--- /dev/null
+/*
+ * Copyright © 2023 Valve Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ *
+ */
+#include "helpers.h"
+#include "test_d3d11_derivs-spirv.h"
+
+using namespace aco;
+
+BEGIN_TEST(d3d11_derivs.simple)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec2 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform sampler2D tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = texture(tex, in_coord);
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX10_3));
+ pbld.add_vsfs(vs, fs);
+
+ //>> v1: %x = v_interp_p2_f32 %_, %_:m0, (kill)%_ attr0.x
+ //>> v1: %y = v_interp_p2_f32 (kill)%_, (kill)%_:m0, (kill)%_ attr0.y
+ //>> v2: %vec = p_create_vector (kill)%x, (kill)%y
+ //>> lv2: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> BB1
+ //>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 2d
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+
+ //>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
+ //>> v_interp_p2_f32_e32 v#ry_tmp, v#_, attr0.y ; $_
+ //>> v_mov_b32_e32 v#ry, v#ry_tmp ; $_
+ //>> image_sample v[#_:#_], v[#rx:#ry], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_2D ; $_ $_
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.constant)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in float in_coord;
+ layout(location = 0) out float out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in float in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform sampler2D tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = texture(tex, vec2(in_coord, -0.5));
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX10_3));
+ pbld.add_vsfs(vs, fs);
+
+ //>> v1: %x = v_interp_p2_f32 (kill)%_, (kill)%_:m0, (kill)%_ attr0.x
+ //>> v2: %vec = p_create_vector (kill)%x, -0.5
+ //>> lv2: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> BB1
+ //>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 2d
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+
+ //>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
+ //>> v_mov_b32_e32 v#ry, -0.5 ; $_
+ //>> image_sample v[#_:#_], v[#rx:#ry], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_2D ; $_ $_
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.discard)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec2 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform sampler2D tex;
+ void main() {
+ if (gl_FragCoord.y > 1.0)
+ discard;
+ out_color = texture(tex, in_coord);
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX10_3));
+ pbld.add_vsfs(vs, fs);
+
+ /* The interpolation must be done before the discard_if. */
+ //>> lv2: %wqm = p_start_linear_vgpr (kill)%_
+ //>> s2: %_:exec, s1: (kill)%_:scc = s_andn2_b64 %_:exec, %_
+ //>> s2: %_, s1: %_:scc = s_andn2_b64 (kill)%_, (kill)%_
+ //>> p_exit_early_if (kill)%_:scc
+ //>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, (kill)%wqm 2d
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.bias)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec2 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform sampler2D tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = texture(tex, in_coord, gl_FragCoord.x);
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX10_3));
+ pbld.add_vsfs(vs, fs);
+
+ //>> s2: %_:s[0-1], s1: %_:s[2], s1: %_:s[3], s1: %_:s[4], v2: %_:v[0-1], v1: %bias:v[2] = p_startpgm
+ //>> v3: %vec = p_create_vector v1: undef, (kill)%_, (kill)%_
+ //>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> BB1
+ //>> v4: %_ = image_sample_b (kill)%_, (kill)%_, v1: undef, %wqm, (kill)%bias 2d
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+
+ //>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
+ //>> v_interp_p2_f32_e32 v#ry_tmp, v#_, attr0.y ; $_
+ //>> v_mov_b32_e32 v#rb, v2 ; $_
+ //>> v_mov_b32_e32 v#ry, v#ry_tmp ; $_
+ //>> BB1:
+ //>> image_sample_b v[#_:#_], [v#rb, v#rx, v#ry], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_2D ; $_ $_ $_
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.offset)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec2 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform sampler2D tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = textureOffset(tex, in_coord, ivec2(1, 2));
