test.yml#Smoke_Test_2021.2
rerun: on_new_revision
Safety_net_2021.2:
name: Safety net on 2021.2
variables:
CUSTOM_REVISION: '{{2021_2.changeset.id}}'
UTR_VERSION: "current"
TEST_FILTER: .*
CACHE_ARGS: '{{cache.flags}}'
triggers:
expression: pull_request.target eq "2021.2/staging" AND NOT pull_request.draft AND pull_request.changes.any match [".yamato/**/*", "com.unity.*/**/*", "TestProjects/**/*"]
dependencies:
- path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_playmode_mono_Linear_2021.2
rerun: on_new_revision
- path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_playmode_mono_Linear_2021.2
rerun: on_new_revision
- path: .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_playmode_mono_Linear_2021.2
rerun: on_new_revision
Trunk_verification_2021.2:
name: Trunk verification on 2021.2
variables:
Expand Down Expand Up @@ -161,6 +177,20 @@ General_Checks_CUSTOM-REVISION:
rerun: on_new_revision
- path: .yamato/all-smoke_test.yml#Smoke_Test_CUSTOM-REVISION
rerun: on_new_revision
Safety_net_CUSTOM-REVISION:
name: Safety net on CUSTOM-REVISION
variables:
CUSTOM_REVISION: custom_revision_not_set
UTR_VERSION: "current"
TEST_FILTER: .*
CACHE_ARGS: '{{cache.flags}}'
dependencies:
- path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_playmode_mono_Linear_CUSTOM-REVISION
rerun: on_new_revision
- path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_playmode_mono_Linear_CUSTOM-REVISION
rerun: on_new_revision
- path: .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_playmode_mono_Linear_CUSTOM-REVISION
rerun: on_new_revision
Trunk_verification_CUSTOM-REVISION:
name: Trunk verification on CUSTOM-REVISION
variables:
Expand Down
3 changes: 1 addition & 2 deletions .yamato/_cache_config.metafile
Original file line number Diff line number Diff line change
@@ -1,3 +1,2 @@
cache:
flags: --extra-editor-arg="-adb2" --extra-editor-arg="-enableCacheServer" --extra-editor-arg="-cacheServerEndpoint" --extra-editor-arg="cacheserver-slo.hq.unity3d.com" --extra-editor-arg="-cacheServerNamespacePrefix" --extra-editor-arg="SRP_2021.2" --extra-editor-arg="-cacheServerEnableDownload" --extra-editor-arg="true" --extra-editor-arg="-cacheServerEnableUpload" --extra-editor-arg="true"

flags: --extra-editor-arg="-cacheServerNamespacePrefix" --extra-editor-arg="SRP_2021.2" --extra-editor-arg="-adb2" --extra-editor-arg="-enableCacheServer" --extra-editor-arg="-cacheServerEndpoint" --extra-editor-arg="cacheserver-slo.hq.unity3d.com" --extra-editor-arg="-cacheServerEnableDownload" --extra-editor-arg="true" --extra-editor-arg="-cacheServerEnableUpload" --extra-editor-arg="true" --extra-editor-arg="-cacheServerWaitForUploadCompletion"
4 changes: 0 additions & 4 deletions .yamato/_projectcontext.yml
Original file line number Diff line number Diff line change
Expand Up @@ -348,9 +348,7 @@ all_package_ci_project_2021.2:
flavor: b1.large
dependencies:
- .yamato/_projectcontext.yml#test_all_project_Win_2021.2
- .yamato/_projectcontext.yml#test_all_project_Win_min_editor
- .yamato/_projectcontext.yml#test_all_project_OSX_2021.2
- .yamato/_projectcontext.yml#test_all_project_OSX_min_editor
variables:
CUSTOM_REVISION: '{{2021_2.changeset.id}}'
commands:
Expand All @@ -365,9 +363,7 @@ all_package_ci_project_CUSTOM-REVISION:
flavor: b1.large
dependencies:
- .yamato/_projectcontext.yml#test_all_project_Win_CUSTOM-REVISION
- .yamato/_projectcontext.yml#test_all_project_Win_min_editor
- .yamato/_projectcontext.yml#test_all_project_OSX_CUSTOM-REVISION
