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Issue 691951 link

Starred by 1 user

Issue metadata

Status: WontFix
Owner:
OOO until 2019-01-24
Closed: Feb 2017
Components:
EstimatedDays: ----
NextAction: ----
OS: ----
Pri: 3
Type: Bug



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webgl_conformance_tests is flaky on Win7 Release (NVIDIA)

Project Member Reported by tyoshino@chromium.org, Feb 14 2017

Issue description

I can't find it on the flakiness dashboard.

Comment 2 by perkj@chromium.org, Feb 15 2017

Labels: -Hotlist-Sheriff-Chromium
Owner: kbr@chromium.org
kbr, can you find a suitable owner or close if this now works as expected?

Comment 3 by kbr@chromium.org, Feb 18 2017

Components: -Internals>GPU>WebGL Internals>GPU>ANGLE Blink>WebGL
Status: WontFix (was: Available)
This test hasn't flaked or failed in the last 200 builds on this machine:
https://build.chromium.org/p/chromium.gpu/builders/Win7%20Release%20%28NVIDIA%29?numbuilds=200

Here's the failure log in case this shows up again. Closing as not reproducible.


WebglConformance_conformance_glsl_misc_large_loop_compile (gpu_tests.webgl_conformance_integration_test.WebGLConformanceIntegrationTest) ... [1364:1184:0209/082939.320:WARNING:angle_platform_impl.cc(37)] rx::HLSLCompiler::compileToBinary(220): 
float vec1(int x0)
{
    return float(x0);
}
float2 vec2(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4(float3 x0, float x1)
{
    return float4(x0, x1);
}
int ivec1(float x0)
{
    return int(x0);
}
// Uniforms

static const uint _webgl_e2ddb1107a0c9a0a = 0;
uniform Texture2D textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
// Varyings

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(const uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
float webgl_mod_emu(float x, float y)
{
    return x - y * floor(x / y);
}



