mirror of
https://github.com/gfx-rs/wgpu.git
synced 2026-01-13 21:58:11 -05:00
Co-authored-by: FL33TW00D <fleetwoodpersonal@gmail.com> Co-authored-by: Connor Fitzgerald <connorwadefitzgerald@gmail.com> Co-authored-by: ErichDonGubler <erichdongubler@gmail.com>
626 lines
21 KiB
Rust
626 lines
21 KiB
Rust
use std::fmt::Write;
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use wgpu::{Backends, DownlevelFlags, Features, Limits};
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use crate::shader::{shader_input_output_test, InputStorageType, ShaderTest, MAX_BUFFER_SIZE};
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use wgpu_test::{gpu_test, FailureCase, GpuTestConfiguration, TestParameters};
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#[gpu_test]
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static UNIFORM_INPUT: GpuTestConfiguration = GpuTestConfiguration::new()
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.parameters(
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TestParameters::default()
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.downlevel_flags(DownlevelFlags::COMPUTE_SHADERS)
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// Validation errors thrown by the SPIR-V validator https://github.com/gfx-rs/wgpu/issues/4371
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.expect_fail(
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FailureCase::backend(wgpu::Backends::VULKAN)
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.validation_error("a matrix with stride 8 not satisfying alignment to 16"),
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)
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.limits(Limits::downlevel_defaults()),
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)
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.run_async(|ctx| {
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shader_input_output_test(
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ctx,
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InputStorageType::Uniform,
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create_struct_layout_tests(InputStorageType::Uniform),
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)
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});
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#[gpu_test]
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static STORAGE_INPUT: GpuTestConfiguration = GpuTestConfiguration::new()
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.parameters(
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TestParameters::default()
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.downlevel_flags(DownlevelFlags::COMPUTE_SHADERS)
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.limits(Limits::downlevel_defaults()),
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)
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.run_async(|ctx| {
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shader_input_output_test(
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ctx,
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InputStorageType::Storage,
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create_struct_layout_tests(InputStorageType::Storage),
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)
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});
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#[gpu_test]
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static PUSH_CONSTANT_INPUT: GpuTestConfiguration = GpuTestConfiguration::new()
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.parameters(
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TestParameters::default()
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.features(Features::PUSH_CONSTANTS)
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.downlevel_flags(DownlevelFlags::COMPUTE_SHADERS)
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.limits(Limits {
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max_push_constant_size: MAX_BUFFER_SIZE as u32,
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..Limits::downlevel_defaults()
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}),
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)
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.run_async(|ctx| {
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shader_input_output_test(
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ctx,
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InputStorageType::PushConstant,
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create_struct_layout_tests(InputStorageType::PushConstant),
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)
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});
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fn create_struct_layout_tests(storage_type: InputStorageType) -> Vec<ShaderTest> {
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let input_values: Vec<_> = (0..(MAX_BUFFER_SIZE as u32 / 4)).collect();
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let mut tests = Vec::new();
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// Vector tests
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for components in [2, 3, 4] {
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for ty in ["f32", "u32", "i32"] {
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let input_members = format!("member: vec{components}<{ty}>,");
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// There's 2 possible ways to load a component of a vector:
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// - Do `input.member.x` (direct)
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// - Store `input.member` in a variable; do `var.x` (loaded)
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let mut direct = String::new();
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let mut loaded = String::from("let loaded = input.member;");
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let component_accessors = ["x", "y", "z", "w"]
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.into_iter()
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.take(components)
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.enumerate();
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for (idx, component) in component_accessors {
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writeln!(
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direct,
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"output[{idx}] = bitcast<u32>(input.member.{component});"
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)
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.unwrap();
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writeln!(loaded, "output[{idx}] = bitcast<u32>(loaded.{component});").unwrap();
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}
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tests.push(ShaderTest::new(
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format!("vec{components}<{ty}> - direct"),
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input_members.clone(),
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direct,
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&input_values,
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&(0..components as u32).collect::<Vec<_>>(),
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));
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tests.push(ShaderTest::new(
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format!("vec{components}<{ty}> - loaded"),
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input_members.clone(),
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loaded,
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&input_values,
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&(0..components as u32).collect::<Vec<_>>(),
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));
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}
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}
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// Matrix tests
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for columns in [2, 3, 4] {
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for rows in [2, 3, 4] {
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let ty = format!("mat{columns}x{rows}<f32>");
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let input_members = format!("member: {ty},");
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// There's 3 possible ways to load a component of a matrix:
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// - Do `input.member[0].x` (direct)
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// - Store `input.member[0]` in a variable; do `var.x` (vector_loaded)
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// - Store `input.member` in a variable; do `var[0].x` (fully_loaded)
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let mut direct = String::new();
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let mut vector_loaded = String::new();
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let mut fully_loaded = String::from("let loaded = input.member;");
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for column in 0..columns {
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writeln!(vector_loaded, "let vec_{column} = input.member[{column}];").unwrap();
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}
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let mut output_values = Vec::new();
