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aco/tests: add fix_derivs_in_divergent_cf tests
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com> Reviewed-by: Georg Lehmann <dadschoorse@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22636>
This commit is contained in:
parent
02b933981c
commit
c9cfe7bc80
2 changed files with 619 additions and 0 deletions
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@ -24,6 +24,7 @@ aco_tests_files = files(
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'main.cpp',
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'test_assembler.cpp',
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'test_builder.cpp',
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'test_d3d11_derivs.cpp',
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'test_hard_clause.cpp',
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'test_insert_nops.cpp',
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'test_insert_waitcnt.cpp',
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@ -39,6 +40,7 @@ aco_tests_files = files(
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spirv_files = files(
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'test_isel.cpp',
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'test_d3d11_derivs.cpp',
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)
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gen_spirv = generator(prog_python,
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617
src/amd/compiler/tests/test_d3d11_derivs.cpp
Normal file
617
src/amd/compiler/tests/test_d3d11_derivs.cpp
Normal file
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@ -0,0 +1,617 @@
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/*
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* Copyright © 2023 Valve Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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*/
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#include "helpers.h"
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#include "test_d3d11_derivs-spirv.h"
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using namespace aco;
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BEGIN_TEST(d3d11_derivs.simple)
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QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
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layout(location = 0) in vec2 in_coord;
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layout(location = 0) out vec2 out_coord;
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void main() {
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out_coord = in_coord;
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}
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);
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QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
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layout(location = 0) in vec2 in_coord;
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layout(location = 0) out vec4 out_color;
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layout(binding = 0) uniform sampler2D tex;
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void main() {
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out_color = vec4(0.0);
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if (gl_FragCoord.x > 1.0)
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out_color = texture(tex, in_coord);
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}
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);
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PipelineBuilder pbld(get_vk_device(GFX10_3));
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pbld.add_vsfs(vs, fs);
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//>> v1: %x = v_interp_p2_f32 %_, %_:m0, (kill)%_ attr0.x
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//>> v1: %y = v_interp_p2_f32 (kill)%_, (kill)%_:m0, (kill)%_ attr0.y
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//>> v2: %vec = p_create_vector (kill)%x, (kill)%y
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//>> lv2: %wqm = p_start_linear_vgpr (kill)%vec
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//>> BB1
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//>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 2d
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//>> BB2
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//>> BB6
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//>> p_end_linear_vgpr (kill)%wqm
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
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//>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
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//>> v_interp_p2_f32_e32 v#ry_tmp, v#_, attr0.y ; $_
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//>> v_mov_b32_e32 v#ry, v#ry_tmp ; $_
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//>> image_sample v[#_:#_], v[#rx:#ry], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_2D ; $_ $_
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
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END_TEST
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BEGIN_TEST(d3d11_derivs.constant)
