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# coding=utf-8
#
# Copyright © 2011 Intel 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.
# Generate a set of shader_runner tests for every overloaded version
# of every built-in function, based on the test vectors computed by
# builtin_function.py.
#
# In each set of generated tests, one test exercises the built-in
# function in each type of shader (vertex, geometry, and fragment).
# In all cases, the inputs to the built-in function come from
# uniforms, so that the effectiveness of the test won't be
# circumvented by constant folding in the GLSL compiler.
#
# The tests operate by invoking the built-in function in the
# appropriate shader, applying a scale and offset so that the expected
# values are in the range [0.25, 0.75], and then outputting the result
# as a solid rgba color, which is then checked using shader_runner's
# "probe rgba" command.
#
# For built-in functions whose result type is a matrix, the test
# checks one column at a time.
#
# This program outputs, to stdout, the name of each file it generates.
# With the optional argument --names-only, it only outputs the names
# of the files; it doesn't generate them.
from __future__ import print_function, division, absolute_import
from builtin_function import *
import abc
import numpy
import optparse
import os
import os.path
from six.moves import range
from modules import utils
def compute_offset_and_scale(test_vectors):
"""Compute scale and offset values such that for each result in
test_vectors, (result - offset) * scale is in the range [0.25,
0.75], and scale is less than or equal to 1.0. These values are
used to transform the test vectors so that their outputs can be
stored in gl_FragColor without overflow.
"""
low = min(numpy.min(tv.result) for tv in test_vectors)
hi = max(numpy.max(tv.result) for tv in test_vectors)
span = hi - low
center = (hi + low)/2.0
span *= 2.0
if span < 1.0:
span = 1.0
offset = center - span/2.0
scale = 1.0/span
return offset, scale
def shader_runner_format(values):
"""Format the given values for use in a shader_runner "uniform" or
"probe rgba" command. Bools are converted to 0's and 1's, and
values are separated by spaces.
"""
transformed_values = []
for value in values:
if isinstance(value, (bool, np.bool_)):
transformed_values.append(int(value))
else:
transformed_values.append(value)
return ' '.join(repr(x) for x in transformed_values)
def shader_runner_type(glsl_type):
"""Return the appropriate type name necessary for binding a
uniform of the given type using shader_runner's "uniform" command.
Boolean values and vectors are converted to ints, and square
matrices are written in "matNxN" form.
"""
if glsl_type.base_type == glsl_bool:
if glsl_type.is_scalar:
return 'int'
else:
return 'ivec{0}'.format(glsl_type.num_rows)
elif glsl_type.is_matrix:
return 'mat{0}x{1}'.format(glsl_type.num_cols, glsl_type.num_rows)
else:
return str(glsl_type)
class Comparator(object):
"""Base class which abstracts how we compare expected and actual
values.
"""
__metaclass__ = abc.ABCMeta
def make_additional_declarations(self):
"""Return additional declarations, if any, that are needed in
the shader program.
"""
return ''
@abc.abstractmethod
def make_result_handler(self, invocation, output_var):
"""Return the shader code that is needed to produce the result
and store it in output_var.
invocation is the GLSL code to compute the output of the
built-in function.
"""
@abc.abstractmethod
def draw_test(self, test_vector, draw_command):
"""Return the shader_runner test code that is needed to run a
single test vector.
"""
@abc.abstractmethod
def result_vector(self, test_vector):
"""Return the expected result color as a list of floats."""
def testname_suffix(self):
"""Return a string to be used as a suffix on the test name to
distinguish it from tests using other comparators."""
return ''
class BoolComparator(Comparator):
"""Comparator that tests functions returning bools and bvecs by
converting them to floats.
This comparator causes code to be generated in the following form:
rettype result = func(args);
output_var = vec4(result, 0.0, ...);
"""
def __init__(self, signature):
assert not signature.rettype.is_matrix
self.__signature = signature
self.__padding = 4 - signature.rettype.num_rows
def make_result_handler(self, invocation, output_var):
statements = ' {0} result = {1};\n'.format(
self.__signature.rettype, invocation)
statements += ' {0} = vec4(result{1});\n'.format(
output_var, ', 0.0' * self.__padding)
return statements
def convert_to_float(self, value):
"""Convert the given vector or scalar value to a list of
floats representing the expected color produced by the test.