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let mut current_output_idx = 0;
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let mut current_input_idx = 0;
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for column in 0..columns {
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let component_accessors = ["x", "y", "z", "w"].into_iter().take(rows);
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for component in component_accessors {
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writeln!(
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direct,
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"output[{current_output_idx}] = bitcast<u32>(input.member[{column}].{component});"
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)
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.unwrap();
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writeln!(
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vector_loaded,
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"output[{current_output_idx}] = bitcast<u32>(vec_{column}.{component});"
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)
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.unwrap();
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writeln!(
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fully_loaded,
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"output[{current_output_idx}] = bitcast<u32>(loaded[{column}].{component});"
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)
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.unwrap();
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output_values.push(current_input_idx);
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current_input_idx += 1;
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current_output_idx += 1;
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}
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// Round to next vec4 if we're matrices with vec3 columns
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if rows == 3 {
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current_input_idx += 1;
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}
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}
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// https://github.com/gfx-rs/wgpu/issues/4371
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let failures = if storage_type == InputStorageType::Uniform && rows == 2 {
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Backends::GL
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} else {
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Backends::empty()
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};
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tests.push(
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ShaderTest::new(
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format!("{ty} - direct"),
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input_members.clone(),
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direct,
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&input_values,
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&output_values,
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)
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.failures(failures),
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);
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tests.push(
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ShaderTest::new(
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format!("{ty} - vector loaded"),
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input_members.clone(),
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vector_loaded,
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&input_values,
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&output_values,
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)
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.failures(failures),
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);
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tests.push(
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ShaderTest::new(
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format!("{ty} - fully loaded"),
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input_members.clone(),
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fully_loaded,
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&input_values,
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&output_values,
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)
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.failures(failures),
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);
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}
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}
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// Vec3 alignment tests
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for ty in ["f32", "u32", "i32"] {
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let members = format!("_vec: vec3<{ty}>,\nscalar: {ty},");
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let direct = String::from("output[0] = bitcast<u32>(input.scalar);");
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tests.push(ShaderTest::new(
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format!("vec3<{ty}>, {ty} alignment"),
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members,
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direct,
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&input_values,
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&[3],
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));
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}
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// Test for https://github.com/gfx-rs/wgpu/issues/5262.
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//
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// The struct is supposed to have a size of 32 and alignment of 16, but on metal, it has size 24.
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for ty in ["f32", "u32", "i32"] {
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let header = format!("struct Inner {{ vec: vec3<{ty}>, scalar1: u32, scalar2: u32 }}");
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let members = String::from("arr: array<Inner, 2>");
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let direct = String::from(
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"\
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output[0] = bitcast<u32>(input.arr[0].vec.x);
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output[1] = bitcast<u32>(input.arr[0].vec.y);
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output[2] = bitcast<u32>(input.arr[0].vec.z);
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output[3] = bitcast<u32>(input.arr[0].scalar1);
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output[4] = bitcast<u32>(input.arr[0].scalar2);
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output[5] = bitcast<u32>(input.arr[1].vec.x);
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output[6] = bitcast<u32>(input.arr[1].vec.y);
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output[7] = bitcast<u32>(input.arr[1].vec.z);
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output[8] = bitcast<u32>(input.arr[1].scalar1);
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output[9] = bitcast<u32>(input.arr[1].scalar2);
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",
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);
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tests.push(
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ShaderTest::new(
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format!("Alignment of 24 byte struct with a vec3<{ty}>"),
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members,
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direct,
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&input_values,
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&[0, 1, 2, 3, 4, 8, 9, 10, 11, 12],
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)
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.header(header)
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.failures(Backends::METAL),
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);
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}
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// Mat3 alignment tests
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for ty in ["f32", "u32", "i32"] {
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for columns in [2, 3, 4] {
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let members = format!("_mat: mat{columns}x3<f32>,\nscalar: {ty},");
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let direct = String::from("output[0] = bitcast<u32>(input.scalar);");
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tests.push(ShaderTest::new(
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format!("mat{columns}x3<f32>, {ty} alignment"),
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members,
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direct,
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&input_values,
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&[columns * 4],
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));
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}
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}
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// Nested struct and array test.
