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