| // 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 |