Port VertexFormatTests to WGSL
Bug: dawn:572 Change-Id: I68484defb240528b0a7dd0eced6012d9866f30fc Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44765 Auto-Submit: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
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94b8b7408e
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@ -24,7 +24,7 @@
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// the vertex content is the same as what we expected. On success it outputs green,
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// the vertex content is the same as what we expected. On success it outputs green,
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// otherwise red.
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// otherwise red.
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constexpr uint32_t kRTSize = 400;
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constexpr uint32_t kRTSize = 1;
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constexpr uint32_t kVertexNum = 3;
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constexpr uint32_t kVertexNum = 3;
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std::vector<uint16_t> Float32ToFloat16(std::vector<float> data) {
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std::vector<uint16_t> Float32ToFloat16(std::vector<float> data) {
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@ -199,23 +199,20 @@ class VertexFormatTest : public DawnTest {
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bool isNormalized,
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bool isNormalized,
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bool isUnsigned,
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bool isUnsigned,
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uint32_t componentCount) {
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uint32_t componentCount) {
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if (componentCount == 1) {
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std::string base;
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if (isFloat || isNormalized) {
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if (isFloat || isNormalized) {
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return "float";
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base = "f32";
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} else if (isUnsigned) {
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} else if (isUnsigned) {
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return "uint";
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base = "u32";
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} else {
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return "int";
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}
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} else {
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} else {
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if (isNormalized || isFloat) {
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base = "i32";
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return "vec" + std::to_string(componentCount);
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} else if (isUnsigned) {
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return "uvec" + std::to_string(componentCount);
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} else {
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return "ivec" + std::to_string(componentCount);
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}
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}
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}
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if (componentCount == 1) {
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return base;
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}
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return "vec" + std::to_string(componentCount) + "<" + base + ">";
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}
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}
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// The length of vertexData is fixed to 3, it aligns to triangle vertex number
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// The length of vertexData is fixed to 3, it aligns to triangle vertex number
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@ -233,46 +230,45 @@ class VertexFormatTest : public DawnTest {
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std::string variableType =
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std::string variableType =
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ShaderTypeGenerator(isFloat, isNormalized, isUnsigned, componentCount);
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ShaderTypeGenerator(isFloat, isNormalized, isUnsigned, componentCount);
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std::string expectedDataType = ShaderTypeGenerator(isFloat, isNormalized, isUnsigned, 1);
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std::string expectedDataType = ShaderTypeGenerator(isFloat, isNormalized, isUnsigned, 1);
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std::ostringstream vs;
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vs << "#version 450\n";
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// layout(location = 0) in float/uint/int/ivecn/vecn/uvecn test;
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std::ostringstream vs;
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vs << "layout(location = 0) in " << variableType << " test;\n";
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vs << "[[location(0)]] var<in> test : " << variableType << ";\n";
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vs << "layout(location = 0) out vec4 color;\n";
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// Because x86 CPU using "extended
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// Because x86 CPU using "extended
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// precision"(https://en.wikipedia.org/wiki/Extended_precision) during float
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// precision"(https://en.wikipedia.org/wiki/Extended_precision) during float
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// math(https://developer.nvidia.com/sites/default/files/akamai/cuda/files/NVIDIA-CUDA-Floating-Point.pdf),
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// math(https://developer.nvidia.com/sites/default/files/akamai/cuda/files/NVIDIA-CUDA-Floating-Point.pdf),
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// move normalization and Float16ToFloat32 into shader to generate
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// move normalization and Float16ToFloat32 into shader to generate
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// expected value.
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// expected value.
