From 56b867395dee1a48594b27987d3bf68a4e745dda Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Mon, 26 Mar 2018 10:31:26 +1100 Subject: [PATCH] glsl: fix infinite loop caused by bug in loop unrolling pass Just checking for 2 jumps is not enough to be sure we can do a complex loop unroll. We need to make sure we also have also found 2 loop terminators. Without this we were attempting to unroll a loop where the second jump was nested inside multiple ifs which loop analysis is unable to detect as a terminator. We ended up splicing out the first terminator but failed to actually unroll the loop, this resulted in the creation of a possible infinite loop. Fixes: 646621c66da9 "glsl: make loop unrolling more like the nir unrolling path" Tested-by: Gert Wollny Reviewed-by: Ian Romanick Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105670 --- src/compiler/glsl/loop_unroll.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/compiler/glsl/loop_unroll.cpp b/src/compiler/glsl/loop_unroll.cpp index 6e06a30..f6efe64 100644 --- a/src/compiler/glsl/loop_unroll.cpp +++ b/src/compiler/glsl/loop_unroll.cpp @@ -519,7 +519,7 @@ loop_unroll_visitor::visit_leave(ir_loop *ir) * isn't any additional unknown terminators, or any other jumps nested * inside futher ifs. */ - if (ls->num_loop_jumps != 2) + if (ls->num_loop_jumps != 2 || ls->terminators.length() != 2) return visit_continue; ir_instruction *first_ir = -- 2.7.4