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from array import array
import struct
import pytest
def test_1(ctx):
if ctx.version_code < 430:
pytest.skip('compute shaders not supported')
compute_shader = ctx.compute_shader('''
#version 430
layout (local_size_x = 1, local_size_y = 1) in;
layout (std430, binding = 1) buffer Input {
float v1[4];
};
layout (std430, binding = 2) buffer Output {
float v2[4];
};
void main() {
v2[0] = v1[3];
v2[1] = v1[2];
v2[2] = v1[1];
v2[3] = v1[0];
}
''')
buf1 = ctx.buffer(struct.pack('4f', 1.0, 2.0, 3.0, 4.0))
buf2 = ctx.buffer(struct.pack('4f', 0.0, 0.0, 0.0, 0.0))
buf1.bind_to_storage_buffer(1)
buf2.bind_to_storage_buffer(2)
compute_shader.run()
a, b, c, d = struct.unpack('4f', buf2.read())
assert pytest.approx(a) == 4.0
assert pytest.approx(b) == 3.0
assert pytest.approx(c) == 2.0
assert pytest.approx(d) == 1.0
def test_image(ctx):
if ctx.version_code < 430:
pytest.skip('compute shaders not supported')
texture = ctx.texture((100, 100), 4)
texture.bind_to_image(0, read=True, write=True)
assert ctx.error == 'GL_NO_ERROR'
texture.release()
def test_image_float(ctx):
if ctx.version_code < 430:
pytest.skip('compute shaders not supported')
texture = ctx.texture((100, 100), 4, dtype='f4')
texture.bind_to_image(0, read=True, write=True)
assert ctx.error == 'GL_NO_ERROR'
texture.release()
def test_image_wrong_format(ctx):
if ctx.version_code < 430:
pytest.skip('compute shaders not supported')
texture = ctx.texture((100, 100), 4)
texture.bind_to_image(0, read=True, write=True, format=13371337)
assert ctx.error == 'GL_INVALID_VALUE'
texture.release()
def test_3d_image(ctx):
if ctx.version_code < 430:
pytest.skip('compute shaders not supported')
program = ctx.compute_shader(
"""
#version 430
layout(local_size_x=4, local_size_y=4, local_size_z=4) in;
layout(rgba32f, binding=0) uniform image3D img_in;
layout(rgba32f, binding=1) uniform image3D img_out;
void main() {
vec4 fragment = imageLoad(img_in, ivec3(gl_LocalInvocationID.xyz));
imageStore(img_out, ivec3(gl_LocalInvocationID.xyz), fragment);
}
"""
)
tex_in = ctx.texture3d((4, 4, 4), 4, data=array('f', [v for v in range(4 * 4 * 4 * 4)]), dtype="f4")
tex_out = ctx.texture3d((4, 4, 4), 4, dtype="f4")
tex_in.bind_to_image(0, read=True, write=False)
tex_out.bind_to_image(1, read=False, write=True)
program.run(group_x=1)
assert ctx.error == 'GL_NO_ERROR'
data_in = struct.unpack("256f", tex_in.read())
data_out = struct.unpack("256f", tex_out.read())
assert data_in == data_out
def test_texture_array_image(ctx):
if ctx.version_code < 430:
pytest.skip('compute shaders not supported')
program = ctx.compute_shader(
"""
#version 430
layout(local_size_x=4, local_size_y=4, local_size_z=4) in;
layout(rgba32f, binding=0) uniform image2DArray img_in;
layout(rgba32f, binding=1) uniform image2DArray img_out;
void main() {
vec4 fragment = imageLoad(img_in, ivec3(gl_LocalInvocationID.xyz));
imageStore(img_out, ivec3(gl_LocalInvocationID.xyz), fragment);
}
"""
)
tex_in = ctx.texture_array((4, 4, 4), 4, data=array('f', [v for v in range(4 * 4 * 4 * 4)]), dtype="f4")
tex_out = ctx.texture_array((4, 4, 4), 4, dtype="f4")
tex_in.bind_to_image(0, read=True, write=False)
tex_out.bind_to_image(1, read=False, write=True)
program.run(group_x=1)
data_in = struct.unpack("256f", tex_in.read())
data_out = struct.unpack("256f", tex_out.read())
assert data_in == data_out
def test_texture_cube_image(ctx):
if ctx.version_code < 430:
pytest.skip('compute shaders not supported')
program = ctx.compute_shader(
"""
#version 450
layout(local_size_x=4, local_size_y=4) in;
layout(rgba8, binding=0) uniform imageCube img_in;
layout(rgba8, binding=1) uniform imageCube img_out;
void main() {
for (int i = 0; i < 6; i++) {
vec4 fragment = imageLoad(img_in, ivec3(gl_LocalInvocationID.xy, i));
imageStore(img_out, ivec3(gl_LocalInvocationID.xy, i), fragment);
}
}
"""
)
data = ([1] * 64) + ([2] * 64) + ([3] * 64) + ([4] * 64) + ([5] * 64) + ([6] * 64)
tex_in = ctx.texture_cube((4, 4), 4, data=array('B', data), dtype="f1")
tex_out = ctx.texture_cube((4, 4), 4, data=array('B', [0] * 64 * 6), dtype="f1")
tex_in.bind_to_image(0, read=True, write=False)
tex_out.bind_to_image(1, read=False, write=True)
program.run(group_x=1)
for face in range(0, 6):
assert struct.unpack("64B", tex_in.read(face)) == struct.unpack("64B", tex_out.read(face))
def test_ssbo_binding(ctx):
if ctx.version_code < 430:
pytest.skip('compute shaders not supported')
program = ctx.compute_shader(
"""
#version 430
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(std430, binding=0) buffer ssbo_in {
float data[4];
} in_data;
layout(std430, binding=1) buffer ssbo_out {
float data[4];
} out_data;
void main() {
out_data.data[gl_LocalInvocationIndex] = in_data.data[gl_LocalInvocationIndex];
}
"""
)
ssbo_in = program['ssbo_in']
ssbo_out = program['ssbo_out']
assert ssbo_in.name == 'ssbo_in'
assert ssbo_out.name == 'ssbo_out'
assert ssbo_in.binding == 0
assert ssbo_in.value == 0
assert ssbo_out.binding == 1
assert ssbo_out.value == 1
ssbo_in.binding = 2
ssbo_out.binding = 3
assert ssbo_in.binding == 2
assert ssbo_in.value == 2
assert ssbo_out.binding == 3
assert ssbo_out.value == 3
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