glsl: Add unit tests for the lower_precision pass
Adds a unit tests script that invokes the standalone compiler with --lower-precision and verifies that lowered operations are being used. Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3885>
This commit is contained in:
392
src/compiler/glsl/tests/lower_precision_test.py
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392
src/compiler/glsl/tests/lower_precision_test.py
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# encoding=utf-8
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# Copyright © 2019 Google
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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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 THE
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# 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 FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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from __future__ import print_function
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import sys
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import subprocess
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import tempfile
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import re
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from collections import namedtuple
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Test = namedtuple("Test", "name source match_re")
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TESTS = [
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Test("simple division",
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"""
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uniform mediump float a, b;
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void main()
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{
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gl_FragColor.rgba = vec4(a / b);
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}
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""",
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r'\(expression +float16_t +/'),
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Test("dot",
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"""
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uniform mediump vec2 a, b;
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void main()
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{
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gl_FragColor.rgba = vec4(dot(a, b));
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}
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""",
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r'\(expression +float16_t +dot\b'),
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Test("array with const index",
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"""
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precision mediump float;
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uniform float in_simple[2];
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void main()
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{
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gl_FragColor = vec4(in_simple[0] / in_simple[1]);
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}
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""",
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r'\(expression +float16_t +/'),
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Test("array with uniform index",
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"""
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precision mediump float;
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uniform float in_simple[2];
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uniform int i0, i1;
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void main()
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{
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gl_FragColor = vec4(in_simple[i0] / in_simple[i1]);
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}
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""",
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r'\(expression +float16_t +/'),
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Test("array-of-array with const index",
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"""
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#version 310 es
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precision mediump float;
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uniform float in_aoa[2][2];
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layout(location = 0) out float out_color;
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void main()
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{
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out_color = in_aoa[0][0] / in_aoa[1][1];
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}
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""",
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r'\(expression +float16_t +/'),
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Test("array-of-array with uniform index",
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"""
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#version 310 es
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precision mediump float;
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uniform float in_aoa[2][2];
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uniform int i0, i1;
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layout(location = 0) out float out_color;
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void main()
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{
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out_color = in_aoa[i0][i0] / in_aoa[i1][i1];
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}
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""",
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r'\(expression +float16_t +/'),
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Test("array index",
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"""
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uniform mediump float a, b;
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uniform mediump float values[2];
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void main()
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{
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gl_FragColor.rgba = vec4(values[int(a / b)]);
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}
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""",
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r'\(expression +float16_t +/'),
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Test("function",
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"""
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precision mediump float;
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uniform float a, b;
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mediump float
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get_a()
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{
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return a;
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}
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float
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get_b()
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{
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return b;
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}
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void main()
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{
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gl_FragColor = vec4(get_a() / get_b());
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}
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""",
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r'\(expression +float16_t +/'),
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Test("function mediump args",
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"""
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precision mediump float;
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uniform float a, b;
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mediump float
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do_div(float x, float y)
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{
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return x / y;
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}
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void main()
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{
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gl_FragColor = vec4(do_div(a, b));
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}
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""",
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r'\(expression +float16_t +/'),
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Test("function highp args",
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"""
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precision mediump float;
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uniform float a, b;
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mediump float
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do_div(highp float x, highp float y)
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{
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return x / y;
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}
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void main()
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{
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gl_FragColor = vec4(do_div(a, b));
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}
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""",
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r'\(expression +float +/'),
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Test("function inout different precision highp",
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"""
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uniform mediump float a, b;
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void
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do_div(inout highp float x, highp float y)
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{
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x = x / y;
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}
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void main()
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{
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mediump float temp = a;
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do_div(temp, b);
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gl_FragColor = vec4(temp);
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}
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""",
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r'\(expression +float +/'),
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Test("function inout different precision mediump",
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"""
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uniform highp float a, b;
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void
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do_div(inout mediump float x, mediump float y)
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{
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x = x / y;
