dawn-cmake/src/tests/end2end/ShaderFloat16Tests.cpp
Brandon Jones 0d50a2c770 ComputePipelineDescriptor.computeStage->compute
Deprecates the computeStage member of the descriptor in favor of compute
as described by the spec. In order to support both variants without
breaking backwards compatibility some code had to be manually added to
the wire client to copy from the deprecated member to the new one and
visa versa.

Change-Id: I9d5c2fc9c446c927c5792c9af9ed56c90060b65b
Bug: dawn:800
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/53884
Commit-Queue: Brandon Jones <bajones@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2021-06-09 18:07:32 +00:00

181 lines
7.1 KiB
C++

// Copyright 2020 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "common/Math.h"
#include "tests/DawnTest.h"
#include "utils/WGPUHelpers.h"
class ShaderFloat16Tests : public DawnTest {
protected:
std::vector<const char*> GetRequiredExtensions() override {
mIsShaderFloat16Supported = SupportsExtensions({"shader_float16"});
if (!mIsShaderFloat16Supported) {
return {};
}
return {"shader_float16"};
}
bool IsShaderFloat16Supported() const {
return mIsShaderFloat16Supported;
}
bool mIsShaderFloat16Supported = false;
};
// Test basic 16bit float arithmetic and 16bit storage features.
TEST_P(ShaderFloat16Tests, Basic16BitFloatFeaturesTest) {
DAWN_TEST_UNSUPPORTED_IF(!IsShaderFloat16Supported());
DAWN_SUPPRESS_TEST_IF(IsD3D12() && IsIntel()); // Flaky crashes. crbug.com/dawn/586
// TODO(crbug.com/tint/404): Implement float16 in Tint.
DAWN_TEST_UNSUPPORTED_IF(HasToggleEnabled("use_tint_generator"));
uint16_t uniformData[] = {Float32ToFloat16(1.23), Float32ToFloat16(0.0)}; // 0.0 is a padding.
wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(
device, &uniformData, sizeof(uniformData), wgpu::BufferUsage::Uniform);
uint16_t bufferInData[] = {Float32ToFloat16(2.34), Float32ToFloat16(0.0)}; // 0.0 is a padding.
wgpu::Buffer bufferIn = utils::CreateBufferFromData(device, &bufferInData, sizeof(bufferInData),
wgpu::BufferUsage::Storage);
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = 2 * sizeof(uint16_t);
bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc;
wgpu::Buffer bufferOut = device.CreateBuffer(&bufferDesc);
// SPIR-V ASM produced by glslang for the following fragment shader:
//
// #version 450
// #extension GL_AMD_gpu_shader_half_float : require
//
// struct S {
// float16_t f;
// float16_t padding;
// };
// layout(std140, set = 0, binding = 0) uniform uniformBuf { S c; };
// layout(std140, set = 0, binding = 1) readonly buffer bufA { S a; };
// layout(std140, set = 0, binding = 2) buffer bufB { S b; };
//
// void main() {
// b.f = a.f + c.f;
// }
wgpu::ShaderModule module = utils::CreateShaderModuleFromASM(device, R"(
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 10
; Bound: 26
; Schema: 0
OpCapability Shader
OpCapability Float16
OpCapability StorageBuffer16BitAccess
OpCapability UniformAndStorageBuffer16BitAccess
OpExtension "SPV_KHR_16bit_storage"
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint GLCompute %main "main"
OpExecutionMode %main LocalSize 1 1 1
OpSource GLSL 450
OpSourceExtension "GL_AMD_gpu_shader_half_float"
OpName %main "main"
OpName %S "S"
OpMemberName %S 0 "f"
OpMemberName %S 1 "padding"
OpName %bufB "bufB"
OpMemberName %bufB 0 "b"
OpName %_ ""
OpName %bufA "bufA"
OpMemberName %bufA 0 "a"
OpName %__0 ""
OpName %uniformBuf "uniformBuf"
OpMemberName %uniformBuf 0 "c"
OpName %__1 ""
OpMemberDecorate %S 0 Offset 0
OpMemberDecorate %S 1 Offset 2
OpMemberDecorate %bufB 0 Offset 0
OpDecorate %bufB BufferBlock
OpDecorate %_ DescriptorSet 0
OpDecorate %_ Binding 2
OpMemberDecorate %bufA 0 NonWritable
OpMemberDecorate %bufA 0 Offset 0
OpDecorate %bufA BufferBlock
OpDecorate %__0 DescriptorSet 0
OpDecorate %__0 Binding 1
OpMemberDecorate %uniformBuf 0 Offset 0
OpDecorate %uniformBuf Block
OpDecorate %__1 DescriptorSet 0
OpDecorate %__1 Binding 0
%void = OpTypeVoid
%3 = OpTypeFunction %void
%half = OpTypeFloat 16
%S = OpTypeStruct %half %half
%bufB = OpTypeStruct %S
%_ptr_Uniform_bufB = OpTypePointer Uniform %bufB
%_ = OpVariable %_ptr_Uniform_bufB Uniform
%int = OpTypeInt 32 1
%int_0 = OpConstant %int 0
%bufA = OpTypeStruct %S
%_ptr_Uniform_bufA = OpTypePointer Uniform %bufA
%__0 = OpVariable %_ptr_Uniform_bufA Uniform
%_ptr_Uniform_half = OpTypePointer Uniform %half
%uniformBuf = OpTypeStruct %S
%_ptr_Uniform_uniformBuf = OpTypePointer Uniform %uniformBuf
%__1 = OpVariable %_ptr_Uniform_uniformBuf Uniform
%main = OpFunction %void None %3
%5 = OpLabel
%17 = OpAccessChain %_ptr_Uniform_half %__0 %int_0 %int_0
%18 = OpLoad %half %17
%22 = OpAccessChain %_ptr_Uniform_half %__1 %int_0 %int_0
%23 = OpLoad %half %22
%24 = OpFAdd %half %18 %23
%25 = OpAccessChain %_ptr_Uniform_half %_ %int_0 %int_0
OpStore %25 %24
OpReturn
OpFunctionEnd
)");
wgpu::ComputePipelineDescriptor csDesc;
csDesc.compute.module = module;
csDesc.compute.entryPoint = "main";
wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&csDesc);
wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
{
{0, uniformBuffer, 0, sizeof(uniformData)},
{1, bufferIn, 0, sizeof(bufferInData)},
{2, bufferOut},
});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.Dispatch(1);
pass.EndPass();
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
uint16_t expected[] = {Float32ToFloat16(3.57), Float32ToFloat16(0.0)}; // 0.0 is a padding.
EXPECT_BUFFER_U16_RANGE_EQ(expected, bufferOut, 0, 2);
}
DAWN_INSTANTIATE_TEST(ShaderFloat16Tests,
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),
OpenGLESBackend(),
VulkanBackend());