llmvpipe: regressions since async vertex processing
Since ec8104c6, CI is spewing constant flakes for basically spec@arb_shader_image_load_store*
KHR-GL46.shader_image_load_store*
and KHR-GL46.shader_atomic_counter_ops_tests*
. I can repro the latter on one of my machines with this caselist, which causes the last test to fail 100% of the time:
KHR-GL46.shaders30.glsl_constructors.vec2_from_float_mat4x3_fs
KHR-GL46.shaders30.glsl_constructors.vec3_from_mat2x3_mat2x3_invalid_vs
KHR-GL46.shaders30.glsl_constructors.vec3_from_mat2x4_fs
KHR-GL46.shaders30.glsl_constructors.vec3_from_mat3x4_vs
KHR-GL46.shaders30.glsl_constructors.ivec2_from_int_mat3x4_int_invalid_vs
KHR-GL46.shaders30.glsl_constructors.ivec3_from_int_mat2_int_invalid_vs
KHR-GL46.shaders30.glsl_constructors.ivec4_from_int_mat4x3_vs
KHR-GL46.shaders30.glsl_constructors.bvec2_from_mat2x3_mat2x3_invalid_fs
KHR-GL46.shaders30.glsl_constructors.bvec3_from_mat4_mat4_invalid_fs
KHR-GL46.shaders30.glsl_constructors.bvec3_from_bool_mat3x4_bool_invalid_vs
KHR-GL46.shaders30.glsl_constructors.bvec4_from_mat3x4_mat3x4_invalid_vs
KHR-GL46.shaders30.glsl_constructors.bvec4_from_mat4_vs
KHR-GL46.shaders30.glsl_constructors.bvec4_from_mat4x2_fs
KHR-GL46.packed_pixels.rectangle.rgb5_a1
KHR-GL46.packed_pixels.pbo_rectangle.rg8
KHR-GL46.shaders.arrays.return.bool_fragment
KHR-GL46.shaders.indexing.vector_subscript.vec2_direct_write_static_loop_subscript_read_fragment
KHR-GL46.shaders.indexing.matrix_subscript.mat2_static_write_dynamic_read_vertex
KHR-GL46.shaders.loops.for_constant_iterations.conditional_continue_vertex
KHR-GL46.shaders.loops.for_uniform_iterations.infinite_with_conditional_break_fragment
KHR-GL46.shaders.loops.for_uniform_iterations.compound_statement_vertex
KHR-GL46.shaders.loops.for_dynamic_iterations.single_iteration_fragment
KHR-GL46.shaders.loops.while_dynamic_iterations.conditional_continue_vertex
KHR-GL46.shaders.loops.do_while_dynamic_iterations.pre_increment_vertex
KHR-GL46.shaders.loops.do_while_dynamic_iterations.nested_vertex
KHR-GL46.shaders.preprocessor.object_redefinitions.redefine_object_undef_ifdef_fragment
KHR-GL46.shaders.preprocessor.recursion.recursion_3_fragment
KHR-GL46.shaders.preprocessor.operator_precedence.add_vs_modulo_vertex
KHR-GL46.shaders.preprocessor.operator_precedence.less_or_equal_vs_rshift_vertex
KHR-GL46.shaders.preprocessor.operator_precedence.not_equal_vs_greater_or_equal_fragment
KHR-GL46.shaders.preprocessor.operator_precedence.bitwise_and_vs_not_equal_fragment
KHR-GL46.shaders.uniform_block.single_basic_type.shared.column_major_highp_mat3
KHR-GL46.shaders.uniform_block.single_basic_type.packed.lowp_uvec4
KHR-GL46.shaders.uniform_block.single_basic_type.packed.row_major_mediump_mat2
KHR-GL46.shaders.uniform_block.single_basic_type.packed.row_major_highp_mat3x2
KHR-GL46.shaders.uniform_block.single_basic_array.packed.column_major_mat3x4
KHR-GL46.shaders.uniform_block.single_basic_array.std140.float
KHR-GL46.shaders.uniform_block.multi_nested_struct.single_buffer.std140_instance_array_mixed
KHR-GL46.shaders.uniform_block.random.scalar_types.3
KHR-GL46.shaders.uniform_block.random.basic_arrays.1
KHR-GL46.shaders.uniform_block.random.nested_structs_arrays.9
KHR-GL46.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.9
KHR-GL46.pixelstoragemodes.teximage2d.r8ui.1_1
KHR-GL46.pixelstoragemodes.teximage2d.rg32i.1_0
KHR-GL46.pixelstoragemodes.teximage2d.rgba8snorm.16_16
KHR-GL46.pixelstoragemodes.teximage2d.rgb10a2ui.16_16
KHR-GL46.pixelstoragemodes.teximage3d.rg32i.16_16_1
KHR-GL46.pixelstoragemodes.teximage3d.rgb8snorm.1_0_0
KHR-GL46.pixelstoragemodes.teximage3d.rgb16i.16_1_0
KHR-GL46.pixelstoragemodes.teximage3d.rgba32f.16_16_4
KHR-GL46.pixelstoragemodes.compressedteximage2d.rgb_s3tc_dxt1.16_16
KHR-GL46.pixelstoragemodes.compressedteximage3d.rgba_astc_8x5.8_0_1
KHR-GL46.pixelstoragemodes.compressedteximage3d.rgba_astc_8x5.16_5_1
KHR-GL46.internalformat.copy_tex_image.depth_component24
KHR-GL46.gpu_shader_fp64.builtin.determinant_dmat4x3
KHR-GL46.gpu_shader_fp64.builtin.faceforward_dmat4x3
KHR-GL46.gpu_shader_fp64.builtin.mix_dmat2x4
KHR-GL46.gpu_shader_fp64.builtin.reflect_dvec4
KHR-GL46.gpu_shader_fp64.builtin.round_dmat4x3
KHR-GL46.gpu_shader_fp64.builtin.sign_dvec4
KHR-GL46.gpu_shader_fp64.builtin.smoothstep_against_scalar_dmat4
KHR-GL46.draw_indirect.basic-buffer-flushMappedRange
KHR-GL46.draw_indirect.basic-drawArrays-noFirst
KHR-GL46.draw_indirect.negative-bufferMapped-arrays
KHR-GL46.shader_image_load_store.basic-allTargets-atomicCS
KHR-GL46.shader_image_load_store.early-fragment-tests
Reverting that commit makes it pass 100% of the time, as does anything that introduces enough "lag" (e.g., GALLIUM_TRACE
). The same is true for piglit/bin/arb_shader_image_load_store-atomicity
, though that one now fails no matter what I do.
Edited by Mike Blumenkrantz