| // Copyright 2022 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #include <vector> |
| |
| #include "dawn/tests/DawnTest.h" |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/utils/WGPUHelpers.h" |
| |
| namespace dawn { |
| namespace { |
| |
| constexpr uint32_t kRTSize = 16; |
| constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm; |
| |
| using RequireShaderF16Feature = bool; |
| DAWN_TEST_PARAM_STRUCT(ShaderF16TestsParams, RequireShaderF16Feature); |
| |
| class ShaderF16Tests : public DawnTestWithParams<ShaderF16TestsParams> { |
| public: |
| wgpu::Texture CreateDefault2DTexture() { |
| wgpu::TextureDescriptor descriptor; |
| descriptor.dimension = wgpu::TextureDimension::e2D; |
| descriptor.size.width = kRTSize; |
| descriptor.size.height = kRTSize; |
| descriptor.size.depthOrArrayLayers = 1; |
| descriptor.sampleCount = 1; |
| descriptor.format = kFormat; |
| descriptor.mipLevelCount = 1; |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| return device.CreateTexture(&descriptor); |
| } |
| |
| protected: |
| std::vector<wgpu::FeatureName> GetRequiredFeatures() override { |
| mIsShaderF16SupportedOnAdapter = SupportsFeatures({wgpu::FeatureName::ShaderF16}); |
| if (!mIsShaderF16SupportedOnAdapter) { |
| return {}; |
| } |
| |
| if (!IsD3D12()) { |
| mUseDxcEnabledOrNonD3D12 = true; |
| } else { |
| for (auto* enabledToggle : GetParam().forceEnabledWorkarounds) { |
| if (strncmp(enabledToggle, "use_dxc", 7) == 0) { |
| mUseDxcEnabledOrNonD3D12 = true; |
| break; |
| } |
| } |
| } |
| |
| if (GetParam().mRequireShaderF16Feature && mUseDxcEnabledOrNonD3D12) { |
| return {wgpu::FeatureName::ShaderF16}; |
| } |
| |
| return {}; |
| } |
| |
| bool IsShaderF16SupportedOnAdapter() const { return mIsShaderF16SupportedOnAdapter; } |
| bool UseDxcEnabledOrNonD3D12() const { return mUseDxcEnabledOrNonD3D12; } |
| |
| private: |
| bool mIsShaderF16SupportedOnAdapter = false; |
| bool mUseDxcEnabledOrNonD3D12 = false; |
| }; |
| |
| // Test simple f16 arithmetic within shader with enable directive. The result should be as expect if |
| // device enable f16 extension, otherwise a shader creation error should be caught. |
| TEST_P(ShaderF16Tests, BasicShaderF16FeaturesTest) { |
| const char* computeShader = R"( |
| enable f16; |
| |
| struct Buf { |
| v : f32, |
| } |
| @group(0) @binding(0) var<storage, read_write> buf : Buf; |
| |
| @compute @workgroup_size(1) |
| fn CSMain() { |
| let a : f16 = f16(buf.v) + 1.0h; |
| buf.v = f32(a); |
| } |
| )"; |
| |
| const bool shouldShaderF16FeatureSupportedByDevice = |
| // Required when creating device |
| GetParam().mRequireShaderF16Feature && |
| // Adapter support the feature |
| IsShaderF16SupportedOnAdapter() && |
| // Proper toggle, use_dxc if d3d12 |
| UseDxcEnabledOrNonD3D12(); |
| const bool deviceSupportShaderF16Feature = device.HasFeature(wgpu::FeatureName::ShaderF16); |
| EXPECT_EQ(deviceSupportShaderF16Feature, shouldShaderF16FeatureSupportedByDevice); |
| |
| if (!deviceSupportShaderF16Feature) { |
| ASSERT_DEVICE_ERROR(utils::CreateShaderModule(device, computeShader)); |
| return; |
| } |
| |
| wgpu::BufferDescriptor bufferDesc; |
| bufferDesc.size = 4u; |
| bufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc; |
| wgpu::Buffer bufferOut = device.CreateBuffer(&bufferDesc); |
| |
| wgpu::ComputePipelineDescriptor csDesc; |
| csDesc.compute.module = utils::CreateShaderModule(device, computeShader); |
| wgpu::ComputePipeline pipeline = device.CreateComputePipeline(&csDesc); |
