mesa/src/intel/compiler/test_helpers.h

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

200 lines
4.8 KiB
C
Raw Normal View History

brw: Simplify the test code for brw passes The key change is to use a builder to write the expected shader result and compare that. To make this less error prone, a few helper functions were added - a way to allocate VGRFs from both shaders in parallel, that way the same brw_reg can be used in both of them; - assertions that a pass will make progress or not, and proper output when the unexpected happens; - use a common brw_shader_pass_test class so to collect some of the helpers; - make some helpers work directly with builder. The idea is to improve the signal in tests, so that the disasm comments are not necessary anymore. For example ``` TEST_F(saturate_propagation_test, basic) { brw_reg dst1 = bld.vgrf(BRW_TYPE_F); brw_reg src0 = bld.vgrf(BRW_TYPE_F); brw_reg src1 = bld.vgrf(BRW_TYPE_F); brw_reg dst0 = bld.ADD(src0, src1); set_saturate(true, bld.MOV(dst1, dst0)); /* = Before = * * 0: add(16) dst0 src0 src1 * 1: mov.sat(16) dst1 dst0 * * = After = * 0: add.sat(16) dst0 src0 src1 * 1: mov(16) dst1 dst0 */ brw_calculate_cfg(*v); bblock_t *block0 = v->cfg->blocks[0]; EXPECT_EQ(0, block0->start_ip); EXPECT_EQ(1, block0->end_ip); EXPECT_TRUE(saturate_propagation(v)); EXPECT_EQ(0, block0->start_ip); EXPECT_EQ(1, block0->end_ip); EXPECT_EQ(BRW_OPCODE_ADD, instruction(block0, 0)->opcode); EXPECT_TRUE(instruction(block0, 0)->saturate); EXPECT_EQ(BRW_OPCODE_MOV, instruction(block0, 1)->opcode); EXPECT_FALSE(instruction(block0, 1)->saturate); } ``` becomes ``` TEST_F(saturate_propagation_test, basic) { brw_builder bld = make_shader(MESA_SHADER_FRAGMENT, 16); brw_builder exp = make_shader(MESA_SHADER_FRAGMENT, 16); brw_reg dst0 = vgrf(bld, exp, BRW_TYPE_F); brw_reg dst1 = vgrf(bld, exp, BRW_TYPE_F); brw_reg src0 = vgrf(bld, exp, BRW_TYPE_F); brw_reg src1 = vgrf(bld, exp, BRW_TYPE_F); bld.ADD(dst0, src0, src1); bld.MOV(dst1, dst0)->saturate = true; EXPECT_PROGRESS(brw_opt_saturate_propagation, bld); exp.ADD(dst0, src0, src1)->saturate = true; exp.MOV(dst1, dst0); EXPECT_SHADERS_MATCH(bld, exp); } ``` Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33936>
2025-03-05 16:58:32 -08:00
/*
* Copyright © 2025 Intel Corporation
* SPDX-License-Identifier: MIT
*/
#pragma once
#include <gtest/gtest.h>
#include "brw_shader.h"
#include "brw_builder.h"
#include <memory>
#include <vector>
std::string brw_shader_to_string(brw_shader *s);
void brw_reindex_vgrfs(brw_shader *s);
/* Note: the order of instructions must be the same for shaders to match
* so be careful when using patterns like bld.ADD(bld.MOV(), bld.MOV())
* in the tests since order of argument evaluation is unspecified.
*/
void EXPECT_SHADERS_MATCH(brw_shader *a, brw_shader *b);
inline void
EXPECT_SHADERS_MATCH(brw_builder &a, brw_builder &b)
{
EXPECT_SHADERS_MATCH(a.shader, b.shader);
}
template <typename PASS>
inline void
EXPECT_PROGRESS_RESULT(bool should_progress, PASS pass, brw_shader *s)
{
if (!s->cfg)
brw_calculate_cfg(*s);
brw_validate(*s);
auto before = brw_shader_to_string(s);
bool progress = pass(*s);
auto after = brw_shader_to_string(s);
brw_validate(*s);
if (progress != should_progress || getenv("TEST_DEBUG")) {
