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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_fp64 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)
if glsl_type.is_matrix:
return 'dmat{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 make_result_test(self, test_num, test_vector):
"""Return the shader_runner test code that is needed to test a
single test vector.
"""
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 make_result_test(self, test_num, test_vector, draw):
test = draw
test += 'probe rgba {0} 0 {1}\n'.format(
test_num,
shader_runner_format(self.convert_to_float(test_vector.result)))
return test
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 make_result_test(self, test_num, test_vector, draw):
test = draw
test += 'probe rgba {0} 0 {1}\n'.format(
test_num,
shader_runner_format(self.convert_to_float(test_vector.result)))
return test
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 make_result_test(self, test_num, test_vector, draw):
test = 'uniform {0} expected {1}\n'.format(
shader_runner_type(self.__signature.rettype),
shader_runner_format(column_major_values(test_vector.result)))
test += draw
test += 'probe rgba {0} 0 0.0 1.0 0.0 1.0\n'.format(test_num)
return test
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 double 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 += ' double 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 make_result_test(self, test_num, test_vector, draw):
test = 'uniform {0} expected {1}\n'.format(
shader_runner_type(self.__signature.rettype),
shader_runner_format(column_major_values(test_vector.result)))
test += 'uniform double tolerance {0}\n'.format(
shader_runner_format([test_vector.tolerance]))
test += draw
test += 'probe rgba {0} 0 0.0 1.0 0.0 1.0\n'.format(test_num)
return test
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
if use_if:
self._comparator = BoolIfComparator(signature)
elif signature.rettype.base_type == glsl_bool:
self._comparator = BoolComparator(signature)
elif signature.rettype.base_type == glsl_double:
self._comparator = FloatComparator(signature)
else:
raise Exception('Unexpected rettype {0}'.format(signature.rettype))
def glsl_version(self):
return self._signature.version_introduced
def draw_command(self):
if self.glsl_version() >= 140:
return 'draw arrays GL_TRIANGLE_FAN 0 4\n'
else:
return 'draw rect -1 -1 2 2\n'
def make_additional_requirements(self):
"""Return a string that should be included in the test's
[require] section.
"""
if self._signature.extension:
return 'GL_{0}\n'.format(self._signature.extension)
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.
"""
@abc.abstractmethod
def make_vertex_shader(self):
"""Return the vertex shader for this test."""
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
@abc.abstractmethod
def make_fragment_shader(self):
"""Return the fragment shader for this test."""
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 = ''
if self._signature.extension:
shader += '#extension GL_{0} : require\n'.format(self._signature.extension)
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(self):
"""Make the complete shader_runner test file, and return it as
a string.
"""
test = ''
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])))
# Note: shader_runner uses a 250x250 window so we must
# ensure that test_num <= 250.
test += self._comparator.make_result_test(
test_num % 250, test_vector, self.draw_command())
return test
def make_vbo_data(self):
# Starting with GLSL 1.40/GL 3.1, we need to use VBOs and
# vertex shader input bindings for our vertex data instead of
# the piglit drawing utilities and gl_Vertex.
if self.glsl_version() < 140:
return ""
vbo = '[vertex data]\n'
vbo += 'vertex/float/2\n'
vbo += '-1.0 -1.0\n'
vbo += ' 1.0 -1.0\n'
vbo += ' 1.0 1.0\n'
vbo += '-1.0 1.0\n'
vbo += '\n'
return vbo
def filename(self):
argtype_names = '-'.join(
str(argtype) for argtype in self._signature.argtypes)
if self._signature.extension:
subdir = self._signature.extension.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)
shader_test += self.make_additional_requirements()
shader_test += '\n'
shader_test += '[vertex shader]\n'
shader_test += self.make_vertex_shader()
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'
shader_test += '[fragment shader]\n'
shader_test += self.make_fragment_shader()
shader_test += '\n'
shader_test += self.make_vbo_data()
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 vertex;\n' +
'out vec4 color;\n',
' gl_Position = 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 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 vertex;\n"
shader += "out vec4 vertex_to_gs;\n"
shader += "void main()\n"
shader += "{\n"
shader += " vertex_to_gs = 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 vertex;\n"
shader += "void main()\n"
shader += "{\n"
if self.glsl_version() >= 140:
shader += " gl_Position = 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', '')
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 GeometryShaderTest(signature, test_vectors, use_if)
yield FragmentShaderTest(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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