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vs << "float Float16ToFloat32(uint fp16) {\n";
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vs << R"(
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vs << " uint magic = (uint(254) - uint(15)) << 23;\n";
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[[location(0)]] var<out> color : vec4<f32>;
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vs << " uint was_inf_nan = (uint(127) + uint(16)) << 23;\n";
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fn Float16ToFloat32(fp16 : u32) -> f32 {
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vs << " uint fp32u;\n";
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const magic : u32 = (254u - 15u) << 23u;
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vs << " float fp32;\n";
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const was_inf_nan : u32 = (127u + 16u) << 23u;
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vs << " fp32u = (fp16 & 0x7FFF) << 13;\n";
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var fp32u : u32 = (fp16 & 0x7FFFu) << 13u;
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vs << " fp32 = uintBitsToFloat(fp32u) * uintBitsToFloat(magic);\n";
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const fp32 : f32 = bitcast<f32>(fp32u) * bitcast<f32>(magic);
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vs << " fp32u = floatBitsToUint(fp32);\n";
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fp32u = bitcast<u32>(fp32);
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vs << " if (fp32 >= uintBitsToFloat(was_inf_nan)) {\n";
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if (fp32 >= bitcast<f32>(was_inf_nan)) {
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vs << " fp32u |= uint(255) << 23;\n";
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fp32u = fp32u | (255u << 23u);
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vs << " }\n";
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}
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vs << " fp32u |= (fp16 & 0x8000) << 16;\n";
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fp32u = fp32u | ((fp16 & 0x8000u) << 16u);
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vs << " fp32 = uintBitsToFloat(fp32u);\n";
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return bitcast<f32>(fp32u);
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vs << " return fp32;\n";
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}
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vs << "}\n";
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vs << "void main() {\n";
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[[builtin(vertex_index)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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// Hard code the triangle in the shader so that we don't have to add a vertex input for it.
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[[stage(vertex)]] fn main() -> void {
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vs << " const vec2 pos[3] = vec2[3](vec2(-1.0f, 0.0f), vec2(-1.0f, 1.0f), vec2(0.0f, "
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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"1.0f));\n";
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vec2<f32>(-1.0, -1.0),
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vs << " gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n";
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vec2<f32>( 2.0, 0.0),
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vec2<f32>( 0.0, 2.0));
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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)";
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// Declare expected values.
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// Declare expected values.
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vs << " " << expectedDataType << " expected[" + std::to_string(kVertexNum) + "]";
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vs << "var expected : array<array<" << expectedDataType << ", "
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vs << "[" + std::to_string(componentCount) + "];\n";
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<< std::to_string(componentCount) << ">, " << std::to_string(kVertexNum) << ">;";
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// Assign each elements in expected values
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// Assign each elements in expected values
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// e.g. expected[0][0] = uint(1);
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// e.g. expected[0][0] = u32(1u);
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// expected[0][1] = uint(2);
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// expected[0][1] = u32(2u);
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for (uint32_t i = 0; i < kVertexNum; ++i) {
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for (uint32_t i = 0; i < kVertexNum; ++i) {
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for (uint32_t j = 0; j < componentCount; ++j) {
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for (uint32_t j = 0; j < componentCount; ++j) {
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vs << " expected[" + std::to_string(i) + "][" + std::to_string(j) + "] = "
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vs << " expected[" + std::to_string(i) + "][" + std::to_string(j) + "] = "
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@ -284,36 +280,38 @@ class VertexFormatTest : public DawnTest {
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} else if (isNormalized) {
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} else if (isNormalized) {
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// Move normalize operation into shader because of CPU and GPU precision
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// Move normalize operation into shader because of CPU and GPU precision
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// different on float math.
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// different on float math.
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vs << "max(float(" << std::to_string(expectedData[i * componentCount + j])
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vs << "max(f32(" << std::to_string(expectedData[i * componentCount + j])
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<< ") / " << std::to_string(std::numeric_limits<T>::max()) << ", -1.0));\n";
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<< ") / " << std::to_string(std::numeric_limits<T>::max())
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<< ".0 , -1.0));\n";
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} else if (isHalf) {
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} else if (isHalf) {
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// Becasue Vulkan and D3D12 handle -0.0f through uintBitsToFloat have different
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// Becasue Vulkan and D3D12 handle -0.0f through bitcast have different
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// result (Vulkan take -0.0f as -0.0 but D3D12 take -0.0f as 0), add workaround
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// result (Vulkan take -0.0f as -0.0 but D3D12 take -0.0f as 0), add workaround
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// for -0.0f.
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// for -0.0f.
