Vulkan test fails after build
Hi,
I'm using the libplacebo-git AUR package for Arch Linux.
The maintainer has updated the PKGBUILD to run tests and now the build fails.
The meson log is quite verbose and I'm not sure if the snippet is enough so including both.
12/12 vulkan.c FAIL 2.10s exit status 1
>>> MALLOC_PERTURB_=131 /home/user/Downloads/libplacebo-git/src/build/src/test.vulkan.c
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Listing only the last 100 lines from a long log.
debug: [ 1] #version 450
debug: [ 2] #extension GL_ARB_compute_shader : enable
debug: [ 3] #extension GL_KHR_shader_subgroup_basic : enable
debug: [ 4] #extension GL_KHR_shader_subgroup_vote : enable
debug: [ 5] #extension GL_KHR_shader_subgroup_arithmetic : enable
debug: [ 6] #extension GL_KHR_shader_subgroup_ballot : enable
debug: [ 7] #extension GL_KHR_shader_subgroup_shuffle : enable
debug: [ 8] #extension GL_ARB_shader_image_load_store : enable
debug: [ 9] layout (local_size_x = 16, local_size_y = 16) in;
debug: [ 10] layout(std430, push_constant) uniform PushC {
debug: [ 11] layout(offset=0) vec2 _out_scale_3_0;
debug: [ 12] layout(offset=8) vec2 _p0_4_0;
debug: [ 13] layout(offset=16) vec2 _p1_5_0;
debug: [ 14] layout(offset=24) vec2 _p2_6_0;
debug: [ 15] layout(offset=32) vec2 _p3_7_0;
debug: [ 16] layout(offset=40) ivec2 _base_9_0;
debug: [ 17] };
debug: [ 18] layout(binding=0) uniform sampler2D _src_tex_0_0;
debug: [ 19] layout(binding=1, r16) writeonly restrict uniform image2D _out_image_8_0;
debug: [ 20] #define frag_pos(id) (vec2(id) + vec2(0.5))
debug: [ 21] #define frag_map(id) (_out_scale_3_0 * frag_pos(id))
debug: [ 22] #define gl_FragCoord vec4(frag_pos(gl_GlobalInvocationID), 0.0, 1.0)
debug: [ 23] #define _tex_coord_1_0_map(id) (mix(mix(_p0_4_0, _p1_5_0, frag_map(id).x), mix(_p2_6_0, _p3_7_0, frag_map(id).x), frag_map(id).y))
debug: [ 24] #define _tex_coord_1_0 (_tex_coord_1_0_map(gl_GlobalInvocationID))
debug: [ 25]
debug: [ 26] void _main_10_0() {
debug: [ 27] // pl_shader_sample_direct
debug: [ 28] vec4 color = vec4(1.00000000000000000000) * texture(_src_tex_0_0, _tex_coord_1_0);
debug: [ 29] vec4 orig_color = color;
debug: [ 30] color *= vec4(1.0 / 1.00000000000000000000);
debug: [ 31] vec4 _orig_color_2_0 = color;
debug: [ 32] color = vec4(0.0);
debug: [ 33] color[0] = _orig_color_2_0[1];
debug: [ 34] ivec2 dir = ivec2(1, 1);
debug: [ 35] ivec2 pos = _base_9_0 + dir * ivec2(gl_GlobalInvocationID);
debug: [ 36] vec2 fpos = _out_scale_3_0 * vec2(gl_GlobalInvocationID);
debug: [ 37] if (max(fpos.x, fpos.y) < 1.0) {
debug: [ 38] imageStore(_out_image_8_0, pos, color);
debug: [ 39] }
debug: [ 40]
debug: [ 41] }
debug: [ 42]
debug: [ 43] void main() {
debug: [ 44] _main_10_0();
debug: [ 45] }
debug: shaderc compile status 'success' (0 errors, 0 warnings)
debug: Pass statistics: size 3764, SPIR-V: vert 0 frag 0 comp 2052
debug: compute shader source:
debug: [ 1] #version 450
