-- v2: tests/hlsl: Add wave op tests.
From: Conor McCarthy cmccarthy@codeweavers.com
--- Makefile.am | 2 + tests/hlsl/wave-ops-float.shader_test | 433 ++++++++++++++++++++++++++ tests/hlsl/wave-ops-uint.shader_test | 267 ++++++++++++++++ 3 files changed, 702 insertions(+) create mode 100644 tests/hlsl/wave-ops-float.shader_test create mode 100644 tests/hlsl/wave-ops-uint.shader_test
diff --git a/Makefile.am b/Makefile.am index f823cbc85..28f076270 100644 --- a/Makefile.am +++ b/Makefile.am @@ -225,6 +225,8 @@ vkd3d_shader_tests = \ tests/hlsl/vector-indexing-uniform.shader_test \ tests/hlsl/vector-indexing.shader_test \ tests/hlsl/vertex-shader-ops.shader_test \ + tests/hlsl/wave-ops-float.shader_test \ + tests/hlsl/wave-ops-uint.shader_test \ tests/hlsl/writemask-assignop-0.shader_test \ tests/hlsl/writemask-assignop-1.shader_test \ tests/hlsl/writemask-assignop-2.shader_test \ diff --git a/tests/hlsl/wave-ops-float.shader_test b/tests/hlsl/wave-ops-float.shader_test new file mode 100644 index 000000000..32335df12 --- /dev/null +++ b/tests/hlsl/wave-ops-float.shader_test @@ -0,0 +1,433 @@ +[require] +shader model >= 6.0 + +[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] +todo 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] +todo 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] +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 f.wzyx; +} + +[test] +todo draw quad +probe rtv 0 (0, 0) rgba (1.0, 0.75, 0.5, 0.25) +probe rtv 0 (1, 0) rgba (0.75, 1.0, 0.25, 0.5) +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) diff --git a/tests/hlsl/wave-ops-uint.shader_test b/tests/hlsl/wave-ops-uint.shader_test new file mode 100644 index 000000000..60519ae38 --- /dev/null +++ b/tests/hlsl/wave-ops-uint.shader_test @@ -0,0 +1,267 @@ +[require] +shader model >= 6.0 + +[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] +todo 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) +{ + u1[id] = WaveGetLaneIndex(); +} + +[test] +todo 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] +todo 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) +{ + bool b = u0[id] == 8; + u1[id] = WaveActiveBallot(b).x; +} + +[test] +todo 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] +todo 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] +todo 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) +{ + bool b = u0[id] == 8; + u1[id] = WaveActiveCountBits(b); +} + +[test] +todo 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] +todo 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] +todo 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] +todo 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] +todo 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] +todo 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 uint4 u; + +RWBuffer<uint> u0; +RWBuffer<uint> u1; + + [numthreads(8, 1, 1)] +void main(uint id : SV_GroupIndex) +{ + uint table[] = {u.x, u.y, u.z, u.w}; + 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 3 9 +todo dispatch 8 1 1 +probe uav 1 (0) rui (59) +probe uav 1 (1) rui (59) +probe uav 1 (2) rui (59) +probe uav 1 (3) rui (59) +probe uav 1 (4) rui (59) +probe uav 1 (5) rui (59) +probe uav 1 (6) rui (59) +probe uav 1 (7) rui (59)