dEQP-VK.graphicsfuzz.discard-in-loop-in-function
authorAlastair Donaldson <afdx@google.com>
Fri, 1 Nov 2019 11:43:40 +0000 (11:43 +0000)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Thu, 5 Dec 2019 10:08:26 +0000 (05:08 -0500)
Components: Vulkan

New Tests:

dEQP-VK.graphicsfuzz.discard-in-loop-in-function

Change-Id: Ic486aa7665e01ba71d12f35dad66a668cb22554b

android/cts/master/vk-master.txt
external/vulkancts/data/vulkan/amber/graphicsfuzz/discard-in-loop-in-function.amber [new file with mode: 0644]
external/vulkancts/data/vulkan/amber/graphicsfuzz/index.txt
external/vulkancts/mustpass/master/vk-default-no-waivers.txt
external/vulkancts/mustpass/master/vk-default.txt

index 72d5c17..279ca67 100644 (file)
@@ -559361,6 +559361,7 @@ dEQP-VK.graphicsfuzz.dead-struct-init
 dEQP-VK.graphicsfuzz.disc-and-add-in-func-in-loop
 dEQP-VK.graphicsfuzz.discard-continue-return
 dEQP-VK.graphicsfuzz.discard-in-array-manipulating-loop
+dEQP-VK.graphicsfuzz.discard-in-loop-in-function
 dEQP-VK.graphicsfuzz.discards-in-control-flow
 dEQP-VK.graphicsfuzz.do-while-loop-in-conditionals
 dEQP-VK.graphicsfuzz.do-while-with-always-true-if
diff --git a/external/vulkancts/data/vulkan/amber/graphicsfuzz/discard-in-loop-in-function.amber b/external/vulkancts/data/vulkan/amber/graphicsfuzz/discard-in-loop-in-function.amber
new file mode 100644 (file)
index 0000000..7654782
--- /dev/null
@@ -0,0 +1,178 @@
+#!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 shader with a discard nested in a loop in a function
+
+# The test passes because the discard is always reached, so we end up with the background color, black.
+
+# Optimized using spirv-opt with the following arguments:
+# '--simplify-instructions'
+# '--eliminate-dead-inserts'
+# '--redundancy-elimination'
+# '--inline-entry-points-exhaustive'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# '--convert-local-access-chains'
+# '--convert-local-access-chains'
+# '--eliminate-dead-code-aggressive'
+# '--eliminate-local-single-store'
+# '--if-conversion'
+# '--simplify-instructions'
+# spirv-opt commit hash: 6b072126595dd8c2448eb1fda616251c5e6d7079
+
+
+
+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 f()
+# {
+#  do
+#   {
+#    if(1.0 > injectionSwitch.y)
+#     {
+#      if(gl_FragCoord.y < 0.0)
+#       {
+#       }
+#      continue;
+#     }
+#    discard;
+#   }
+#  while(false);
+# }
+# void main()
+# {
+#  f();
+#  _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 47
+; Schema: 0
+               OpCapability Shader
+          %1 = OpExtInstImport "GLSL.std.450"
+               OpMemoryModel Logical GLSL450
+               OpEntryPoint Fragment %4 "main" %31 %44
+               OpExecutionMode %4 OriginUpperLeft
+               OpSource ESSL 310
+               OpName %4 "main"
+               OpName %6 "f("
+               OpName %15 "buf0"
+               OpMemberName %15 0 "injectionSwitch"
+               OpName %17 ""
+               OpName %31 "gl_FragCoord"
+               OpName %44 "_GLF_color"
+               OpMemberDecorate %15 0 Offset 0
+               OpDecorate %15 Block
+               OpDecorate %17 DescriptorSet 0
+               OpDecorate %17 Binding 0
+               OpDecorate %31 BuiltIn FragCoord
+               OpDecorate %44 Location 0
+          %2 = OpTypeVoid
+          %3 = OpTypeFunction %2
+         %12 = OpTypeFloat 32
+         %13 = OpConstant %12 1
+         %14 = OpTypeVector %12 2
+         %15 = OpTypeStruct %14
+         %16 = OpTypePointer Uniform %15
+         %17 = OpVariable %16 Uniform
+         %18 = OpTypeInt 32 1
+         %19 = OpConstant %18 0
+         %20 = OpTypeInt 32 0
+         %21 = OpConstant %20 1
+         %22 = OpTypePointer Uniform %12
+         %25 = OpTypeBool
+         %29 = OpTypeVector %12 4
+         %30 = OpTypePointer Input %29
+         %31 = OpVariable %30 Input
+         %32 = OpTypePointer Input %12
+         %35 = OpConstant %12 0
