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Add Graphics tests for ddx/y_fine #510
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| 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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| PSInput main(float4 position : POSITION) | ||
| { | ||
| PSInput result; | ||
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| result.position = position; | ||
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| return result; | ||
| } | ||
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| #--- pixel.hlsl | ||
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| // Offset into the image of our circle | ||
| #define offset 128.0 | ||
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| // Radius of our circle | ||
| #define radius 32.0 | ||
| // Blur intensity | ||
| #define intensity 5.0 | ||
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| struct PSInput | ||
| { | ||
| float4 position : SV_POSITION; | ||
| }; | ||
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| 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); | ||
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| float2 coord = input.position.xy - offset; | ||
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| float dist = length(coord) - radius; | ||
| float ddx = abs(ddx_fine(dist)); | ||
| float effect = clamp(dist / ddx / intensity, 0.0, 1.0); | ||
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| float result = lerp(c1, c2, effect); | ||
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| 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 | ||
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| # Bug https://github.com/llvm/wg-hlsl/issues/145 | ||
| # Bug https://github.com/llvm/wg-hlsl/issues/146 | ||
| # XFAIL: Clang && DirectX | ||
| # REQUIRES: goldenimage | ||
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| # 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 | ||
|
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I don't see an uploaded image in this PR. How are you testing this?
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The graphics test images are in a different repo. The PR for them is here llvm/offload-golden-images#5 |
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| 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; | ||
|
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||
| result.position = position; | ||
|
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| return result; | ||
| } | ||
|
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||
|
|
||
| #--- 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); | ||
|
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||
| float2 coord = input.position.xy - offset; | ||
|
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| float dist = length(coord) - radius; | ||
| float ddx = abs(ddy_fine(dist)); | ||
| float effect = clamp(dist / ddx / intensity, 0.0, 1.0); | ||
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| float result = lerp(c1, c2, effect); | ||
|
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| 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 | ||
|
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| # 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 | ||
|
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. same question here. |
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There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Please follow llvm-style in these tests. So here, we'd want to use braces like so:
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.