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QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
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layout(location = 0) in float in_coord;
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layout(location = 0) out float out_coord;
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void main() {
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out_coord = in_coord;
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}
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);
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QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
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layout(location = 0) in float in_coord;
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layout(location = 0) out vec4 out_color;
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layout(binding = 0) uniform sampler2D tex;
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void main() {
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out_color = vec4(0.0);
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if (gl_FragCoord.x > 1.0)
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out_color = texture(tex, vec2(in_coord, -0.5));
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}
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);
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PipelineBuilder pbld(get_vk_device(GFX10_3));
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pbld.add_vsfs(vs, fs);
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//>> v1: %x = v_interp_p2_f32 (kill)%_, (kill)%_:m0, (kill)%_ attr0.x
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//>> v2: %vec = p_create_vector (kill)%x, -0.5
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//>> lv2: %wqm = p_start_linear_vgpr (kill)%vec
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//>> BB1
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//>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 2d
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//>> BB2
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//>> BB6
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//>> p_end_linear_vgpr (kill)%wqm
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
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//>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
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//>> v_mov_b32_e32 v#ry, -0.5 ; $_
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//>> image_sample v[#_:#_], v[#rx:#ry], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_2D ; $_ $_
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
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END_TEST
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BEGIN_TEST(d3d11_derivs.discard)
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QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
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layout(location = 0) in vec2 in_coord;
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layout(location = 0) out vec2 out_coord;
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void main() {
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out_coord = in_coord;
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}
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);
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QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
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layout(location = 0) in vec2 in_coord;
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layout(location = 0) out vec4 out_color;
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layout(binding = 0) uniform sampler2D tex;
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void main() {
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if (gl_FragCoord.y > 1.0)
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discard;
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out_color = texture(tex, in_coord);
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}
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);
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PipelineBuilder pbld(get_vk_device(GFX10_3));
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pbld.add_vsfs(vs, fs);
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/* The interpolation must be done before the discard_if. */
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//>> lv2: %wqm = p_start_linear_vgpr (kill)%_
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//>> s2: %_:exec, s1: (kill)%_:scc = s_andn2_b64 %_:exec, %_
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//>> s2: %_, s1: %_:scc = s_andn2_b64 (kill)%_, (kill)%_
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//>> p_exit_early_if (kill)%_:scc
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//>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, (kill)%wqm 2d
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
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END_TEST
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BEGIN_TEST(d3d11_derivs.bias)
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QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
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layout(location = 0) in vec2 in_coord;