| |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0), |
| { |
| {0, bufferOut}, |
| }); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| wgpu::ComputePassEncoder pass = encoder.BeginComputePass(); |
| pass.SetPipeline(pipeline); |
| pass.SetBindGroup(0, bindGroup); |
| pass.DispatchWorkgroups(1); |
| pass.End(); |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| uint32_t expected[] = {0x3f800000}; // 1.0f |
| EXPECT_BUFFER_U32_RANGE_EQ(expected, bufferOut, 0, 1); |
| } |
| |
| // Test that fragment shader use f16 vector type as render target output. |
| TEST_P(ShaderF16Tests, RenderPipelineIOF16_RenderTarget) { |
| // Skip if device don't support f16 extension. |
| DAWN_TEST_UNSUPPORTED_IF(!device.HasFeature(wgpu::FeatureName::ShaderF16)); |
| |
| const char* shader = R"( |
| enable f16; |
| |
| @vertex |
| fn VSMain(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4f { |
| var pos = array( |
| vec2f(-1.0, 1.0), |
| vec2f( 1.0, -1.0), |
| vec2f(-1.0, -1.0)); |
| |
| return vec4f(pos[VertexIndex], 0.0, 1.0); |
| } |
| |
| @fragment |
| fn FSMain() -> @location(0) vec4<f16> { |
| // Paint it blue |
| return vec4<f16>(0.0, 0.0, 1.0, 1.0); |
| })"; |
| |
| wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, shader); |
| |
| // Create render pipeline. |
| wgpu::RenderPipeline pipeline; |
| { |
| utils::ComboRenderPipelineDescriptor descriptor; |
| |
| descriptor.vertex.module = shaderModule; |
| |
| descriptor.cFragment.module = shaderModule; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList; |
| descriptor.cTargets[0].format = kFormat; |
| |
| pipeline = device.CreateRenderPipeline(&descriptor); |
| } |
| |
| wgpu::Texture renderTarget = CreateDefault2DTexture(); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| { |
| // In the render pass we clear renderTarget to red and draw a blue triangle in the |
| // bottom left of renderTarget1. |
| utils::ComboRenderPassDescriptor renderPass({renderTarget.CreateView()}); |
| renderPass.cColorAttachments[0].clearValue = {1.0f, 0.0f, 0.0f, 1.0f}; |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline); |
| pass.Draw(3); |
| pass.End(); |
| } |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| // Validate that bottom left of render target is drawed to blue while upper right is still red |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kBlue, renderTarget, 1, kRTSize - 1); |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kRed, renderTarget, kRTSize - 1, 1); |
| } |
| |
| // Test using f16 types as vertex shader (user-defined) output and fragment shader |
| // (user-defined) input. |
| TEST_P(ShaderF16Tests, RenderPipelineIOF16_InterstageVariable) { |
| // Skip if device don't support f16 extension. |
| DAWN_TEST_UNSUPPORTED_IF(!device.HasFeature(wgpu::FeatureName::ShaderF16)); |
| |
| const char* shader = R"( |
| enable f16; |
| |
| struct VSOutput{ |
| @builtin(position) |
| pos: vec4f, |
| @location(3) |
| color_vsout: vec4<f16>, |
| } |
| |
| @vertex |
| fn VSMain(@builtin(vertex_index) VertexIndex : u32) -> VSOutput { |
| var pos = array( |
| vec2f(-1.0, 1.0), |
| vec2f( 1.0, -1.0), |
| vec2f(-1.0, -1.0)); |
| |
| // Blue |
| var color = vec4<f16>(0.0h, 0.0h, 1.0h, 1.0h); |
| |
| var result: VSOutput; |
| result.pos = vec4f(pos[VertexIndex], 0.0, 1.0); |
| result.color_vsout = color; |
| |
| return result; |
| } |
| |
| struct FSInput{ |
| @location(3) |
| color_fsin: vec4<f16>, |
| } |
| |
| @fragment |
| fn FSMain(fsInput: FSInput) -> @location(0) vec4f { |
