dEQP-VK.graphicsfuzz.while-function-always-false
authorVenni Ihanakangas <venni.ihanakangas@siru.fi>
Mon, 16 Sep 2019 09:33:07 +0000 (12:33 +0300)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Tue, 12 Nov 2019 10:46:05 +0000 (05:46 -0500)
Components: Vulkan

New Tests:

dEQP-VK.graphicsfuzz.while-function-always-false

Change-Id: Ia741567432e6edd9071b92ea3adb6222bbbc163f

android/cts/master/vk-master.txt
external/vulkancts/data/vulkan/amber/graphicsfuzz/while-function-always-false.amber [new file with mode: 0644]
external/vulkancts/modules/vulkan/amber/vktAmberGraphicsFuzzTests.cpp
external/vulkancts/mustpass/master/vk-default-no-waivers.txt
external/vulkancts/mustpass/master/vk-default.txt

index 3dbe91f..0dfd493 100644 (file)
@@ -521015,6 +521015,7 @@ dEQP-VK.graphicsfuzz.unreachable-discard-statement
 dEQP-VK.graphicsfuzz.unreachable-loops
 dEQP-VK.graphicsfuzz.unreachable-loops-in-switch
 dEQP-VK.graphicsfuzz.unreachable-return-in-loop
+dEQP-VK.graphicsfuzz.while-function-always-false
 dEQP-VK.graphicsfuzz.while-inside-switch
 dEQP-VK.graphicsfuzz.write-before-break
 dEQP-VK.graphicsfuzz.write-red-in-loop-nest
diff --git a/external/vulkancts/data/vulkan/amber/graphicsfuzz/while-function-always-false.amber b/external/vulkancts/data/vulkan/amber/graphicsfuzz/while-function-always-false.amber
new file mode 100644 (file)
index 0000000..1a9e210
--- /dev/null
@@ -0,0 +1,164 @@
+#!amber
+
+# Copyright 2019 Google LLC
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+#     http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+
+# A test for a bug found by GraphicsFuzz.
+
+# Short description: A fragment shader with an always false while function
+
+# The test passes because the shader always writes the color red (while function in the shader is always false)
+
+# Optimized using spirv-opt with the following arguments:
+# '--redundancy-elimination'
+# '--reduce-load-size'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# '--vector-dce'
+# '--eliminate-dead-branches'
+# spirv-opt commit hash: 230c9e437146e48ec58adb4433890403c23c98fa
+
+
+
+SHADER vertex variant_vertex_shader PASSTHROUGH
+
+# variant_fragment_shader is derived from the following GLSL:
+# #version 310 es
+# precision highp float;
+#
+# layout(location = 0) out vec4 _GLF_color;
+# layout(set = 0, binding = 0) uniform buf0 {
+#  vec2 injectionSwitch;
+# };
+# void main()
+# {
+#   _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+#  do
+#   {
+#    for(
+#        int j = int(injectionSwitch.x);
+#        j < 2;
+#        ++j
+#    )
+#     {
+#      return;
+#     }
+#   }
+#  while(0.0 > injectionSwitch.y);
+#  int(injectionSwitch.y);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 51
+; Schema: 0
+               OpCapability Shader
+          %1 = OpExtInstImport "GLSL.std.450"
+               OpMemoryModel Logical GLSL450
+               OpEntryPoint Fragment %4 "main" %9
+               OpExecutionMode %4 OriginUpperLeft
+               OpSource ESSL 310
+               OpName %4 "main"
+               OpName %9 "_GLF_color"
+               OpName %19 "j"
+               OpName %21 "buf0"
+               OpMemberName %21 0 "injectionSwitch"
+               OpName %23 ""
+               OpDecorate %9 Location 0
+               OpDecorate %19 RelaxedPrecision
+               OpMemberDecorate %21 0 Offset 0
+               OpDecorate %21 Block
+               OpDecorate %23 DescriptorSet 0
+               OpDecorate %23 Binding 0
+               OpDecorate %30 RelaxedPrecision
+               OpDecorate %36 RelaxedPrecision
+          %2 = OpTypeVoid
+          %3 = OpTypeFunction %2
+          %6 = OpTypeFloat 32
+          %7 = OpTypeVector %6 4
+          %8 = OpTypePointer Output %7
+          %9 = OpVariable %8 Output
+         %10 = OpConstant %6 1
+         %11 = OpConstant %6 0
+         %12 = OpConstantComposite %7 %10 %11 %11 %10
+         %17 = OpTypeInt 32 1
+         %18 = OpTypePointer Function %17
+         %20 = OpTypeVector %6 2
+         %21 = OpTypeStruct %20
+         %22 = OpTypePointer Uniform %21
+         %23 = OpVariable %22 Uniform
+         %24 = OpConstant %17 0
+         %25 = OpTypeInt 32 0
+         %26 = OpConstant %25 0
+         %27 = OpTypePointer Uniform %6
+         %37 = OpConstant %17 2
+         %38 = OpTypeBool
+         %42 = OpConstant %17 1
+         %44 = OpConstant %25 1
+          %4 = OpFunction %2 None %3
