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

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[require]
shader model >= 6.0
wave ops
format r32g32b32a32-float uav-load
format r32g32b32a32-uint uav-load
[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
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
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
clear rtv 0 0.25 0.5 0.75 1.0
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)