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if (static_cast<uint16_t>(expectedData[i * componentCount + j]) ==
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if (static_cast<uint16_t>(expectedData[i * componentCount + j]) ==
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kNegativeZeroInHalf) {
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kNegativeZeroInHalf) {
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vs << "-0.0f);\n";
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vs << "-0.0);\n";
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} else {
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} else {
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vs << "Float16ToFloat32("
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vs << "Float16ToFloat32(u32("
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<< std::to_string(expectedData[i * componentCount + j]);
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<< std::to_string(expectedData[i * componentCount + j]) << ")));\n";
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vs << "));\n";
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}
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}
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} else if (isUnsigned) {
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vs << std::to_string(expectedData[i * componentCount + j]) << "u);\n";
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} else {
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} else {
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vs << std::to_string(expectedData[i * componentCount + j]) << ");\n";
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vs << std::to_string(expectedData[i * componentCount + j]) << ");\n";
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}
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}
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}
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}
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}
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}
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vs << " bool success = true;\n";
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vs << " var success : bool = true;\n";
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// Perform the checks by successively ANDing a boolean
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// Perform the checks by successively ANDing a boolean
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for (uint32_t component = 0; component < componentCount; ++component) {
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for (uint32_t component = 0; component < componentCount; ++component) {
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std::string suffix = componentCount == 1 ? "" : "[" + std::to_string(component) + "]";
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std::string suffix = componentCount == 1 ? "" : "[" + std::to_string(component) + "]";
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std::string testVal = "testVal" + std::to_string(component);
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std::string testVal = "testVal" + std::to_string(component);
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std::string expectedVal = "expectedVal" + std::to_string(component);
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std::string expectedVal = "expectedVal" + std::to_string(component);
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vs << " " << expectedDataType << " " << testVal << ";\n";
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vs << " var " << testVal << " : " << expectedDataType << ";\n";
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vs << " " << expectedDataType << " " << expectedVal << ";\n";
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vs << " var " << expectedVal << " : " << expectedDataType << ";\n";
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vs << " " << testVal << " = test" << suffix << ";\n";
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vs << " " << testVal << " = test" << suffix << ";\n";
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vs << " " << expectedVal << " = expected[gl_VertexIndex]"
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vs << " " << expectedVal << " = expected[VertexIndex]"
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<< "[" << component << "];\n";
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<< "[" << component << "];\n";
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if (!isInputTypeFloat) { // Integer / unsigned integer need to match exactly.
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if (!isInputTypeFloat) { // Integer / unsigned integer need to match exactly.
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vs << " success = success && (" << testVal << " == " << expectedVal << ");\n";
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vs << " success = success && (" << testVal << " == " << expectedVal << ");\n";
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@ -321,35 +319,32 @@ class VertexFormatTest : public DawnTest {
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// TODO(shaobo.yan@intel.com) : a difference of 8 ULPs is allowed in this test
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// TODO(shaobo.yan@intel.com) : a difference of 8 ULPs is allowed in this test
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// because it is required on MacbookPro 11.5,AMD Radeon HD 8870M(on macOS 10.13.6),
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// because it is required on MacbookPro 11.5,AMD Radeon HD 8870M(on macOS 10.13.6),
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// but that it might be possible to tighten.
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// but that it might be possible to tighten.
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vs << " if (isnan(" << expectedVal << ")) {\n";
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vs << " if (isNan(" << expectedVal << ")) {\n";
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vs << " success = success && isnan(" << testVal << ");\n";
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vs << " success = success && isNan(" << testVal << ");\n";
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vs << " } else {\n";
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vs << " } else {\n";
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vs << " uint testValFloatToUint = floatBitsToUint(" << testVal << ");\n";
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vs << " const testValFloatToUint : u32 = bitcast<u32>(" << testVal << ");\n";
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vs << " uint expectedValFloatToUint = floatBitsToUint(" << expectedVal
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vs << " const expectedValFloatToUint : u32 = bitcast<u32>(" << expectedVal
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<< ");\n";
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<< ");\n";
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vs << " success = success && max(testValFloatToUint, "
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vs << " success = success && max(testValFloatToUint, "
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"expectedValFloatToUint)";
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"expectedValFloatToUint)";
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vs << " - min(testValFloatToUint, expectedValFloatToUint) < uint(8);\n";
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vs << " - min(testValFloatToUint, expectedValFloatToUint) < 8u;\n";
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vs << " }\n";
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vs << " }\n";
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}
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}
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}