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}
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void main()
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{
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highp float temp = a;
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do_div(temp, b);
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gl_FragColor = vec4(temp);
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}
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""",
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r'\(expression +float16_t +/'),
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Test("if",
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"""
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precision mediump float;
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uniform float a, b;
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void
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main()
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{
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if (a / b < 0.31)
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gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
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else
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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""",
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r'\(expression +float16_t +/'),
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Test("matrix",
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"""
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precision mediump float;
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uniform vec2 a;
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uniform mat2 b;
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void main()
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{
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gl_FragColor = vec4(b * a, 0.0, 0.0);
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}
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""",
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r'\(expression +f16vec2 \*.*\bf16mat2\b'),
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Test("simple struct deref",
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"""
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precision mediump float;
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struct simple {
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float a, b;
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};
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uniform simple in_simple;
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void main()
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{
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gl_FragColor = vec4(in_simple.a / in_simple.b);
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}
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""",
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r'\(expression +float16_t +/'),
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Test("embedded struct deref",
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"""
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precision mediump float;
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struct simple {
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float a, b;
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};
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struct embedded {
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simple a, b;
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};
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uniform embedded in_embedded;
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void main()
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{
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gl_FragColor = vec4(in_embedded.a.a / in_embedded.b.b);
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}
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""",
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r'\(expression +float16_t +/'),
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Test("arrayed struct deref",
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"""
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precision mediump float;
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struct simple {
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float a, b;
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};
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struct arrayed {
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simple a[2];
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};
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uniform arrayed in_arrayed;
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void main()
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{
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gl_FragColor = vec4(in_arrayed.a[0].a / in_arrayed.a[1].b);
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}
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""",
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r'\(expression +float16_t +/'),
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Test("mixed precision not lowered",
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"""
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uniform mediump float a;
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uniform highp float b;
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void main()
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{
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gl_FragColor = vec4(a / b);
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}
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""",
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r'\(expression +float +/'),
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Test("texture sample",
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"""
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precision mediump float;
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uniform sampler2D tex;
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uniform vec2 coord;
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uniform float divisor;
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void main()
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{
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gl_FragColor = texture2D(tex, coord) / divisor;
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}
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""",
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r'\(expression +f16vec4 +/'),
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Test("expression in lvalue",
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"""
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uniform mediump float a, b;
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void main()
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{
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gl_FragColor = vec4(1.0);
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gl_FragColor[int(a / b)] = 0.5;
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}
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""",
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r'\(expression +float16_t +/'),
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Test("builtin with const arg",
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"""
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uniform mediump float a;
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void main()
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{
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gl_FragColor = vec4(min(a, 3.0));
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}
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""",
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r'\(expression +float16_t min'),
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]
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def compile_shader(standalone_compiler, source):
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with tempfile.NamedTemporaryFile(mode='wt', suffix='.frag') as source_file:
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print(source, file=source_file)
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source_file.flush()
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return subprocess.check_output([standalone_compiler,
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'--version', '300',
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'--lower-precision',
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'--dump-lir',
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source_file.name],
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universal_newlines=True)
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def run_test(standalone_compiler, test):
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ir = compile_shader(standalone_compiler, test.source)
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if re.search(test.match_re, ir) is None:
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return False
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return True
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def main():
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standalone_compiler = sys.argv[1]
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passed = 0
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for test in TESTS:
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print('Testing {} ... '.format(test.name), end='')
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result = run_test(standalone_compiler, test)
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if result:
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print('PASS')
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passed += 1
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else:
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print('FAIL')
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print('{}/{} tests returned correct results'.format(passed, len(TESTS)))
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sys.exit(0 if passed == len(TESTS) else 1)
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if __name__ == '__main__':
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main()
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@@ -110,4 +110,12 @@ if with_tools.contains('glsl')
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],
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suite : ['compiler', 'glsl'],
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)
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test(
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'glsl lower-precision test',
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prog_python,
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args : [join_paths(meson.current_source_dir(), 'lower_precision_test.py'),
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glsl_compiler
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],
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suite : ['compiler', 'glsl'],
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)
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endif
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