dawn-cmake/src/tests/end2end/ShaderFloat16Tests.cpp
Stephen White e9f42997b2 Enable more tests on OpenGL and OpenGL ES backends.
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>
2021-02-11 13:09:14 +00:00

120 lines
4.5 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_SKIP_TEST_IF(!IsShaderFloat16Supported());
DAWN_SKIP_TEST_IF(IsD3D12() && IsIntel()); // Flaky crashes. crbug.com/dawn/586
// TODO(crbug.com/tint/404): Implement float16 in Tint.
DAWN_SKIP_TEST_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);
// TODO(xinghua.cao@intel.com): the zero for padding is required now. No need to
// createBufferFromData once buffer lazy-zero-init is done.
uint16_t bufferOutData[] = {Float32ToFloat16(0.0), Float32ToFloat16(0.0)};
wgpu::Buffer bufferOut =
utils::CreateBufferFromData(device, &bufferOutData, sizeof(bufferOutData),
wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc);
wgpu::ShaderModule module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
#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::ComputePipelineDescriptor csDesc;
csDesc.computeStage.module = module;
csDesc.computeStage.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, 0, sizeof(bufferOutData)},
});
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());