"""
value = value*1.0 # convert bools to floats
value = column_major_values(value)
value += [0.0] * self.__padding
return value
def draw_test(self, test_vector, draw_command):
return draw_command
def result_vector(self, test_vector):
return self.convert_to_float(test_vector.result)
class BoolIfComparator(Comparator):
"""Comparator that tests functions returning bools by evaluating
them inside an if statement.
This comparator causes code to be generated in the following form:
if (func(args))
output_var = vec4(1.0, 1.0, 0.0, 1.0);
else
output_var = vecp(0.0, 0.0, 1.0, 1.0);
"""
def __init__(self, signature):
assert signature.rettype == glsl_bool
self.__padding = 4 - signature.rettype.num_rows
def make_result_handler(self, invocation, output_var):
statements = ' if({0})\n'.format(invocation)
statements += ' {0} = vec4(1.0, 1.0, 0.0, 1.0);\n'.format(
output_var)
statements += ' else\n'
statements += ' {0} = vec4(0.0, 0.0, 1.0, 1.0);\n'.format(
output_var)
return statements
def convert_to_float(self, value):
"""Convert the given vector or scalar value to a list of
floats representing the expected color produced by the test.
"""
if value:
return [1.0, 1.0, 0.0, 1.0]
else:
return [0.0, 0.0, 1.0, 1.0]
def draw_test(self, test_vector, draw_command):
return draw_command
def result_vector(self, test_vector):
return self.convert_to_float(test_vector.result)
def testname_suffix(self):
return '-using-if'
class IntComparator(Comparator):
"""Comparator that tests functions returning ints or ivecs using a
strict equality test.
This comparator causes code to be generated in the following form:
rettype result = func(args);
output_var = result == expected ? vec4(0.0, 1.0, 0.0, 1.0)
: vec4(1.0, 0.0, 0.0, 1.0);
"""
def __init__(self, signature):
self.__signature = signature
def make_additional_declarations(self):
return 'uniform {0} expected;\n'.format(self.__signature.rettype)
def make_result_handler(self, invocation, output_var):
statements = ' {0} result = {1};\n'.format(
self.__signature.rettype, invocation)
statements += ' {v} = {cond} ? {green} : {red};\n'.format(
v=output_var, cond='result == expected',
green='vec4(0.0, 1.0, 0.0, 1.0)',
red='vec4(1.0, 0.0, 0.0, 1.0)')
return statements
def draw_test(self, test_vector, draw_command):
test = 'uniform {0} expected {1}\n'.format(
shader_runner_type(self.__signature.rettype),
shader_runner_format(column_major_values(test_vector.result)))
test += draw_command
return test
def result_vector(self, test_vector):
return [0.0, 1.0, 0.0, 1.0]
class FloatComparator(Comparator):
"""Comparator that tests functions returning floats or vecs using a
strict equality test.
This comparator causes code to be generated in the following form:
rettype result = func(args);
output_var = distance(result, expected) <= tolerance
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
"""
def __init__(self, signature):
self.__signature = signature
def make_additional_declarations(self):
decls = 'uniform float tolerance;\n'
decls += 'uniform {0} expected;\n'.format(self.__signature.rettype)
return decls
def make_indexers(self):
"""Build a list of strings which index into every possible
value of the result. For example, if the result is a vec2,
then build the indexers ['[0]', '[1]'].
"""
if self.__signature.rettype.num_cols == 1:
col_indexers = ['']
else:
col_indexers = ['[{0}]'.format(i)
for i in range(self.__signature.rettype.num_cols)]
if self.__signature.rettype.num_rows == 1:
row_indexers = ['']
else:
row_indexers = ['[{0}]'.format(i)
for i in range(self.__signature.rettype.num_rows)]
return [col_indexer + row_indexer
for col_indexer in col_indexers
for row_indexer in row_indexers]
def make_result_handler(self, invocation, output_var):
statements = ' {0} result = {1};\n'.format(
self.__signature.rettype, invocation)