+         %41 = OpConstantFalse %25
+         %43 = OpTypePointer Output %29
+         %44 = OpVariable %43 Output
+         %45 = OpConstantComposite %29 %13 %35 %35 %13
+          %4 = OpFunction %2 None %3
+          %5 = OpLabel
+         %42 = OpFunctionCall %2 %6
+               OpStore %44 %45
+               OpReturn
+               OpFunctionEnd
+          %6 = OpFunction %2 None %3
+          %7 = OpLabel
+               OpBranch %8
+          %8 = OpLabel
+               OpLoopMerge %10 %38 None
+               OpBranch %9
+          %9 = OpLabel
+         %23 = OpAccessChain %22 %17 %19 %21
+         %24 = OpLoad %12 %23
+         %26 = OpFOrdGreaterThan %25 %13 %24
+               OpSelectionMerge %28 None
+               OpBranchConditional %26 %27 %28
+         %27 = OpLabel
+         %33 = OpAccessChain %32 %31 %21
+         %34 = OpLoad %12 %33
+         %36 = OpFOrdLessThan %25 %34 %35
+               OpSelectionMerge %46 None
+               OpBranchConditional %36 %37 %38
+         %37 = OpLabel
+               OpBranch %38
+         %46 = OpLabel
+               OpBranch %38
+         %38 = OpLabel
+               OpBranchConditional %41 %8 %10
+         %28 = OpLabel
+               OpKill
+         %10 = OpLabel
+               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 0 0 0 255
index c4f9014..6e7ed39 100644 (file)
@@ -14,6 +14,7 @@
 {      "disc-and-add-in-func-in-loop.amber",                   "disc-and-add-in-func-in-loop",                 "A fragment shader with discard and add in function in loop"                                                    },
 {      "discard-continue-return.amber",                                "discard-continue-return",                              "A fragment shader with a discard, continue, and return"                                                                },
 {      "discard-in-array-manipulating-loop.amber",             "discard-in-array-manipulating-loop",   "An array-manipulating fragment shader with a discard"                                                                  },
+{      "discard-in-loop-in-function.amber",                    "discard-in-loop-in-function",                  "A shader with a discard nested in a loop in a function"                                                                },
 {      "discards-in-control-flow.amber",                               "discards-in-control-flow",                             "A fragment shader with discards in loops and conditionals"                                                             },
 {      "do-while-loop-in-conditionals.amber",                  "do-while-loop-in-conditionals",                "A fragment shader with do-while loop in conditional nest"                                                              },
 {      "do-while-with-always-true-if.amber",                   "do-while-with-always-true-if",                 "A fragment shader with a do while that always returns"                                                                 },
index 8f34487..249e28b 100644 (file)
@@ -561704,6 +561704,7 @@ dEQP-VK.graphicsfuzz.dead-struct-init
 dEQP-VK.graphicsfuzz.disc-and-add-in-func-in-loop
 dEQP-VK.graphicsfuzz.discard-continue-return
 dEQP-VK.graphicsfuzz.discard-in-array-manipulating-loop
+dEQP-VK.graphicsfuzz.discard-in-loop-in-function
 dEQP-VK.graphicsfuzz.discards-in-control-flow
 dEQP-VK.graphicsfuzz.do-while-loop-in-conditionals
 dEQP-VK.graphicsfuzz.do-while-with-always-true-if
index e091e43..37caa37 100644 (file)
@@ -561551,6 +561551,7 @@ dEQP-VK.graphicsfuzz.dead-struct-init
 dEQP-VK.graphicsfuzz.disc-and-add-in-func-in-loop
 dEQP-VK.graphicsfuzz.discard-continue-return
 dEQP-VK.graphicsfuzz.discard-in-array-manipulating-loop
+dEQP-VK.graphicsfuzz.discard-in-loop-in-function
 dEQP-VK.graphicsfuzz.discards-in-control-flow
 dEQP-VK.graphicsfuzz.do-while-loop-in-conditionals
 dEQP-VK.graphicsfuzz.do-while-with-always-true-if