dEQP-VK.graphicsfuzz.break-in-do-while-with-nested-if
authorVenni Ihanakangas <venni.ihanakangas@siru.fi>
Tue, 19 Nov 2019 07:45:31 +0000 (09:45 +0200)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Tue, 17 Dec 2019 10:11:38 +0000 (05:11 -0500)
Components: Vulkan

New Tests:

dEQP-VK.graphicsfuzz.break-in-do-while-with-nested-if

Change-Id: Ibc066e302b78827137c0f4501f92e1a62f1258a3

android/cts/master/vk-master.txt
external/vulkancts/data/vulkan/amber/graphicsfuzz/break-in-do-while-with-nested-if.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 6439caa..1694ccc 100644 (file)
@@ -559873,6 +559873,7 @@ dEQP-VK.graphicsfuzz.access-new-vector-inside-if-condition
 dEQP-VK.graphicsfuzz.always-false-if-in-do-while
 dEQP-VK.graphicsfuzz.always-false-if-with-discard-return
 dEQP-VK.graphicsfuzz.barrier-in-loop-with-break
+dEQP-VK.graphicsfuzz.break-in-do-while-with-nested-if
 dEQP-VK.graphicsfuzz.call-if-while-switch
 dEQP-VK.graphicsfuzz.color-write-in-loop
 dEQP-VK.graphicsfuzz.complex-nested-loops-and-call
diff --git a/external/vulkancts/data/vulkan/amber/graphicsfuzz/break-in-do-while-with-nested-if.amber b/external/vulkancts/data/vulkan/amber/graphicsfuzz/break-in-do-while-with-nested-if.amber
new file mode 100644 (file)
index 0000000..4a78a31
--- /dev/null
@@ -0,0 +1,175 @@
+#!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 nested if
+
+# The test passes because main always writes color red.
+# Running code after writing red does not matter.
+
+# Optimized using spirv-opt with the following arguments:
+# '--copy-propagate-arrays'
+# '--if-conversion'
+# '--convert-local-access-chains'
+# '--convert-local-access-chains'
+# '--vector-dce'
+# '--reduce-load-size'
+# '--reduce-load-size'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# '--inline-entry-points-exhaustive'
+# '--redundancy-elimination'
+# '--private-to-local'
+# '--eliminate-dead-code-aggressive'
+# '--ccp'
+# '--simplify-instructions'
+# '--eliminate-dead-branches'
+# '--inline-entry-points-exhaustive'
+# '--eliminate-dead-inserts'
+# '--eliminate-dead-branches'
+# 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 main()
+# {
+#     _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Write color red
+#
+#     do
+#     {
+#         if (injectionSwitch.y < 0.0) // Always false
+#         {
+#             bool GLF_live12c5 = false;
+#             if (GLF_live12c5)
+#             {
+#             }
+#             continue;
+#         }
+#         break;
+#     } while (false);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 39
+; 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 %18 "buf0"
+               OpMemberName %18 0 "injectionSwitch"
+               OpName %20 ""
+               OpName %33 "GLF_live12c5"
+               OpDecorate %9 Location 0
+               OpMemberDecorate %18 0 Offset 0
+               OpDecorate %18 Block
+               OpDecorate %20 DescriptorSet 0
+               OpDecorate %20 Binding 0
+          %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 = OpTypeVector %6 2
+         %18 = OpTypeStruct %17
+         %19 = OpTypePointer Uniform %18
+         %20 = OpVariable %19 Uniform
+         %21 = OpTypeInt 32 1
+         %22 = OpConstant %21 0
+         %23 = OpTypeInt 32 0
+         %24 = OpConstant %23 1
+         %25 = OpTypePointer Uniform %6
+         %28 = OpTypeBool
+         %32 = OpTypePointer Function %28
+         %34 = OpConstantFalse %28
+          %4 = OpFunction %2 None %3
+          %5 = OpLabel
+         %33 = OpVariable %32 Function
+               OpStore %9 %12
+               OpBranch %13
+         %13 = OpLabel
+               OpLoopMerge %15 %37 None
+               OpBranch %14
+         %14 = OpLabel
+         %26 = OpAccessChain %25 %20 %22 %24
+         %27 = OpLoad %6 %26
+         %29 = OpFOrdLessThan %28 %27 %11
+               OpSelectionMerge %31 None
+               OpBranchConditional %29 %30 %31
+         %30 = OpLabel
+               OpStore %33 %34
+         %35 = OpLoad %28 %33
+               OpSelectionMerge %38 None
+               OpBranchConditional %35 %36 %37
+         %36 = OpLabel
+               OpBranch %37
+         %38 = OpLabel
+               OpBranch %37
+         %37 = OpLabel
+               OpBranchConditional %34 %13 %15
+         %31 = OpLabel
+               OpBranch %15
+         %15 = 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 255 0 0 255
index b90bf06..e3dff62 100644 (file)
@@ -2,6 +2,7 @@
 {      "always-false-if-in-do-while.amber",                    "always-false-if-in-do-while",                  "A fragment shader with an always false if."                                                                                    },
 {      "always-false-if-with-discard-return.amber",    "always-false-if-with-discard-return",  "A fragment shader with discard keyword and a return"                                                                   },
 {      "barrier-in-loop-with-break.amber",                             "barrier-in-loop-with-break",                   "A compute shader with a barrier in a loop with a break"                                                                },
+{      "break-in-do-while-with-nested-if.amber",               "break-in-do-while-with-nested-if",             "A fragment shader with nested if"                                                                                                              },
 {      "call-if-while-switch.amber",                                   "call-if-while-switch",                                 "A fragment shader with a call, if, while, switch"                                                                              },
 {      "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."                                                             },
index 999b11c..3a566d7 100644 (file)
@@ -562230,6 +562230,7 @@ dEQP-VK.graphicsfuzz.access-new-vector-inside-if-condition
 dEQP-VK.graphicsfuzz.always-false-if-in-do-while
 dEQP-VK.graphicsfuzz.always-false-if-with-discard-return
 dEQP-VK.graphicsfuzz.barrier-in-loop-with-break
+dEQP-VK.graphicsfuzz.break-in-do-while-with-nested-if
 dEQP-VK.graphicsfuzz.call-if-while-switch
 dEQP-VK.graphicsfuzz.color-write-in-loop
 dEQP-VK.graphicsfuzz.complex-nested-loops-and-call
index db4ad61..62d3918 100644 (file)
@@ -562077,6 +562077,7 @@ dEQP-VK.graphicsfuzz.access-new-vector-inside-if-condition
 dEQP-VK.graphicsfuzz.always-false-if-in-do-while
 dEQP-VK.graphicsfuzz.always-false-if-with-discard-return
 dEQP-VK.graphicsfuzz.barrier-in-loop-with-break
+dEQP-VK.graphicsfuzz.break-in-do-while-with-nested-if
 dEQP-VK.graphicsfuzz.call-if-while-switch
 dEQP-VK.graphicsfuzz.color-write-in-loop
 dEQP-VK.graphicsfuzz.complex-nested-loops-and-call