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layout(location = 0) out vec2 out_coord;
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void main() {
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out_coord = in_coord;
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}
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);
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QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
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layout(location = 0) in vec2 in_coord;
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layout(location = 0) out vec4 out_color;
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layout(binding = 0) uniform sampler2D tex;
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void main() {
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out_color = vec4(0.0);
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if (gl_FragCoord.x > 1.0)
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out_color = texture(tex, in_coord, gl_FragCoord.x);
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}
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);
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PipelineBuilder pbld(get_vk_device(GFX10_3));
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pbld.add_vsfs(vs, fs);
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//>> s2: %_:s[0-1], s1: %_:s[2], s1: %_:s[3], s1: %_:s[4], v2: %_:v[0-1], v1: %bias:v[2] = p_startpgm
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//>> v3: %vec = p_create_vector v1: undef, (kill)%_, (kill)%_
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//>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
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//>> BB1
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//>> v4: %_ = image_sample_b (kill)%_, (kill)%_, v1: undef, %wqm, (kill)%bias 2d
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//>> BB2
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//>> BB6
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//>> p_end_linear_vgpr (kill)%wqm
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
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//>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
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//>> v_interp_p2_f32_e32 v#ry_tmp, v#_, attr0.y ; $_
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//>> v_mov_b32_e32 v#rb, v2 ; $_
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//>> v_mov_b32_e32 v#ry, v#ry_tmp ; $_
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//>> BB1:
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//>> image_sample_b v[#_:#_], [v#rb, v#rx, v#ry], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_2D ; $_ $_ $_
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
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END_TEST
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BEGIN_TEST(d3d11_derivs.offset)
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QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
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layout(location = 0) in vec2 in_coord;
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layout(location = 0) out vec2 out_coord;
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void main() {
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out_coord = in_coord;
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}
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);
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QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
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layout(location = 0) in vec2 in_coord;
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layout(location = 0) out vec4 out_color;
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layout(binding = 0) uniform sampler2D tex;
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void main() {
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out_color = vec4(0.0);
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if (gl_FragCoord.x > 1.0)
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out_color = textureOffset(tex, in_coord, ivec2(1, 2));
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}
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);
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/* Use GFX9 because we should have at least one test which doesn't use NSA. */
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PipelineBuilder pbld(get_vk_device(GFX9));
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pbld.add_vsfs(vs, fs);
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//>> v3: %vec = p_create_vector v1: undef, (kill)%_, (kill)%_
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//>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
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//>> BB1
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//>> v1: %offset = p_parallelcopy 0x201
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//>> v4: %_ = image_sample_o (kill)%_, (kill)%_, v1: undef, %wqm, (kill)%offset 1d
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//>> BB2
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//>> BB6