+          %5 = OpLabel
+         %19 = OpVariable %18 Function
+               OpStore %9 %12
+               OpBranch %13
+         %13 = OpLabel
+         %28 = OpAccessChain %27 %23 %24 %26
+         %29 = OpLoad %6 %28
+         %30 = OpConvertFToS %17 %29
+               OpStore %19 %30
+               OpLoopMerge %15 %33 None
+               OpBranch %31
+         %31 = OpLabel
+         %36 = OpLoad %17 %19
+         %39 = OpSLessThan %38 %36 %37
+               OpLoopMerge %33 %34 None
+               OpBranchConditional %39 %32 %33
+         %32 = OpLabel
+               OpReturn
+         %34 = OpLabel
+               OpBranch %31
+         %33 = OpLabel
+         %45 = OpAccessChain %27 %23 %24 %44
+         %46 = OpLoad %6 %45
+         %47 = OpFOrdGreaterThan %38 %11 %46
+               OpBranchConditional %47 %13 %15
+         %15 = OpLabel
+         %50 = OpConvertFToS %17 %46
+               OpReturn
+               OpFunctionEnd
+END
+
+# uniforms for variant
+
+# injectionSwitch
+BUFFER variant_injectionSwitch DATA_TYPE vec2<float> DATA
+ 0.0 1.0
+END
+
+BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM
+
+PIPELINE graphics variant_pipeline
+  ATTACH variant_vertex_shader
+  ATTACH variant_fragment_shader
+  FRAMEBUFFER_SIZE 256 256
+  BIND BUFFER variant_framebuffer AS color LOCATION 0
+  BIND BUFFER variant_injectionSwitch AS uniform DESCRIPTOR_SET 0 BINDING 0
+END
+CLEAR_COLOR variant_pipeline 0 0 0 255
+
+CLEAR variant_pipeline
+RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256
+
+EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255
index 40b2e4e..c527685 100644 (file)
@@ -110,6 +110,7 @@ void createAmberTests (tcu::TestCaseGroup* group)
                {       "unreachable-loops.amber",                                              "unreachable-loops",                                    "Fragment shader that writes red despite unreachable loops"                                                             },
                {       "unreachable-loops-in-switch.amber",                    "unreachable-loops-in-switch",                  "A fragment shader with unreachable loops in a switch"                                                                  },
                {       "unreachable-return-in-loop.amber",                             "unreachable-return-in-loop",                   "A fragment shader with an unreachable return in a loop"                                                                },
+               {       "while-function-always-false.amber",                    "while-function-always-false",                  "A fragment shader with an always false while function"                                                                 },
                {       "while-inside-switch.amber",                                    "while-inside-switch",                                  "A fragment shader that uses a while loop inside a switch"                                                              },
                {       "write-before-break.amber",                                             "write-before-break",                                   "Fragment shader that writes red before loop break"                                                                             },
                {       "write-red-in-loop-nest.amber",                                 "write-red-in-loop-nest",                               "A fragment shader that writes red in a nest of loops"                                                                  },
index 03e507a..6b6d84e 100644 (file)
@@ -523358,6 +523358,7 @@ dEQP-VK.graphicsfuzz.unreachable-discard-statement
 dEQP-VK.graphicsfuzz.unreachable-loops
 dEQP-VK.graphicsfuzz.unreachable-loops-in-switch
 dEQP-VK.graphicsfuzz.unreachable-return-in-loop
+dEQP-VK.graphicsfuzz.while-function-always-false
 dEQP-VK.graphicsfuzz.while-inside-switch
 dEQP-VK.graphicsfuzz.write-before-break
 dEQP-VK.graphicsfuzz.write-red-in-loop-nest
index b59b4b2..2e440f4 100644 (file)
@@ -523205,6 +523205,7 @@ dEQP-VK.graphicsfuzz.unreachable-discard-statement
 dEQP-VK.graphicsfuzz.unreachable-loops
 dEQP-VK.graphicsfuzz.unreachable-loops-in-switch
 dEQP-VK.graphicsfuzz.unreachable-return-in-loop
+dEQP-VK.graphicsfuzz.while-function-always-false
 dEQP-VK.graphicsfuzz.while-inside-switch
 dEQP-VK.graphicsfuzz.write-before-break
 dEQP-VK.graphicsfuzz.write-red-in-loop-nest