;
static float3x3 _webgl_1c8c2a8bdab2d84f = {1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0};
static float3x3 _webgl_48696617e411e8bb = {-1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0};
static float3x3 _webgl_b8a8023c2997ae29 = {0.0, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0};
static float3x3 _webgl_935586dff6678b39 = {0.0, 0.0, 1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0};
static float3x3 _webgl_d221b07cef4f5dbf = {1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0};
static float3x3 _webgl_fc79595b7670e0d3 = {1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0};
float _webgl_72fd0572a1e3dbc6(in float3 _webgl_10793363312e3eb)
{
int _webgl_65fa4869d9c8eee7 = ivec1(gl_FragCoord.x);
float _webgl_4fc82888d13de398 = _webgl_10793363312e3eb.x;
float _webgl_75c422100f18a043 = _webgl_10793363312e3eb.y;
float _webgl_5e7ad9221c640e96 = _webgl_10793363312e3eb.z;
if ((_webgl_65fa4869d9c8eee7 == 0))
{
return 1.0;
;
}
else
{
if ((_webgl_65fa4869d9c8eee7 == 1))
{
return _webgl_75c422100f18a043;
;
}
else
{
if ((_webgl_65fa4869d9c8eee7 == 2))
{
return _webgl_5e7ad9221c640e96;
;
}
else
{
if ((_webgl_65fa4869d9c8eee7 == 3))
{
return _webgl_4fc82888d13de398;
;
}
else
{
if ((_webgl_65fa4869d9c8eee7 == 4))
{
return (_webgl_4fc82888d13de398 * _webgl_75c422100f18a043);
;
}
else
{
if ((_webgl_65fa4869d9c8eee7 == 5))
{
return (_webgl_75c422100f18a043 * _webgl_5e7ad9221c640e96);
;
}
else
{
if ((_webgl_65fa4869d9c8eee7 == 6))
{
return (((3.0 * _webgl_5e7ad9221c640e96) * _webgl_5e7ad9221c640e96) - 1.0);
;
}
else
{
if ((_webgl_65fa4869d9c8eee7 == 7))
{
return (_webgl_4fc82888d13de398 * _webgl_5e7ad9221c640e96);
;
}
else
{
return ((_webgl_4fc82888d13de398 * _webgl_4fc82888d13de398) - (_webgl_75c422100f18a043 * _webgl_75c422100f18a043));
;
}
}
}
}
}
}
}
}
return 0.0;
;
}
;
float3 _webgl_62067e4dccafe289(in float _webgl_918b690b3f857a65, in float3x3 _webgl_f07fce6fef7053f7)
{
float3 _webgl_d54892b736cac3ab = {0.0, 0.0, 0.0};
float _webgl_cbda3f572002069d = {0.0};
{LOOP for(int _webgl_6fdd29f02130ae3a = {0}; (_webgl_6fdd29f02130ae3a < 256); (_webgl_6fdd29f02130ae3a++))
{
float _webgl_4fc82888d13de398 = webgl_mod_emu(vec1(_webgl_6fdd29f02130ae3a), 16.0);
float _webgl_75c422100f18a043 = vec1((_webgl_6fdd29f02130ae3a / 16));
float2 _webgl_4c4c7cccb1771fc2 = ((vec2((_webgl_4fc82888d13de398 + (_webgl_918b690b3f857a65 * 16.0)), (_webgl_75c422100f18a043 + (floor(gl_FragCoord.y) * 16.0))) + 0.5) / 6.0);
float2 _webgl_b39193d90130d1a3 = ((((vec2(_webgl_4fc82888d13de398, _webgl_75c422100f18a043) + float2(0.5, 0.5)) / float2(16.0, 16.0)) * 2.0) - 1.0);
float3 _webgl_10793363312e3eb = normalize(vec3(_webgl_b39193d90130d1a3, -1.0));
float3 _webgl_59c1a9e22e9efedf = gl_texture2D(_webgl_e2ddb1107a0c9a0a, _webgl_4c4c7cccb1771fc2).xyz;
(_webgl_d54892b736cac3ab += ((_webgl_72fd0572a1e3dbc6(mul(transpose(_webgl_f07fce6fef7053f7), _webgl_10793363312e3eb)) * _webgl_59c1a9e22e9efedf) * (-_webgl_10793363312e3eb.z)));
(_webgl_cbda3f572002069d += (-_webgl_10793363312e3eb.z));
}
}
;
return (_webgl_d54892b736cac3ab / _webgl_cbda3f572002069d);
;
}
;
void gl_main()
{
(gl_Color[0] = float4(0.0, 0.0, 0.0, 0.0));
float3 _webgl_d54892b736cac3ab = ((((_webgl_62067e4dccafe289(2.0, _webgl_b8a8023c2997ae29) + _webgl_62067e4dccafe289(3.0, _webgl_935586dff6678b39)) + _webgl_62067e4dccafe289(4.0, _webgl_d221b07cef4f5dbf)) + _webgl_62067e4dccafe289(5.0, _webgl_fc79595b7670e0d3)) / 6.0);
(gl_Color[0] = vec4(_webgl_d54892b736cac3ab, 1.0));
}
;
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

struct PS_OUTPUT
{
    float4 gl_Color0 : SV_TARGET0;
};

PS_OUTPUT generateOutput()
{
    PS_OUTPUT output;
    output.gl_Color0 = gl_Color[0];
    return output;
}

PS_OUTPUT main(PS_INPUT input)
{
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;

    gl_main();

    return generateOutput();
}


[1364:1184:0209/082957.048:WARNING:angle_platform_impl.cc(37)] rx::HLSLCompiler::compileToBinary(221): 
C:\fakepath(160,39-66): warning X3556: integer divides may be much slower, try using uints if possible.


[2356:1356:0209/082957.572:INFO:CONSOLE(11)] "Shader compilation took an unreasonably long time", source:  (11)
[2356:1356:0209/082957.573:INFO:CONSOLE(11)] "FAIL Shader compilation took an unreasonably long time", source:  (11)

Traceback (most recent call last):
  _RunGpuTest at content\test\gpu\gpu_tests\gpu_integration_test.py:73
    self.RunActualGpuTest(url, *args)
  RunActualGpuTest at content\test\gpu\gpu_tests\webgl_conformance_integration_test.py:203
    getattr(self, test_name)(test_path, *args[1:])
  _RunConformanceTest at content\test\gpu\gpu_tests\webgl_conformance_integration_test.py:217
    self._CheckTestCompletion()
  _CheckTestCompletion at content\test\gpu\gpu_tests\webgl_conformance_integration_test.py:213
    self.fail(self._WebGLTestMessages(self.tab))
  fail at c:\b\depot_tools\python276_bin\lib\unittest\case.py:412
    raise self.failureException(msg)
AssertionError: Shader compilation took an unreasonably long time
FAIL Shader compilation took an unreasonably long time

Locals:
  msg : u'Shader compilation took an unreasonably long time\nFAIL Shader compilation took an unreasonably long time\n'


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