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//>> p_end_linear_vgpr (kill)%wqm
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
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//>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
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//>> v_interp_p2_f32_e32 v#ry_tmp, v#_, attr0.y ; $_
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//>> v_mov_b32_e32 v#ry, v#ry_tmp ; $_
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//>> BB1:
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//>> v_mov_b32_e32 v#ro_tmp, 0x201 ; $_ $_
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//>> v_mov_b32_e32 v#ro, v#r0_tmp ; $_
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//; success = ro+1 == rx and ro+2 == ry
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//>> image_sample_o v[#_:#_], v[#ro:#rx], s[#_:#_], s[#_:#_] dmask:0xf ; $_ $_
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
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END_TEST
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BEGIN_TEST(d3d11_derivs.array)
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QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
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layout(location = 0) in vec3 in_coord;
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layout(location = 0) out vec3 out_coord;
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void main() {
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out_coord = in_coord;
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}
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);
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QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
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layout(location = 0) in vec3 in_coord;
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layout(location = 0) out vec4 out_color;
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layout(binding = 0) uniform sampler2DArray tex;
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void main() {
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out_color = vec4(0.0);
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if (gl_FragCoord.x > 1.0)
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out_color = texture(tex, in_coord);
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}
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);
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PipelineBuilder pbld(get_vk_device(GFX10_3));
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pbld.add_vsfs(vs, fs);
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//>> v1: %layer = v_rndne_f32 (kill)%_
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//>> v3: %vec = p_create_vector (kill)%_, (kill)%_, (kill)%layer
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//>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
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//>> BB1
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//>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 2darray da
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//>> BB2
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//>> BB6
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//>> p_end_linear_vgpr (kill)%wqm
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
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//>> v_interp_p2_f32_e32 v#rl_tmp, v#_, attr0.z ; $_
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//>> v_rndne_f32_e32 v#rl, v#rl_tmp ; $_
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//>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
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//>> v_interp_p2_f32_e32 v#ry_tmp, v#_, attr0.y ; $_
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//>> v_mov_b32_e32 v#ry, v#ry_tmp ; $_
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//>> BB1:
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//; success = rx+1 == ry and rx+2 == rl
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//>> image_sample v[#_:#_], v[#rx:#rl], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_2D_ARRAY ; $_ $_
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
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END_TEST
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BEGIN_TEST(d3d11_derivs.bias_array)
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QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
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layout(location = 0) in vec3 in_coord;
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layout(location = 0) out vec3 out_coord;
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void main() {
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out_coord = in_coord;
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}
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);
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QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
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layout(location = 0) in vec3 in_coord;
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layout(location = 0) out vec4 out_color;
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layout(binding = 0) uniform sampler2DArray tex;