- .yamato/_projectcontext.yml#test_all_project_OSX_min_editor
variables:
CUSTOM_REVISION: custom_revision_not_set
commands:
Expand Down
36 changes: 36 additions & 0 deletions .yamato/all-urp.yml
Original file line number Diff line number Diff line change
Expand Up @@ -69,6 +69,24 @@ Nightly_URP_2021.2:
rerun: on_new_revision
- path: .yamato/urp_upgrade.yml#URP_Upgrade_test_win_2021.2
rerun: on_new_revision
All_URP_on_Win_DX11_playmode_2021.2:
name: All URP on Win DX11 playmode on 2021.2
variables:
CUSTOM_REVISION: '{{2021_2.changeset.id}}'
UTR_VERSION: "current"
TEST_FILTER: .*
CACHE_ARGS: '{{cache.flags}}'
dependencies:
- path: .yamato/urp_2d-win-dx11.yml#URP_2D_Win_DX11_playmode_mono_Linear_2021.2
rerun: on_new_revision
- path: .yamato/urp_foundation-win-dx11.yml#URP_Foundation_Win_DX11_playmode_mono_Linear_2021.2
rerun: on_new_revision
- path: .yamato/urp_postpro-win-dx11.yml#URP_PostPro_Win_DX11_playmode_mono_Linear_2021.2
rerun: on_new_revision
- path: .yamato/urp_terrain-win-dx11.yml#URP_Terrain_Win_DX11_playmode_mono_Linear_2021.2
rerun: on_new_revision
- path: .yamato/urp_lighting-win-dx11.yml#URP_Lighting_Win_DX11_playmode_mono_Linear_2021.2
rerun: on_new_revision
PR_URP_CUSTOM-REVISION:
name: PR URP on CUSTOM-REVISION
variables:
Expand Down Expand Up @@ -131,3 +149,21 @@ Nightly_URP_CUSTOM-REVISION:
rerun: on_new_revision
- path: .yamato/urp_upgrade.yml#URP_Upgrade_test_win_CUSTOM-REVISION
rerun: on_new_revision
All_URP_on_Win_DX11_playmode_CUSTOM-REVISION:
name: All URP on Win DX11 playmode on CUSTOM-REVISION
variables:
CUSTOM_REVISION: custom_revision_not_set
UTR_VERSION: "current"
TEST_FILTER: .*
CACHE_ARGS: '{{cache.flags}}'
dependencies:
- path: .yamato/urp_2d-win-dx11.yml#URP_2D_Win_DX11_playmode_mono_Linear_CUSTOM-REVISION
rerun: on_new_revision
- path: .yamato/urp_foundation-win-dx11.yml#URP_Foundation_Win_DX11_playmode_mono_Linear_CUSTOM-REVISION
rerun: on_new_revision
- path: .yamato/urp_postpro-win-dx11.yml#URP_PostPro_Win_DX11_playmode_mono_Linear_CUSTOM-REVISION
rerun: on_new_revision
- path: .yamato/urp_terrain-win-dx11.yml#URP_Terrain_Win_DX11_playmode_mono_Linear_CUSTOM-REVISION
rerun: on_new_revision
- path: .yamato/urp_lighting-win-dx11.yml#URP_Lighting_Win_DX11_playmode_mono_Linear_CUSTOM-REVISION
rerun: on_new_revision
8 changes: 8 additions & 0 deletions .yamato/config/abv.metafile
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,14 @@ jobs:
- .yamato/_formatting.yml#formatting
- .yamato/all-smoke_test.yml#Smoke_Test_<TRACK>

- name: Safety net
triggers:
expression: 'pull_request.target eq "<TARGET_BRANCH>" AND NOT pull_request.draft AND pull_request.changes.any match [".yamato/**/*", "com.unity.*/**/*", "TestProjects/**/*"]'
dependencies:
- .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_playmode_mono_Linear_<TRACK>
- .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_playmode_mono_Linear_<TRACK>
- .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_playmode_mono_Linear_<TRACK>

- name: Trunk verification
dependencies:
- project: URP_2D
Expand Down
7 changes: 7 additions & 0 deletions .yamato/config/urp.metafile
Original file line number Diff line number Diff line change
Expand Up @@ -36,3 +36,10 @@ jobs:
- .yamato/all-urpupdate_top_asset_store.yml#URPUpdate_Top_Asset_Store_<TRACK>
- .yamato/urp_upgrade.yml#URP_Upgrade_test_win_<TRACK>

- name: All <PROJECT_NAME> on Win DX11 playmode
dependencies:
- .yamato/urp_2d-win-dx11.yml#URP_2D_Win_DX11_playmode_mono_Linear_<TRACK>