+ }
+ );
+
+ /* Use GFX9 because we should have at least one test which doesn't use NSA. */
+ PipelineBuilder pbld(get_vk_device(GFX9));
+ pbld.add_vsfs(vs, fs);
+
+ //>> v3: %vec = p_create_vector v1: undef, (kill)%_, (kill)%_
+ //>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> BB1
+ //>> v1: %offset = p_parallelcopy 0x201
+ //>> v4: %_ = image_sample_o (kill)%_, (kill)%_, v1: undef, %wqm, (kill)%offset 1d
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+
+ //>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
+ //>> v_interp_p2_f32_e32 v#ry_tmp, v#_, attr0.y ; $_
+ //>> v_mov_b32_e32 v#ry, v#ry_tmp ; $_
+ //>> BB1:
+ //>> v_mov_b32_e32 v#ro_tmp, 0x201 ; $_ $_
+ //>> v_mov_b32_e32 v#ro, v#r0_tmp ; $_
+ //; success = ro+1 == rx and ro+2 == ry
+ //>> image_sample_o v[#_:#_], v[#ro:#rx], s[#_:#_], s[#_:#_] dmask:0xf ; $_ $_
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.array)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec3 in_coord;
+ layout(location = 0) out vec3 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec3 in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform sampler2DArray tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = texture(tex, in_coord);
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX10_3));
+ pbld.add_vsfs(vs, fs);
+
+ //>> v1: %layer = v_rndne_f32 (kill)%_
+ //>> v3: %vec = p_create_vector (kill)%_, (kill)%_, (kill)%layer
+ //>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> BB1
+ //>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 2darray da
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+
+ //>> v_interp_p2_f32_e32 v#rl_tmp, v#_, attr0.z ; $_
+ //>> v_rndne_f32_e32 v#rl, v#rl_tmp ; $_
+ //>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
+ //>> v_interp_p2_f32_e32 v#ry_tmp, v#_, attr0.y ; $_
+ //>> v_mov_b32_e32 v#ry, v#ry_tmp ; $_
+ //>> BB1:
+ //; success = rx+1 == ry and rx+2 == rl
+ //>> image_sample v[#_:#_], v[#rx:#rl], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_2D_ARRAY ; $_ $_
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.bias_array)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec3 in_coord;
+ layout(location = 0) out vec3 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec3 in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform sampler2DArray tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = texture(tex, in_coord, gl_FragCoord.x);
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX10_3));
+ pbld.add_vsfs(vs, fs);
+
+ //>> s2: %_:s[0-1], s1: %_:s[2], s1: %_:s[3], s1: %_:s[4], v2: %_:v[0-1], v1: %bias:v[2] = p_startpgm
+ //>> v1: %layer = v_rndne_f32 (kill)%_
+ //>> v4: %vec = p_create_vector v1: undef, (kill)%_, (kill)%_, (kill)%layer
+ //>> lv4: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> BB1
+ //>> v4: %_ = image_sample_b (kill)%_, (kill)%_, v1: undef, %wqm, (kill)%bias 2darray da
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+
+ //>> v_interp_p2_f32_e32 v#rl_tmp, v#_, attr0.z ; $_
+ //>> v_rndne_f32_e32 v#rl, v#rl_tmp ; $_
+ //>> v_interp_p2_f32_e32 v#rx_tmp, v#_, attr0.x ; $_
+ //>> v_interp_p2_f32_e32 v#ry_tmp, v#_, attr0.y ; $_
+ //>> v_mov_b32_e32 v#rx, v#rx_tmp ; $_
+ //>> v_mov_b32_e32 v#ry, v#ry_tmp ; $_
+ //>> BB1:
+ //>> image_sample_b v[#_:#_], [v2, v#rx, v#ry, v#rl], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_2D_ARRAY ; $_ $_ $_
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.1d_gfx9)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in float in_coord;
+ layout(location = 0) out float out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in float in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform sampler1D tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = texture(tex, in_coord);
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX9));
+ pbld.add_vsfs(vs, fs);
+
+ //>> v1: %x = v_interp_p2_f32 (kill)%_, (kill)%_:m0, (kill)%_ attr0.x
+ //>> v2: %vec = p_create_vector (kill)%x, 0.5
+ //>> lv2: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> BB1
+ //>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 1d