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void main() {
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out_color = vec4(0.0);
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if (gl_FragCoord.x > 1.0)
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out_color = texture(tex, in_coord, gl_FragCoord.x);
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}
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);
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PipelineBuilder pbld(get_vk_device(GFX10_3));
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pbld.add_vsfs(vs, fs);
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//>> s2: %_:s[0-1], s1: %_:s[2], s1: %_:s[3], s1: %_:s[4], v2: %_:v[0-1], v1: %bias:v[2] = p_startpgm
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//>> v1: %layer = v_rndne_f32 (kill)%_
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//>> v4: %vec = p_create_vector v1: undef, (kill)%_, (kill)%_, (kill)%layer
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//>> lv4: %wqm = p_start_linear_vgpr (kill)%vec
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//>> BB1
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//>> v4: %_ = image_sample_b (kill)%_, (kill)%_, v1: undef, %wqm, (kill)%bias 2darray da
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//>> BB2
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//>> BB6
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//>> p_end_linear_vgpr (kill)%wqm
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
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//>> v_interp_p2_f32_e32 v#rl_tmp, v#_, attr0.z ; $_
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//>> v_rndne_f32_e32 v#rl, v#rl_tmp ; $_
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//>> v_interp_p2_f32_e32 v#rx_tmp, v#_, attr0.x ; $_
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//>> v_interp_p2_f32_e32 v#ry_tmp, v#_, attr0.y ; $_
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//>> v_mov_b32_e32 v#rx, v#rx_tmp ; $_
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//>> v_mov_b32_e32 v#ry, v#ry_tmp ; $_
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//>> BB1:
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//>> image_sample_b v[#_:#_], [v2, v#rx, v#ry, v#rl], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_2D_ARRAY ; $_ $_ $_
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pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
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END_TEST
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BEGIN_TEST(d3d11_derivs.1d_gfx9)
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QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
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layout(location = 0) in float in_coord;
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layout(location = 0) out float out_coord;
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void main() {
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out_coord = in_coord;
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}
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);
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QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
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layout(location = 0) in float in_coord;
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layout(location = 0) out vec4 out_color;
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layout(binding = 0) uniform sampler1D tex;
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void main() {
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out_color = vec4(0.0);
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if (gl_FragCoord.x > 1.0)
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out_color = texture(tex, in_coord);
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}
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);
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PipelineBuilder pbld(get_vk_device(GFX9));
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pbld.add_vsfs(vs, fs);
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//>> v1: %x = v_interp_p2_f32 (kill)%_, (kill)%_:m0, (kill)%_ attr0.x
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//>> v2: %vec = p_create_vector (kill)%x, 0.5
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//>> lv2: %wqm = p_start_linear_vgpr (kill)%vec
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//>> BB1
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//>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 1d
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||||
//>> BB2
|
||||
//>> BB6
|
||||
//>> p_end_linear_vgpr (kill)%wqm
|
||||
pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
|
||||
|
||||
//>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
|
||||
//>> v_mov_b32_e32 v#ry, 0.5 ; $_
|
||||
//; success = rx+1 == ry
|
||||
//>> image_sample v[#_:#_], v#rx, s[#_:#_], s[#_:#_] dmask:0xf ; $_ $_
|
||||
pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
|
||||
END_TEST
|
||||
|
||||
BEGIN_TEST(d3d11_derivs.1d_array_gfx9)
|
||||
QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
|
||||
layout(location = 0) in vec2 in_coord;
