Re: [Piglit] [PATCH] glsl-1.10: test for crash in loop analysis

2019-03-20 Thread Andres Gomez
This is:

Reviewed-by: Andres Gomez 

On Tue, 2019-03-19 at 14:29 +1100, Timothy Arceri wrote:
> This test for a crash in Mesa seen in an Assasins Creed Odyssey shader.
> ---
>  ...riable-iteration-limit-unroll4.shader_test | 88 +++
>  1 file changed, 88 insertions(+)
>  create mode 100644 
> tests/spec/glsl-1.10/execution/vs-loop-variable-iteration-limit-unroll4.shader_test
> 
> diff --git 
> a/tests/spec/glsl-1.10/execution/vs-loop-variable-iteration-limit-unroll4.shader_test
>  
> b/tests/spec/glsl-1.10/execution/vs-loop-variable-iteration-limit-unroll4.shader_test
> new file mode 100644
> index 0..38fdda4ca
> --- /dev/null
> +++ 
> b/tests/spec/glsl-1.10/execution/vs-loop-variable-iteration-limit-unroll4.shader_test
> @@ -0,0 +1,88 @@
> +# This tests unrolling of a loop with a single exit point but where the
> +# exact trip count is unknown, only the max iteration count (4) is known.
> +#
> +# Here we test all possible outcomes for the loop and also add some
> +# unreachable code to make sure it is not accessible after unrolling.
> +[require]
> +GLSL >= 1.10
> +
> +[vertex shader]
> +uniform int loop_count;
> +uniform int loop_count2;
> +
> +void main()
> +{
> +  gl_Position = gl_Vertex;
> +
> +  vec4 colour = vec4(1.0, 1.0, 1.0, 1.0);
> +
> +  int i = 0;
> +  int j = 0;
> +  int x = 0;
> +
> +  /* Here we add a second && and put the known limit i < 4 in parentheses in
> +   * order to trigger a Mesa bug seen in a Assasins Creed Odyssey shader
> +   */
> +  while (x < loop_count && (i < 4 && j < loop_count2)) {
> +if (x == 0 && i == 0)
> +  colour = vec4(0.0, 0.25, 0.0, 1.0);
> +
> +if (x == 2 && i == 1 && j == 4)
> +  colour = vec4(0.0, 0.5, 0.0, 1.0);
> +
> +if (x == 4 && i == 2 && j == 8)
> +  colour = vec4(0.0, 0.75, 0.0, 1.0);
> +
> +if (x == 6 && i == 3 && j == 12)
> +  colour = vec4(0.0, 1.0, 0.0, 1.0);
> +
> +/* This should be unreachable */
> +if (x >= 8 || i >= 4)
> +  colour = vec4(1.0, 0.0, 0.0, 1.0);
> +
> +i++;
> +x+=2;
> +j+=4;
> +  }
> +
> +  gl_FrontColor = colour;
> +}
> +
> +[fragment shader]
> +void main()
> +{
> +  gl_FragColor = gl_Color;
> +}
> +
> +[test]
> +clear color 0.5 0.5 0.5 0.5
> +
> +uniform int loop_count 0
> +uniform int loop_count2 16
> +draw rect -1 -1 2 2
> +probe all rgba 1.0 1.0 1.0 1.0
> +
> +uniform int loop_count 2
> +uniform int loop_count2 16
> +draw rect -1 -1 2 2
> +probe all rgba 0.0 0.25 0.0 1.0
> +
> +uniform int loop_count 4
> +uniform int loop_count2 16
> +draw rect -1 -1 2 2
> +probe all rgba 0.0 0.5 0.0 1.0
> +
> +uniform int loop_count 6
> +uniform int loop_count2 16
> +draw rect -1 -1 2 2
> +probe all rgba 0.0 0.75 0.0 1.0
> +
> +uniform int loop_count 8
> +uniform int loop_count2 16
> +draw rect -1 -1 2 2
> +probe all rgba 0.0 1.0 0.0 1.0
> +
> +uniform int loop_count 10
> +uniform int loop_count2 16
> +draw rect -1 -1 2 2
> +probe all rgba 0.0 1.0 0.0 1.0
-- 
Br,

Andres

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[Piglit] [PATCH] glsl-1.10: test for crash in loop analysis

2019-03-18 Thread Timothy Arceri
This test for a crash in Mesa seen in an Assasins Creed Odyssey shader.
---
 ...riable-iteration-limit-unroll4.shader_test | 88 +++
 1 file changed, 88 insertions(+)
 create mode 100644 
tests/spec/glsl-1.10/execution/vs-loop-variable-iteration-limit-unroll4.shader_test

diff --git 
a/tests/spec/glsl-1.10/execution/vs-loop-variable-iteration-limit-unroll4.shader_test
 
b/tests/spec/glsl-1.10/execution/vs-loop-variable-iteration-limit-unroll4.shader_test
new file mode 100644
index 0..38fdda4ca
--- /dev/null
+++ 
b/tests/spec/glsl-1.10/execution/vs-loop-variable-iteration-limit-unroll4.shader_test
@@ -0,0 +1,88 @@
+# This tests unrolling of a loop with a single exit point but where the
+# exact trip count is unknown, only the max iteration count (4) is known.
+#
+# Here we test all possible outcomes for the loop and also add some
+# unreachable code to make sure it is not accessible after unrolling.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform int loop_count;
+uniform int loop_count2;
+
+void main()
+{
+  gl_Position = gl_Vertex;
+
+  vec4 colour = vec4(1.0, 1.0, 1.0, 1.0);
+
+  int i = 0;
+  int j = 0;
+  int x = 0;
+
+  /* Here we add a second && and put the known limit i < 4 in parentheses in
+   * order to trigger a Mesa bug seen in a Assasins Creed Odyssey shader
+   */
+  while (x < loop_count && (i < 4 && j < loop_count2)) {
+if (x == 0 && i == 0)
+  colour = vec4(0.0, 0.25, 0.0, 1.0);
+
+if (x == 2 && i == 1 && j == 4)
+  colour = vec4(0.0, 0.5, 0.0, 1.0);
+
+if (x == 4 && i == 2 && j == 8)
+  colour = vec4(0.0, 0.75, 0.0, 1.0);
+
+if (x == 6 && i == 3 && j == 12)
+  colour = vec4(0.0, 1.0, 0.0, 1.0);
+
+/* This should be unreachable */
+if (x >= 8 || i >= 4)
+  colour = vec4(1.0, 0.0, 0.0, 1.0);
+
+i++;
+x+=2;
+j+=4;
+  }
+
+  gl_FrontColor = colour;
+}
+
+[fragment shader]
+void main()
+{
+  gl_FragColor = gl_Color;
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+
+uniform int loop_count 0
+uniform int loop_count2 16
+draw rect -1 -1 2 2
+probe all rgba 1.0 1.0 1.0 1.0
+
+uniform int loop_count 2
+uniform int loop_count2 16
+draw rect -1 -1 2 2
+probe all rgba 0.0 0.25 0.0 1.0
+
+uniform int loop_count 4
+uniform int loop_count2 16
+draw rect -1 -1 2 2
+probe all rgba 0.0 0.5 0.0 1.0
+
+uniform int loop_count 6
+uniform int loop_count2 16
+draw rect -1 -1 2 2
+probe all rgba 0.0 0.75 0.0 1.0
+
+uniform int loop_count 8
+uniform int loop_count2 16
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
+
+uniform int loop_count 10
+uniform int loop_count2 16
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
-- 
2.20.1

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