[Mesa-dev] [Bug 109782] [CTS] dEQP-VK.graphicsfuzz.while-inside-switch hangs

2019-09-18 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=109782

GitLab Migration User  changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution|--- |MOVED

--- Comment #1 from GitLab Migration User  ---
-- GitLab Migration Automatic Message --

This bug has been migrated to freedesktop.org's GitLab instance and has been
closed from further activity.

You can subscribe and participate further through the new bug through this link
to our GitLab instance: https://gitlab.freedesktop.org/mesa/mesa/issues/856.

-- 
You are receiving this mail because:
You are the QA Contact for the bug.
You are the assignee for the bug.___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev

[Mesa-dev] [Bug 109782] [CTS] dEQP-VK.graphicsfuzz.while-inside-switch hangs

2019-02-25 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=109782

Bug ID: 109782
   Summary: [CTS] dEQP-VK.graphicsfuzz.while-inside-switch hangs
   Product: Mesa
   Version: git
  Hardware: Other
OS: All
Status: NEW
  Severity: critical
  Priority: medium
 Component: Drivers/Vulkan/radeon
  Assignee: mesa-dev@lists.freedesktop.org
  Reporter: samuel.pitoi...@gmail.com
QA Contact: mesa-dev@lists.freedesktop.org

Writing test log into TestResults.qpa
dEQP Core git-65ebf85d4b32fc62201aedbef5b69d7c00298bee (0x65ebf85d) starting..
  target implementation = 'Default'

Test case 'dEQP-VK.graphicsfuzz.while-inside-switch'..
shader: MESA_SHADER_VERTEX
inputs: 0
outputs: 0
uniforms: 0
shared: 0
decl_var shader_in INTERP_MODE_NONE vec4 @0 (VERT_ATTRIB_GENERIC0, 0, 0)
decl_var shader_out INTERP_MODE_NONE vec4 @1 (VARYING_SLOT_POS, 0, 0)
decl_function main (0 params)

impl main {
decl_var  INTERP_MODE_NONE vec4 out@(null)-temp
decl_var  INTERP_MODE_NONE vec4 in@(null)-temp
block block_0:
/* preds: */
vec1 32 ssa_0 = deref_var &@0 (shader_in vec4) 
vec4 32 ssa_1 = intrinsic load_deref (ssa_0) (0) /* access=0 */
vec1 32 ssa_2 = deref_var &@1 (shader_out vec4) 
intrinsic store_deref (ssa_2, ssa_1) (15, 0) /* wrmask=xyzw */ /*
access=0 */
/* succs: block_1 */
block block_1:
}

shader: MESA_SHADER_FRAGMENT
inputs: 0
outputs: 0
uniforms: 0
shared: 0
decl_var shader_in INTERP_MODE_NONE vec4 gl_FragCoord (VARYING_SLOT_POS, 0, 0)
decl_var shader_out INTERP_MODE_NONE vec4 _GLF_color (FRAG_RESULT_DATA0, 0, 0)
decl_function main (0 params)

impl main {
decl_var  INTERP_MODE_NONE vec4 out@_GLF_color-temp
block block_0:
/* preds: */
vec1 32 ssa_0 = load_const (0x /* 0.00 */)
vec1 32 ssa_1 = load_const (0x4120 /* 10.00 */)
/* succs: block_1 */
loop {
block block_1:
/* preds: block_0 */
vec1 32 ssa_2 = deref_var _FragCoord (shader_in vec4) 
vec4 32 ssa_3 = intrinsic load_deref (ssa_2) (0) /* access=0 */
vec1 32 ssa_4 = flt32 ssa_3.x, ssa_1
/* succs: block_2 block_3 */
if ssa_4 {
block block_2:
/* preds: block_1 */
break
/* succs: block_10 */
} else {
block block_3:
/* preds: block_1 */
/* succs: block_4 */
}
block block_4:
/* preds: block_3 */
vec1 32 ssa_5 = intrinsic vulkan_resource_index (ssa_0) (0, 0,
6) /* desc-set=0 */ /* binding=0 */ /* desc_type=UBO */
vec1 32 ssa_6 = intrinsic load_ubo (ssa_5, ssa_0) (4, 0) /*
align_mul=4 */ /* align_offset=0 */
vec1 32 ssa_7 = f2i32 ssa_6
vec1 32 ssa_8 = ieq32 ssa_7, ssa_0
/* succs: block_5 block_8 */
if ssa_8 {
block block_5:
/* preds: block_4 */
/* succs: block_6 */
loop {
block block_6:
/* preds: block_5 block_6 */
intrinsic discard () ()
/* succs: block_6 */
}
block block_7:
/* preds: */
/* succs: block_9 */
} else {
block block_8:
/* preds: block_4 */
/* succs: block_9 */
}
block block_9:
/* preds: block_7 block_8 */
break
/* succs: block_10 */
}
block block_10:
/* preds: block_2 block_9 */
vec1 32 ssa_9 = deref_var &_GLF_color (shader_out vec4) 
vec4 32 ssa_10 = load_const (0x3f80 /* 1.00 */, 0x /*
0.00 */, 0x /* 0.00 */, 0x3f80 /* 1.00 */)
intrinsic store_deref (ssa_9, ssa_10) (15, 0) /* wrmask=xyzw */ /*
access=0 */
/* succs: block_11 */
block block_11:
}

1) The NIR compiler should be able to kill the outer loop
2) The inner (infinite) loop should probably be killed as well (or the discard
should be moved outside)

-- 
You are receiving this mail because:
You are the QA Contact for the bug.
You are the assignee for the bug.___
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev