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Some of these are skipped by lack of optional feature support, but at least this brings them on the radar by increasing the skip counts for the GL backends. Bug: dawn:580 Change-Id: I3439f41584e70dd51f6d0f7826ef9da7c046020e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/41401 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
120 lines
4.5 KiB
C++
120 lines
4.5 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_SKIP_TEST_IF(!IsShaderFloat16Supported());
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DAWN_SKIP_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_SKIP_TEST_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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// TODO(xinghua.cao@intel.com): the zero for padding is required now. No need to
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// createBufferFromData once buffer lazy-zero-init is done.
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uint16_t bufferOutData[] = {Float32ToFloat16(0.0), Float32ToFloat16(0.0)};
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wgpu::Buffer bufferOut =
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utils::CreateBufferFromData(device, &bufferOutData, sizeof(bufferOutData),
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wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc);
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wgpu::ShaderModule module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
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#version 450
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#extension GL_AMD_gpu_shader_half_float : require
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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 {
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S c;
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};
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layout(std140, set = 0, binding = 1) readonly buffer bufA {
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S a;
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} ;
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layout(std140, set = 0, binding = 2) buffer bufB {
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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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)");
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wgpu::ComputePipelineDescriptor csDesc;
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csDesc.computeStage.module = module;
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csDesc.computeStage.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, 0, sizeof(bufferOutData)},
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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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