dEQP-VK.graphicsfuzz.conditional-return-in-infinite-while
authorIlkka Saarelainen <ilkka.saarelainen@siru.fi>
Wed, 9 Oct 2019 06:11:03 +0000 (09:11 +0300)
committerAlexander Galazin <alexander.galazin@arm.com>
Fri, 1 Nov 2019 08:38:29 +0000 (09:38 +0100)
Components: Vulkan

New tests:

dEQP-VK.graphicsfuzz.conditional-return-in-infinite-while

Change-Id: I9939759eb848c1a8bb9789eb0234bde10bc53335

android/cts/master/vk-master.txt
external/vulkancts/data/vulkan/amber/graphicsfuzz/conditional-return-in-infinite-while.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 d2c1b33..cafc4cf 100644 (file)
@@ -520880,6 +520880,7 @@ dEQP-VK.graphicsfuzz.always-false-if-with-discard-return
 dEQP-VK.graphicsfuzz.barrier-in-loop-with-break
 dEQP-VK.graphicsfuzz.color-write-in-loop
 dEQP-VK.graphicsfuzz.complex-nested-loops-and-call
+dEQP-VK.graphicsfuzz.conditional-return-in-infinite-while
 dEQP-VK.graphicsfuzz.continue-and-merge
 dEQP-VK.graphicsfuzz.control-flow-in-function
 dEQP-VK.graphicsfuzz.control-flow-switch
diff --git a/external/vulkancts/data/vulkan/amber/graphicsfuzz/conditional-return-in-infinite-while.amber b/external/vulkancts/data/vulkan/amber/graphicsfuzz/conditional-return-in-infinite-while.amber
new file mode 100644 (file)
index 0000000..bf198f2
--- /dev/null
@@ -0,0 +1,193 @@
+#!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 conditional return inside an infinite loop
+
+# The test passes because the shader always writes the color red.
+
+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;
+# };
+#
+# int GLF_live6tree[10];
+#
+# int GLF_live6search()
+# {
+#     // This function is never accessed
+#     int GLF_live6currentNode;
+#     int GLF_live6index = 0;
+#     while (true)
+#     {
+#         GLF_live6currentNode = GLF_live6tree[GLF_live6index];
+#         if (GLF_live6currentNode != 1)
+#         {
+#             return 1;
+#         }
+#         GLF_live6index = 1;
+#     }
+#     return 1;
+# }
+#
+# void main()
+# {
+#     if (injectionSwitch.x > 1.0) // Always false
+#     {
+#         GLF_live6search();
+#     }
+#     _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: 57
+; Schema: 0
+               OpCapability Shader
+          %1 = OpExtInstImport "GLSL.std.450"
+               OpMemoryModel Logical GLSL450
+               OpEntryPoint Fragment %4 "main" %54
+               OpExecutionMode %4 OriginUpperLeft
+               OpSource ESSL 310
+               OpName %4 "main"
+               OpName %8 "GLF_live6search("
+               OpName %11 "GLF_live6index"
+               OpName %20 "GLF_live6currentNode"
+               OpName %25 "GLF_live6tree"
+               OpName %40 "buf0"
+               OpMemberName %40 0 "injectionSwitch"
+               OpName %42 ""
+               OpName %54 "_GLF_color"
+               OpDecorate %8 RelaxedPrecision
+               OpDecorate %11 RelaxedPrecision
+               OpDecorate %20 RelaxedPrecision
+               OpDecorate %25 RelaxedPrecision
+               OpDecorate %26 RelaxedPrecision
+               OpDecorate %29 RelaxedPrecision
+               OpDecorate %30 RelaxedPrecision
+               OpMemberDecorate %40 0 Offset 0
+               OpDecorate %40 Block
+               OpDecorate %42 DescriptorSet 0
+               OpDecorate %42 Binding 0
+               OpDecorate %51 RelaxedPrecision
+               OpDecorate %54 Location 0
+          %2 = OpTypeVoid
+          %3 = OpTypeFunction %2
+          %6 = OpTypeInt 32 1
+          %7 = OpTypeFunction %6
+         %10 = OpTypePointer Function %6
+         %12 = OpConstant %6 0
+         %18 = OpTypeBool
+         %19 = OpConstantTrue %18
+         %21 = OpTypeInt 32 0
+         %22 = OpConstant %21 10
+         %23 = OpTypeArray %6 %22
+         %24 = OpTypePointer Private %23
+         %25 = OpVariable %24 Private
+         %27 = OpTypePointer Private %6
+         %31 = OpConstant %6 1
+         %38 = OpTypeFloat 32
+         %39 = OpTypeVector %38 2
+         %40 = OpTypeStruct %39
+         %41 = OpTypePointer Uniform %40
+         %42 = OpVariable %41 Uniform
+         %43 = OpConstant %21 0
+         %44 = OpTypePointer Uniform %38
+         %47 = OpConstant %38 1
+         %52 = OpTypeVector %38 4
+         %53 = OpTypePointer Output %52
+         %54 = OpVariable %53 Output
+         %55 = OpConstant %38 0
