Add test shader for FP16 support.

This commit is contained in:
Hans-Kristian Arntzen 2018-03-06 16:28:42 +01:00
parent bc0f698df3
commit 05348a66ca
4 changed files with 346 additions and 0 deletions

View File

@ -0,0 +1,17 @@
#version 450
#extension GL_AMD_gpu_shader_half_float : require
struct ResType
{
f16vec4 _m0;
ivec4 _m1;
};
layout(location = 3) in f16vec4 v4;
void main()
{
f16vec4 _508;
f16vec4 _580 = modf(v4, _508);
}

View File

@ -0,0 +1,155 @@
#version 450
#extension GL_AMD_gpu_shader_half_float : require
struct ResType
{
f16vec4 _m0;
ivec4 _m1;
};
layout(location = 3) in f16vec4 v4;
layout(location = 2) in f16vec3 v3;
layout(location = 0) in float16_t v1;
layout(location = 1) in f16vec2 v2;
f16mat2 test_mat2(f16vec2 a, f16vec2 b, f16vec2 c, f16vec2 d)
{
return f16mat2(f16vec2(a), f16vec2(b)) * f16mat2(f16vec2(c), f16vec2(d));
}
f16mat3 test_mat3(f16vec3 a, f16vec3 b, f16vec3 c, f16vec3 d, f16vec3 e, f16vec3 f)
{
return f16mat3(f16vec3(a), f16vec3(b), f16vec3(c)) * f16mat3(f16vec3(d), f16vec3(e), f16vec3(f));
}
void test_constants()
{
float16_t a = 1.0hf;
float16_t b = 1.5hf;
float16_t c = -1.5hf;
float16_t d = (0.0hf / 0.0hf);
float16_t e = (1.0hf / 0.0hf);
float16_t f = (-1.0hf / 0.0hf);
float16_t g = 1014.0hf;
}
float16_t test_result()
{
return 1.0hf;
}
void test_conversions()
{
float16_t one = test_result();
int a = int(one);
uint b = uint(one);
bool c = one != 0.0hf;
float d = float(one);
double e = double(one);
float16_t a2 = float16_t(a);
float16_t b2 = float16_t(b);
float16_t c2 = float16_t(c);
float16_t d2 = float16_t(d);
float16_t e2 = float16_t(e);
}
void test_builtins()
{
f16vec4 res = radians(v4);
res = degrees(v4);
res = sin(v4);
res = cos(v4);
res = tan(v4);
res = asin(v4);
res = atan(v4, v3.xyzz);
res = atan(v4);
res = sinh(v4);
res = cosh(v4);
res = tanh(v4);
res = asinh(v4);
res = acosh(v4);
res = atanh(v4);
res = pow(v4, v4);
res = exp(v4);
res = log(v4);
res = exp2(v4);
res = log2(v4);
res = sqrt(v4);
res = inversesqrt(v4);
res = abs(v4);
res = sign(v4);
res = floor(v4);
res = trunc(v4);
res = round(v4);
res = roundEven(v4);
res = ceil(v4);
res = fract(v4);
res = mod(v4, v4);
f16vec4 tmp;
f16vec4 _229 = modf(v4, tmp);
res = _229;
res = min(v4, v4);
res = max(v4, v4);
res = clamp(v4, v4, v4);
res = mix(v4, v4, v4);
res = mix(v4, v4, lessThan(v4, v4));
res = step(v4, v4);
res = smoothstep(v4, v4, v4);
bvec4 btmp = isnan(v4);
btmp = isinf(v4);
res = fma(v4, v4, v4);
ResType _273;
_273._m0 = frexp(v4, _273._m1);
ivec4 itmp = _273._m1;
res = _273._m0;
res = ldexp(res, itmp);
uint pack0 = packFloat2x16(v4.xy);
uint pack1 = packFloat2x16(v4.zw);
res = f16vec4(unpackFloat2x16(pack0), unpackFloat2x16(pack1));
float16_t t0 = length(v4);
t0 = distance(v4, v4);
t0 = dot(v4, v4);
f16vec3 res3 = cross(v3, v3);
res = normalize(v4);
res = faceforward(v4, v4, v4);
res = reflect(v4, v4);
res = refract(v4, v4, v1);
btmp = lessThan(v4, v4);
btmp = lessThanEqual(v4, v4);
btmp = greaterThan(v4, v4);
btmp = greaterThanEqual(v4, v4);
btmp = equal(v4, v4);
btmp = notEqual(v4, v4);
res = dFdx(v4);
res = dFdy(v4);
res = dFdxFine(v4);
res = dFdyFine(v4);
res = dFdxCoarse(v4);
res = dFdyCoarse(v4);
res = fwidth(v4);
res = fwidthFine(v4);
res = fwidthCoarse(v4);
res = interpolateAtCentroid(v4);
res = interpolateAtSample(v4, 0);
res = interpolateAtOffset(v4, f16vec2(0.0999755859375hf));
}
void main()
{
f16vec2 param = v2;
f16vec2 param_1 = v2;
f16vec2 param_2 = v3.xy;
f16vec2 param_3 = v3.xy;
f16mat2 m0 = test_mat2(param, param_1, param_2, param_3);
f16vec3 param_4 = v3;
f16vec3 param_5 = v3;
f16vec3 param_6 = v3;
f16vec3 param_7 = v4.xyz;
f16vec3 param_8 = v4.xyz;
f16vec3 param_9 = v4.yzw;
f16mat3 m1 = test_mat3(param_4, param_5, param_6, param_7, param_8, param_9);
test_constants();
test_conversions();
test_builtins();
}

