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Add Graphics tests for ddx/y_fine #510
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| #--- 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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| # UNSUPPORTED: Clang | ||||||||
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| # UNSUPPORTED: Clang | |
| # Bug https://github.com/llvm/offload-test-suite/issues/540 | |
| # XFAIL: Clang && DirectX |
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the CI indicates it is failing on vulkan too. The only runner that is passing is the metal one. I agree these need to be changed to XFAIL. But maybe it should be Clang && (DirectX || Vulkan)?
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I think the runners failed because it couldn't find the image in the golden-images repo. For this and the other graphics tests I've added to run the corresponding PRs for the image comparison will need merged first.
I've updated this to XFAIL: Clang && DirectX as I believe once llvm/offload-golden-images#5 is merged it will pass on Vulkan. I'm unsure what will happen with Metal.
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I don’t have permissions in that repository. Will follow up with @llvm-beanz
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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
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,95 @@ | ||
| #--- 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 | ||
| // 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(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 | ||
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| # UNSUPPORTED: Clang | ||
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| # 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 | ||
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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.