progs/gallium: Move into src/gallium/tests
[mesa.git] / src / gallium / tests / python / tests / texture_blit.py
diff --git a/src/gallium/tests/python/tests/texture_blit.py b/src/gallium/tests/python/tests/texture_blit.py
new file mode 100755 (executable)
index 0000000..77f006e
--- /dev/null
@@ -0,0 +1,636 @@
+#!/usr/bin/env python
+##########################################################################
+# 
+# Copyright 2009 VMware, Inc.
+# Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
+# All Rights Reserved.
+# 
+# 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, sub license, 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 NON-INFRINGEMENT.
+# IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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.
+# 
+##########################################################################
+
+
+import random
+
+from gallium import *
+from base import *
+
+
+def lods(*dims):
+    size = max(dims)
+    lods = 0
+    while size:
+        lods += 1
+        size >>= 1
+    return lods
+
+
+def minify(dims, level = 1):
+    return [max(dim>>level, 1) for dim in dims]
+
+
+def tex_coords(texture, face, level, zslice):
+    st = [ 
+        [0.0, 0.0], 
+        [1.0, 0.0], 
+        [1.0, 1.0], 
+        [0.0, 1.0],
+    ] 
+    
+    if texture.target == PIPE_TEXTURE_2D:
+        return [[s, t, 0.0] for s, t in st]
+    elif texture.target == PIPE_TEXTURE_3D:
+        depth = texture.get_depth(level)
+        if depth > 1:
+            r = float(zslice)/float(depth - 1)
+        else:
+            r = 0.0
+        return [[s, t, r] for s, t in st]
+    elif texture.target == PIPE_TEXTURE_CUBE:
+        result = []
+        for s, t in st:
+            # See http://developer.nvidia.com/object/cube_map_ogl_tutorial.html
+            sc = 2.0*s - 1.0
+            tc = 2.0*t - 1.0
+            if face == PIPE_TEX_FACE_POS_X:
+                rx = 1.0
+                ry = -tc
+                rz = -sc
+            if face == PIPE_TEX_FACE_NEG_X:
+                rx = -1.0
+                ry = -tc
+                rz = sc
+            if face == PIPE_TEX_FACE_POS_Y:
+                rx = sc
+                ry = 1.0
+                rz = tc
+            if face == PIPE_TEX_FACE_NEG_Y:
+                rx = sc
+                ry = -1.0
+                rz = -tc
+            if face == PIPE_TEX_FACE_POS_Z:
+                rx = sc
+                ry = -tc
+                rz = 1.0
+            if face == PIPE_TEX_FACE_NEG_Z:
+                rx = -sc
+                ry = -tc
+                rz = -1.0
+            result.append([rx, ry, rz])
+        return result
+
+def is_pot(n):
+    return n & (n - 1) == 0
+      
+                
+class TextureColorSampleTest(TestCase):
+    
+    tags = (
+        'target',
+        'format',
+        'width',
+        'height',
+        'depth',
+        'last_level',
+        'face',
+        'level',
+        'zslice',
+    )
+
+    def test(self):
+        dev = self.dev
+        ctx = self.ctx
+        
+        target = self.target
+        format = self.format
+        width = self.width
+        height = self.height
+        depth = self.depth
+        last_level = self.last_level
+        face = self.face
+        level = self.level
+        zslice = self.zslice
+        minz = 0.0
+        maxz = 1.0
+        
+        bind = PIPE_BIND_SAMPLER_VIEW
+        geom_flags = 0
+        if width != height:
+            geom_flags |= PIPE_TEXTURE_GEOM_NON_SQUARE
+        if not is_pot(width) or not is_pot(height) or not is_pot(depth):
+            geom_flags |= PIPE_TEXTURE_GEOM_NON_POWER_OF_TWO
+        
+        if not dev.is_format_supported(format, target, bind, geom_flags):
+            raise TestSkip
+        
+        # disabled blending/masking
+        blend = Blend()
+        blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE
+        blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE
+        blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO
+        blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO
+        blend.rt[0].colormask = PIPE_MASK_RGBA
+        ctx.set_blend(blend)
+    
+        # no-op depth/stencil/alpha
+        depth_stencil_alpha = DepthStencilAlpha()
+        ctx.set_depth_stencil_alpha(depth_stencil_alpha)
+    
+        # rasterizer
+        rasterizer = Rasterizer()