View File

@ -0,0 +1,150 @@
#version 450
#extension GL_AMD_gpu_shader_half_float : require
layout(location = 0) in float16_t v1;
layout(location = 1) in f16vec2 v2;
layout(location = 2) in f16vec3 v3;
layout(location = 3) in f16vec4 v4;
layout(location = 0) out float o1;
layout(location = 1) out vec2 o2;
layout(location = 2) out vec3 o3;
layout(location = 3) out vec4 o4;
f16mat2 test_mat2(f16vec2 a, f16vec2 b, f16vec2 c, f16vec2 d)
{
return f16mat2(a, b) * f16mat2(c, d);
}
f16mat3 test_mat3(f16vec3 a, f16vec3 b, f16vec3 c, f16vec3 d, f16vec3 e, f16vec3 f)
{
return f16mat3(a, b, c) * f16mat3(d, e, f);
}
void test_constants()
{
float16_t a = 1.0hf;
float16_t b = 1.5hf;
float16_t c = -1.5hf;
float16_t d = (0.0hf / 0.0hf);
float16_t e = (1.0hf / 0.0hf);
float16_t f = (-1.0hf / 0.0hf);
float16_t g = 1014.0hf;
}
float16_t test_result()
{
return 1.0hf;
}
void test_conversions()
{
float16_t one = test_result();
int a = int(one);
uint b = uint(one);
bool c = bool(one);
float d = float(one);
double e = double(one);
float16_t a2 = float16_t(a);
float16_t b2 = float16_t(b);
float16_t c2 = float16_t(c);
float16_t d2 = float16_t(d);
float16_t e2 = float16_t(e);
}
void test_builtins()
{
f16vec4 res;
res = radians(v4);
res = degrees(v4);
res = sin(v4);
res = cos(v4);
res = tan(v4);
res = asin(v4);
res = atan(v4, v3.xyzz);
res = atan(v4);
res = sinh(v4);
res = cosh(v4);
res = tanh(v4);
res = asinh(v4);
res = acosh(v4);
res = atanh(v4);
res = pow(v4, v4);
res = exp(v4);
res = log(v4);
res = exp2(v4);
res = log2(v4);
res = sqrt(v4);
res = inversesqrt(v4);
res = abs(v4);
res = sign(v4);
res = floor(v4);
res = trunc(v4);
res = round(v4);
res = roundEven(v4);
res = ceil(v4);
res = fract(v4);
res = mod(v4, v4);
f16vec4 tmp;
res = modf(v4, tmp);
res = min(v4, v4);
res = max(v4, v4);
res = clamp(v4, v4, v4);
res = mix(v4, v4, v4);
res = mix(v4, v4, lessThan(v4, v4));
res = step(v4, v4);
res = smoothstep(v4, v4, v4);
bvec4 btmp = isnan(v4);
btmp = isinf(v4);
res = fma(v4, v4, v4);
ivec4 itmp;
res = frexp(v4, itmp);
res = ldexp(res, itmp);
uint pack0 = packFloat2x16(v4.xy);
uint pack1 = packFloat2x16(v4.zw);
