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Reduce pystring usages#2313

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AcademySoftwareFoundation:mainfrom
meimchu:feature/reduce_pystring_usages
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Reduce pystring usages#2313
meimchu wants to merge 23 commits into
AcademySoftwareFoundation:mainfrom
meimchu:feature/reduce_pystring_usages

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@meimchu meimchu commented May 19, 2026

First step of pystring removal by improving StringUtils (#2256)
StringUtils have been updated to include some pystring functionalities. Focused on replacing:

  • pystring::split()
  • pystring::strip()
  • pystring::replace()
  • pystring::mul()
  • pystring::startswith()
  • pystring::endswith()

These usages have also been replaced throughout the modules that use these as well. Only pystring::os usages should be left now.

Additional changes of note:

  • Temporarily changed ci_workflow.yml. Additional explanation below.
  • Added an additional include path for OpenFX build.

@KevinJW please take a look when you have a moment! Thank you.

meimchu added 15 commits May 14, 2026 18:40
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
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meimchu commented May 19, 2026

I have temporarily removed a couple of combinations of our CICD Linux tests here to at least allow more tests to run. Since one tests from the OS category can stop the other jobs from running.

There is an on-going discussions in Slack regarding some Linux combinations and the recent aswf/ci-ocio:2023 docker image update. That is not the focus of this PR so I have temporarily removed it as a distraction.

I will not merge this request without a conclusion is reached in that regards.

The initial message from Jean-Francois Panisset:

See my comments in #wg-ci, it does seem like the update of the aswf/ci-ocio:2023 image from 2023.2 to 2023.3 has "changed something", and now the self build of OpenEXR 3.4 (the version from 2025) is breaking since that makes use of C++ 20 features.

Quick workaround would be to pin this build to use the aswf/ci-ocio:2023.2 image which should restore the previous behavior, but more generally it would be interesting to figure out "what does building latest OCIO with VFX 2025 OpenEXR in a VFX 2023 environment" really mean, and is that something we need / want to support.

meimchu added 2 commits May 18, 2026 19:07
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
@meimchu meimchu marked this pull request as ready for review May 22, 2026 04:23
doug-walker and others added 6 commits May 22, 2026 21:12
Signed-off-by: Doug Walker <doug.walker@autodesk.com>
…ation#2315)

* Fix 2023.3 Linux container break

Signed-off-by: Doug Walker <doug.walker@autodesk.com>

* Adjust to keep the name constant to use the existing GitHub branch rules

Signed-off-by: Doug Walker <doug.walker@autodesk.com>

---------

Signed-off-by: Doug Walker <doug.walker@autodesk.com>
…demySoftwareFoundation#2271)

* Add DirectX 12 GPU backend for automated unit testing on Windows

Introduce a DirectX 12 / HLSL rendering backend alongside the existing OpenGL / GLSL and Metal / MSL backends, enabling the GPU unit test suite to run natively on Windows without requiring an OpenGL context.

Key changes:

  GraphicalApp abstract interface (graphicalapp.h/cpp)

    Backend-agnostic base class extracted from OglApp.  OglApp and MetalApp now inherit from it.

  DxApp (dxapp.h/cpp) -- DirectX 12 backend

    Off-screen RGBA32F render target, full-screen triangle via SV_VertexID, staging readback, SM 6.0 DXC shader compilation.

  HLSLBuilder (hlsl.h/cpp) -- HLSL shader generation

    Translates GpuShaderDesc into HLSL pixel shaders with 1D and 3D LUT texture uploads in RGBA32F format.

  CMake integration

    OCIO_DIRECTX_ENABLED option, FetchContent for DirectX-Headers, auto-copy of DXC runtime DLLs to the test output directory.

  Test tolerance adjustments

    Minor epsilon increases for 4 tests due to DX12/SM6.0 FMA and pow() precision differences.

  All 263 GPU tests pass on the DirectX 12 backend.