- .yamato/urp_foundation-win-dx11.yml#URP_Foundation_Win_DX11_playmode_mono_Linear_<TRACK>
- .yamato/urp_postpro-win-dx11.yml#URP_PostPro_Win_DX11_playmode_mono_Linear_<TRACK>
- .yamato/urp_terrain-win-dx11.yml#URP_Terrain_Win_DX11_playmode_mono_Linear_<TRACK>
- .yamato/urp_lighting-win-dx11.yml#URP_Lighting_Win_DX11_playmode_mono_Linear_<TRACK>
1 change: 0 additions & 1 deletion com.unity.render-pipelines.core/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,6 @@
"description": "SRP Core makes it easier to create or customize a Scriptable Render Pipeline (SRP). SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and shader libraries. The code in SRP Core is use by the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.",
"version": "12.1.1",
"unity": "2021.2",
"unityRelease": "0b15",
"displayName": "Core RP Library",
"dependencies": {
"com.unity.ugui": "1.0.0",
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,6 @@
"description": "Configuration files for the High Definition Render Pipeline.",
"version": "12.1.1",
"unity": "2021.2",
"unityRelease": "0b15",
"displayName": "High Definition RP Config",
"dependencies": {
"com.unity.render-pipelines.core": "12.1.1"
Expand Down
1 change: 0 additions & 1 deletion com.unity.render-pipelines.high-definition/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,6 @@
"description": "The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms. HDRP utilizes Physically-Based Lighting techniques, linear lighting, HDR lighting, and a configurable hybrid Tile/Cluster deferred/Forward lighting architecture and gives you the tools you need to create games, technical demos, animations, and more to a high graphical standard.",
"version": "12.1.1",
"unity": "2021.2",
"unityRelease": "0b15",
"displayName": "High Definition RP",
"dependencies": {
"com.unity.mathematics": "1.2.1",
Expand Down
1 change: 0 additions & 1 deletion com.unity.render-pipelines.universal/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,6 @@
"description": "The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.",
"version": "12.1.1",
"unity": "2021.2",
"unityRelease": "0b15",
"displayName": "Universal RP",
"dependencies": {
"com.unity.mathematics": "1.2.1",
Expand Down
1 change: 0 additions & 1 deletion com.unity.shadergraph/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,6 @@
"description": "The Shader Graph package adds a visual Shader editing tool to Unity. You can use this tool to create Shaders in a visual way instead of writing code. Specific render pipelines can implement specific graph features. Currently, both the High Definition Rendering Pipeline and the Universal Rendering Pipeline support Shader Graph.",
"version": "12.1.1",
"unity": "2021.2",
"unityRelease": "0b15",
"displayName": "Shader Graph",
"dependencies": {
"com.unity.render-pipelines.core": "12.1.1",
Expand Down
1 change: 0 additions & 1 deletion com.unity.visualeffectgraph/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,6 @@
"displayName": "Visual Effect Graph",
"version": "12.1.1",
"unity": "2021.2",
"unityRelease": "0b15",
"description": "The Visual Effect Graph is a node based visual effect editor. It allows you to author next generation visual effects that Unity simulates directly on the GPU. The Visual Effect Graph is production-ready for the High Definition Render Pipeline and runs on all platforms supported by it. Full support for the Universal Render Pipeline and compatible mobile devices is still in development.",
"keywords": [
"vfx",
Expand Down