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+
+ //>> v_interp_p2_f32_e32 v#rx, v#_, attr0.x ; $_
+ //>> v_mov_b32_e32 v#ry, 0.5 ; $_
+ //; success = rx+1 == ry
+ //>> image_sample v[#_:#_], v#rx, s[#_:#_], s[#_:#_] dmask:0xf ; $_ $_
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.1d_array_gfx9)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec2 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform sampler1DArray tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = texture(tex, in_coord);
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX9));
+ pbld.add_vsfs(vs, fs);
+
+ //>> v1: %layer = v_rndne_f32 (kill)%_
+ //>> v1: %x = v_interp_p2_f32 (kill)%_, (kill)%_:m0, (kill)%_ attr0.x
+ //>> v3: %vec = p_create_vector (kill)%x, 0.5, (kill)%layer
+ //>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> BB1
+ //>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 1d da
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+
+ //>> v_interp_p2_f32_e32 v#rl_tmp, v#_, attr0.y ; $_
+ //>> v_rndne_f32_e32 v#rl, v#rl_tmp ; $_
+ //>> v_interp_p2_f32_e32 v#rx_tmp, v#_, attr0.x ; $_
+ //>> v_mov_b32_e32 v#rx, v#rx_tmp ; $_
+ //>> v_mov_b32_e32 v#ry, 0.5 ; $_
+ //>> BB1:
+ //; success = rx+1 == ry and rx+2 == rl
+ //>> image_sample v[#_:#_], v#rx, s[#_:#_], s[#_:#_] dmask:0xf da ; $_ $_
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.cube)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec3 in_coord;
+ layout(location = 0) out vec3 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec3 in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform samplerCube tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = texture(tex, in_coord);
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX10_3));
+ pbld.add_vsfs(vs, fs);
+
+ //>> v1: %face = v_cubeid_f32 (kill)%_, (kill)%_, (kill)%_
+ //>> v1: %x = v_fmaak_f32 (kill)%_, %_, 0x3fc00000
+ //>> v1: %y = v_fmaak_f32 (kill)%_, (kill)%_, 0x3fc00000
+ //>> v3: %vec = p_create_vector (kill)%x, (kill)%y, (kill)%face
+ //>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> BB1
+ //>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm cube da
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+
+ //>> v_cubeid_f32 v#rf, v#_, v#_, v#_ ; $_ $_
+ //>> v_fmaak_f32 v#rx, v#_, v#_, 0x3fc00000 ; $_ $_
+ //>> v_fmaak_f32 v#ry, v#_, v#_, 0x3fc00000 ; $_ $_
+ //; success = rx+1 == ry and rx+2 == rf
+ //>> image_sample v[#_:#_], v[#rx:#rf], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_CUBE ; $_ $_
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.cube_array)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec4 in_coord;
+ layout(location = 0) out vec4 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec4 in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform samplerCubeArray tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = texture(tex, in_coord);
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX10_3));
+ pbld.add_vsfs(vs, fs);
+
+ //>> v1: %layer = v_rndne_f32 (kill)%_
+ //>> v1: %face = v_cubeid_f32 (kill)%_, (kill)%_, (kill)%_
+ //>> v1: %x = v_fmaak_f32 (kill)%_, %_, 0x3fc00000
+ //>> v1: %y = v_fmaak_f32 (kill)%_, (kill)%_, 0x3fc00000
+ //>> v1: %face_layer = v_fmamk_f32 (kill)%layer, (kill)%face, 0x41000000
+ //>> v3: %vec = p_create_vector (kill)%x, (kill)%y, (kill)%face_layer
+ //>> lv3: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> BB1
+ //>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm cube da
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+
+ //>> v_rndne_f32_e32 v#rl, v#_ ; $_
+ //>> v_cubeid_f32 v#rf, v#_, v#_, v#_ ; $_ $_
+ //>> v_fmaak_f32 v#rx, v#_, v#_, 0x3fc00000 ; $_ $_
+ //>> v_fmaak_f32 v#ry, v#_, v#_, 0x3fc00000 ; $_ $_
+ //>> v_fmamk_f32 v#rlf, v#rl, 0x41000000, v#rf ; $_ $_
+ //>> BB1:
+ //; success = rx+1 == ry and rx+2 == rlf
+ //>> image_sample v[#_:#_], v[#rx:#rlf], s[#_:#_], s[#_:#_] dmask:0xf dim:SQ_RSRC_IMG_CUBE ; $_ $_
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "Assembly");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.fddxy)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec2 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform sampler2D tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = vec4(dFdxFine(in_coord.x), dFdyCoarse(in_coord.y), textureLod(tex, vec2(0.5), 0.0).xy);