Build and run:

  # Configure (OCIO_DIRECTX_ENABLED defaults to ON on Windows)

  cmake -S . -B build -DCMAKE_BUILD_TYPE=Release

  # Build the GPU test binary

  cmake --build build --target test_gpu_exec --config Release

  # Run GPU tests with the DX12 backend

  ctest --test-dir build -C Release -R test_dx

Signed-off-by: Eric Renaud-Houde <eric.renaud.houde@gmail.com>

* Fix post-rebase issues found in code review

  - HeadlessOglApp::printGraphicsInfo() was calling pure virtual base (crash on headless EGL)
  - graphicalapp.cpp included oglapp.h unconditionally; guard under OCIO_GL_ENABLED
  - tests/gpu/CMakeLists.txt early-return guard excluded Vulkan-only builds
  - Add missing test_vulkan ctest entry

Signed-off-by: Eric Renaud-Houde <eric.renaud.houde@gmail.com>

* Minor additional comments, formatting and fixes.

Signed-off-by: Eric Renaud-Houde <eric.renaud.houde@gmail.com>

* Speed up DX12 GPU test backend (~19%)

  The DX12 test suite was noticeably slower than the OpenGL and Vulkan backends. Profiling the run showed the gap was almost entirely in DXC shader
  compilation, not in Present, fence waits, or DxcCreateInstance as initially suspected.

  Three low-risk changes:

  - Cache IDxcUtils and IDxcCompiler3 as DxApp members instead of recreating them on every setShader() call. The COM instances are thread-safe and
  perfectly reusable; recreating them per test added no value.
  - Compile the full-screen-triangle vertex shader exactly once and reuse the bytecode across all tests. The VSMain HLSL is a hard-coded
  SV_VertexID-driven triangle with no test-specific state — the bytecode is identical every time. Extracted into a new ensureVertexShaderCompiled()
  helper. This alone eliminated the biggest redundancy (263 duplicate VS compiles).
  - Present(1, 0) → Present(0, 0). VSync is meaningless for an off-screen test harness that reads back from a float render target. Locally the win shows
  up mostly in waitForPreviousFrame, which was being throttled by the swap-chain pipeline even on an invisible window.

  All 263/263 tests still pass; no tolerance changes, no DXIL codegen changes (except for a UTF8 fix), no precision risk.

Signed-off-by: Eric Renaud-Houde <eric.renaud.houde@gmail.com>

* Several small fixes tidying up the recently-added GPU test infrastructure.

  - Fix unused-variable warnings (fatal on macOS with warnings-as-errors): guard useDxRenderer and useVulkanRenderer declarations with the same ifdefs as their usage sites. useMetalRenderer
   stays unconditional because it's referenced on all platforms.
  - Propagate the MSVC+shared-libs PATH workaround to test_vulkan so it can find OpenColorIO_*.dll at runtime, matching what's already done for test_dx.
  - Upgrade the dxcompiler.dll detection message from STATUS to WARNING and rewrite it to name OCIO_DIRECTX_ENABLED and offer concrete recovery paths. The previous STATUS message was easy
  to miss, leaving users with a silent degradation until test_dx failed at runtime.
  - Rename the OpenGL ctest from test_gpu to test_opengl now that sibling backend-specific tests (test_dx, test_vulkan, test_metal) exist. The test_gpu_exec binary keeps its name since it's
   backend-agnostic and selects via CLI flags.
  - Declare OCIO_VULKAN_ENABLED as a first-class CMake option with mark_as_advanced, matching the existing OCIO_DIRECTX_ENABLED. It was previously used in conditionals without ever being
  declared, so it never appeared as a toggle in ccmake/cmake-gui.
  - Document both OCIO_DIRECTX_ENABLED and OCIO_VULKAN_ENABLED in docs/quick_start/installation.rst, noting that Vulkan requires an external SDK.