|
||||
layout(location = 0) out vec2 out_coord;
|
||||
void main() {
|
||||
out_coord = in_coord;
|
||||
}
|
||||
);
|
||||
QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
|
||||
layout(location = 0) in vec2 in_coord;
|
||||
layout(location = 0) out vec4 out_color;
|
||||
layout(binding = 0) uniform sampler1DArray tex;
|
||||
void main() {
|
||||
out_color = vec4(0.0);
|
||||
if (gl_FragCoord.x > 1.0)
|
||||
out_color = texture(tex, in_coord);
|
||||
}
|
||||
);
|
||||
|
||||
PipelineBuilder pbld(get_vk_device(GFX9));
|
||||
pbld.add_vsfs(vs, fs);
|
||||
|
||||
//>> v1: %layer = v_rndne_f32 (kill)%_
|
||||
//>> v1: %x = v_interp_p2_f32 (kill)%_, (kill)%_:m0, (kill)%_ attr0.x
|
||||
//>> v3: %vec = p_create_vector (kill)%x, 0.5, (kill)%layer
|
||||
//>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
|
||||
//>> BB1
|
||||
//>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 1d da
|
||||
//>> BB2
|
||||
//>> BB6
|
||||
//>> p_end_linear_vgpr (kill)%wqm
|
||||
pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
|
||||
|
||||
//>> v_interp_p2_f32_e32 v#rl_tmp, v#_, attr0.y ; $_
|
||||
//>> v_rndne_f32_e32 v#rl, v#rl_tmp ; $_
|
||||
//>> v_interp_p2_f32_e32 v#rx_tmp, v#_, attr0.x ; $_
|
||||
//>> v_mov_b32_e32 v#rx, v#rx_tmp ; $_
|
||||
//>> v_mov_b32_e32 v#ry, 0.5 ; $_
|
||||
//>> BB1:
|
||||
//; success = rx+1 == ry and rx+2 == rl
|
||||
//>> image_sample v[#_:#_], v#rx, s[#_:#_], s[#_:#_] dmask:0xf da ; $_ $_
|
||||
pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
|
||||
END_TEST
|
||||
|
||||
BEGIN_TEST(d3d11_derivs.cube)
|
||||
QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
|
||||
layout(location = 0) in vec3 in_coord;
|
||||
layout(location = 0) out vec3 out_coord;
|
||||
void main() {
|
||||
out_coord = in_coord;
|
||||
}
|
||||
);
|
||||
QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
|
||||
layout(location = 0) in vec3 in_coord;
|
||||
layout(location = 0) out vec4 out_color;
|
||||
layout(binding = 0) uniform samplerCube tex;
|
||||
void main() {
|
||||
out_color = vec4(0.0);
|
||||
if (gl_FragCoord.x > 1.0)
|
||||
out_color = texture(tex, in_coord);
|
||||
}
|
||||
);
|
||||
|
||||
PipelineBuilder pbld(get_vk_device(GFX10_3));
|
||||
pbld.add_vsfs(vs, fs);
|
||||
|
||||
//>> v1: %face = v_cubeid_f32 (kill)%_, (kill)%_, (kill)%_
|
||||
//>> v1: %x = v_fmaak_f32 (kill)%_, %_, 0x3fc00000
|
||||
//>> v1: %y = v_fmaak_f32 (kill)%_, (kill)%_, 0x3fc00000
|
||||
//>> v3: %vec = p_create_vector (kill)%x, (kill)%y, (kill)%face
|
||||
//>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
|
||||
//>> BB1
|
||||
//>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm cube da
|
||||
//>> BB2
|
||||
//>> BB6
|
||||
//>> p_end_linear_vgpr (kill)%wqm
|
||||
pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
|
||||
|
||||
//>> v_cubeid_f32 v#rf, v#_, v#_, v#_ ; $_ $_
|
||||
//>> v_fmaak_f32 v#rx, v#_, v#_, 0x3fc00000 ; $_ $_
|
||||
//>> v_fmaak_f32 v#ry, v#_, v#_, 0x3fc00000 ; $_ $_
|
||||
//; success = rx+1 == ry and rx+2 == rf
|
||||
//>> image_sample v[#_:#_], v[#rx:#rf], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_CUBE ; $_ $_
|
||||
pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
|
||||
END_TEST
|
||||
|
||||
BEGIN_TEST(d3d11_derivs.cube_array)
|
||||
QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
|
||||
layout(location = 0) in vec4 in_coord;
|
||||
layout(location = 0) out vec4 out_coord;
|
||||
void main() {
|
||||
out_coord = in_coord;
|
||||
}
|
||||
);
|
||||
QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
|
||||
layout(location = 0) in vec4 in_coord;
|
||||
layout(location = 0) out vec4 out_color;
|
||||
layout(binding = 0) uniform samplerCubeArray tex;
|
||||
void main() {
|
||||
out_color = vec4(0.0);
|
||||
if (gl_FragCoord.x > 1.0)
|
||||
out_color = texture(tex, in_coord);
|
||||
}
|
||||
);
|
||||
|
||||
PipelineBuilder pbld(get_vk_device(GFX10_3));
|
||||
pbld.add_vsfs(vs, fs);
|
||||
|
||||
//>> v1: %layer = v_rndne_f32 (kill)%_
|
||||
//>> v1: %face = v_cubeid_f32 (kill)%_, (kill)%_, (kill)%_
|
||||
//>> v1: %x = v_fmaak_f32 (kill)%_, %_, 0x3fc00000
|
||||
//>> v1: %y = v_fmaak_f32 (kill)%_, (kill)%_, 0x3fc00000
|
||||
//>> v1: %face_layer = v_fmamk_f32 (kill)%layer, (kill)%face, 0x41000000
|
||||
//>> v3: %vec = p_create_vector (kill)%x, (kill)%y, (kill)%face_layer
|
||||
//>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
|
||||
//>> BB1
|
||||
//>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm cube da
|
||||
//>> BB2
|
||||
//>> BB6
|
||||
//>> p_end_linear_vgpr (kill)%wqm
|
||||
pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
|
||||
|
||||
//>> v_rndne_f32_e32 v#rl, v#_ ; $_
|
||||
//>> v_cubeid_f32 v#rf, v#_, v#_, v#_ ; $_ $_
|
||||
//>> v_fmaak_f32 v#rx, v#_, v#_, 0x3fc00000 ; $_ $_
|
||||
//>> v_fmaak_f32 v#ry, v#_, v#_, 0x3fc00000 ; $_ $_
|
||||
//>> v_fmamk_f32 v#rlf, v#rl, 0x41000000, v#rf ; $_ $_
|
||||
//>> BB1:
|
||||
//; success = rx+1 == ry and rx+2 == rlf
|
||||
//>> image_sample v[#_:#_], v[#rx:#rlf], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_CUBE ; $_ $_
|
||||
pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
|
||||
END_TEST
|
||||
|
||||
BEGIN_TEST(d3d11_derivs.fddxy)
|
||||
QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
|
||||
layout(location = 0) in vec2 in_coord;
|
||||
layout(location = 0) out vec2 out_coord;
