vkd3d/tests/hlsl/wave-ops-float.shader_test

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2024-04-15 21:30:12 -07:00
[require]
shader model >= 6.0
wave ops
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[uav 0]
format r32g32b32a32 float
size (buffer, 4)
3.5 1.0 4.0 2.5
3.5 1.0 4.0 2.5
3.5 1.5 4.0 2.5
3.5 1.0 4.5 2.5
[uav 1]
format r32g32b32a32 uint
size (buffer, 8)
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
[compute shader]
RWBuffer<float4> u0;
RWBuffer<uint4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool4 b = WaveActiveAllEqual(u0[id]);
u1[id] = uint4(b.x, b.y, b.z, b.w);
}
[test]
dispatch 4 1 1
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probe uav 1 (0) rgbaui (1, 0, 0, 1)
probe uav 1 (1) rgbaui (1, 0, 0, 1)
probe uav 1 (2) rgbaui (1, 0, 0, 1)
probe uav 1 (3) rgbaui (1, 0, 0, 1)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<uint4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool any = u0[id].y == 1.5f;
bool all = u0[id].x == 3.5f;
bool none = u0[id].z == 3.0f;
u1[id] = uint4(WaveActiveAnyTrue(any), WaveActiveAnyTrue(all), WaveActiveAnyTrue(none), 0);
u1[4 + id] = uint4(WaveActiveAllTrue(any), WaveActiveAllTrue(all), WaveActiveAllTrue(none), 0);
}
[test]
dispatch 4 1 1
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probe uav 1 (0) rgbaui (1, 1, 0, 0)
probe uav 1 (1) rgbaui (1, 1, 0, 0)
probe uav 1 (2) rgbaui (1, 1, 0, 0)
probe uav 1 (3) rgbaui (1, 1, 0, 0)
probe uav 1 (4) rgbaui (0, 1, 0, 0)
probe uav 1 (5) rgbaui (0, 1, 0, 0)
probe uav 1 (6) rgbaui (0, 1, 0, 0)
probe uav 1 (7) rgbaui (0, 1, 0, 0)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<uint4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool b = u0[id].y < 1.5;
u1[id] = WaveActiveBallot(b);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgbaui (0xb, 0, 0, 0)
[uav 1]
format r32g32b32a32 float
size (buffer, 8)
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
float4 f = u0[id] + u0[id ^ 1];
u1[id] = WaveReadLaneFirst(f);
u1[4 + id] = WaveReadLaneAt(f, 3);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (7.0, 2.0, 8.0, 5.0)
probe uav 1 (1) rgba (7.0, 2.0, 8.0, 5.0)
probe uav 1 (2) rgba (7.0, 2.0, 8.0, 5.0)
probe uav 1 (3) rgba (7.0, 2.0, 8.0, 5.0)
probe uav 1 (4) rgba (7.0, 2.5, 8.5, 5.0)
probe uav 1 (5) rgba (7.0, 2.5, 8.5, 5.0)
probe uav 1 (6) rgba (7.0, 2.5, 8.5, 5.0)
probe uav 1 (7) rgba (7.0, 2.5, 8.5, 5.0)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveSum(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (14.0, 4.5, 16.5, 10.0)
probe uav 1 (1) rgba (14.0, 4.5, 16.5, 10.0)
probe uav 1 (2) rgba (14.0, 4.5, 16.5, 10.0)
probe uav 1 (3) rgba (14.0, 4.5, 16.5, 10.0)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveProduct(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (150.0625, 1.5, 288.0, 39.0625)
probe uav 1 (1) rgba (150.0625, 1.5, 288.0, 39.0625)
probe uav 1 (2) rgba (150.0625, 1.5, 288.0, 39.0625)
probe uav 1 (3) rgba (150.0625, 1.5, 288.0, 39.0625)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveMin(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (3.5, 1.0, 4.0, 2.5)
probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5)
probe uav 1 (2) rgba (3.5, 1.0, 4.0, 2.5)
probe uav 1 (3) rgba (3.5, 1.0, 4.0, 2.5)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveMax(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (3.5, 1.5, 4.5, 2.5)
probe uav 1 (1) rgba (3.5, 1.5, 4.5, 2.5)
probe uav 1 (2) rgba (3.5, 1.5, 4.5, 2.5)