Signed-off-by: Eric Renaud-Houde <eric.renaud.houde@gmail.com>

* Integrate DirectX-Headers with OCIO's external-package pattern

  Previously InstallDirectXHeaders.cmake was included unconditionally from oglapphelpers/CMakeLists.txt, so DirectX-Headers was always fetched from GitHub regardless of whether the user had
   a local copy installed. There was no way to use a system install, a vendored copy, or an air-gapped build, and the dep didn't respect OCIO_INSTALL_EXT_PACKAGES. DirectX-Headers is now a
  first-class OCIO dependency, handled the same way as Imath, ZLIB, yaml-cpp, etc.: try find_package first, fall back to FetchContent only if not found and OCIO_INSTALL_EXT_PACKAGES allows
  it.

  Changes:
  - New share/cmake/modules/FindDirectX-Headers.cmake, modeled on FindImath.cmake.
  - InstallDirectXHeaders.cmake → InstallDirectX-Headers.cmake (the hyphen matches OCIO's Install convention).
  - oglapphelpers/CMakeLists.txt now calls ocio_handle_dependency(DirectX-Headers ...) with MIN_VERSION 1.606.0 (Windows SDK 22H2 era — old enough to cover most installed copies) and
  RECOMMENDED_VERSION 1.619.1 (the version OCIO pins and validates).

  For users: a local DirectX-Headers install can now be supplied via any of the standard CMake mechanisms — -DDirectX-Headers_DIR, -DDirectX-Headers_ROOT, -DDirectX-Headers_INCLUDE_DIR, or
  globally with -DOCIO_INSTALL_EXT_PACKAGES=NONE to forbid any network fetch.

Signed-off-by: Eric Renaud-Houde <eric.renaud.houde@gmail.com>

* Improve dxcompiler.dll diagnostics and allow overriding its path

  Addresses test crashes seen on stuck Windows 10 hosts caused by an old dxcompiler.dll shipped in that host's Windows SDK Redist.

  - Print the version of the found dxcompiler.dll at configure time so crash reports identify the exact DXC build without follow-up diagnostics.
  - Emit a standing hint pointing at the DirectX Shader Compiler releases page, which is the documented workaround.
  - New -DOCIO_DXCOMPILER_DLL=<path> overrides the Windows SDK Redist search, letting users supply a newer DLL pre-build instead of copying it by hand after.
  - Extracted the DXC-runtime logic into share/cmake/utils/LocateDXCompilerRuntime.cmake so tests/gpu/CMakeLists.txt stays focused on the test target.

Signed-off-by: Eric Renaud-Houde <eric.renaud.houde@gmail.com>

* Minor comment tweaks in LocateDXCompilerRuntime.cmake.

Signed-off-by: Eric Renaud-Houde <eric.renaud.houde@gmail.com>

* Use OCIO_DirectX-Headers_RECOMMENDED_VERSION in InstallDirectX-Headers.cmake

  ocio_install_dependency already propagates the RECOMMENDED_VERSION from the
  ocio_handle_dependency call site. Consume it instead of hardcoding the
  version a second time. Matches the pattern in Installyaml-cpp.cmake and
  Installpystring.cmake.

Signed-off-by: Eric Renaud-Houde <eric.renaud.houde@gmail.com>

* Address local cleanup notes from PR AcademySoftwareFoundation#2271 Claude review.

* Name CbvSrvHeapSize and throw in setShader if a shader needs more SRV slots than the heap holds.
* Guard ~DxApp() so the GPU wait/CloseHandle are skipped when sync objects were never created (constructor partial-init).
* Comment the 16-byte float4 stride used when packing UNIFORM_VECTOR_FLOAT/INT arrays into the HLSL constant buffer.
* Only record m_windowClassName when RegisterClassExA actually succeeds, so cleanup won't unregister a class owned by another DxApp.
* Drop the redundant trailing else in GPUUnitTest.cpp's shadingLanguage selector (initializer already covers it).

Signed-off-by: Eric Renaud-Houde <eric.renaud.houde@gmail.com>

---------

Signed-off-by: Eric Renaud-Houde <eric.renaud.houde@gmail.com>
Co-authored-by: Doug Walker <doug.walker@autodesk.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
Signed-off-by: Mei Chu <meimchu@gmail.com>
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3 participants