dEQP-VK.graphicsfuzz.loop-nested-ifs
authorPaul Thomson <paulthomson@google.com>
Mon, 2 Sep 2019 20:26:59 +0000 (21:26 +0100)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Mon, 30 Sep 2019 10:40:58 +0000 (06:40 -0400)
Components: Vulkan

New Tests:

dEQP-VK.graphicsfuzz.loop-nested-ifs

Change-Id: I5b06c42ebc27fc513be9538dfde0b2baacc96b0e

android/cts/master/vk-master.txt
external/vulkancts/data/vulkan/amber/graphicsfuzz/loop-nested-ifs.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 1ad0b2b..965963e 100644 (file)
@@ -483024,6 +483024,7 @@ dEQP-VK.graphicsfuzz.for-with-ifs-and-return
 dEQP-VK.graphicsfuzz.fragcoord-control-flow
 dEQP-VK.graphicsfuzz.fragcoord-control-flow-2
 dEQP-VK.graphicsfuzz.if-and-switch
+dEQP-VK.graphicsfuzz.loop-nested-ifs
 dEQP-VK.graphicsfuzz.mat-array-deep-control-flow
 dEQP-VK.graphicsfuzz.mat-array-distance
 dEQP-VK.graphicsfuzz.matrices-and-return-in-loop
diff --git a/external/vulkancts/data/vulkan/amber/graphicsfuzz/loop-nested-ifs.amber b/external/vulkancts/data/vulkan/amber/graphicsfuzz/loop-nested-ifs.amber
new file mode 100644 (file)
index 0000000..7515607
--- /dev/null
@@ -0,0 +1,186 @@
+#!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 a for loop containing nested ifs
+
+# The test passes because the two-iteration loop only writes red to the output color variable.
+
+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;
+#
+# void main()
+# {
+#   for (
+#       int j = 0;
+#       j < 2;
+#       j++)
+#   {
+#     if (j < 1)
+#     {
+#       _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // red
+#     }
+#     if (j != 3)
+#     {
+#       if (j != 4)
+#       {
+#         if (j == 5) // always false
+#         {
+#           _GLF_color[0] = float(ldexp(1.0, 2));
+#         }
+#         else
+#         {
+#           float a;
+#           a = float(ldexp(1.0, 2));
+#           _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // red
+#         }
+#       }
+#     }
+#   }
+# }
+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" %27
+               OpExecutionMode %4 OriginUpperLeft
+               OpSource ESSL 310
+               OpName %4 "main"
+               OpName %8 "j"
+               OpName %27 "_GLF_color"
+               OpName %53 "a"
+               OpDecorate %8 RelaxedPrecision
+               OpDecorate %15 RelaxedPrecision
+               OpDecorate %19 RelaxedPrecision
+               OpDecorate %27 Location 0
+               OpDecorate %31 RelaxedPrecision
+               OpDecorate %36 RelaxedPrecision
+               OpDecorate %41 RelaxedPrecision
+               OpDecorate %55 RelaxedPrecision
+               OpDecorate %56 RelaxedPrecision
+          %2 = OpTypeVoid
+          %3 = OpTypeFunction %2
+          %6 = OpTypeInt 32 1
+          %7 = OpTypePointer Function %6
+          %9 = OpConstant %6 0
+         %16 = OpConstant %6 2
+         %17 = OpTypeBool
+         %20 = OpConstant %6 1
+         %24 = OpTypeFloat 32
+         %25 = OpTypeVector %24 4
+         %26 = OpTypePointer Output %25
+         %27 = OpVariable %26 Output
+         %28 = OpConstant %24 1
+         %29 = OpConstant %24 0
+         %30 = OpConstantComposite %25 %28 %29 %29 %28
+         %32 = OpConstant %6 3
+         %37 = OpConstant %6 4
+         %42 = OpConstant %6 5
+         %47 = OpTypeInt 32 0
+         %48 = OpConstant %47 0
+         %49 = OpTypePointer Output %24
+         %52 = OpTypePointer Function %24
+          %4 = OpFunction %2 None %3
+          %5 = OpLabel
+          %8 = OpVariable %7 Function
+         %53 = OpVariable %52 Function
+               OpStore %8 %9
+               OpBranch %10
+         %10 = OpLabel
+               OpLoopMerge %12 %13 None
+               OpBranch %14
+         %14 = OpLabel
+         %15 = OpLoad %6 %8
+         %18 = OpSLessThan %17 %15 %16
+               OpBranchConditional %18 %11 %12
+         %11 = OpLabel
+         %19 = OpLoad %6 %8
+         %21 = OpSLessThan %17 %19 %20
+               OpSelectionMerge %23 None
+               OpBranchConditional %21 %22 %23
+         %22 = OpLabel
+               OpStore %27 %30
+               OpBranch %23
