webgl_conformance_tests is flaky on Win7 Release (NVIDIA) |
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Issue descriptionWebglConformance_conformance_glsl_misc_large_loop_compile failed in for example https://build.chromium.org/p/chromium.gpu/builders/Win7%20Release%20%28NVIDIA%29/builds/63487 https://build.chromium.org/p/chromium.gpu/builders/Win7%20Release%20%28NVIDIA%29/builds/63681
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Feb 15 2017
kbr, can you find a suitable owner or close if this now works as expected?
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Feb 18 2017
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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Comment 1 by tyoshino@chromium.org
, Feb 14 2017