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//
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// This tries to exploit all the weird edge cases of the struct layout algorithm.
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{
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let header =
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String::from("struct Inner { scalar: f32, member: array<vec3<f32>, 2>, scalar2: f32 }");
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let members = String::from("inner: Inner, scalar3: f32, vector: vec3<f32>, scalar4: f32");
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let direct = String::from(
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"\
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output[0] = bitcast<u32>(input.inner.scalar);
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output[1] = bitcast<u32>(input.inner.member[0].x);
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output[2] = bitcast<u32>(input.inner.member[0].y);
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output[3] = bitcast<u32>(input.inner.member[0].z);
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output[4] = bitcast<u32>(input.inner.member[1].x);
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output[5] = bitcast<u32>(input.inner.member[1].y);
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output[6] = bitcast<u32>(input.inner.member[1].z);
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output[7] = bitcast<u32>(input.inner.scalar2);
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output[8] = bitcast<u32>(input.scalar3);
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output[9] = bitcast<u32>(input.vector.x);
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output[10] = bitcast<u32>(input.vector.y);
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output[11] = bitcast<u32>(input.vector.z);
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output[12] = bitcast<u32>(input.scalar4);
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",
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);
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tests.push(
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ShaderTest::new(
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String::from("nested struct and array"),
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members,
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direct,
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&input_values,
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&[
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0, // inner.scalar
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4, 5, 6, // inner.member[0]
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8, 9, 10, // inner.member[1]
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12, // scalar2
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16, // scalar3
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20, 21, 22, // vector
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23, // scalar4
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],
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)
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.header(header),
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);
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}
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tests
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}
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#[gpu_test]
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static UNIFORM_INPUT_INT64: GpuTestConfiguration = GpuTestConfiguration::new()
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.parameters(
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TestParameters::default()
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.features(Features::SHADER_INT64)
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.downlevel_flags(DownlevelFlags::COMPUTE_SHADERS)
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.limits(Limits::downlevel_defaults()),
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)
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.run_async(|ctx| {
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shader_input_output_test(
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ctx,
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InputStorageType::Storage,
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create_64bit_struct_layout_tests(),
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)
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});
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#[gpu_test]
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static STORAGE_INPUT_INT64: GpuTestConfiguration = GpuTestConfiguration::new()
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.parameters(
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TestParameters::default()
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.features(Features::SHADER_INT64)
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.downlevel_flags(DownlevelFlags::COMPUTE_SHADERS)
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.limits(Limits::downlevel_defaults()),
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)
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.run_async(|ctx| {
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shader_input_output_test(
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ctx,
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InputStorageType::Storage,
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create_64bit_struct_layout_tests(),
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)
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});
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#[gpu_test]
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static PUSH_CONSTANT_INPUT_INT64: GpuTestConfiguration = GpuTestConfiguration::new()
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.parameters(
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TestParameters::default()
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.features(Features::SHADER_INT64 | Features::PUSH_CONSTANTS)
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.downlevel_flags(DownlevelFlags::COMPUTE_SHADERS)
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.limits(Limits {
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max_push_constant_size: MAX_BUFFER_SIZE as u32,
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..Limits::downlevel_defaults()
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}),
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)
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.run_async(|ctx| {
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shader_input_output_test(
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ctx,
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InputStorageType::PushConstant,
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create_64bit_struct_layout_tests(),
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)
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});
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fn create_64bit_struct_layout_tests() -> Vec<ShaderTest> {
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let input_values: Vec<_> = (0..(MAX_BUFFER_SIZE as u32 / 4)).collect();
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let mut tests = Vec::new();
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// 64 bit alignment tests
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for ty in ["u64", "i64"] {
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let members = format!("scalar: {ty},");
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let direct = String::from(
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"\
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output[0] = u32(bitcast<u64>(input.scalar) & 0xFFFFFFFF);
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output[1] = u32((bitcast<u64>(input.scalar) >> 32) & 0xFFFFFFFF);
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",
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);
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tests.push(ShaderTest::new(
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format!("{ty} alignment"),
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members,
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direct,
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&input_values,
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&[0, 1],
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));
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}
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// Nested struct and array test.
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//
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// This tries to exploit all the weird edge cases of the struct layout algorithm.
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// We dont go as all-out as the other nested struct test because
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// all our primitives are twice as wide and we have only so much buffer to spare.