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}
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vs << " if (success) {\n";
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vs << R"(
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vs << " color = vec4(0.0f, 1.0f, 0.0f, 1.0f);\n";
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if (success) {
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vs << " } else {\n";
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color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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vs << " color = vec4(1.0f, 0.0f, 0.0f, 1.0f);\n";
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} else {
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vs << " }\n";
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color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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vs << "}\n";
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}
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})";
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wgpu::ShaderModule vsModule =
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, vs.str().c_str());
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vs.str().c_str());
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<in> color : vec4<f32>;
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wgpu::ShaderModule fsModule =
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[[location(0)]] var<out> FragColor : vec4<f32>;
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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[[stage(fragment)]] fn main() -> void {
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#version 450
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FragColor = color;
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layout(location = 0) in vec4 color;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = color;
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})");
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})");
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uint32_t bytesPerComponents = BytesPerComponents(format);
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uint32_t bytesPerComponents = BytesPerComponents(format);
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void DoVertexFormatTest(wgpu::VertexFormat format,
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void DoVertexFormatTest(wgpu::VertexFormat format,
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std::vector<VertexType> vertex,
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std::vector<VertexType> vertex,
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std::vector<ExpectedType> expectedData) {
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std::vector<ExpectedType> expectedData) {
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// TODO(crbug.com/tint/402): Unimplemented min / max
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DAWN_SKIP_TEST_IF(
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(IsFloatFormat(format) || IsHalfFormat(format) || IsNormalizedFormat(format)) &&
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HasToggleEnabled("use_tint_generator"));
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wgpu::RenderPipeline pipeline = MakeTestPipeline(format, expectedData);
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wgpu::RenderPipeline pipeline = MakeTestPipeline(format, expectedData);
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wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(
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wgpu::Buffer vertexBuffer = utils::CreateBufferFromData(
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device, vertex.data(), vertex.size() * sizeof(VertexType), wgpu::BufferUsage::Vertex);
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device, vertex.data(), vertex.size() * sizeof(VertexType), wgpu::BufferUsage::Vertex);
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@ -756,6 +746,9 @@ TEST_P(VertexFormatTest, Float16x2) {
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// See http://crbug.com/dawn/259
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// See http://crbug.com/dawn/259
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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// Fails on NVIDIA's Vulkan drivers on CQ but passes locally.
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DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
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std::vector<uint16_t> vertexData =
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std::vector<uint16_t> vertexData =
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Float32ToFloat16(std::vector<float>({14.8f, -0.0f, 22.5f, 1.3f, +0.0f, -24.8f}));
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Float32ToFloat16(std::vector<float>({14.8f, -0.0f, 22.5f, 1.3f, +0.0f, -24.8f}));
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@ -767,6 +760,9 @@ TEST_P(VertexFormatTest, Float16x4) {
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// See http://crbug.com/dawn/259
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// See http://crbug.com/dawn/259
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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// Fails on NVIDIA's Vulkan drivers on CQ but passes locally.
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DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
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std::vector<uint16_t> vertexData = Float32ToFloat16(std::vector<float>(
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std::vector<uint16_t> vertexData = Float32ToFloat16(std::vector<float>(
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{+0.0f, -16.8f, 18.2f, -0.0f, 12.5f, 1.3f, 14.8f, -12.4f, 22.5f, -48.8f, 47.4f, -24.8f}));
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{+0.0f, -16.8f, 18.2f, -0.0f, 12.5f, 1.3f, 14.8f, -12.4f, 22.5f, -48.8f, 47.4f, -24.8f}));
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@ -792,6 +788,9 @@ TEST_P(VertexFormatTest, Float32x2) {
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// See http://crbug.com/dawn/259
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// See http://crbug.com/dawn/259
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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// Fails on NVIDIA's Vulkan drivers on CQ but passes locally.
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DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
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std::vector<float> vertexData = {18.23f, -0.0f, +0.0f, +1.0f, 1.3f, -1.0f};
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std::vector<float> vertexData = {18.23f, -0.0f, +0.0f, +1.0f, 1.3f, -1.0f};
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DoVertexFormatTest(wgpu::VertexFormat::Float32x2, vertexData, vertexData);
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DoVertexFormatTest(wgpu::VertexFormat::Float32x2, vertexData, vertexData);
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@ -802,6 +801,9 @@ TEST_P(VertexFormatTest, Float32x3) {
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// See http://crbug.com/dawn/259
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// See http://crbug.com/dawn/259
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
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// Fails on NVIDIA's Vulkan drivers on CQ but passes locally.
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DAWN_SKIP_TEST_IF(IsVulkan() && IsNvidia());
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std::vector<float> vertexData = {
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std::vector<float> vertexData = {
|
||||||
+0.0f, -1.0f, -0.0f, 1.0f, 1.3f, 99.45f, 23.6f, -81.2f, 55.0f,
|
+0.0f, -1.0f, -0.0f, 1.0f, 1.3f, 99.45f, 23.6f, -81.2f, 55.0f,
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in New Issue