Summary: | [SNB] oglc glsl-bif-tex-grad(basic.textureProjGradOffset.2D.float.vec4) fails with -u vs | ||
---|---|---|---|
Product: | Mesa | Reporter: | Guang Yang <guang.a.yang> |
Component: | Drivers/DRI/i965 | Assignee: | Kenneth Graunke <kenneth> |
Status: | CLOSED WONTFIX | QA Contact: | Intel 3D Bugs Mailing List <intel-3d-bugs> |
Severity: | normal | ||
Priority: | medium | CC: | idr, yangweix.shui |
Version: | git | ||
Hardware: | All | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: | output |
Description
Guang Yang
2011-12-20 23:13:27 UTC
Thanks for the report. I'll look into it ASAP. The below cases are segfault on SNB/ILK: shad-compiler(advanced.TestTexture2D_VertShader) shad-compiler(advanced.TestTexture2DProj_vec3_VertShader) shad-compiler(advanced.TestTexture2DProj_vec4_VertShader) shad-compiler(advanced.TestTexture2DLod_VertShader) shad-compiler(advanced.TestTexture2DProjLod_vec3_VertShader) shad-compiler(advanced.TestTexture2DProjLod_vec4_VertShader) shad-compiler(advanced.TestTexture3DProj_VertShader) shad-compiler(advanced.TestTexture3DLod_VertShader) shad-compiler(advanced.TestTexture3DProjLod_VertShader) shad-compiler(advanced.TestTextureCube_VertShader) shad-compiler(advanced.TestTextureCubeLod_VertShader) shad-compiler(advanced.TestShadow2D_VertShader) shad-compiler(advanced.TestShadow2DProj_VertShader) shad-compiler(advanced.TestShadow2DLod_VertShader) shad-compiler(advanced.TestShadow2DProjLod_VertShader) here is a backtrace with shad-compiler(advanced.TestTexture2D_VertShader) (gdb) bt #0 0xb7b7faa0 in extract_float_rgba (n=128, rgba=0xa0daa58, srcFormat=6408, srcType=5126, src=0xa366d00, swapBytes=0 '\000') at main/pack.c:2525 #1 0xb7b818ff in _mesa_unpack_color_span_ubyte (ctx=0x9cb8158, n=128, dstFormat=6408, dest=0xa0ad080 "\245R)?\350\363y?", srcFormat=6408, srcType=5126, source=0xa366d00, srcPacking=0xbfffdee0, transferOps=<value optimized out>) at main/pack.c:3665 #2 0xb7ba8c18 in _mesa_make_temp_ubyte_image (ctx=0x9cb8158, dims=3, logicalBaseFormat=6408, textureBaseFormat=6408, srcWidth=128, srcHeight=128, srcDepth=1, srcFormat=6408, srcType=5126, srcAddr=0xa306d50, srcPacking=0xbfffdee0) at main/texstore.c:609 #3 0xb7baae86 in _mesa_texstore_argb8888 (ctx=0x9cb8158, dims=3, baseInternalFormat=6408, dstFormat=MESA_FORMAT_ARGB8888, dstXoffset=0, dstYoffset=0, dstZoffset=0, dstRowStride=2048, dstSlices=0xa0d2348, srcWidth=128, srcHeight=128, srcDepth=1, srcFormat=6408, srcType=5126, srcAddr=0xa306d50, srcPacking=0xbfffdee0) at main/texstore.c:1540 #4 0xb7ba52d9 in _mesa_texstore (ctx=0x9cb8158, dims=3, baseInternalFormat=6408, dstFormat=MESA_FORMAT_ARGB8888, dstXoffset=0, dstYoffset=0, dstZoffset=0, dstRowStride=2048, dstSlices=0xa0d2348, srcWidth=128, srcHeight=128, srcDepth=1, srcFormat=6408, srcType=5126, srcAddr=0xa306d50, srcPacking=0xbfffdee0) at main/texstore.c:4541 #5 0xb7ba5e72 in _mesa_store_teximage3d (ctx=0x9cb8158, target=3553, level=2, internalFormat=6408, width=128, height=128, depth=1, border=0, format=6408, type=5126, pixels=0xa306d50, packing=0xbfffdee0, texObj=0x9cad3e0, texImage=0x9ff9530) at main/texstore.c:4798 #6 0xb7aa4261 in