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@ -108,11 +108,9 @@ TEST_CASE("Nested Loop", "[video_core][shader][shader_jit]") {
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const auto sh_temp = SourceRegister::MakeTemporary(0);
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const auto sh_output = DestRegister::MakeOutput(0);
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std::array<Common::Vec4<u8>, 2> loop_parms{Common::Vec4<u8>{4, 0, 1, 0},
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Common::Vec4<u8>{4, 0, 1, 0}};
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auto shader_test = ShaderTest({
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// clang-format off
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{OpCode::Id::MOV, sh_temp, sh_input},
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{OpCode::Id::LOOP, 0},
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{OpCode::Id::LOOP, 1},
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{OpCode::Id::ADD, sh_temp, sh_temp, sh_input},
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@ -123,87 +121,39 @@ TEST_CASE("Nested Loop", "[video_core][shader][shader_jit]") {
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// clang-format on
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});
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shader_test.shader_setup->uniforms.i[0] = loop_parms[0];
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shader_test.shader_setup->uniforms.i[1] = loop_parms[0];
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const auto run_test_helper = [&shader_test](float input) {
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Pica::Shader::UnitState shader_unit_jit;
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Pica::Shader::UnitState shader_unit_inter;
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shader_test.RunJit(shader_unit_jit, input);
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shader_test.RunInterpreter(shader_unit_inter, input);
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REQUIRE(shader_unit_jit.registers.output[0].x.ToFloat32() ==
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Approx(shader_unit_inter.registers.output[0].x.ToFloat32()));
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REQUIRE(shader_unit_jit.address_registers[2] == shader_unit_inter.address_registers[2]);
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};
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{
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// Sanity check
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shader_test.shader_setup->uniforms.i[0] = {4, 0, 1, 0};
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shader_test.shader_setup->uniforms.i[1] = {4, 0, 1, 0};
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Common::Vec4<u8> loop_parms{shader_test.shader_setup->uniforms.i[0]};
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const int expected_aL = loop_parms[1] + ((loop_parms[0] + 1) * loop_parms[2]);
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const float input = 1.0f;
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const float expected_out = (((shader_test.shader_setup->uniforms.i[0][0] + 1) *
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(shader_test.shader_setup->uniforms.i[1][0] + 1)) *
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input) +
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input;
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Pica::Shader::UnitState shader_unit_jit;
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shader_test.RunJit(shader_unit_jit, 1.0f);
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REQUIRE(shader_unit_jit.address_registers[2] == 6);
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REQUIRE(shader_unit_jit.registers.output[0].x.ToFloat32() == Approx(25.0f));
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Pica::Shader::UnitState shader_unit_inter;
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shader_test.RunInterpreter(shader_unit_inter, 2.0f);
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REQUIRE(shader_unit_inter.address_registers[2] == 6);
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REQUIRE(shader_unit_inter.registers.output[0].x.ToFloat32() == Approx(50.0f));
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}
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run_test_helper(-5.f);
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run_test_helper(0.f);
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run_test_helper(2.f);
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run_test_helper(6.f);
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run_test_helper(79.7262742773f);
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}
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TEST_CASE("Nested Loop Randomized", "[video_core][shader][shader_jit]") {
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const auto sh_input = SourceRegister::MakeInput(0);
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const auto sh_temp = SourceRegister::MakeTemporary(0);
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const auto sh_output = DestRegister::MakeOutput(0);
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auto shader_test = ShaderTest({
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// clang-format off
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{OpCode::Id::LOOP, 0},
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{OpCode::Id::LOOP, 1},
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{OpCode::Id::LOOP, 2},
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{OpCode::Id::LOOP, 3},
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{OpCode::Id::ADD, sh_temp, sh_temp, sh_input},
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{Type::EndLoop},
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{Type::EndLoop},
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{Type::EndLoop},
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{Type::EndLoop},
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{OpCode::Id::MOV, sh_output, sh_temp},
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{OpCode::Id::END},
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// clang-format on
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});
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const auto generate_loop_parms = [] {
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u8 iterations = 1 + rand();
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u8 initial = 1 + rand();
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u8 increment = 1 + rand();
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Common::Vec4<u8> loop_parm{iterations, initial, increment, 0};
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return Common::Vec4<u8>{iterations, initial, increment, 0};
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};
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const auto run_test_helper = [&shader_test](float input) {
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Pica::Shader::UnitState shader_unit_jit;
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Pica::Shader::UnitState shader_unit_inter;
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shader_test.RunJit(shader_unit_jit, input);
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shader_test.RunInterpreter(shader_unit_inter, input);
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REQUIRE(shader_unit_jit.registers.output[0].x.ToFloat32() ==
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Approx(shader_unit_inter.registers.output[0].x.ToFloat32()));
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REQUIRE(shader_unit_jit.address_registers[2] == shader_unit_inter.address_registers[2]);
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};
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REQUIRE(shader_unit_jit.address_registers[2] == expected_aL);
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REQUIRE(shader_unit_jit.registers.output[0].x.ToFloat32() == Approx(expected_out));
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}
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{
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shader_test.shader_setup->uniforms.i[0] = {9, 0, 2, 0};
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shader_test.shader_setup->uniforms.i[1] = {7, 0, 1, 0};
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srand(time(0));
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for (int i = 0; i < 10; i++) {
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shader_test.shader_setup->uniforms.i[0] = generate_loop_parms();
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shader_test.shader_setup->uniforms.i[1] = generate_loop_parms();
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shader_test.shader_setup->uniforms.i[2] = generate_loop_parms();
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shader_test.shader_setup->uniforms.i[3] = generate_loop_parms();
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float input = -(RAND_MAX / 2) + rand();
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run_test_helper(input);
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const Common::Vec4<u8> loop_parms{shader_test.shader_setup->uniforms.i[0]};
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const int expected_aL = loop_parms[1] + ((loop_parms[0] + 1) * loop_parms[2]);
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const float input = 1.0f;
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const float expected_out = (((shader_test.shader_setup->uniforms.i[0][0] + 1) *
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(shader_test.shader_setup->uniforms.i[1][0] + 1)) *
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input) +
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input;
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Pica::Shader::UnitState shader_unit_jit;
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shader_test.RunJit(shader_unit_jit, input);
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REQUIRE(shader_unit_jit.address_registers[2] == expected_aL);
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REQUIRE(shader_unit_jit.registers.output[0].x.ToFloat32() == Approx(expected_out));
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}
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}
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