fprintf(stderr, "= Before =\n"
"%s\n"
"\n"
"= After =\n"
"%s\n",
before.c_str(),
after.c_str());
}
EXPECT_EQ(progress, should_progress);
if (should_progress)
EXPECT_NE(before, after);
else
EXPECT_EQ(before, after);
}
template <typename PASS>
inline void
EXPECT_PROGRESS(PASS pass, brw_shader *s)
{
EXPECT_PROGRESS_RESULT(true, pass, s);
}
template <typename PASS>
inline void
EXPECT_NO_PROGRESS(PASS pass, brw_shader *s)
{
EXPECT_PROGRESS_RESULT(false, pass, s);
}
template <typename PASS>
inline void
EXPECT_PROGRESS_RESULT(bool should_progress, PASS pass, brw_builder &bld)
{
EXPECT_PROGRESS_RESULT(should_progress, pass, bld.shader);
}
template <typename PASS>
inline void
EXPECT_PROGRESS(PASS pass, brw_builder &bld)
{
EXPECT_PROGRESS(pass, bld.shader);
}
template <typename PASS>
inline void
EXPECT_NO_PROGRESS(PASS pass, brw_builder &bld)
{
EXPECT_NO_PROGRESS(pass, bld.shader);
}
class brw_shader_pass_test : public ::testing::Test {
protected:
void *mem_ctx;
struct brw_compiler *compiler;
struct intel_device_info *devinfo;
/* TODO: Once brw_shader is ralloc-able, we can simply get rid of this. */
std::vector<std::unique_ptr<brw_shader>> shaders;
brw_shader_pass_test()
{
mem_ctx = ralloc_context(NULL);
compiler = rzalloc(mem_ctx, struct brw_compiler);
devinfo = rzalloc(mem_ctx, struct intel_device_info);
compiler->devinfo = devinfo;
set_gfx_verx10(90);
}
~brw_shader_pass_test() override
{
ralloc_free(mem_ctx);
}
void
set_gfx_verx10(unsigned verx10)
{
devinfo->verx10 = verx10;
devinfo->ver = verx10 / 10;
assert(devinfo->ver > 0);
brw_init_isa_info(&compiler->isa, devinfo);
}
brw_builder
make_shader(gl_shader_stage stage = MESA_SHADER_FRAGMENT,
unsigned dispatch_width = 0)
{
if (dispatch_width == 0)
dispatch_width = devinfo->ver >= 20 ? 16 : 8;
nir_shader *nir = nir_shader_create(mem_ctx, stage, NULL, NULL);
brw_stage_prog_data *pd =
(struct brw_stage_prog_data *)rzalloc(mem_ctx, brw_any_prog_data);
brw_compile_params params = {};
params.mem_ctx = mem_ctx;
shaders.push_back(std::make_unique<brw_shader>(compiler, &params, nullptr, pd, nir,
dispatch_width, false, false));
brw_shader *s = shaders.back().get();
s->phase = BRW_SHADER_PHASE_AFTER_OPT_LOOP;
return brw_builder(s);
}
/* Helper to allocate same vgrf number in two shaders. */
static brw_reg
vgrf(brw_shader *a, brw_shader *b,
brw_reg_type type, unsigned n = 1,
unsigned dispatch_width = 0)
{
assert(a && b && a->dispatch_width == b->dispatch_width);
if (dispatch_width == 0)
dispatch_width = a->dispatch_width;
brw_reg reg_a = brw_allocate_vgrf(*a, type, n * dispatch_width);
brw_reg reg_b = brw_allocate_vgrf(*b, type, n * dispatch_width);
assert(brw_regs_equal(&reg_a, &reg_b));
return reg_a;
}
static brw_reg
vgrf(brw_builder &a, brw_builder &b,
brw_reg_type type, unsigned n = 1,
unsigned dispatch_width = 0)
{
return vgrf(a.shader, b.shader, type, n, dispatch_width);
}
static brw_reg
vgrf(brw_shader *a,
brw_reg_type type, unsigned n = 1,
unsigned dispatch_width = 0)
{
assert(a);
if (dispatch_width == 0)
dispatch_width = a->dispatch_width;
return brw_allocate_vgrf(*a, type, n * dispatch_width);
}
static brw_reg
vgrf(brw_builder &a,
brw_reg_type type, unsigned n = 1,
unsigned dispatch_width = 0)
{
return vgrf(a.shader, type, n, dispatch_width);
}
};