+         %23 = OpLabel
+         %31 = OpLoad %6 %8
+         %33 = OpINotEqual %17 %31 %32
+               OpSelectionMerge %35 None
+               OpBranchConditional %33 %34 %35
+         %34 = OpLabel
+         %36 = OpLoad %6 %8
+         %38 = OpINotEqual %17 %36 %37
+               OpSelectionMerge %40 None
+               OpBranchConditional %38 %39 %40
+         %39 = OpLabel
+         %41 = OpLoad %6 %8
+         %43 = OpIEqual %17 %41 %42
+               OpSelectionMerge %45 None
+               OpBranchConditional %43 %44 %51
+         %44 = OpLabel
+         %46 = OpExtInst %24 %1 Ldexp %28 %16
+         %50 = OpAccessChain %49 %27 %48
+               OpStore %50 %46
+               OpBranch %45
+         %51 = OpLabel
+         %54 = OpExtInst %24 %1 Ldexp %28 %16
+               OpStore %53 %54
+               OpStore %27 %30
+               OpBranch %45
+         %45 = OpLabel
+               OpBranch %40
+         %40 = OpLabel
+               OpBranch %35
+         %35 = OpLabel
+               OpBranch %13
+         %13 = OpLabel
+         %55 = OpLoad %6 %8
+         %56 = OpIAdd %6 %55 %20
+               OpStore %8 %56
+               OpBranch %10
+         %12 = OpLabel
+               OpReturn
+               OpFunctionEnd
+END
+
+# uniforms for variant
+
+
+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
+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 93d7aad..8519e1b 100644 (file)
@@ -59,6 +59,7 @@ void createAmberTests (tcu::TestCaseGroup* group)
                {       "fragcoord-control-flow.amber",                                 "fragcoord-control-flow",                               "A fragment shader that uses FragCoord and somewhat complex control flow"                               },
                {       "fragcoord-control-flow-2.amber",                               "fragcoord-control-flow-2",                             "A fragment shader that uses FragCoord and somewhat complex control flow"                               },
                {       "if-and-switch.amber",                                                  "if-and-switch",                                                "A fragment shader with a switch and some data flow"                                                                    },
+               {       "loop-nested-ifs.amber",                                                "loop-nested-ifs",                                              "A fragment shader with a for loop containing nested ifs"                                                               },
                {       "mat-array-deep-control-flow.amber",                    "mat-array-deep-control-flow",                  "A fragment shader that uses an array of matrices and has deep control flow"                    },
                {       "mat-array-distance.amber",                                             "mat-array-distance",                                   "A fragment shader that uses an array of matrices and distance"                                                 },
                {       "matrices-and-return-in-loop.amber",                    "matrices-and-return-in-loop",                  "A fragment shader with matrices and a return in a loop"                                                                },
index a3d113b..0254c95 100644 (file)
@@ -485170,6 +485170,7 @@ dEQP-VK.graphicsfuzz.for-with-ifs-and-return
 dEQP-VK.graphicsfuzz.fragcoord-control-flow
 dEQP-VK.graphicsfuzz.fragcoord-control-flow-2
 dEQP-VK.graphicsfuzz.if-and-switch
+dEQP-VK.graphicsfuzz.loop-nested-ifs
 dEQP-VK.graphicsfuzz.mat-array-deep-control-flow
 dEQP-VK.graphicsfuzz.mat-array-distance
 dEQP-VK.graphicsfuzz.matrices-and-return-in-loop
index ddc05ef..233fb2f 100644 (file)
@@ -485017,6 +485017,7 @@ dEQP-VK.graphicsfuzz.for-with-ifs-and-return
 dEQP-VK.graphicsfuzz.fragcoord-control-flow
 dEQP-VK.graphicsfuzz.fragcoord-control-flow-2
 dEQP-VK.graphicsfuzz.if-and-switch
+dEQP-VK.graphicsfuzz.loop-nested-ifs
 dEQP-VK.graphicsfuzz.mat-array-deep-control-flow
 dEQP-VK.graphicsfuzz.mat-array-distance
 dEQP-VK.graphicsfuzz.matrices-and-return-in-loop