| // Paint it with given color |
| return vec4f(fsInput.color_fsin); |
| })"; |
| |
| wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, shader); |
| |
| // Create render pipeline. |
| wgpu::RenderPipeline pipeline; |
| { |
| utils::ComboRenderPipelineDescriptor descriptor; |
| |
| descriptor.vertex.module = shaderModule; |
| |
| descriptor.cFragment.module = shaderModule; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::TriangleList; |
| descriptor.cTargets[0].format = kFormat; |
| |
| pipeline = device.CreateRenderPipeline(&descriptor); |
| } |
| |
| wgpu::Texture renderTarget = CreateDefault2DTexture(); |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| { |
| // In the first render pass we clear renderTarget1 to red and draw a blue triangle in the |
| // bottom left of renderTarget1. |
| utils::ComboRenderPassDescriptor renderPass({renderTarget.CreateView()}); |
| renderPass.cColorAttachments[0].clearValue = {1.0f, 0.0f, 0.0f, 1.0f}; |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline); |
| pass.Draw(3); |
| pass.End(); |
| } |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| // Validate that bottom left of render target is drawed to blue while upper right is still red |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kBlue, renderTarget, 1, kRTSize - 1); |
| EXPECT_PIXEL_RGBA8_EQ(utils::RGBA8::kRed, renderTarget, kRTSize - 1, 1); |
| } |
| |
| // Test using f16 types as vertex shader user-defined input (vertex attributes), draw points of |
| // different color given as vertex attributes. |
| TEST_P(ShaderF16Tests, RenderPipelineIOF16_VertexAttribute) { |
| // Skip if device don't support f16 extension. |
| DAWN_TEST_UNSUPPORTED_IF(!device.HasFeature(wgpu::FeatureName::ShaderF16)); |
| |
| const char* shader = R"( |
| enable f16; |
| |
| struct VSInput { |
| // position / 2.0 |
| @location(0) pos_half : vec2<f16>, |
| // color / 4.0 |
| @location(1) color_quarter : vec4<f16>, |
| } |
| |
| struct VSOutput { |
| @builtin(position) pos : vec4f, |
| @location(0) color : vec4f, |
| } |
| |
| @vertex |
| fn VSMain(in: VSInput) -> VSOutput { |
| return VSOutput(vec4f(vec2f(in.pos_half * 2.0h), 0.0, 1.0), vec4f(in.color_quarter * 4.0h)); |
| } |
| |
| @fragment |
| fn FSMain(@location(0) color : vec4f) -> @location(0) vec4f { |
| return color; |
| })"; |
| |
| wgpu::ShaderModule shaderModule = utils::CreateShaderModule(device, shader); |
| |
| constexpr uint32_t kPointCount = 8; |
| |
| // Position (divided by 2.0) for points on horizontal line |
| std::vector<float> positionData; |
| constexpr float xStep = 2.0 / kPointCount; |
| constexpr float xBias = -1.0 + xStep / 2.0f; |
| for (uint32_t i = 0; i < kPointCount; i++) { |
| // X position, divided by 2.0 |
| positionData.push_back((xBias + xStep * i) / 2.0f); |
| // Y position (0.0f) divided by 2.0 |
| positionData.push_back(0.0f); |
| } |
| |
| // Expected color for each point |
| using RGBA8 = utils::RGBA8; |
| std::vector<RGBA8> colors = { |
| RGBA8::kBlack, |
| RGBA8::kRed, |
| RGBA8::kGreen, |
| RGBA8::kBlue, |
| RGBA8::kYellow, |
| RGBA8::kWhite, |
| RGBA8(96, 192, 176, 255), |
| RGBA8(184, 108, 184, 255), |
| }; |
| |
| DAWN_ASSERT(colors.size() == kPointCount); |
| // Color (divided by 4.0) for each point |
| std::vector<float> colorData; |
| for (RGBA8& color : colors) { |
| colorData.push_back(color.r / 255.0 / 4.0); |
| colorData.push_back(color.g / 255.0 / 4.0); |
| colorData.push_back(color.b / 255.0 / 4.0); |
| colorData.push_back(color.a / 255.0 / 4.0); |
| } |
| |