res = f16vec4(unpackFloat2x16(pack0), unpackFloat2x16(pack1));
float16_t t0 = length(v4);
t0 = distance(v4, v4);
t0 = dot(v4, v4);
f16vec3 res3 = cross(v3, v3);
res = normalize(v4);
res = faceforward(v4, v4, v4);
res = reflect(v4, v4);
res = refract(v4, v4, v1);
btmp = lessThan(v4, v4);
btmp = lessThanEqual(v4, v4);
btmp = greaterThan(v4, v4);
btmp = greaterThanEqual(v4, v4);
btmp = equal(v4, v4);
btmp = notEqual(v4, v4);
res = dFdx(v4);
res = dFdy(v4);
res = dFdxFine(v4);
res = dFdyFine(v4);
res = dFdxCoarse(v4);
res = dFdyCoarse(v4);
res = fwidth(v4);
res = fwidthFine(v4);
res = fwidthCoarse(v4);
res = interpolateAtCentroid(v4);
res = interpolateAtSample(v4, 0);
res = interpolateAtOffset(v4, f16vec2(0.1hf));
}
void main()
{
// Basic matrix tests.
f16mat2 m0 = test_mat2(v2, v2, v3.xy, v3.xy);
f16mat3 m1 = test_mat3(v3, v3, v3, v4.xyz, v4.xyz, v4.yzw);
test_constants();
test_conversions();
test_builtins();
}

View File

@ -4384,6 +4384,10 @@ string CompilerGLSL::bitcast_glsl_op(const SPIRType &out_type, const SPIRType &i
return "uint64BitsToDouble";
else if (out_type.basetype == SPIRType::UInt64 && in_type.basetype == SPIRType::UInt && in_type.vecsize == 2)
return "packUint2x32";
else if (out_type.basetype == SPIRType::Half && in_type.basetype == SPIRType::UInt && in_type.vecsize == 1)
return "unpackFloat2x16";
else if (out_type.basetype == SPIRType::UInt && in_type.basetype == SPIRType::Half && in_type.vecsize == 2)
return "packFloat2x16";
else
return "";
}
@ -6494,6 +6498,26 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
require_extension("GL_OES_standard_derivatives");
break;
case OpFwidthCoarse:
UFOP(fwidthCoarse);
if (options.es)
{
SPIRV_CROSS_THROW("GL_ARB_derivative_control is unavailable in OpenGL ES.");
}
if (options.version < 450)
require_extension("GL_ARB_derivative_control");
break;
case OpFwidthFine:
UFOP(fwidthFine);
if (options.es)
{
SPIRV_CROSS_THROW("GL_ARB_derivative_control is unavailable in OpenGL ES.");
}
if (options.version < 450)
require_extension("GL_ARB_derivative_control");
break;
// Bitfield
case OpBitFieldInsert:
// TODO: The signedness of inputs is strict in GLSL, but not in SPIR-V, bitcast if necessary.