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| author | lucy96chen <47800040+lucy96chen@users.noreply.github.com> | 2021-10-26 16:30:59 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-10-26 16:30:59 -0700 |
| commit | dcc2b854a64b3e4e890215ff21cf4b219724f524 (patch) | |
| tree | fe958a184f46f4a1bbf10f6c7174d31283df76dc /tools/gfx-unit-test/format-test-shaders.slang | |
| parent | fe6d5f1cf8865567e08cf210a2639ffde2886fc3 (diff) | |
Expanded gfx::Format to include additional formats (#1982)
* Format list updated with additional formats supported by both D3D and Vulkan; D3DUtil::getMapFormat() and VkUtil::getVkFormat() updated to include additional formats; GFX_FORMAT() updated with all additional formats (BC compression unfinished)
* Finished updating GFX_FORMAT with newly added formats and sizes; Pixel size is now tracked using the FormatPixelSize struct containing the values for bytes per block and pixels per block to accomodate BC formats; Updated gfxGetFormatSize and associated sub-calls to return FormatPixelSize instead of uint8_t; Most calls to gfxGetFormatSize() updated to reflect changes, a couple calls still unupdated
* Changes to accommodate new formats finished, debugging slang-literal unit test
* First format unit test working
* One test added for BC1Unorm and RGBA8Unorm_SRGB, both passing
* Refactored format testing code to merge BC1Unorm and RGBA8Unorm SRGB into a single file
* All unit tests added for BC and Srgb formats
* Most tests added and working; Added five additional formats (still need tests) and made the appropriate changes to support these; createTextureView() modified for D3D11, D3D12, and Vulkan to take into account the format specified in the texture view desc when the texture's format is typeless
* Format enums renamed to more closely match their D3D counterparts; Added a universal float and uint buffer and buffer view for use across all Format tests
* Remaining tests added; D3D12 tests pass, but Vulkan crashes in BC1_UNORM and D3D11 spits out a bunch of D3D11 Errors (but supposedly passes)
* re-run premake
* Added Sint versions of test shaders; Vulkan and D3D11 tests also pass
* Size struct for format unit tests no longer use initializer lists
* Fixed a Size struct missed in the previous pass
* Fixed minor bugs causing tests to fail
* Added documentation detailing all currently unsupported formats
* Skip tests causing unsupported format warnings due to swiftshader
* updated several test using old Format enum names
* Revert change to compareComputeResult() that was added for debugging purposes
* DEBUGGING: Added prints to identify which formats are failing on CI
* Reverted attempted debugging changes; Fixed texture2d-gather.hlsl to use updated Format enums
* Fixed incorrect array sizes in d3d11 _initSrvDesc()
* Commented out further tests that produce unexpected results when tested for Vulkan with swiftshader
* Revert "Merge branch 'expanded-format-support' of https://github.com/lucy96chen/slang into expanded-format-support"
This reverts commit 20008f0d3ecc3b1405ecac8c138edaa3cd37ed6b, reversing
changes made to 6081e95827315fee50e18409394d5abd62fac787.
* Added a fuzzy comparison function for use with floats
* submodule update
* Revert messed up changes caused by previous revert after automatically merging on github
Diffstat (limited to 'tools/gfx-unit-test/format-test-shaders.slang')
| -rw-r--r-- | tools/gfx-unit-test/format-test-shaders.slang | 220 |
1 files changed, 220 insertions, 0 deletions
diff --git a/tools/gfx-unit-test/format-test-shaders.slang b/tools/gfx-unit-test/format-test-shaders.slang new file mode 100644 index 000000000..49d4f6b69 --- /dev/null +++ b/tools/gfx-unit-test/format-test-shaders.slang @@ -0,0 +1,220 @@ +// format-test-shaders.slang - Shaders used by the unit tests in format-uint-tests.cpp + +// Copy the contents of "tex" into "buffer". These are for textures containing UINT data. +[shader("compute")] +[numthreads(4,1,1)] +void copyTexUint4( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<uint4> tex, + uniform RWStructuredBuffer<uint> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + uint4 result = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; + buffer[sv_dispatchThreadID.x * 4] = result.r; + buffer[sv_dispatchThreadID.x * 4 + 1] = result.g; + buffer[sv_dispatchThreadID.x * 4 + 2] = result.b; + buffer[sv_dispatchThreadID.x * 4 + 3] = result.a; +} + +[shader("compute")] +[numthreads(4,1,1)] +void copyTexUint3( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<uint4> tex, + uniform RWStructuredBuffer<uint> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + uint4 result = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; + buffer[sv_dispatchThreadID.x * 3] = result.r; + buffer[sv_dispatchThreadID.x * 3 + 1] = result.g; + buffer[sv_dispatchThreadID.x * 3 + 2] = result.b; +} + +[shader("compute")] +[numthreads(4,1,1)] +void copyTexUint2( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<uint2> tex, + uniform RWStructuredBuffer<uint> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + uint2 result = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; + buffer[sv_dispatchThreadID.x * 2] = result.r; + buffer[sv_dispatchThreadID.x * 2 + 1] = result.g; +} + +[shader("compute")] +[numthreads(4,1,1)] +void copyTexUint( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<uint> tex, + uniform RWStructuredBuffer<uint> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + buffer[sv_dispatchThreadID.x] = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; +} + +// Copy the contents of "tex" into "buffer". These are for textures containing SINT data. +[shader("compute")] +[numthreads(4,1,1)] +void copyTexInt4( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<int4> tex, + uniform RWStructuredBuffer<int> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + int4 result = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; + buffer[sv_dispatchThreadID.x * 4] = result.r; + buffer[sv_dispatchThreadID.x * 4 + 1] = result.g; + buffer[sv_dispatchThreadID.x * 4 + 2] = result.b; + buffer[sv_dispatchThreadID.x * 4 + 3] = result.a; +} + +[shader("compute")] +[numthreads(4,1,1)] +void copyTexInt3( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<int4> tex, + uniform RWStructuredBuffer<int> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + int4 result = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; + buffer[sv_dispatchThreadID.x * 3] = result.r; + buffer[sv_dispatchThreadID.x * 3 + 1] = result.g; + buffer[sv_dispatchThreadID.x * 3 + 2] = result.b; +} + +[shader("compute")] +[numthreads(4,1,1)] +void copyTexInt2( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<int2> tex, + uniform RWStructuredBuffer<int> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + int2 result = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; + buffer[sv_dispatchThreadID.x * 2] = result.r; + buffer[sv_dispatchThreadID.x * 2 + 1] = result.g; +} + +[shader("compute")] +[numthreads(4,1,1)] +void copyTexInt( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<int> tex, + uniform RWStructuredBuffer<int> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + buffer[sv_dispatchThreadID.x] = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; +} + +// Copy the contents of "tex" into "buffer". These are for textures containing FLOAT data. +[shader("compute")] +[numthreads(4,1,1)] +void copyTexFloat4( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<float4> tex, + uniform RWStructuredBuffer<float> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + float4 result = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; + buffer[sv_dispatchThreadID.x * 4] = result.r; + buffer[sv_dispatchThreadID.x * 4 + 1] = result.g; + buffer[sv_dispatchThreadID.x * 4 + 2] = result.b; + buffer[sv_dispatchThreadID.x * 4 + 3] = result.a; +} + +[shader("compute")] +[numthreads(4,1,1)] +void copyTexFloat3( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<float4> tex, + uniform RWStructuredBuffer<float> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + float4 result = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; + buffer[sv_dispatchThreadID.x * 3] = result.r; + buffer[sv_dispatchThreadID.x * 3 + 1] = result.g; + buffer[sv_dispatchThreadID.x * 3 + 2] = result.b; +} + +[shader("compute")] +[numthreads(4,1,1)] +void copyTexFloat2( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<float2> tex, + uniform RWStructuredBuffer<float> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + float2 result = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; + buffer[sv_dispatchThreadID.x * 2] = result.r; + buffer[sv_dispatchThreadID.x * 2 + 1] = result.g; +} + +[shader("compute")] +[numthreads(4,1,1)] +void copyTexFloat( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<float> tex, + uniform RWStructuredBuffer<float> buffer) +{ + uint width; + uint height; + tex.GetDimensions(width, height); + buffer[sv_dispatchThreadID.x] = tex[uint2(sv_dispatchThreadID.x % width, sv_dispatchThreadID.x / width)]; +} + +// Sample from "tex" at texture coordinates (0.5, 0.5) and save the results in "buffer". +[shader("compute")] +[numthreads(4,1,1)] +void sampleTex( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<float4> tex, + uniform SamplerState sampler, + uniform RWStructuredBuffer<float> buffer) +{ + float4 result = tex.SampleLevel(sampler, float2(0.5, 0.5), 0); + buffer[sv_dispatchThreadID.x * 4] = result.r; + buffer[sv_dispatchThreadID.x * 4 + 1] = result.g; + buffer[sv_dispatchThreadID.x * 4 + 2] = result.b; + buffer[sv_dispatchThreadID.x * 4 + 3] = result.a; +} + +// Sample from "tex" at texture coordinates (0.5, 0.5) and save the resuls in "buffer". +// This should only be used with textures containing two mip levels. +[shader("compute")] +[numthreads(2,1,1)] +void sampleMips( + uint3 sv_dispatchThreadID : SV_DispatchThreadID, + uniform Texture2D<float4> tex, + uniform SamplerState sampler, + uniform RWStructuredBuffer<float> buffer) +{ + float4 result = tex.SampleLevel(sampler, float2(0.5, 0.5), float(sv_dispatchThreadID.x)); + buffer[sv_dispatchThreadID.x * 4] = result.r; + buffer[sv_dispatchThreadID.x * 4 + 1] = result.g; + buffer[sv_dispatchThreadID.x * 4 + 2] = result.b; + buffer[sv_dispatchThreadID.x * 4 + 3] = result.a; +} |
