blob: ac155187d9f63622b0439279dfeaf9db52af4674 [file] [log] [blame]
#!amber
# Copyright 2021 Google LLC
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
# A vertex shader test for FrexpStruct.
# SHADER vertex vert_shader GLSL
# #version 430
# precision highp float;
#
# const uint ndp = 1296;
# const uint ndpSqrt = uint(sqrt(ndp));
# const float halfGridElementSize = 1.0 / float(ndpSqrt);
#
# layout (location = 0) in vec2 position;
# layout (location = 0) flat out vec3 frexp_x_out;
# layout (location = 1) flat out vec3 frexp_exp_out;
# layout (location = 2) flat out vec3 frexpStruct_x_out;
# layout (location = 3) flat out vec3 frexpStruct_exp_out;
#
# layout(set = 0, binding = 0) readonly buffer block0 {
# uvec3 in_values[ndp];
# };
#
# struct frexpStructType
# {
# vec3 x;
# ivec3 exp;
# };
#
# // Replaced with native function in SPIR-V.
# frexpStructType frexpStruct (vec3 orig)
# {
# vec3 x;
# ivec3 exp;
# x = frexp(orig, exp);
# frexpStructType res = { x, exp };
# return res;
# }
#
# void main ()
# {
# uint xcoord = uint(ndpSqrt * ((position.x + halfGridElementSize + 1) / 2) - 1);
# uint ycoord = uint(ndpSqrt * ((position.y + halfGridElementSize + 1) / 2) - 1);
# uint ndx = xcoord + ycoord * ndpSqrt;
#
# uvec3 in_uint = in_values[ndx];
# vec3 in_float = uintBitsToFloat(in_uint);
# vec3 x;
# ivec3 exp;
# frexpStructType res;
#
# x = frexp(in_float, exp);
# res = frexpStruct(in_float);
#
# frexp_x_out = x;
# frexp_exp_out = intBitsToFloat(exp);
# frexpStruct_x_out = res.x;
# frexpStruct_exp_out = intBitsToFloat(res.exp);
#
# gl_Position = vec4(position, 0, 1);
#
# return;
# }
# END
SHADER vertex vert_shader SPIRV-ASM
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Vertex %main "main" %position %frexp_x_out %frexp_exp_out %frexpStruct_x_out %frexpStruct_exp_out %__0
OpDecorate %position Location 0
OpDecorate %_arr_v3uint_uint_1296 ArrayStride 16
OpMemberDecorate %block0 0 NonWritable
OpMemberDecorate %block0 0 Offset 0
OpDecorate %block0 BufferBlock
OpDecorate %_ DescriptorSet 0
OpDecorate %_ Binding 0
OpDecorate %frexp_x_out Flat
OpDecorate %frexp_x_out Location 0
OpDecorate %frexp_exp_out Flat
OpDecorate %frexp_exp_out Location 1
OpDecorate %frexpStruct_x_out Flat
OpDecorate %frexpStruct_x_out Location 2
OpDecorate %frexpStruct_exp_out Flat
OpDecorate %frexpStruct_exp_out Location 3
OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
OpMemberDecorate %gl_PerVertex 1 BuiltIn PointSize
OpMemberDecorate %gl_PerVertex 2 BuiltIn ClipDistance
OpDecorate %gl_PerVertex Block
%void = OpTypeVoid
%3 = OpTypeFunction %void
%float = OpTypeFloat 32
%v3float = OpTypeVector %float 3
%_ptr_Function_v3float = OpTypePointer Function %v3float
%int = OpTypeInt 32 1
%v3int = OpTypeVector %int 3
%frexpStructType = OpTypeStruct %v3float %v3int
%12 = OpTypeFunction %frexpStructType %_ptr_Function_v3float
%_ptr_Function_v3int = OpTypePointer Function %v3int
%_ptr_Function_frexpStructType = OpTypePointer Function %frexpStructType
%uint = OpTypeInt 32 0
%_ptr_Function_uint = OpTypePointer Function %uint
%float_36 = OpConstant %float 36
%v2float = OpTypeVector %float 2
%_ptr_Input_v2float = OpTypePointer Input %v2float
%position = OpVariable %_ptr_Input_v2float Input
%uint_0 = OpConstant %uint 0
%_ptr_Input_float = OpTypePointer Input %float
%float_0_027777778 = OpConstant %float 0.027777778
%float_1 = OpConstant %float 1
%float_2 = OpConstant %float 2
%uint_1 = OpConstant %uint 1
%uint_36 = OpConstant %uint 36
%v3uint = OpTypeVector %uint 3
%_ptr_Function_v3uint = OpTypePointer Function %v3uint
%uint_1296 = OpConstant %uint 1296