# Can't use distance when testing itself, or when the rettype
# is a matrix.
if self.__signature.name == 'distance' or \
self.__signature.rettype.is_matrix:
statements += ' {0} residual = result - expected;\n'.format(
self.__signature.rettype)
statements += ' float error_sq = {0};\n'.format(
' + '.join(
'residual{0} * residual{0}'.format(indexer)
for indexer in self.make_indexers()))
condition = 'error_sq <= tolerance * tolerance'
else:
condition = 'distance(result, expected) <= tolerance'
statements += ' {v} = {cond} ? {green} : {red};\n'.format(
v=output_var, cond=condition, green='vec4(0.0, 1.0, 0.0, 1.0)',
red='vec4(1.0, 0.0, 0.0, 1.0)')
return statements
def draw_test(self, test_vector, draw_command):
test = 'uniform {0} expected {1}\n'.format(
shader_runner_type(self.__signature.rettype),
shader_runner_format(column_major_values(test_vector.result)))
test += 'uniform float tolerance {0}\n'.format(
shader_runner_format([test_vector.tolerance]))
test += draw_command
return test
def result_vector(self, test_vector):
return [0.0, 1.0, 0.0, 1.0]
class ShaderTest(object):
"""Class used to build a test of a single built-in. This is an
abstract base class--derived types should override test_prefix(),
make_vertex_shader(), make_fragment_shader(), and other functions
if necessary.
"""
__metaclass__ = abc.ABCMeta
def __init__(self, signature, test_vectors, use_if):
"""Prepare to build a test for a single built-in. signature
is the signature of the built-in (a key from the
builtin_function.test_suite dict), and test_vectors is the
list of test vectors for testing the given builtin (the
corresponding value from the builtin_function.test_suite
dict).
If use_if is True, then the generated test checks the result
by using it in an if statement--this only works for builtins
returning bool.
"""
self._signature = signature
self._test_vectors = test_vectors
# Size of the rectangles drawn by the test.
self.rect_width = 4
self.rect_height = 4
# shader_runner currently defaults to a 250x250 window. We
# could reduce window size to cut test time, but there are
# platform-dependent limits we haven't really characterized
# (smaller on Linux than Windows, but still present in some
# window managers).
self.win_width = 250
self.win_height = 250
self.tests_per_row = (self.win_width // self.rect_width)
self.test_rows = (self.win_height // self.rect_height)
if use_if:
self._comparator = BoolIfComparator(signature)
elif signature.rettype.base_type == glsl_bool:
self._comparator = BoolComparator(signature)
elif signature.rettype.base_type == glsl_float:
self._comparator = FloatComparator(signature)
elif signature.rettype.base_type in (glsl_int, glsl_uint):
self._comparator = IntComparator(signature)
elif signature.rettype.base_type in (glsl_int64_t, glsl_uint64_t):
self._comparator = IntComparator(signature)
else:
raise Exception('Unexpected rettype {0}'.format(signature.rettype))
def glsl_version(self):
return self._signature.version_introduced
def draw_command(self, test_num):
x = (test_num % self.tests_per_row) * self.rect_width
y = (test_num // self.tests_per_row) * self.rect_height
assert(y + self.rect_height <= self.win_height)
return 'draw rect ortho {0} {1} {2} {3}\n'.format(x, y,
self.rect_width,
self.rect_height)
def probe_command(self, test_num, probe_vector):
return 'probe rect rgba ({0}, {1}, {2}, {3}) ({4}, {5}, {6}, {7})\n'.format(
(test_num % self.tests_per_row) * self.rect_width,
(test_num // self.tests_per_row) * self.rect_height,
self.rect_width,
self.rect_height,
probe_vector[0], probe_vector[1], probe_vector[2], probe_vector[3])
def extensions(self):
ext = []
if self._signature.extension:
ext.append(self._signature.extension)
return ext
def make_additional_requirements(self):
"""Return a string that should be included in the test's
[require] section.
"""
return ''
@abc.abstractmethod
def test_prefix(self):
"""Return the prefix that should be used in the test file name
to identify the type of test, e.g. "vs" for a vertex shader
test.
"""
def make_vertex_shader(self):
"""Return the vertex shader for this test (or None if this
test doesn't require a vertex shader). No need to
reimplement this function in classes that don't use vertex
shaders.
"""
return None
def make_tess_ctrl_shader(self):
"""Return the tessellation control shader for this test
(or None if this test doesn't require a geometry shader).
No need to reimplement this function in classes that don't
use geometry shaders.
"""
return None
def make_tess_eval_shader(self):
"""Return the tessellation evaluation shader for this test
(or None if this test doesn't require a geometry shader).