|
||||
void main() {
|
||||
out_coord = in_coord;
|
||||
}
|
||||
);
|
||||
QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
|
||||
layout(location = 0) in vec2 in_coord;
|
||||
layout(location = 0) out vec4 out_color;
|
||||
layout(binding = 0) uniform sampler2D tex;
|
||||
void main() {
|
||||
out_color = vec4(0.0);
|
||||
if (gl_FragCoord.x > 1.0)
|
||||
out_color = vec4(dFdxFine(in_coord.x), dFdyCoarse(in_coord.y), textureLod(tex, vec2(0.5), 0.0).xy);
|
||||
}
|
||||
);
|
||||
|
||||
PipelineBuilder pbld(get_vk_device(GFX10_3));
|
||||
pbld.add_vsfs(vs, fs);
|
||||
|
||||
/* Must be before BB1 */
|
||||
//>> v1: %_ = v_sub_f32 (kill)%_, (kill)%_ quad_perm:[1,1,3,3] bound_ctrl:1
|
||||
//>> v1: %_ = v_sub_f32 (kill)%_, (kill)%_ quad_perm:[2,2,2,2] bound_ctrl:1
|
||||
//>> BB1
|
||||
pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
|
||||
END_TEST
|
||||
|
||||
/* Ensure the BC optimize transform is done after ac_nir_lower_tex. */
|
||||
BEGIN_TEST(d3d11_derivs.bc_optimize)
|
||||
QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
|
||||
layout(location = 0) in vec2 in_coord;
|
||||
layout(location = 0) out vec2 out_coord;
|
||||
void main() {
|
||||
out_coord = in_coord;
|
||||
}
|
||||
);
|
||||
QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
|
||||
layout(location = 0) in vec2 in_coord;
|
||||
layout(location = 0) out vec4 out_color;
|
||||
layout(binding = 0) uniform sampler2D tex;
|
||||
void main() {
|
||||
out_color = vec4(0.0);
|
||||
if (gl_FragCoord.x > 1.0)
|
||||
out_color = texture(tex, vec2(in_coord.x, interpolateAtCentroid(in_coord.y)));
|
||||
}
|
||||
);
|
||||
|
||||
PipelineBuilder pbld(get_vk_device(GFX10_3));
|
||||
pbld.add_vsfs(vs, fs);
|
||||
|
||||
//>> v1: %y_coord2 = v_cndmask_b32 (kill)%_, %_, (kill)%_
|
||||
//>> v1: %x = v_interp_p2_f32 (kill)%_, %_:m0, (kill)%_ attr0.x
|
||||
//>> v1: %y = v_interp_p2_f32 (kill)%y_coord2, (kill)%_:m0, (kill)%_ attr0.y
|
||||
//>> v2: %vec = p_create_vector (kill)%x, (kill)%y
|
||||
//>> lv2: %wqm = p_start_linear_vgpr (kill)%vec
|
||||
//>> BB1
|
||||
//>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 2d
|
||||
//>> BB2
|
||||
//>> BB6
|
||||
//>> p_end_linear_vgpr (kill)%wqm
|
||||
pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
|
||||
END_TEST
|
||||
|
||||
BEGIN_TEST(d3d11_derivs.get_lod)
|
||||
QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
|
||||
layout(location = 0) in vec2 in_coord;
|
||||
layout(location = 0) out vec2 out_coord;
|
||||
void main() {
|
||||
out_coord = in_coord;
|
||||
}
|
||||
);
|
||||
QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
|
||||
layout(location = 0) in vec2 in_coord;
|
||||
layout(location = 0) out vec2 out_color;
|
||||
layout(binding = 0) uniform sampler2D tex;
|
||||
void main() {
|
||||
out_color = vec2(0.0);
|
||||
if (gl_FragCoord.x > 1.0)
|
||||
out_color = textureQueryLod(tex, in_coord);
|
||||
}
|
||||
);
|
||||
|
||||
PipelineBuilder pbld(get_vk_device(GFX10_3));
|
||||
pbld.add_vsfs(vs, fs);
|
||||
|
||||
//>> v1: %x = v_interp_p2_f32 %_, %_:m0, (kill)%_ attr0.x
|
||||
//>> v1: %y = v_interp_p2_f32 (kill)%_, (kill)%_:m0, (kill)%_ attr0.y
|
||||
//>> v2: %vec = p_create_vector %x, %y
|
||||
//>> lv2: %wqm = p_start_linear_vgpr (kill)%vec
|
||||
//>> v1: %x0 = v_mov_b32 %x quad_perm:[0,0,0,0] bound_ctrl:1
|
||||
//>> v1: %x1_m_x0 = v_sub_f32 %x, %x0 quad_perm:[1,1,1,1] bound_ctrl:1
|
||||
//>> v1: %x2_m_x0 = v_sub_f32 (kill)%x, (kill)%x0 quad_perm:[2,2,2,2] bound_ctrl:1
|
||||
//>> v1: %y0 = v_mov_b32 %y quad_perm:[0,0,0,0] bound_ctrl:1
|
||||
//>> v1: %y1_m_y0 = v_sub_f32 %y, %y0 quad_perm:[1,1,1,1] bound_ctrl:1
|
||||
//>> v1: %y2_m_y0 = v_sub_f32 (kill)%y, (kill)%y0 quad_perm:[2,2,2,2] bound_ctrl:1
|
||||
//>> BB1
|
||||
//>> v2: %_ = image_get_lod (kill)%_, (kill)%_, v1: undef, %wqm 2d
|
||||
//>> BB2
|
||||
//>> BB6
|
||||
//>> p_end_linear_vgpr (kill)%wqm
|
||||
pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
|
||||
END_TEST
|
||||
|
||||
BEGIN_TEST(d3d11_derivs.nsa_max)
|
||||
for (amd_gfx_level lvl : {GFX10, GFX10_3, GFX11}) {
|
||||
if (!setup_cs(NULL, lvl))
|
||||
continue;
|
||||
|
||||
PhysReg reg_v0{256};
|
||||
PhysReg reg_v6{256 + 6};
|
||||
PhysReg reg_v7{256 + 7};
|
||||
PhysReg reg_v8{256 + 8};
|
||||
|
||||
//>> p_unit_test 0
|
||||
bld.pseudo(aco_opcode::p_unit_test, Operand::zero());
|
||||
|
||||
//~gfx10! v2: %_:v[0-1] = v_lshrrev_b64 0, %_:v[6-7]
|
||||
//~gfx10! v1: %_:v[2] = v_mov_b32 %_:v[8]
|
||||
//~gfx10! v4: %_:v[0-3] = image_sample_c_b_o s8: undef, s4: undef, v1: undef, %_:v[0-5] 2darray da
|
||||
|
||||
//~gfx10_3! v4: %_:v[0-3] = image_sample_c_b_o s8: undef, s4: undef, v1: undef, %_:v[6], %_:v[7], %_:v[8], %_:v[3], %_:v[4], %_:v[5] 2darray da
|
||||
|
||||
//~gfx11! v4: %_:v[0-3] = image_sample_c_b_o s8: undef, s4: undef, v1: undef, %_:v[6], %_:v[7], %_:v[8], %_:v[3], %_:v[4-5] 2darray da
|
||||
|
||||
Instruction *instr = bld.mimg(aco_opcode::image_sample_c_b_o, Definition(reg_v0, v4),
|
||||
Operand(s8), Operand(s4), Operand(v1), Operand(reg_v0, v6.as_linear()),
|
||||
Operand(reg_v6, v1), Operand(reg_v7, v1), Operand(reg_v8, v1));
|
||||
instr->mimg().dim = ac_image_2darray;
|
||||
instr->mimg().da = true;
|
||||
instr->mimg().strict_wqm = true;
|
||||
|
||||
finish_to_hw_instr_test();
|
||||
}
|
||||
END_TEST
|
||||
Loading…
Add table
Reference in a new issue