probe uav 1 (3) rgba (3.5, 1.5, 4.5, 2.5)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WavePrefixSum(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (0.0, 0.0, 0.0, 0.0)
probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5)
probe uav 1 (2) rgba (7.0, 2.0, 8.0, 5.0)
probe uav 1 (3) rgba (10.5, 3.5, 12.0, 7.5)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WavePrefixProduct(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (1.0, 1.0, 1.0, 1.0)
probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5)
probe uav 1 (2) rgba (12.25, 1.0, 16.0, 6.25)
probe uav 1 (3) rgba (42.875, 1.5, 64.0, 15.625)
[uav 0]
format r32g32b32a32 float
size (buffer, 4)
0.25 0.50 0.75 1.00
0.50 0.25 1.00 0.75
0.75 1.00 0.50 0.25
1.00 0.75 0.25 0.50
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
u1[i] = QuadReadAcrossX(f);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
// Constant lane id.
u1[i] = QuadReadLaneAt(f, 2);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (2) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
u1[i] = QuadReadAcrossX(f);
return f;
}
[test]
todo draw quad
probe rtv 0 (0, 0) rgba (0.25, 0.5, 0.75, 1.0)
probe rtv 0 (1, 0) rgba (0.5, 0.25, 1.0, 0.75)
probe rtv 0 (0, 1) rgba (0.75, 1.0, 0.5, 0.25)
probe rtv 0 (1, 1) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
u1[i] = QuadReadAcrossY(f);
return f;
}
[test]
todo draw quad
probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (1) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (2) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
u1[i] = QuadReadAcrossDiagonal(f);
return f;
}
[test]
todo draw quad
probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0)
% Values in helper lanes are undefined for all wave ops except the quad ops.
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
if (i >= 2)
discard;
float4 f = u0[i];
u1[i] = QuadReadAcrossDiagonal(f);
return float4(1.0, 0.0, 0.0, 1.0);
}
[test]
todo draw quad
probe rtv 0 (0, 0) rgba (1.0, 0.0, 0.0, 1.0)
probe rtv 0 (1, 0) rgba (1.0, 0.0, 0.0, 1.0)
probe rtv 0 (0, 1) rgba (0.75, 1.0, 0.5, 0.25)
probe rtv 0 (1, 1) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0)
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
// Constant lane id.
u1[i] = QuadReadLaneAt(f, 1);
return f;
}
[test]
todo draw quad
probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)
[pixel shader]
uniform uint id;
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
// Uniform lane id.
u1[i] = QuadReadLaneAt(f, id);
return f;
}
[test]
uniform 0 uint 0
todo draw quad
probe uav 1 (0) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (2) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0)
uniform 0 uint 1
todo draw quad
probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)
uniform 0 uint 2
todo draw quad
probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (2) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
uniform 0 uint 3
todo draw quad
probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (1) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (3) rgba (1.0, 0.75, 0.25, 0.5)
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
if (!i)
discard;
float4 f = u0[i];
// Lane 1 is the first active.
u1[i] = WaveReadLaneFirst(f);
return float4(1.0, 0.0, 0.0, 1.0);
}
[test]
todo draw quad
probe rtv 0 (0, 0) rgba (0.25, 0.5, 0.75, 1.0)
probe rtv 0 (1, 0) rgba (1.0, 0.0, 0.0, 1.0)
probe rtv 0 (0, 1) rgba (1.0, 0.0, 0.0, 1.0)
probe rtv 0 (1, 1) rgba (1.0, 0.0, 0.0, 1.0)
probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)