No need to reimplement this function in classes that don't
use geometry shaders.
"""
return None
def make_geometry_shader(self):
"""Return the geometry shader for this test (or None if this
test doesn't require a geometry shader). No need to
reimplement this function in classes that don't use geometry
shaders.
"""
return None
def make_geometry_layout(self):
"""Return the geometry layout for this test (or None if this
test doesn't require a geometry layout section). No need to
reimplement this function in classes that don't use geometry
shaders.
"""
return None
def make_fragment_shader(self):
"""Return the fragment shader for this test (or None if this
test doesn't require a fragment shader). No need to
reimplement this function in classes that don't use fragment
shaders.
"""
return None
def make_compute_shader(self):
"""Return the compute shader for this test (or None if this test
doesn't require a compute shader). No need to reimplement
this function in classes that don't use compute shaders.
"""
return None
def needs_probe_per_draw(self):
"""Returns whether the test needs the probe to be immediately after each
draw call.
"""
return False
def make_test_shader(self, additional_declarations, prefix_statements,
output_var, suffix_statements):
"""Generate the shader code necessary to test the built-in.
additional_declarations is a string containing any
declarations that need to be before the main() function of the
shader. prefix_statements is a string containing any
additional statements than need to be inside the main()
function of the shader, before the built-in function is
called. output_var is the variable that the result of the
built-in function should be assigned to, after conversion to a
vec4. suffix_statements is a string containing any additional
statements that need to be inside the main() function of the
shader, after the built-in function is called.
"""
shader = ''
for ext in self.extensions():
shader += '#extension GL_{0} : require\n'.format(ext)
shader += additional_declarations
for i in range(len(self._signature.argtypes)):
shader += 'uniform {0} arg{1};\n'.format(
self._signature.argtypes[i], i)
shader += self._comparator.make_additional_declarations()
shader += '\n'
shader += 'void main()\n'
shader += '{\n'
shader += prefix_statements
invocation = self._signature.template.format(
*['arg{0}'.format(i)
for i in range(len(self._signature.argtypes))])
shader += self._comparator.make_result_handler(invocation, output_var)
shader += suffix_statements
shader += '}\n'
return shader
def make_test_init(self):
"""Generate initialization for the test.
"""
return ''
def make_test(self):
"""Make the complete shader_runner test file, and return it as
a string.
"""
test = self.make_test_init()
for test_num, test_vector in enumerate(self._test_vectors):
for i in range(len(test_vector.arguments)):
test += 'uniform {0} arg{1} {2}\n'.format(
shader_runner_type(self._signature.argtypes[i]),
i, shader_runner_format(
column_major_values(test_vector.arguments[i])))
test += self._comparator.draw_test(test_vector,
self.draw_command(test_num))
if self.needs_probe_per_draw():
result_color = self._comparator.result_vector(test_vector)
test += self.probe_command(test_num, result_color)
if not self.needs_probe_per_draw():
for test_num, test_vector in enumerate(self._test_vectors):
result_color = self._comparator.result_vector(test_vector)
test += self.probe_command(test_num, result_color)
return test
def filename(self):
argtype_names = '-'.join(
str(argtype) for argtype in self._signature.argtypes)
if self.extensions():
subdir = self.extensions()[0].lower()
else:
subdir = 'glsl-{0:1.2f}'.format(float(self.glsl_version()) / 100)
return os.path.join(
'spec', subdir, 'execution', 'built-in-functions',
'{0}-{1}-{2}{3}.shader_test'.format(
self.test_prefix(), self._signature.name, argtype_names,
self._comparator.testname_suffix()))
def generate_shader_test(self):
"""Generate the test and write it to the output file."""