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{
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let header = String::from(
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"struct Inner { scalar: u64, scalar32: u32, member: array<vec3<u64>, 2> }",
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);
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let members = String::from("inner: Inner");
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let direct = String::from(
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"\
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output[0] = u32(bitcast<u64>(input.inner.scalar) & 0xFFFFFFFF);
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output[1] = u32((bitcast<u64>(input.inner.scalar) >> 32) & 0xFFFFFFFF);
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output[2] = bitcast<u32>(input.inner.scalar32);
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for (var index = 0u; index < 2u; index += 1u) {
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for (var component = 0u; component < 3u; component += 1u) {
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output[3 + index * 6 + component * 2] = u32(bitcast<u64>(input.inner.member[index][component]) & 0xFFFFFFFF);
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output[4 + index * 6 + component * 2] = u32((bitcast<u64>(input.inner.member[index][component]) >> 32) & 0xFFFFFFFF);
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}
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}
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",
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);
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tests.push(
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ShaderTest::new(
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String::from("nested struct and array"),
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members,
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direct,
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&input_values,
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&[
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0, 1, // inner.scalar
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2, // inner.scalar32
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8, 9, 10, 11, 12, 13, // inner.member[0]
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16, 17, 18, 19, 20, 21, // inner.member[1]
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],
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)
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.header(header),
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);
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}
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{
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let header = String::from("struct Inner { scalar32: u32, scalar: u64, scalar32_2: u32 }");
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let members = String::from("inner: Inner, vector: vec3<i64>");
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let direct = String::from(
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"\
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output[0] = bitcast<u32>(input.inner.scalar32);
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output[1] = u32(bitcast<u64>(input.inner.scalar) & 0xFFFFFFFF);
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output[2] = u32((bitcast<u64>(input.inner.scalar) >> 32) & 0xFFFFFFFF);
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output[3] = bitcast<u32>(input.inner.scalar32_2);
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output[4] = u32(bitcast<u64>(input.vector.x) & 0xFFFFFFFF);
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output[5] = u32((bitcast<u64>(input.vector.x) >> 32) & 0xFFFFFFFF);
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output[6] = u32(bitcast<u64>(input.vector.y) & 0xFFFFFFFF);
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output[7] = u32((bitcast<u64>(input.vector.y) >> 32) & 0xFFFFFFFF);
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output[8] = u32(bitcast<u64>(input.vector.z) & 0xFFFFFFFF);
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output[9] = u32((bitcast<u64>(input.vector.z) >> 32) & 0xFFFFFFFF);
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",
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);
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tests.push(
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ShaderTest::new(
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String::from("nested struct and array"),
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members,
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direct,
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&input_values,
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&[
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0, // inner.scalar32
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2, 3, // inner.scalar
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4, // inner.scalar32_2
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8, 9, 10, 11, 12, 13, // vector
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],
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)
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.header(header),
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);
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}
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tests
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}
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#[gpu_test]
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static UNIFORM_INPUT_F16: GpuTestConfiguration = GpuTestConfiguration::new()
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.parameters(
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TestParameters::default()
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.features(Features::SHADER_F16)
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.downlevel_flags(DownlevelFlags::COMPUTE_SHADERS)
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.limits(Limits::downlevel_defaults()),
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)
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.run_async(|ctx| {
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shader_input_output_test(
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ctx,
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InputStorageType::Storage,
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create_16bit_struct_layout_test(),
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)
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});
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|
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#[gpu_test]
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static STORAGE_INPUT_F16: GpuTestConfiguration = GpuTestConfiguration::new()
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.parameters(
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TestParameters::default()
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.features(Features::SHADER_F16)
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.downlevel_flags(DownlevelFlags::COMPUTE_SHADERS)
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.limits(Limits::downlevel_defaults()),
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)
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.run_async(|ctx| {
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shader_input_output_test(
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ctx,
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InputStorageType::Storage,
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create_16bit_struct_layout_test(),
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)
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});
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fn create_16bit_struct_layout_test() -> Vec<ShaderTest> {
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let mut tests = Vec::new();
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|
|
|
fn f16asu16(f32: f32) -> u16 {
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|
half::f16::from_f32(f32).to_bits()
|
|
}
|
|
|
|
// 16 bit alignment tests
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|
{
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|
let members =
|
|
"scalar1: f16, scalar2: f16, v3: vec3<f16>, tuck_in: f16, scalar4: f16, larger: u32";
|
|
let direct = String::from(
|
|
"\
|
|
output[0] = u32(input.scalar1);
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|
output[1] = u32(input.scalar2);
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|
output[2] = u32(input.v3.x);
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|
output[3] = u32(input.v3.y);
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|
output[4] = u32(input.v3.z);
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|
output[5] = u32(input.tuck_in);
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|
output[6] = u32(input.scalar4);
|
|
output[7] = u32(extractBits(input.larger, 0u, 16u));
|
|
output[8] = u32(extractBits(input.larger, 16u, 16u));
|
|
",
|
|
);
|
|
|
|
tests.push(ShaderTest::new(
|
|
"f16 alignment".into(),
|
|
members.into(),
|
|
direct,
|
|
&[
|
|
f16asu16(0.0),
|
|
f16asu16(1.0),
|
|
f16asu16(2.0),
|
|
f16asu16(3.0),
|
|
f16asu16(4.0),
|
|
f16asu16(5.0),
|
|
f16asu16(6.0),
|
|
f16asu16(7.0),
|
|
f16asu16(8.0),
|
|
f16asu16(9.0),
|
|
10_u16,
|
|
11_u16,
|
|
// Some extra values to help debug if the test fails.
