QA/Platform/Graphics

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Consult this page for more information.

Metrics

Documentation

Understanding the Problem Space

First order of business for my transition to the Graphics team is to understand the problem space so I can understand the immediate needs of the team and make the best impact I can in the shortest amount of time.

What are the key problems/challenges facing the Graphics team in terms of quality?
  • discrepancy in environments between testers and release users
  • discoverability of bugs pre-release
  • ?...
Where can QA add value/support to the Graphics team?
  • improving pre-release discoverability of bugs
  • closing the gap between tester and release systems
  • helping with bug triage, particularly with bugs hiding in general components
  • representation in crashkill
  • improving code coverage and/or identifying gaps in code coverage
  • identifying ways to improve participation in the graphics team (events, projects, One & Done, etc)
  • documentation of tools, testing processes, etc
  • building out the lab in Toronto
  • continuing to drive Betabreakers testing every 6 weeks
  • verifying bug fixes (what does this look like)?
  • profiling areas of risk (eg. troublesome configs)
  • conducting root cause analysis for regressions
  • understanding problems outside of our control (eg. driver resets)
  • feature testing and upcoming priorities (e10s, Windows 10, El Capitain, Android, B2G, etc)
What does QA need to know to be effective?
  • key components of an actionable Graphics bug
  • fundamentals/technologies that should be learned
  • how to distinguish a graphics crash from a non-graphics crash with a graphics signature
  • meetings, mailing lists, bugzilla components to watch, blogs, IRC channels to join, etc
  • who is each member of the team (incl. contributors) and what do they do
  • where does graphics code reside in the tree?
  • what role does Unified Telemetry in graphics quality?
  • what are the prefs to enable/disable different functionalities?
  • we need a database of known-troublesome hardware/driver configurations to inform testing, hardware acquisitions, and blocklisting

Participation

  • Sanity checking via One & Done
  • Meetups to connect testers/users with devs
  • Testdays to teach people about graphics testing
  • Documentation and translation of documentation
  • Engaging on community spaces (Discourse, Reddit, Facebook, Twitter, etc)

Telemetry

  • COMPOSITE_TIME: time in CompositorParent::CompositeToTarget dispatching draw calls and calling SwapBuffers, but not texture upload (ie. complete composition)

Projects

Sanity Checking

Project Summary Frequency Status
Betabreakers Per-version lab testing against Developer Edition Every 6 weeks 44.0a2 in progress, due 2015-12-09
Boot2Gecko Sanity checks on B2G phones at MozYYZ Weekly Last reviewed 2015-11-27
One & Done Crowd-sourced testing via One & Done (results) Weekly Last reviewed 2015-11-26
Toronto Lab Testing Sanity checks on computers at the MozYYZ lab N/A On hold as of 2015-08-20

Stability

Project Summary Frequency Status
Explosive Crashes Crashes ranked by rate of growth Weekly Last reviewed 2015-11-27
Top Crashes Crashes ranked by volume Weekly Last reviewed 2015-11-27

Understanding the Problem

How do we identify a graphics crash?

  • by signature: gfx, layers, D2D, D3D, ?...
  • by topmost filename: gfx, ?...
  • by driver (DLL, version, ?...)
  • by device/vendor ID?...
  • ?...

How do we prioritize graphics crashes?

  • Overall topcrashes in release > beta > aurora > nightly
  • Gfx crashes in release > beta > aurora > nightly
  • Explosive crashes in release > beta > aurora > nightly

What tools do we have at our disposal to investigate crashes?

  • Bughunter for investigating crashes correlated to a URL
  • KaiRo's reports for identifying crashes that are new or escalating quickly
  • Socorro for getting detailed information about crash reports

What information is needed to make a crash actionable by developers?

  • Correlations to particular hardware, driver, add-on, 3rd-party software, or library
  • ?...

Device Driver Crashes

Queries

Top Crashes

Full Query
ID Summary Status
1908798 Crash in [@ IPCError-browser | GPUProcessKill] NEW
1972146 Crash in [@ <unknown in igd10um64xe.dll> | CContext::TID3D11DeviceContext_Draw_<T>] NEW
1996653 Mac GPU process: Crash in [@ IPCError-browser | GPUProcessKill] NEW
2007715 Hit MOZ_CRASH(Element state change during style refresh (6291456)) at /builds/worker/checkouts/gecko/layout/style/RestyleManager.cpp:3374 NEW
2014925 Crash in [@ <gleam::gl::GlesFns as gleam::gl::Gl>::get_shader_info_log] NEW

5 Total; 5 Open (100%); 0 Resolved (0%); 0 Verified (0%);


Triage

Bug Triage

Category Description Frequency Status
Cold Crashes Crash bugs which have not been updated in more than 30 days Monthly Last reviewed 2015-11-09
Cold Trackers Tracked bugs which have not been updated since the previous release Every 6 weeks Last reviewed 2015-11-03
Help Wanted Bugs which lack information necessary to resolve Monthly Last reviewed 2015-11-09
Incoming Bugs reported but not triaged for more than one month Monthly Last reviewed 2015-11-09

Crash Triage

Category Description Frequency Status
Explosive Crashes Check the explosiveness reports for new or spiking crashes Weekly Last reviewed 2015-12-02
Top Crashes Check the topcrash reports for new or spiking crashes Weekly Last reviewed 2015-12-02

Get Involved

Want to help the Graphics team? Here are some ways you can get involved.