%_arr_v3uint_uint_1296 = OpTypeArray %v3uint %uint_1296
%block0 = OpTypeStruct %_arr_v3uint_uint_1296
%_ptr_Uniform_block0 = OpTypePointer Uniform %block0
%_ = OpVariable %_ptr_Uniform_block0 Uniform
%int_0 = OpConstant %int 0
%_ptr_Uniform_v3uint = OpTypePointer Uniform %v3uint
%_ptr_Output_v3float = OpTypePointer Output %v3float
%frexp_x_out = OpVariable %_ptr_Output_v3float Output
%frexp_exp_out = OpVariable %_ptr_Output_v3float Output
%frexpStruct_x_out = OpVariable %_ptr_Output_v3float Output
%frexpStruct_exp_out = OpVariable %_ptr_Output_v3float Output
%int_1 = OpConstant %int 1
%v4float = OpTypeVector %float 4
%_arr_float_uint_1 = OpTypeArray %float %uint_1
%gl_PerVertex = OpTypeStruct %v4float %float %_arr_float_uint_1
%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
%__0 = OpVariable %_ptr_Output_gl_PerVertex Output
%float_0 = OpConstant %float 0
%_ptr_Output_v4float = OpTypePointer Output %v4float
%main = OpFunction %void None %3
%5 = OpLabel
%xcoord = OpVariable %_ptr_Function_uint Function
%ycoord = OpVariable %_ptr_Function_uint Function
%ndx = OpVariable %_ptr_Function_uint Function
%in_uint = OpVariable %_ptr_Function_v3uint Function
%in_float = OpVariable %_ptr_Function_v3float Function
%x_0 = OpVariable %_ptr_Function_v3float Function
%exp_0 = OpVariable %_ptr_Function_v3int Function
%res_0 = OpVariable %_ptr_Function_frexpStructType Function
%38 = OpAccessChain %_ptr_Input_float %position %uint_0
%39 = OpLoad %float %38
%41 = OpFAdd %float %39 %float_0_027777778
%43 = OpFAdd %float %41 %float_1
%45 = OpFDiv %float %43 %float_2
%46 = OpFMul %float %float_36 %45
%47 = OpFSub %float %46 %float_1
%48 = OpConvertFToU %uint %47
OpStore %xcoord %48
%51 = OpAccessChain %_ptr_Input_float %position %uint_1
%52 = OpLoad %float %51
%53 = OpFAdd %float %52 %float_0_027777778
%54 = OpFAdd %float %53 %float_1
%55 = OpFDiv %float %54 %float_2
%56 = OpFMul %float %float_36 %55
%57 = OpFSub %float %56 %float_1
%58 = OpConvertFToU %uint %57
OpStore %ycoord %58
%60 = OpLoad %uint %xcoord
%61 = OpLoad %uint %ycoord
%63 = OpIMul %uint %61 %uint_36
%64 = OpIAdd %uint %60 %63
OpStore %ndx %64
%74 = OpLoad %uint %ndx
%76 = OpAccessChain %_ptr_Uniform_v3uint %_ %int_0 %74
%77 = OpLoad %v3uint %76
OpStore %in_uint %77
%79 = OpLoad %v3uint %in_uint
%80 = OpBitcast %v3float %79
OpStore %in_float %80
%82 = OpLoad %v3float %in_float
%84 = OpExtInst %v3float %1 Frexp %82 %exp_0
OpStore %x_0 %84
%87 = OpLoad %v3float %in_float
%88 = OpExtInst %frexpStructType %1 FrexpStruct %87
OpStore %res_0 %88
%91 = OpLoad %v3float %x_0
OpStore %frexp_x_out %91
%93 = OpLoad %v3int %exp_0
%94 = OpBitcast %v3float %93
OpStore %frexp_exp_out %94
%96 = OpAccessChain %_ptr_Function_v3float %res_0 %int_0
%97 = OpLoad %v3float %96
OpStore %frexpStruct_x_out %97
%100 = OpAccessChain %_ptr_Function_v3int %res_0 %int_1
%101 = OpLoad %v3int %100
%102 = OpBitcast %v3float %101
OpStore %frexpStruct_exp_out %102
%108 = OpLoad %v2float %position
%110 = OpCompositeExtract %float %108 0
%111 = OpCompositeExtract %float %108 1
%112 = OpCompositeConstruct %v4float %110 %111 %float_0 %float_1
%114 = OpAccessChain %_ptr_Output_v4float %__0 %int_0
OpStore %114 %112
OpReturn
OpFunctionEnd
END
