[Mesa-dev] [Bug 109782] [CTS] dEQP-VK.graphicsfuzz.while-inside-switch hangs
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Mon Feb 25 17:29:45 UTC 2019
https://bugs.freedesktop.org/show_bug.cgi?id=109782
Bug ID: 109782
Summary: [CTS] dEQP-VK.graphicsfuzz.while-inside-switch hangs
Product: Mesa
Version: git
Hardware: Other
OS: All
Status: NEW
Severity: critical
Priority: medium
Component: Drivers/Vulkan/radeon
Assignee: mesa-dev at lists.freedesktop.org
Reporter: samuel.pitoiset at gmail.com
QA Contact: mesa-dev at lists.freedesktop.org
Writing test log into TestResults.qpa
dEQP Core git-65ebf85d4b32fc62201aedbef5b69d7c00298bee (0x65ebf85d) starting..
target implementation = 'Default'
Test case 'dEQP-VK.graphicsfuzz.while-inside-switch'..
shader: MESA_SHADER_VERTEX
inputs: 0
outputs: 0
uniforms: 0
shared: 0
decl_var shader_in INTERP_MODE_NONE vec4 @0 (VERT_ATTRIB_GENERIC0, 0, 0)
decl_var shader_out INTERP_MODE_NONE vec4 @1 (VARYING_SLOT_POS, 0, 0)
decl_function main (0 params)
impl main {
decl_var INTERP_MODE_NONE vec4 out@(null)-temp
decl_var INTERP_MODE_NONE vec4 in@(null)-temp
block block_0:
/* preds: */
vec1 32 ssa_0 = deref_var &@0 (shader_in vec4)
vec4 32 ssa_1 = intrinsic load_deref (ssa_0) (0) /* access=0 */
vec1 32 ssa_2 = deref_var &@1 (shader_out vec4)
intrinsic store_deref (ssa_2, ssa_1) (15, 0) /* wrmask=xyzw */ /*
access=0 */
/* succs: block_1 */
block block_1:
}
shader: MESA_SHADER_FRAGMENT
inputs: 0
outputs: 0
uniforms: 0
shared: 0
decl_var shader_in INTERP_MODE_NONE vec4 gl_FragCoord (VARYING_SLOT_POS, 0, 0)
decl_var shader_out INTERP_MODE_NONE vec4 _GLF_color (FRAG_RESULT_DATA0, 0, 0)
decl_function main (0 params)
impl main {
decl_var INTERP_MODE_NONE vec4 out at _GLF_color-temp
block block_0:
/* preds: */
vec1 32 ssa_0 = load_const (0x00000000 /* 0.000000 */)
vec1 32 ssa_1 = load_const (0x41200000 /* 10.000000 */)
/* succs: block_1 */
loop {
block block_1:
/* preds: block_0 */
vec1 32 ssa_2 = deref_var &gl_FragCoord (shader_in vec4)
vec4 32 ssa_3 = intrinsic load_deref (ssa_2) (0) /* access=0 */
vec1 32 ssa_4 = flt32 ssa_3.x, ssa_1
/* succs: block_2 block_3 */
if ssa_4 {
block block_2:
/* preds: block_1 */
break
/* succs: block_10 */
} else {
block block_3:
/* preds: block_1 */
/* succs: block_4 */
}
block block_4:
/* preds: block_3 */
vec1 32 ssa_5 = intrinsic vulkan_resource_index (ssa_0) (0, 0,
6) /* desc-set=0 */ /* binding=0 */ /* desc_type=UBO */
vec1 32 ssa_6 = intrinsic load_ubo (ssa_5, ssa_0) (4, 0) /*
align_mul=4 */ /* align_offset=0 */
vec1 32 ssa_7 = f2i32 ssa_6
vec1 32 ssa_8 = ieq32 ssa_7, ssa_0
/* succs: block_5 block_8 */
if ssa_8 {
block block_5:
/* preds: block_4 */
/* succs: block_6 */
loop {
block block_6:
/* preds: block_5 block_6 */
intrinsic discard () ()
/* succs: block_6 */
}
block block_7:
/* preds: */
/* succs: block_9 */
} else {
block block_8:
/* preds: block_4 */
/* succs: block_9 */
}
block block_9:
/* preds: block_7 block_8 */
break
/* succs: block_10 */
}
block block_10:
/* preds: block_2 block_9 */
vec1 32 ssa_9 = deref_var &_GLF_color (shader_out vec4)
vec4 32 ssa_10 = load_const (0x3f800000 /* 1.000000 */, 0x00000000 /*
0.000000 */, 0x00000000 /* 0.000000 */, 0x3f800000 /* 1.000000 */)
intrinsic store_deref (ssa_9, ssa_10) (15, 0) /* wrmask=xyzw */ /*
access=0 */
/* succs: block_11 */
block block_11:
}
1) The NIR compiler should be able to kill the outer loop
2) The inner (infinite) loop should probably be killed as well (or the discard
should be moved outside)
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