intelTexImage (ctx=0x9cb8158, dims=<value optimized out>, target=3553, level=2, internalFormat=6408, width=128, height=128, depth=1, format=6408, type=5126, pixels=0xa306d50, unpack=0xbfffdee0, texObj=0x9cad3e0, texImage=0x9ff9530, imageSize=0) at intel_tex_image.c:225 #7 0xb7b9f655 in teximage (ctx=0xbffef3fc, dims=2, target=3553, level=2, internalFormat=6408, width=128, height=128, depth=1, border=0, format=6408, type=5126, pixels=0xa306d50) at main/teximage.c:2489 #8 0xb7ba007e in _mesa_TexImage2D (target=3553, level=2, internalFormat=6408, width=130, height=130, border=1, format=6408, type=5126, pixels=0xa306d50) at main/teximage.c:2543 #9 0x083c45a4 in Tex2DDrawLoop(char*, float*, float*, float*, unsigned char, unsigned char) () #10 0x083c5eec in TestTexture2D_VertShader() () #11 0x083c73c7 in ShaderCompilerExec(testParameters*) () #12 0x08d8d668 in callFunctionHandleExceptionsInner(long (*)(testParameters*), testParameters*, char*) () #13 0x08d8d7b7 in callFunctionHandleExceptions(long (*)(testParameters*), testParameters*) () #14 0x08d8c2d9 in DriverExec(long (*)(testParameters*), testParameters*) () #15 0x08d71d41 in Driver(std::vector<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> > > > > const&, std::vector<driverRec*, std::allocator<driverRec*> > const&, std::vector<boost::shared_ptr<PrePostTestAction>, std::allocator<boost::shared_ptr<PrePostTestAction> > > const&, std::vector<boost::shared_ptr<PrePostTestcaseAction>, std::allocator<boost::shared_ptr<PrePostTestcaseAction> > > const&) () #16 0x08d720fe in (anonymous namespace)::MyMessagePump::idle() () #17 0x08d45dfa in MessagePump::process_messages() () Ken The shad-compiler segfaults are a separate issue; could you please split those into a separate bug report? Thanks. The shad-compiler tests work fine on SNB with Mesa master. Some of them fail due to unrelated PushAttrib/PopAttrib issues with stencil parameters, but OGLconform ignores that issue for nVidia and the Intel Windows driver, so it's unclear whether it's actually a driver bug or not. That said, none of those segfault on SNB. Since there are no crashes and, as far as I can tell, no regressions in the fragment shader texturing support, I'm removing this from the release blocker list. We can figure out why the tex-grad VS tests fail later. Guang, can you update the test result, to confirm there's no crash? System Environment: -------------------------- Arch: i386 Platform: SandyBridge Libdrm: (master)2.4.32-2-g617213357e94299a5e9a3cb1342de55de949d156 Mesa: (master)9cb777eb71dde895ca0ad3454a9b44252e9b402e Xserver: (master)xorg-server-1.12.0-47-g7f3997b01a8813c1d7055317eb06111aed8572c9 Xf86_video_intel: (master)2.18.0-151-g2e7b5f7eafbf452c781e50eba7dc8323260af59e Cairo: (master)fba21ef2a4c4eb343668267fda713aedbb6af2a4 Libva: (vaapi-ext)f8be4a5477e58c4a27170f0c87eeedac8de60aef Libva_intel_driver: (vaapi-ext)82fa52510a37ab645daaa3bb7091ff5096a20d0b Kernel_unstable: (drm-intel-next-queued)e7e58eb5c0d1d7d1a42fcb2b5a247d28ec08b47e Detailed description: ------------------------- The segemault cases run with a pass result. these cases were segemault before,but pass now: shad-compiler(advanced.TestTexture2D_VertShader) shad-compiler(advanced.TestTexture2DProj_vec3_VertShader) shad-compiler(advanced.TestTexture2DProj_vec4_VertShader) shad-compiler(advanced.TestTexture2DLod_VertShader) shad-compiler(advanced.TestTexture2DProjLod_vec3_VertShader) shad-compiler(advanced.TestTexture2DProjLod_vec4_VertShader) shad-compiler(advanced.TestTexture3DProj_VertShader) shad-compiler(advanced.TestTexture3DLod_VertShader) shad-compiler(advanced.TestTexture3DProjLod_VertShader) shad-compiler(advanced.TestTextureCube_VertShader) shad-compiler(advanced.TestTextureCubeLod_VertShader) shad-compiler(advanced.TestShadow2D_VertShader) shad-compiler(advanced.TestShadow2DProj_VertShader) shad-compiler(advanced.TestShadow2DLod_VertShader) shad-compiler(advanced.TestShadow2DProjLod_VertShader) And the fail cases reported at this bug still fail now. While we want to fix the glsl-bif-tex bugs, I've spent weeks working on these and made no progress. Many of them produce random results. Lowering the priority; there are plenty of oglconform failures left to fix. system environment: Mesa: (master)61b62c007a7941e9b45e83440e932160a597e0e1 Kernel:(drm-intel-next-queued) ab3951eb74e7c33a2f5b7b64d72e82f1eea61571 glsl-bif-tex-grad(basic.textureGrad.2D.float) becomes pass, I run it 20 cycles. Following cases still fail, I run them 20 cycles. they fail all 20 runs. glsl-bif-tex-grad(basic.textureProjGradOffset.2D.float.vec4) glsl-bif-tex-grad(advanced.textureProjGradOffset.1D.float.vec4) glsl-bif-tex-grad(advanced.textureProjGradOffset.3D.float) run: ./oglconform -z -suite all -v 2 -D 141 -test glsl-bif-tex-grad \ basic.textureProjGradOffset.2D.float.vec4 Visual Report for ID 141 (32 bits). ID |ACCELERA|DB |REND_T |SURF_T |C_BUF_T |BUF_S |RED_S | 141| 1| 1| gl| wipbpx| rgba| 32| 8| GREEN_S |BLUE_S |ALPHA_S |DEPTH_S |STENC_S |ACCUM_S |SPL_BUF |SAMPLES | 8| 8| 8| 24| 8| 64| 0| 0| SRGB |TEX_RGB |TEX_RGBA|CAVEAT |SWAP |M_PBUF_W|M_PBUF_H|M_PBUF_P -1| 0| 0| slow| undef| 0| 0| 0 Created attachment 65223 [details]
output
(In reply to comment #9) > Following cases still fail, I run them 20 cycles. they fail all 20 runs. > glsl-bif-tex-grad(basic.textureProjGradOffset.2D.float.vec4) > glsl-bif-tex-grad(advanced.textureProjGradOffset.1D.float.vec4) > glsl-bif-tex-grad(advanced.textureProjGradOffset.3D.float) > > run: ./oglconform -z -suite all -v 2 -D 141 -test glsl-bif-tex-grad \ > basic.textureProjGradOffset.2D.float.vec4 You're right, basic.textureProjGradOffset.2D.float.vec4 does seem to fail consistently. Running it with -u fs (fragment shader only), it seems to pass every time, while running it with -u vs (vertex shader only), it fails every time. Ken, so shall we consider this as true regression, and put it back to high priority? No...it's not really a regression. The existing fragment shader implementation continues to work fine (running the test with -u fs passes). The new vertex shader support doesn't (it fails with -u vs). textureProjGradOffset in the VS is an extremely obscure case. I'd actually be surprised to see anyone use it. closing as won't fix. |
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