debug: [ 2] #extension GL_ARB_compute_shader : enable
debug: [ 3] #extension GL_KHR_shader_subgroup_basic : enable
debug: [ 4] #extension GL_KHR_shader_subgroup_vote : enable
debug: [ 5] #extension GL_KHR_shader_subgroup_arithmetic : enable
debug: [ 6] #extension GL_KHR_shader_subgroup_ballot : enable
debug: [ 7] #extension GL_KHR_shader_subgroup_shuffle : enable
debug: [ 8] #extension GL_ARB_shader_image_load_store : enable
debug: [ 9] layout (local_size_x = 16, local_size_y = 16) in;
debug: [ 10] layout(std430, push_constant) uniform PushC {
debug: [ 11] layout(offset=0) vec2 _out_scale_3_0;
debug: [ 12] layout(offset=8) vec2 _p0_4_0;
debug: [ 13] layout(offset=16) vec2 _p1_5_0;
debug: [ 14] layout(offset=24) vec2 _p2_6_0;
debug: [ 15] layout(offset=32) vec2 _p3_7_0;
debug: [ 16] layout(offset=40) ivec2 _base_9_0;
debug: [ 17] };
debug: [ 18] layout(binding=0) uniform sampler2D _src_tex_0_0;
debug: [ 19] layout(binding=1, r16) writeonly restrict uniform image2D _out_image_8_0;
debug: [ 20] #define frag_pos(id) (vec2(id) + vec2(0.5))
debug: [ 21] #define frag_map(id) (_out_scale_3_0 * frag_pos(id))
debug: [ 22] #define gl_FragCoord vec4(frag_pos(gl_GlobalInvocationID), 0.0, 1.0)
debug: [ 23] #define _tex_coord_1_0_map(id) (mix(mix(_p0_4_0, _p1_5_0, frag_map(id).x), mix(_p2_6_0, _p3_7_0, frag_map(id).x), frag_map(id).y))
debug: [ 24] #define _tex_coord_1_0 (_tex_coord_1_0_map(gl_GlobalInvocationID))
debug: [ 25]
debug: [ 26] void _main_10_0() {
debug: [ 27] // pl_shader_sample_direct
debug: [ 28] vec4 color = vec4(1.00000000000000000000) * texture(_src_tex_0_0, _tex_coord_1_0);
debug: [ 29] vec4 orig_color = color;
debug: [ 30] color *= vec4(1.0 / 1.00000000000000000000);
debug: [ 31] vec4 _orig_color_2_0 = color;
debug: [ 32] color = vec4(0.0);
debug: [ 33] color[0] = _orig_color_2_0[2];
debug: [ 34] ivec2 dir = ivec2(1, 1);
debug: [ 35] ivec2 pos = _base_9_0 + dir * ivec2(gl_GlobalInvocationID);
debug: [ 36] vec2 fpos = _out_scale_3_0 * vec2(gl_GlobalInvocationID);
debug: [ 37] if (max(fpos.x, fpos.y) < 1.0) {
debug: [ 38] imageStore(_out_image_8_0, pos, color);
debug: [ 39] }
debug: [ 40]
debug: [ 41] }
debug: [ 42]
debug: [ 43] void main() {
debug: [ 44] _main_10_0();
debug: [ 45] }
debug: shaderc compile status 'success' (0 errors, 0 warnings)
debug: Pass statistics: size 3764, SPIR-V: vert 0 frag 0 comp 2052
stderr:
warn: API debugging requested but no debug meta layers present... ignoring
warn: ICC profile detected contrast very high (>100000), falling back to contrast 1000 for sanity
warn: ICC profile detected contrast very high (>100000), falling back to contrast 1000 for sanity
FAILED: diff <= 50
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Summary of Failures:
12/12 vulkan.c FAIL 2.10s exit status 1
Full log: testlog.txt
The log seems to contain all relevant hardware info, but mostly:
- GPU: AMD Navi 5500 XT
- Kernel Driver: amdgpu 5.10.16
- OpenGL Driver: Mesa 20.3.4 (OpenGL 4.6)