+         %56 = OpConstantComposite %52 %47 %55 %55 %47
+          %4 = OpFunction %2 None %3
+          %5 = OpLabel
+         %45 = OpAccessChain %44 %42 %12 %43
+         %46 = OpLoad %38 %45
+         %48 = OpFOrdGreaterThan %18 %46 %47
+               OpSelectionMerge %50 None
+               OpBranchConditional %48 %49 %50
+         %49 = OpLabel
+         %51 = OpFunctionCall %6 %8
+               OpBranch %50
+         %50 = OpLabel
+               OpStore %54 %56
+               OpReturn
+               OpFunctionEnd
+          %8 = OpFunction %6 None %7
+          %9 = OpLabel
+         %11 = OpVariable %10 Function
+         %20 = OpVariable %10 Function
+               OpStore %11 %12
+               OpBranch %13
+         %13 = OpLabel
+               OpLoopMerge %15 %16 None
+               OpBranch %17
+         %17 = OpLabel
+               OpBranchConditional %19 %14 %15
+         %14 = OpLabel
+         %26 = OpLoad %6 %11
+         %28 = OpAccessChain %27 %25 %26
+         %29 = OpLoad %6 %28
+               OpStore %20 %29
+         %30 = OpLoad %6 %20
+         %32 = OpINotEqual %18 %30 %31
+               OpSelectionMerge %34 None
+               OpBranchConditional %32 %33 %34
+         %33 = OpLabel
+               OpReturnValue %31
+         %34 = OpLabel
+               OpStore %11 %31
+               OpBranch %16
+         %16 = OpLabel
+               OpBranch %13
+         %15 = OpLabel
+               OpReturnValue %31
+               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 ded4886..07701a7 100644 (file)
@@ -52,6 +52,7 @@ void createAmberTests (tcu::TestCaseGroup* group)
                {       "barrier-in-loop-with-break.amber",                             "barrier-in-loop-with-break",                   "A compute shader with a barrier in a loop with a break"                                                                },
                {       "color-write-in-loop.amber",                                    "color-write-in-loop",                                  "A fragment shader that writes to color in a loop"                                                                              },
                {       "complex-nested-loops-and-call.amber",                  "complex-nested-loops-and-call",                "A fragment shader with complex nested loops, breaks, etc."                                                             },
+               {       "conditional-return-in-infinite-while.amber",   "conditional-return-in-infinite-while", "A shader with conditional return inside an infinite loop"                                                              },
                {       "continue-and-merge.amber",                                             "continue-and-merge",                                   "A fragment shader with two nested loops"                                                                                               },
                {       "control-flow-in-function.amber",                               "control-flow-in-function",                             "A fragment shader with a lot of control flow"                                                                                  },
                {       "control-flow-switch.amber",                                    "control-flow-switch",                                  "A fragment shader with somewhat complex control flow and a switch"                                             },
index 8c3acbf..fa71332 100644 (file)
@@ -523223,6 +523223,7 @@ dEQP-VK.graphicsfuzz.always-false-if-with-discard-return
 dEQP-VK.graphicsfuzz.barrier-in-loop-with-break
 dEQP-VK.graphicsfuzz.color-write-in-loop
 dEQP-VK.graphicsfuzz.complex-nested-loops-and-call
+dEQP-VK.graphicsfuzz.conditional-return-in-infinite-while
 dEQP-VK.graphicsfuzz.continue-and-merge
 dEQP-VK.graphicsfuzz.control-flow-in-function
 dEQP-VK.graphicsfuzz.control-flow-switch
index 37df6b7..92fa1f3 100644 (file)
@@ -523070,6 +523070,7 @@ dEQP-VK.graphicsfuzz.always-false-if-with-discard-return
 dEQP-VK.graphicsfuzz.barrier-in-loop-with-break
 dEQP-VK.graphicsfuzz.color-write-in-loop
 dEQP-VK.graphicsfuzz.complex-nested-loops-and-call
+dEQP-VK.graphicsfuzz.conditional-return-in-infinite-while
 dEQP-VK.graphicsfuzz.continue-and-merge
 dEQP-VK.graphicsfuzz.control-flow-in-function
 dEQP-VK.graphicsfuzz.control-flow-switch