I'm not sure I completely follow the logic. I guess the interesting thing about the d3d9 and d3d11 tests is that it would be much easier to end up with the Windows D3D + vkd3d-shader configuration, while for the d3d12 tests you'd typically either have Windows D3D + d3dcompiler or vkd3d + vkd3d-shader. (Note though that Wine and the possibility of using native DLLs does complicate that picture a little.) That means we may need to do a better job of distinguishing between Windows D3D and wined3d/vkd3d, separately from distinguishing between d3dcompiler and vkd3d-shader, instead of lumping these together, but that might not be a bad thing anyway?