# SHADER fragment frag_shader GLSL
# #version 430
# precision highp float;
#
# layout (location = 0) flat in vec3 frexp_x_in;
# layout (location = 1) flat in vec3 frexp_exp_in;
# layout (location = 2) flat in vec3 frexpStruct_x_in;
# layout (location = 3) flat in vec3 frexpStruct_exp_in;
#
# layout (location = 0) out vec4 frexp_x_out;
# layout (location = 1) out vec4 frexp_exp_out;
# layout (location = 2) out vec4 frexpStruct_x_out;
# layout (location = 3) out vec4 frexpStruct_exp_out;
#
# const vec4 clear_value = vec4(0.0, 0.0, 0.0, 1.0);
#
# void main ()
# {
# frexp_x_out = clear_value;
# frexp_exp_out = clear_value;
# frexpStruct_x_out = clear_value;
# frexpStruct_exp_out = clear_value;
# frexp_x_out.rgb = frexp_x_in;
# frexp_exp_out.rgb = frexp_exp_in;
# frexpStruct_x_out.rgb = frexpStruct_x_in;
# frexpStruct_exp_out.rgb = frexpStruct_exp_in;
# }
# END
SHADER fragment frag_shader SPIRV-ASM
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main" %frexp_x_out %frexp_exp_out %frexpStruct_x_out %frexpStruct_exp_out %frexp_x_in %frexp_exp_in %frexpStruct_x_in %frexpStruct_exp_in
OpExecutionMode %main OriginUpperLeft
OpDecorate %frexp_x_out Location 0
OpDecorate %frexp_exp_out Location 1
OpDecorate %frexpStruct_x_out Location 2
OpDecorate %frexpStruct_exp_out Location 3
OpDecorate %frexp_x_in Flat
OpDecorate %frexp_x_in Location 0
OpDecorate %frexp_exp_in Flat
OpDecorate %frexp_exp_in Location 1
OpDecorate %frexpStruct_x_in Flat
OpDecorate %frexpStruct_x_in Location 2
OpDecorate %frexpStruct_exp_in Flat
OpDecorate %frexpStruct_exp_in Location 3
%void = OpTypeVoid
%3 = OpTypeFunction %void
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%_ptr_Output_v4float = OpTypePointer Output %v4float
%frexp_x_out = OpVariable %_ptr_Output_v4float Output
%float_0 = OpConstant %float 0
%float_1 = OpConstant %float 1
%12 = OpConstantComposite %v4float %float_0 %float_0 %float_0 %float_1
%frexp_exp_out = OpVariable %_ptr_Output_v4float Output
%frexpStruct_x_out = OpVariable %_ptr_Output_v4float Output
%frexpStruct_exp_out = OpVariable %_ptr_Output_v4float Output
%v3float = OpTypeVector %float 3
%_ptr_Input_v3float = OpTypePointer Input %v3float
%frexp_x_in = OpVariable %_ptr_Input_v3float Input
%frexp_exp_in = OpVariable %_ptr_Input_v3float Input
%frexpStruct_x_in = OpVariable %_ptr_Input_v3float Input
%frexpStruct_exp_in = OpVariable %_ptr_Input_v3float Input
%main = OpFunction %void None %3
%5 = OpLabel
OpStore %frexp_x_out %12
OpStore %frexp_exp_out %12
OpStore %frexpStruct_x_out %12
OpStore %frexpStruct_exp_out %12
%19 = OpLoad %v3float %frexp_x_in
%20 = OpLoad %v4float %frexp_x_out
%21 = OpVectorShuffle %v4float %20 %19 4 5 6 3
OpStore %frexp_x_out %21
%23 = OpLoad %v3float %frexp_exp_in
%24 = OpLoad %v4float %frexp_exp_out
%25 = OpVectorShuffle %v4float %24 %23 4 5 6 3
OpStore %frexp_exp_out %25
%27 = OpLoad %v3float %frexpStruct_x_in
%28 = OpLoad %v4float %frexpStruct_x_out
%29 = OpVectorShuffle %v4float %28 %27 4 5 6 3
OpStore %frexpStruct_x_out %29
%31 = OpLoad %v3float %frexpStruct_exp_in
%32 = OpLoad %v4float %frexpStruct_exp_out
%33 = OpVectorShuffle %v4float %32 %31 4 5 6 3
OpStore %frexpStruct_exp_out %33
OpReturn
OpFunctionEnd
END
BUFFER buf_in DATA_TYPE uint32 SIZE 1296 FILE TEXT input.txt
BUFFER vertices DATA_TYPE vec2<float> SIZE 7776 FILE TEXT grid_vertices.txt
BUFFER frexp_x FORMAT R32G32B32A32_SFLOAT
BUFFER frexp_exp FORMAT R32G32B32A32_SFLOAT
BUFFER frexpStruct_x FORMAT R32G32B32A32_SFLOAT
BUFFER frexpStruct_exp FORMAT R32G32B32A32_SFLOAT
PIPELINE graphics test_pipeline
FRAMEBUFFER_SIZE 144 144
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA vertices LOCATION 0
BIND BUFFER buf_in AS storage DESCRIPTOR_SET 0 BINDING 0
BIND BUFFER frexp_x AS color LOCATION 0
BIND BUFFER frexp_exp AS color LOCATION 1
BIND BUFFER frexpStruct_x AS color LOCATION 2
BIND BUFFER frexpStruct_exp AS color LOCATION 3
END
RUN test_pipeline DRAW_ARRAY AS TRIANGLE_LIST START_IDX 0 COUNT 7776
EXPECT frexp_x EQ_BUFFER frexpStruct_x
EXPECT frexp_exp EQ_BUFFER frexpStruct_exp