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97 changes: 97 additions & 0 deletions test/Graphics/ddx_fine.test
Original file line number Diff line number Diff line change
@@ -0,0 +1,97 @@
#--- vertex.hlsl
struct PSInput
{
float4 position : SV_POSITION;
};
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Please follow llvm-style in these tests. So here, we'd want to use braces like so:

Suggested change
struct PSInput
{
float4 position : SV_POSITION;
};
struct PSInput {
float4 position : SV_POSITION;
};

It's a bit annoying because of how the files are embedded, but you can run clang-format on the split files in the build directory or copy the code to a temp file to do the same, which makes it easier to be consistent.


PSInput main(float4 position : POSITION)
{
PSInput result;

result.position = position;

return result;
}


#--- pixel.hlsl

// Offset into the image of our circle
#define offset 128.0
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Arguably better to either name this OFFSET following the usual preprocessor macro naming conventions or make it a static const float instead of using a define.

// Radius of our circle
#define radius 32.0
// Blur intensity
#define intensity 5.0

struct PSInput
{
float4 position : SV_POSITION;
};

float4 main(PSInput input) : SV_TARGET
{
float4 c1 = float4(1.0, 1.0, 1.0, 1.0);
float4 c2 = float4(0.0, 0.0, 0.0, 1.0);

float2 coord = input.position.xy - offset;

float dist = length(coord) - radius;
float ddx = abs(ddx_fine(dist));
float effect = clamp(dist / ddx / intensity, 0.0, 1.0);

float result = lerp(c1, c2, effect);

return float4(result, result, result, 1.0);
}
#--- pipeline.yaml
---
Shaders:
- Stage: Vertex
Entry: main
- Stage: Pixel
Entry: main
Buffers:
- Name: VertexData
Format: Float32
Stride: 12 # 16 bytes per vertex
Data: [ -1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0 ]
- Name: Output
Format: Float32
Channels: 4
FillSize: 1048576 # 256x256 @ 16 bytes per pixel
OutputProps:
Height: 256
Width: 256
Depth: 16
Bindings:
VertexBuffer: VertexData
VertexAttributes:
- Format: Float32
Channels: 3
Offset: 0
Name: POSITION
RenderTarget: Output
DescriptorSets: []
...
#--- rules.yaml
---
- Type: PixelPercent
Val: 0.2 # No more than 0.2% of pixels may be visibly different.
...
#--- end

# Bug https://github.com/llvm/wg-hlsl/issues/145
# Bug https://github.com/llvm/wg-hlsl/issues/146
# XFAIL: Clang && DirectX
# REQUIRES: goldenimage

# RUN: split-file %s %t
# RUN: %dxc_target -T vs_6_0 -Fo %t-vertex.o %t/vertex.hlsl
# RUN: %dxc_target -T ps_6_0 -Fo %t-pixel.o %t/pixel.hlsl
# RUN: %offloader %t/pipeline.yaml %t-vertex.o %t-pixel.o -r Output -o %t/Output.png
# RUN: imgdiff %t/Output.png %goldenimage_dir/hlsl/Graphics/DdxFine.png -rules %t/rules.yaml
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I don't see an uploaded image in this PR. How are you testing this?

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The graphics test images are in a different repo. The PR for them is here llvm/offload-golden-images#5

97 changes: 97 additions & 0 deletions test/Graphics/ddy_fine.test
Original file line number Diff line number Diff line change
@@ -0,0 +1,97 @@
#--- vertex.hlsl
struct PSInput
{
float4 position : SV_POSITION;
};

PSInput main(float4 position : POSITION)
{
PSInput result;

result.position = position;

return result;
}


#--- pixel.hlsl

// Offset into the image of our circle
#define offset 128.0
// Radius of our circle
#define radius 32.0
// Blur intensity
#define intensity 5.0

struct PSInput
{
float4 position : SV_POSITION;
};

float4 main(PSInput input) : SV_TARGET
{
float4 c1 = float4(1.0, 1.0, 1.0, 1.0);
float4 c2 = float4(0.0, 0.0, 0.0, 1.0);

float2 coord = input.position.xy - offset;

float dist = length(coord) - radius;
float ddx = abs(ddy_fine(dist));
float effect = clamp(dist / ddx / intensity, 0.0, 1.0);

float result = lerp(c1, c2, effect);

return float4(result, result, result, 1.0);
}
#--- pipeline.yaml
---
Shaders:
- Stage: Vertex
Entry: main
- Stage: Pixel
Entry: main
Buffers:
- Name: VertexData
Format: Float32
Stride: 12 # 16 bytes per vertex
Data: [ -1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0 ]
- Name: Output
Format: Float32
Channels: 4
FillSize: 1048576 # 256x256 @ 16 bytes per pixel
OutputProps:
Height: 256
Width: 256
Depth: 16
Bindings:
VertexBuffer: VertexData
VertexAttributes:
- Format: Float32
Channels: 3
Offset: 0
Name: POSITION
RenderTarget: Output
DescriptorSets: []
...
#--- rules.yaml
---
- Type: PixelPercent
Val: 0.2 # No more than 0.2% of pixels may be visibly different.
...
#--- end

# Bug https://github.com/llvm/wg-hlsl/issues/145
# Bug https://github.com/llvm/wg-hlsl/issues/146
# XFAIL: Clang && DirectX
# REQUIRES: goldenimage

# RUN: split-file %s %t
# RUN: %dxc_target -T vs_6_0 -Fo %t-vertex.o %t/vertex.hlsl
# RUN: %dxc_target -T ps_6_0 -Fo %t-pixel.o %t/pixel.hlsl
# RUN: %offloader %t/pipeline.yaml %t-vertex.o %t-pixel.o -r Output -o %t/Output.png
# RUN: imgdiff %t/Output.png %goldenimage_dir/hlsl/Graphics/DdyFine.png -rules %t/rules.yaml
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same question here.

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