|
|
12_u16,
|
|
13_u16,
|
|
14_u16,
|
|
15_u16,
|
|
16_u16,
|
|
17_u16,
|
|
18_u16,
|
|
19_u16,
|
|
20_u16,
|
|
],
|
|
&[
|
|
0, // scalar1
|
|
1, // scalar2
|
|
4, 5, 6, // v3
|
|
7, // tuck_in
|
|
8, // scalar4
|
|
10, // larger[0..16]
|
|
11, // larger[16..32]
|
|
],
|
|
));
|
|
}
|
|
|
|
// Matrix tests
|
|
{
|
|
let members = "m2: mat2x2h, m3: mat3x3h, m4: mat4x4h";
|
|
let direct = String::from(
|
|
"\
|
|
output[0] = u32(input.m2[0].x);
|
|
output[1] = u32(input.m2[0].y);
|
|
output[2] = u32(input.m2[1].x);
|
|
output[3] = u32(input.m2[1].y);
|
|
|
|
output[4] = u32(input.m3[0].x);
|
|
output[5] = u32(input.m3[0].y);
|
|
output[6] = u32(input.m3[0].z);
|
|
output[7] = u32(input.m3[1].x);
|
|
output[8] = u32(input.m3[1].y);
|
|
output[9] = u32(input.m3[1].z);
|
|
output[10] = u32(input.m3[2].x);
|
|
output[11] = u32(input.m3[2].y);
|
|
output[12] = u32(input.m3[2].z);
|
|
|
|
output[13] = u32(input.m4[0].x);
|
|
output[14] = u32(input.m4[0].y);
|
|
output[15] = u32(input.m4[0].z);
|
|
output[16] = u32(input.m4[0].w);
|
|
output[17] = u32(input.m4[1].x);
|
|
output[18] = u32(input.m4[1].y);
|
|
output[19] = u32(input.m4[1].z);
|
|
output[20] = u32(input.m4[1].w);
|
|
output[21] = u32(input.m4[2].x);
|
|
output[22] = u32(input.m4[2].y);
|
|
output[23] = u32(input.m4[2].z);
|
|
output[24] = u32(input.m4[2].w);
|
|
output[25] = u32(input.m4[3].x);
|
|
output[26] = u32(input.m4[3].y);
|
|
output[27] = u32(input.m4[3].z);
|
|
output[28] = u32(input.m4[3].w);
|
|
",
|
|
);
|
|
|
|
tests.push(ShaderTest::new(
|
|
"f16 matrix alignment".into(),
|
|
members.into(),
|
|
direct,
|
|
&(0..32).map(|x| f16asu16(x as f32)).collect::<Vec<_>>(),
|
|
&[
|
|
0, 1, // m2[0]
|
|
2, 3, // m2[1]
|
|
//
|
|
4, 5, 6, // m3[0]
|
|
8, 9, 10, // m3[1]
|
|
12, 13, 14, // m3[2]
|
|
//
|
|
16, 17, 18, 19, // m4[0]
|
|
20, 21, 22, 23, // m4[1]
|
|
24, 25, 26, 27, // m4[2]
|
|
28, 29, 30, 31, // m4[3]
|
|
],
|
|
));
|
|
}
|
|
|
|
// Insert `enable f16;` header
|
|
tests
|
|
.into_iter()
|
|
.map(|test| test.header("enable f16;".into()))
|
|
.collect()
|
|
}
|