[tint][bench] Trim core benchmarks

perfmon is struggling with the number of benchmarks x CLs in flight.

Remove some of the less useful benchmarks.

Change-Id: Ib01432e990c437dbc5ef2445da23d4beaf087f68
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/134501
Kokoro: Kokoro <noreply+kokoro@google.com>
Auto-Submit: Ben Clayton <bclayton@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Reviewed-by: James Price <jrprice@google.com>
This commit is contained in:
Ben Clayton 2023-05-25 16:26:37 +00:00 committed by Dawn LUCI CQ
parent 6c5f683802
commit 409483d2f0
7 changed files with 0 additions and 130 deletions

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@ -68,17 +68,11 @@ std::variant<ProgramAndFile, Error> LoadProgram(std::string name);
/// Declares a set of benchmarks for the given function using a list of WGSL files.
#define TINT_BENCHMARK_WGSL_PROGRAMS(FUNC) \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "animometer.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "atan2-const-eval.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "bloom-vertical-blur.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "cluster-lights.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "empty.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "metaball-isosurface.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "particles.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "shadow-fragment.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "simple-compute.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "simple-fragment.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "simple-vertex.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "skinned-shadowed-pbr-fragment.wgsl"); \
TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "skinned-shadowed-pbr-vertex.wgsl"); \
TINT_BENCHMARK_EXTERNAL_WGSL_PROGRAMS(FUNC)

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@ -1,48 +0,0 @@
struct Time {
value : f32,
}
struct Uniforms {
scale : f32,
offsetX : f32,
offsetY : f32,
scalar : f32,
scalarOffset : f32,
}
@binding(0) @group(0) var<uniform> time : Time;
@binding(1) @group(0) var<uniform> uniforms : Uniforms;
struct VertexOutput {
@builtin(position)
Position : vec4<f32>,
@location(0)
v_color : vec4<f32>,
}
@vertex
fn vert_main(@location(0) position : vec4<f32>, @location(1) color : vec4<f32>) -> VertexOutput {
var fade : f32 = ((uniforms.scalarOffset + ((time.value * uniforms.scalar) / 10.0)) % 1.0);
if ((fade < 0.5)) {
fade = (fade * 2.0);
} else {
fade = ((1.0 - fade) * 2.0);
}
var xpos : f32 = (position.x * uniforms.scale);
var ypos : f32 = (position.y * uniforms.scale);
var angle : f32 = ((3.141590118 * 2.0) * fade);
var xrot : f32 = ((xpos * cos(angle)) - (ypos * sin(angle)));
var yrot : f32 = ((xpos * sin(angle)) + (ypos * cos(angle)));
xpos = (xrot + uniforms.offsetX);
ypos = (yrot + uniforms.offsetY);
var output : VertexOutput;
output.v_color = (vec4<f32>(fade, (1.0 - fade), 0.0, 1.0) + color);
output.Position = vec4<f32>(xpos, ypos, 0.0, 1.0);
return output;
}
@fragment
fn frag_main(@location(0) v_color : vec4<f32>) -> @location(0) vec4<f32> {
return v_color;
}

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@ -1,42 +0,0 @@
const bloomDir = vec2(0.0, 1.0);
var<private> offsets : array<f32, 3> = array<f32, 3>(0.0, 1.384615421, 3.230769157);
var<private> weights : array<f32, 3> = array<f32, 3>(0.227027029, 0.31621623, 0.07027027);
struct BloomUniforms {
radius : f32,
dim : f32,
}
@group(0) @binding(0) var<uniform> bloom : BloomUniforms;
@group(0) @binding(1) var bloomTexture : texture_2d<f32>;
@group(0) @binding(2) var bloomSampler : sampler;
struct FragmentInput {
@location(0)
texCoord : vec2<f32>,
}
fn getGaussianBlur(texCoord : vec2<f32>) -> vec4<f32> {
let texelRadius = (vec2(bloom.radius) / vec2<f32>(textureDimensions(bloomTexture)));
let step = (bloomDir * texelRadius);
var sum = vec4(0.0);
sum = (sum + (textureSample(bloomTexture, bloomSampler, texCoord) * weights[0]));
sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord + (step * 1.0))) * weights[1]));
sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord - (step * 1.0))) * weights[1]));
sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord + (step * 2.0))) * weights[2]));
sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord - (step * 2.0))) * weights[2]));
return vec4(sum.rgb, 1.0);
}
@group(0) @binding(3) var prevTexture : texture_2d<f32>;
@fragment
fn fragmentMain(input : FragmentInput) -> @location(0) vec4<f32> {
let blurColor = getGaussianBlur(input.texCoord);
let dimColor = (textureSample(prevTexture, bloomSampler, input.texCoord) * bloom.dim);
return (blurColor + dimColor);
}

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@ -1,10 +0,0 @@
struct SB {
data : array<i32>,
};
@group(0) @binding(0) var<storage, read_write> buffer : SB;
@compute @workgroup_size(1, 2, 3)
fn main(@builtin(global_invocation_id) id : vec3<u32>) {
buffer.data[id.x] = buffer.data[id.x] + 1;
}

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@ -1,12 +0,0 @@
struct Input {
@location(0) color: vec4<f32>,
};
struct Output {
@location(0) color: vec4<f32>,
};
@fragment
fn main(in : Input) -> Output {
return Output(in.color);
}

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@ -1,12 +0,0 @@
struct Input {
@location(0) position: vec4<f32>,
};
struct Output {
@builtin(position) position : vec4<f32>,
};
@vertex
fn main(in : Input) -> Output {
return Output(in.position);
}