shader_test = '[require]\n'
shader_test += 'GLSL >= {0:1.2f}\n'.format(
float(self.glsl_version()) / 100)
for extension in self.extensions():
shader_test += 'GL_{}\n'.format(extension)
shader_test += self.make_additional_requirements()
shader_test += '\n'
vs = self.make_vertex_shader()
if vs:
shader_test += '[vertex shader]\n'
shader_test += vs
shader_test += '\n'
tcs = self.make_tess_ctrl_shader()
if tcs:
shader_test += '[tessellation control shader]\n'
shader_test += tcs
shader_test += '\n'
tes = self.make_tess_eval_shader()
if tes:
shader_test += '[tessellation evaluation shader]\n'
shader_test += tes
shader_test += '\n'
gs = self.make_geometry_shader()
if gs:
shader_test += '[geometry shader]\n'
shader_test += gs
shader_test += '\n'
gl = self.make_geometry_layout()
if gl:
shader_test += '[geometry layout]\n'
shader_test += gl
shader_test += '\n'
fs = self.make_fragment_shader()
if fs:
shader_test += '[fragment shader]\n'
shader_test += fs
shader_test += '\n'
cs = self.make_compute_shader()
if cs:
shader_test += '[compute shader]\n'
shader_test += cs
shader_test += '\n'
shader_test += '[test]\n'
shader_test += 'clear color 0.0 0.0 1.0 0.0\n'
shader_test += 'clear\n'
shader_test += self.make_test()
filename = self.filename()
dirname = os.path.dirname(filename)
utils.safe_makedirs(dirname)
with open(filename, 'w') as f:
f.write(shader_test)
class VertexShaderTest(ShaderTest):
"""Derived class for tests that exercise the built-in in a vertex
shader.
"""
def test_prefix(self):
return 'vs'
def make_vertex_shader(self):
if self.glsl_version() >= 140:
return self.make_test_shader(
'in vec4 piglit_vertex;\n' +
'out vec4 color;\n',
' gl_Position = piglit_vertex;\n',
'color', '')
else:
return self.make_test_shader(
'varying vec4 color;\n',
' gl_Position = gl_Vertex;\n',
'color', '')
def make_fragment_shader(self):
shader = '''varying vec4 color;
void main()
{
gl_FragColor = color;
}
'''
return shader
class TessellationShaderTest(ShaderTest):
"""Abstract class for tests that exercise the built-in in
tessellation shaders.
"""
def glsl_version(self):
return max(150, ShaderTest.glsl_version(self))
def make_additional_requirements(self):
return 'GL_ARB_tessellation_shader'
def extensions(self):
ext = []
if self._signature.extension:
ext.append(self._signature.extension)
ext.append("ARB_tessellation_shader")
return ext
def draw_command(self, test_num):
x = (test_num % self.tests_per_row) * self.rect_width
y = (test_num // self.tests_per_row) * self.rect_height
assert(y + self.rect_height <= self.win_height)
return 'draw rect ortho patch {0} {1} {2} {3}\n'.format(x, y,
self.rect_width,
self.rect_height)
def make_vertex_shader(self):
shader = \
"""in vec4 piglit_vertex;
out vec4 vertex_to_tcs;
void main()
{
vertex_to_tcs = piglit_vertex;
}
"""
return shader
def make_fragment_shader(self):
shader = \
"""in vec4 color_to_fs;
void main()
{
gl_FragColor = color_to_fs;
}
"""
return shader
class TessCtrlShaderTest(TessellationShaderTest):
"""Derived class for tests that exercise the built-in in a
tessellation control shader.
"""
def test_prefix(self):
return 'tcs'
def make_tess_ctrl_shader(self):
additional_declarations = \
"""layout(vertices = 4) out;
in vec4 vertex_to_tcs[];
out vec4 vertex_to_tes[];
patch out vec4 color_to_tes;
"""
body = \
""" vertex_to_tes[gl_InvocationID] = vertex_to_tcs[gl_InvocationID];
color_to_tes = tmp_color;
gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);
gl_TessLevelInner = float[2](1.0, 1.0);
"""
shader = self.make_test_shader(
additional_declarations,
' vec4 tmp_color;\n',
'tmp_color',
body)
return shader
def make_tess_eval_shader(self):
shader = \
"""#extension GL_ARB_tessellation_shader : require
layout(quads) in;
in vec4 vertex_to_tes[];
patch in vec4 color_to_tes;
out vec4 color_to_fs;
void main() {
gl_Position = mix(mix(vertex_to_tes[0], vertex_to_tes[1], gl_TessCoord.x),
mix(vertex_to_tes[2], vertex_to_tes[3], gl_TessCoord.x),
gl_TessCoord.y);
color_to_fs = color_to_tes;
}
"""
return shader
class GeometryShaderTest(ShaderTest):
"""Derived class for tests that exercise the built-in in a
geometry shader.
