vkd3d/tests/hlsl/wave-ops-uint.shader_test
Francisco Casas b701f8d393 tests/shader_runner: Explicitly require UAV load support.
The used UAV formats are explicitly added in the [require] section of
every test that uses them.

Some of these tests were failing on Intel UHD graphics 770 because of
missing support for additional UAV load types, explicitly requiring
these formats allows these tests to be skipped.
2024-08-22 16:22:18 +02:00

327 lines
5.1 KiB
Plaintext

[require]
shader model >= 6.0
wave ops
format r32-uint uav-load
[uav 0]
format r32-uint
size (buffer, 4)
8 15 8 10
[uav 1]
format r32-uint
size (buffer, 8)
0 0 0 0 0 0 0 0
[compute shader]
RWBuffer<uint> u1 : register(u1);
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveIsFirstLane();
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (1)
probe uav 1 (1) rui (0)
probe uav 1 (2) rui (0)
probe uav 1 (3) rui (0)
[compute shader]
RWBuffer<uint> u1 : register(u1);
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
if (!id)
{
u1[0] = 0;
return;
}
u1[id] = WaveIsFirstLane();
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (0)
probe uav 1 (1) rui (1)
probe uav 1 (2) rui (0)
probe uav 1 (3) rui (0)
[compute shader]
RWBuffer<uint> u1 : register(u1);
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveGetLaneIndex();
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (0)
probe uav 1 (1) rui (1)
probe uav 1 (2) rui (2)
probe uav 1 (3) rui (3)
[compute shader]
RWBuffer<uint> u1 : register(u1);
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
// Between 4 and 128, and includes inactive and/or helper lanes.
uint count = WaveGetLaneCount();
u1[id] = count >= 4 && count <= 128;
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (1)
probe uav 1 (1) rui (1)
probe uav 1 (2) rui (1)
probe uav 1 (3) rui (1)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint i = (id & 1) ? -u0[id] : u0[id];
u1[id] = WaveActiveMin(i);
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (8)
probe uav 1 (1) rui (8)
probe uav 1 (2) rui (8)
probe uav 1 (3) rui (8)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool b = u0[id] == 8;
u1[id] = WaveActiveBallot(b).x;
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (5)
probe uav 1 (1) rui (5)
probe uav 1 (2) rui (5)
probe uav 1 (3) rui (5)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint i = u0[id] + u0[id ^ 1];
u1[id] = WaveReadLaneFirst(i);
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (23)
probe uav 1 (1) rui (23)
probe uav 1 (2) rui (23)
probe uav 1 (3) rui (23)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint i = u0[id] + u0[id ^ 1];
u1[id] = WaveReadLaneAt(i, 3);
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (18)
probe uav 1 (1) rui (18)
probe uav 1 (2) rui (18)
probe uav 1 (3) rui (18)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint i = u0[id] + u0[id ^ 1];
// Non-uniform lane index
u1[id] = WaveReadLaneAt(i, (id + 2) & 3);
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (18)
probe uav 1 (1) rui (18)
probe uav 1 (2) rui (23)
probe uav 1 (3) rui (23)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool b = u0[id] == 8;
u1[id] = WaveActiveCountBits(b);
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (2)
probe uav 1 (1) rui (2)
probe uav 1 (2) rui (2)
probe uav 1 (3) rui (2)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool b = u0[id] == 8;
u1[id] = WavePrefixCountBits(b);
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (0)
probe uav 1 (1) rui (1)
probe uav 1 (2) rui (1)
probe uav 1 (3) rui (2)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveSum(u0[id]);
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (41)
probe uav 1 (1) rui (41)
probe uav 1 (2) rui (41)
probe uav 1 (3) rui (41)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveBitAnd(u0[id]);
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (8)
probe uav 1 (1) rui (8)
probe uav 1 (2) rui (8)
probe uav 1 (3) rui (8)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveBitOr(u0[id]);
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (15)
probe uav 1 (1) rui (15)
probe uav 1 (2) rui (15)
probe uav 1 (3) rui (15)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveBitXor(u0[id]);
}
[test]
dispatch 4 1 1
probe uav 1 (0) rui (5)
probe uav 1 (1) rui (5)
probe uav 1 (2) rui (5)
probe uav 1 (3) rui (5)
[compute shader]
uniform uint2 u;
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint table[] = {u.x, u.y};
uint i;
// Value depends on control flow.
if (id & 1)
i = table[id / 2u];
else
i = u0[id / 2u];
u1[id] = WaveActiveSum(i);
}
[test]
uniform 0 uint4 1 5 0 0
dispatch 4 1 1
probe uav 1 (0) rui (29)
probe uav 1 (1) rui (29)
probe uav 1 (2) rui (29)
probe uav 1 (3) rui (29)