[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>
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@ -68,17 +68,11 @@ std::variant<ProgramAndFile, Error> LoadProgram(std::string name);
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/// Declares a set of benchmarks for the given function using a list of WGSL files.
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#define TINT_BENCHMARK_WGSL_PROGRAMS(FUNC) \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "animometer.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "atan2-const-eval.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "bloom-vertical-blur.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "cluster-lights.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "empty.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "metaball-isosurface.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "particles.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "shadow-fragment.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "simple-compute.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "simple-fragment.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "simple-vertex.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "skinned-shadowed-pbr-fragment.wgsl"); \
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TINT_BENCHMARK_WGSL_PROGRAM(FUNC, "skinned-shadowed-pbr-vertex.wgsl"); \
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TINT_BENCHMARK_EXTERNAL_WGSL_PROGRAMS(FUNC)
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@ -1,48 +0,0 @@
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struct Time {
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value : f32,
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}
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struct Uniforms {
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scale : f32,
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offsetX : f32,
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offsetY : f32,
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scalar : f32,
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scalarOffset : f32,
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}
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@binding(0) @group(0) var<uniform> time : Time;
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@binding(1) @group(0) var<uniform> uniforms : Uniforms;
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struct VertexOutput {
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@builtin(position)
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Position : vec4<f32>,
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@location(0)
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v_color : vec4<f32>,
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}
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@vertex
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fn vert_main(@location(0) position : vec4<f32>, @location(1) color : vec4<f32>) -> VertexOutput {
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var fade : f32 = ((uniforms.scalarOffset + ((time.value * uniforms.scalar) / 10.0)) % 1.0);
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if ((fade < 0.5)) {
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fade = (fade * 2.0);
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} else {
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fade = ((1.0 - fade) * 2.0);
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}
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var xpos : f32 = (position.x * uniforms.scale);
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var ypos : f32 = (position.y * uniforms.scale);
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var angle : f32 = ((3.141590118 * 2.0) * fade);
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var xrot : f32 = ((xpos * cos(angle)) - (ypos * sin(angle)));
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var yrot : f32 = ((xpos * sin(angle)) + (ypos * cos(angle)));
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xpos = (xrot + uniforms.offsetX);
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ypos = (yrot + uniforms.offsetY);
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var output : VertexOutput;
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output.v_color = (vec4<f32>(fade, (1.0 - fade), 0.0, 1.0) + color);
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output.Position = vec4<f32>(xpos, ypos, 0.0, 1.0);
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return output;
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}
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@fragment
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fn frag_main(@location(0) v_color : vec4<f32>) -> @location(0) vec4<f32> {
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return v_color;
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}
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@ -1,42 +0,0 @@
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const bloomDir = vec2(0.0, 1.0);
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var<private> offsets : array<f32, 3> = array<f32, 3>(0.0, 1.384615421, 3.230769157);
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var<private> weights : array<f32, 3> = array<f32, 3>(0.227027029, 0.31621623, 0.07027027);
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struct BloomUniforms {
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radius : f32,
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dim : f32,
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}
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@group(0) @binding(0) var<uniform> bloom : BloomUniforms;
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@group(0) @binding(1) var bloomTexture : texture_2d<f32>;
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@group(0) @binding(2) var bloomSampler : sampler;
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struct FragmentInput {
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@location(0)
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texCoord : vec2<f32>,
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}
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fn getGaussianBlur(texCoord : vec2<f32>) -> vec4<f32> {
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let texelRadius = (vec2(bloom.radius) / vec2<f32>(textureDimensions(bloomTexture)));
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let step = (bloomDir * texelRadius);
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var sum = vec4(0.0);
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sum = (sum + (textureSample(bloomTexture, bloomSampler, texCoord) * weights[0]));
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sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord + (step * 1.0))) * weights[1]));
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sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord - (step * 1.0))) * weights[1]));
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sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord + (step * 2.0))) * weights[2]));
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sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord - (step * 2.0))) * weights[2]));
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return vec4(sum.rgb, 1.0);
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}
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@group(0) @binding(3) var prevTexture : texture_2d<f32>;
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@fragment
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fn fragmentMain(input : FragmentInput) -> @location(0) vec4<f32> {
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let blurColor = getGaussianBlur(input.texCoord);
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let dimColor = (textureSample(prevTexture, bloomSampler, input.texCoord) * bloom.dim);
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return (blurColor + dimColor);
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}
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@ -1,10 +0,0 @@
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struct SB {
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data : array<i32>,
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};
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@group(0) @binding(0) var<storage, read_write> buffer : SB;
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@compute @workgroup_size(1, 2, 3)
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fn main(@builtin(global_invocation_id) id : vec3<u32>) {
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buffer.data[id.x] = buffer.data[id.x] + 1;
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}
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@ -1,12 +0,0 @@
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struct Input {
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@location(0) color: vec4<f32>,
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};
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struct Output {
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@location(0) color: vec4<f32>,
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};
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@fragment
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fn main(in : Input) -> Output {
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return Output(in.color);
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}
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@ -1,12 +0,0 @@
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struct Input {
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@location(0) position: vec4<f32>,
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};
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struct Output {
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@builtin(position) position : vec4<f32>,
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};
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@vertex
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fn main(in : Input) -> Output {
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return Output(in.position);
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}
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