| // Store the data as float32x2 and float32x4 in vertex buffer, which should be convert to |
| // corresponding WGSL type vec2<f16> and vec4<f16> by driver. |
| // Buffer for pos_half |
| wgpu::Buffer vertexBufferPos = utils::CreateBufferFromData( |
| device, positionData.data(), 2 * kPointCount * sizeof(float), wgpu::BufferUsage::Vertex); |
| // Buffer for color_quarter |
| wgpu::Buffer vertexBufferColor = utils::CreateBufferFromData( |
| device, colorData.data(), 4 * kPointCount * sizeof(float), wgpu::BufferUsage::Vertex); |
| |
| // Create render pipeline. |
| wgpu::RenderPipeline pipeline; |
| { |
| utils::ComboRenderPipelineDescriptor descriptor; |
| |
| descriptor.vertex.module = shaderModule; |
| descriptor.vertex.bufferCount = 2; |
| // Interprete the vertex buffer data as Float32x2 and Float32x4, and the result should be |
| // converted to vec2<f16> and vec4<f16> |
| descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x2; |
| descriptor.cAttributes[0].offset = 0; |
| descriptor.cAttributes[0].shaderLocation = 0; |
| descriptor.cBuffers[0].stepMode = wgpu::VertexStepMode::Vertex; |
| descriptor.cBuffers[0].arrayStride = 8; |
| descriptor.cBuffers[0].attributeCount = 1; |
| descriptor.cBuffers[0].attributes = &descriptor.cAttributes[0]; |
| descriptor.cAttributes[1].format = wgpu::VertexFormat::Float32x4; |
| descriptor.cAttributes[1].offset = 0; |
| descriptor.cAttributes[1].shaderLocation = 1; |
| descriptor.cBuffers[1].stepMode = wgpu::VertexStepMode::Vertex; |
| descriptor.cBuffers[1].arrayStride = 16; |
| descriptor.cBuffers[1].attributeCount = 1; |
| descriptor.cBuffers[1].attributes = &descriptor.cAttributes[1]; |
| |
| descriptor.cFragment.module = shaderModule; |
| descriptor.primitive.topology = wgpu::PrimitiveTopology::PointList; |
| descriptor.cTargets[0].format = kFormat; |
| |
| pipeline = device.CreateRenderPipeline(&descriptor); |
| } |
| |
| // Create a render target of horizontal line |
| wgpu::Texture renderTarget; |
| { |
| wgpu::TextureDescriptor descriptor; |
| descriptor.dimension = wgpu::TextureDimension::e2D; |
| descriptor.size.width = kPointCount; |
| descriptor.size.height = 1; |
| descriptor.size.depthOrArrayLayers = 1; |
| descriptor.sampleCount = 1; |
| descriptor.format = kFormat; |
| descriptor.mipLevelCount = 1; |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc; |
| renderTarget = device.CreateTexture(&descriptor); |
| } |
| |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| |
| { |
| // Clear renderTarget to zero and draw points. |
| utils::ComboRenderPassDescriptor renderPass({renderTarget.CreateView()}); |
| renderPass.cColorAttachments[0].clearValue = {0.0f, 0.0f, 0.0f, 0.0f}; |
| |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline); |
| pass.SetVertexBuffer(0, vertexBufferPos); |
| pass.SetVertexBuffer(1, vertexBufferColor); |
| pass.Draw(kPointCount); |
| pass.End(); |
| } |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| // Validate the color of each point |
| for (uint32_t i = 0; i < kPointCount; i++) { |
| EXPECT_PIXEL_RGBA8_EQ(colors[i], renderTarget, i, 0); |
| } |
| } |
| |
| // DawnTestBase::CreateDeviceImpl always enables allow_unsafe_apis toggle. |
| DAWN_INSTANTIATE_TEST_P(ShaderF16Tests, |
| { |
| D3D11Backend(), |
| D3D12Backend(), |
| D3D12Backend({"use_dxc"}), |
| VulkanBackend(), |
| VulkanBackend({}, {"vulkan_use_storage_input_output_16"}), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| }, |
| {true, false}); |
| |
| } // anonymous namespace |
| } // namespace dawn |