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX10_3));
+ pbld.add_vsfs(vs, fs);
+
+ /* Must be before BB1 */
+ //>> v1: %_ = v_sub_f32 (kill)%_, (kill)%_ quad_perm:[1,1,3,3] bound_ctrl:1
+ //>> v1: %_ = v_sub_f32 (kill)%_, (kill)%_ quad_perm:[2,2,2,2] bound_ctrl:1
+ //>> BB1
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+END_TEST
+
+/* Ensure the BC optimize transform is done after ac_nir_lower_tex. */
+BEGIN_TEST(d3d11_derivs.bc_optimize)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec2 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec4 out_color;
+ layout(binding = 0) uniform sampler2D tex;
+ void main() {
+ out_color = vec4(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = texture(tex, vec2(in_coord.x, interpolateAtCentroid(in_coord.y)));
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX10_3));
+ pbld.add_vsfs(vs, fs);
+
+ //>> v1: %y_coord2 = v_cndmask_b32 (kill)%_, %_, (kill)%_
+ //>> v1: %x = v_interp_p2_f32 (kill)%_, %_:m0, (kill)%_ attr0.x
+ //>> v1: %y = v_interp_p2_f32 (kill)%y_coord2, (kill)%_:m0, (kill)%_ attr0.y
+ //>> v2: %vec = p_create_vector (kill)%x, (kill)%y
+ //>> lv2: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> BB1
+ //>> v4: %_ = image_sample (kill)%_, (kill)%_, v1: undef, %wqm 2d
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.get_lod)
+ QoShaderModuleCreateInfo vs = qoShaderModuleCreateInfoGLSL(VERTEX,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec2 out_coord;
+ void main() {
+ out_coord = in_coord;
+ }
+ );
+ QoShaderModuleCreateInfo fs = qoShaderModuleCreateInfoGLSL(FRAGMENT,
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 0) out vec2 out_color;
+ layout(binding = 0) uniform sampler2D tex;
+ void main() {
+ out_color = vec2(0.0);
+ if (gl_FragCoord.x > 1.0)
+ out_color = textureQueryLod(tex, in_coord);
+ }
+ );
+
+ PipelineBuilder pbld(get_vk_device(GFX10_3));
+ pbld.add_vsfs(vs, fs);
+
+ //>> v1: %x = v_interp_p2_f32 %_, %_:m0, (kill)%_ attr0.x
+ //>> v1: %y = v_interp_p2_f32 (kill)%_, (kill)%_:m0, (kill)%_ attr0.y
+ //>> v2: %vec = p_create_vector %x, %y
+ //>> lv2: %wqm = p_start_linear_vgpr (kill)%vec
+ //>> v1: %x0 = v_mov_b32 %x quad_perm:[0,0,0,0] bound_ctrl:1
+ //>> v1: %x1_m_x0 = v_sub_f32 %x, %x0 quad_perm:[1,1,1,1] bound_ctrl:1
+ //>> v1: %x2_m_x0 = v_sub_f32 (kill)%x, (kill)%x0 quad_perm:[2,2,2,2] bound_ctrl:1
+ //>> v1: %y0 = v_mov_b32 %y quad_perm:[0,0,0,0] bound_ctrl:1
+ //>> v1: %y1_m_y0 = v_sub_f32 %y, %y0 quad_perm:[1,1,1,1] bound_ctrl:1
+ //>> v1: %y2_m_y0 = v_sub_f32 (kill)%y, (kill)%y0 quad_perm:[2,2,2,2] bound_ctrl:1
+ //>> BB1
+ //>> v2: %_ = image_get_lod (kill)%_, (kill)%_, v1: undef, %wqm 2d
+ //>> BB2
+ //>> BB6
+ //>> p_end_linear_vgpr (kill)%wqm
+ pbld.print_ir(VK_SHADER_STAGE_FRAGMENT_BIT, "ACO IR");
+END_TEST
+
+BEGIN_TEST(d3d11_derivs.nsa_max)
+ for (amd_gfx_level lvl : {GFX10, GFX10_3, GFX11}) {
+ if (!setup_cs(NULL, lvl))
+ continue;
+
+ PhysReg reg_v0{256};
+ PhysReg reg_v6{256 + 6};
+ PhysReg reg_v7{256 + 7};
+ PhysReg reg_v8{256 + 8};
+
+ //>> p_unit_test 0
+ bld.pseudo(aco_opcode::p_unit_test, Operand::zero());
+
+ //~gfx10! v2: %_:v[0-1] = v_lshrrev_b64 0, %_:v[6-7]
+ //~gfx10! v1: %_:v[2] = v_mov_b32 %_:v[8]
+ //~gfx10! v4: %_:v[0-3] = image_sample_c_b_o s8: undef, s4: undef, v1: undef, %_:v[0-5] 2darray da
+
+ //~gfx10_3! v4: %_:v[0-3] = image_sample_c_b_o s8: undef, s4: undef, v1: undef, %_:v[6], %_:v[7], %_:v[8], %_:v[3], %_:v[4], %_:v[5] 2darray da
+
+ //~gfx11! v4: %_:v[0-3] = image_sample_c_b_o s8: undef, s4: undef, v1: undef, %_:v[6], %_:v[7], %_:v[8], %_:v[3], %_:v[4-5] 2darray da
+
+ Instruction *instr = bld.mimg(aco_opcode::image_sample_c_b_o, Definition(reg_v0, v4),
+ Operand(s8), Operand(s4), Operand(v1), Operand(reg_v0, v6.as_linear()),
+ Operand(reg_v6, v1), Operand(reg_v7, v1), Operand(reg_v8, v1));
+ instr->mimg().dim = ac_image_2darray;
+ instr->mimg().da = true;
+ instr->mimg().strict_wqm = true;
+
+ finish_to_hw_instr_test();
+ }
+END_TEST