"""
def test_prefix(self):
return 'gs'
def glsl_version(self):
return max(150, ShaderTest.glsl_version(self))
def make_vertex_shader(self):
shader = ''
shader += "in vec4 piglit_vertex;\n"
shader += "out vec4 vertex_to_gs;\n"
shader += "void main()\n"
shader += "{\n"
shader += " vertex_to_gs = piglit_vertex;\n"
shader += "}\n"
return shader
def make_geometry_shader(self):
additional_declarations = ''
additional_declarations += 'layout(triangles) in;\n'
additional_declarations \
+= 'layout(triangle_strip, max_vertices = 3) out;\n'
additional_declarations += 'in vec4 vertex_to_gs[3];\n'
additional_declarations += 'out vec4 color;\n'
return self.make_test_shader(
additional_declarations,
' vec4 tmp_color;\n',
'tmp_color',
' for (int i = 0; i < 3; i++) {\n'
' gl_Position = vertex_to_gs[i];\n'
' color = tmp_color;\n'
' EmitVertex();\n'
' }\n')
def make_fragment_shader(self):
shader = '''varying vec4 color;
void main()
{
gl_FragColor = color;
}
'''
return shader
class FragmentShaderTest(ShaderTest):
"""Derived class for tests that exercise the built-in in a
fragment shader.
"""
def test_prefix(self):
return 'fs'
def make_vertex_shader(self):
shader = ""
if self.glsl_version() >= 140:
shader += "in vec4 piglit_vertex;\n"
shader += "void main()\n"
shader += "{\n"
if self.glsl_version() >= 140:
shader += " gl_Position = piglit_vertex;\n"
else:
shader += " gl_Position = gl_Vertex;\n"
shader += "}\n"
return shader
def make_fragment_shader(self):
return self.make_test_shader('', '', 'gl_FragColor', '')
class ComputeShaderTest(ShaderTest):
"""Derived class for tests that exercise the built-in in a
compute shader.
"""
def test_prefix(self):
return 'cs'
def glsl_version(self):
return max(430, ShaderTest.glsl_version(self))
def make_compute_shader(self):
additional_declarations = 'writeonly uniform image2D tex;\n'
num_tests = len(self._test_vectors)
layout_tmpl = 'layout(local_size_x = {0}) in;\n'
additional_declarations += layout_tmpl.format(num_tests)
return self.make_test_shader(
additional_declarations,
' vec4 tmp_color;\n',
'tmp_color',
' ivec2 coord = ivec2(gl_GlobalInvocationID.xy);\n'
' imageStore(tex, coord, tmp_color);\n')
def make_test_init(self):
return '''uniform int tex 0
texture rgbw 0 ({0}, 1) GL_RGBA8
image texture 0 GL_RGBA8
fb tex 2d 0
'''.format(len(self._test_vectors))
def draw_command(self, test_num):
return 'compute 1 1 1\n'
def probe_command(self, test_num, probe_vector):
# Note: shader_runner uses a 250x250 window so we must
# ensure that test_num <= 250.
return 'probe rgb {0} 0 {1} {2} {3} {4}\n'.format(test_num % 250,
probe_vector[0],
probe_vector[1],
probe_vector[2],
probe_vector[3])
def needs_probe_per_draw(self):
return True
def all_tests():
for use_if in [False, True]:
for signature, test_vectors in sorted(test_suite.items()):
if use_if and signature.rettype != glsl_bool:
continue
yield VertexShaderTest(signature, test_vectors, use_if)
yield TessCtrlShaderTest(signature, test_vectors, use_if)
yield GeometryShaderTest(signature, test_vectors, use_if)
yield FragmentShaderTest(signature, test_vectors, use_if)
yield ComputeShaderTest(signature, test_vectors, use_if)
def main():
desc = 'Generate shader tests that test built-in functions using uniforms'
usage = 'usage: %prog [-h] [--names-only]'
parser = optparse.OptionParser(description=desc, usage=usage)
parser.add_option(
'--names-only',
dest='names_only',
action='store_true',
help="Don't output files, just generate a list of filenames to stdout")
options, args = parser.parse_args()
for test in all_tests():
if not options.names_only:
test.generate_shader_test()
print(test.filename())
if __name__ == '__main__':
main()
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