+        rasterizer.front_winding = PIPE_WINDING_CW
+        rasterizer.cull_mode = PIPE_WINDING_NONE
+        ctx.set_rasterizer(rasterizer)
+    
+        # samplers
+        sampler = Sampler()
+        sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE
+        sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE
+        sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE
+        sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NEAREST
+        sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST
+        sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST
+        sampler.normalized_coords = 1
+        sampler.min_lod = 0
+        sampler.max_lod = PIPE_MAX_TEXTURE_LEVELS - 1
+        ctx.set_fragment_sampler(0, sampler)
+    
+        #  texture 
+        texture = dev.resource_create(
+            target = target,
+            format = format, 
+            width = width, 
+            height = height,
+            depth = depth, 
+            last_level = last_level,
+            bind = bind,
+        )
+        
+        expected_rgba = FloatArray(height*width*4) 
+        surface = texture.get_surface(
+            face = face,
+            level = level,
+            zslice = zslice,
+        )
+        
+        ctx.surface_sample_rgba(surface, expected_rgba, True)
+        
+        ctx.set_fragment_sampler_texture(0, texture)
+
+        # viewport
+        viewport = Viewport()
+        scale = FloatArray(4)
+        scale[0] = width
+        scale[1] = height
+        scale[2] = (maxz - minz) / 2.0
+        scale[3] = 1.0
+        viewport.scale = scale
+        translate = FloatArray(4)
+        translate[0] = 0.0
+        translate[1] = 0.0
+        translate[2] = (maxz - minz) / 2.0
+        translate[3] = 0.0
+        viewport.translate = translate
+        ctx.set_viewport(viewport)
+
+        # scissor
+        scissor = Scissor()
+        scissor.minx = 0
+        scissor.miny = 0
+        scissor.maxx = width
+        scissor.maxy = height
+        ctx.set_scissor(scissor)
+
+        # clip
+        clip = Clip()
+        clip.nr = 0
+        ctx.set_clip(clip)
+
+        #  framebuffer 
+        cbuf_tex = dev.resource_create(
+            PIPE_FORMAT_B8G8R8A8_UNORM, 
+            width, 
+            height,
+            bind = PIPE_BIND_RENDER_TARGET,
+        )
+
+        cbuf = cbuf_tex.get_surface()
+        fb = Framebuffer()
+        fb.width = width
+        fb.height = height
+        fb.nr_cbufs = 1
+        fb.set_cbuf(0, cbuf)
+        ctx.set_framebuffer(fb)
+        rgba = FloatArray(4);
+        rgba[0] = 0.5
+        rgba[1] = 0.5
+        rgba[2] = 0.5
+        rgba[3] = 0.5
+        ctx.clear(PIPE_CLEAR_COLOR, rgba, 0.0, 0)
+        del fb
+    
+        # vertex shader
+        vs = Shader('''
+            VERT
+            DCL IN[0], POSITION, CONSTANT
+            DCL IN[1], GENERIC, CONSTANT
+            DCL OUT[0], POSITION, CONSTANT
+            DCL OUT[1], GENERIC, CONSTANT
+            0:MOV OUT[0], IN[0]
+            1:MOV OUT[1], IN[1]
+            2:END
+        ''')
+        #vs.dump()
+        ctx.set_vertex_shader(vs)
+    
+        # fragment shader
+        op = {
+            PIPE_TEXTURE_1D: "1D", 
+            PIPE_TEXTURE_2D: "2D", 
+            PIPE_TEXTURE_3D: "3D", 
+            PIPE_TEXTURE_CUBE: "CUBE",
+        }[target]
+        fs = Shader('''
+            FRAG
+            DCL IN[0], GENERIC[0], LINEAR
+            DCL OUT[0], COLOR, CONSTANT
+            DCL SAMP[0], CONSTANT
+            0:TEX OUT[0], IN[0], SAMP[0], %s
+            1:END
+        ''' % op)
+        #fs.dump()
+        ctx.set_fragment_shader(fs)
+
+        nverts = 4
+        nattrs = 2
+        verts = FloatArray(nverts * nattrs * 4)
+    
+        x = 0
+        y = 0
+        w, h = minify((width, height), level)
+    
+        pos = [
+            [x, y],
+            [x+w, y],
+            [x+w, y+h],
+            [x, y+h],
+        ]
+    
+        tex = tex_coords(texture, face, level, zslice)
+    
+        for i in range(0, 4):
+            j = 8*i
+            verts[j + 0] = pos[i][0]/float(width) # x
+            verts[j + 1] = pos[i][1]/float(height) # y
+            verts[j + 2] = 0.0 # z
+            verts[j + 3] = 1.0 # w
+            verts[j + 4] = tex[i][0] # s
+            verts[j + 5] = tex[i][1] # r
+            verts[j + 6] = tex[i][2] # q
+            verts[j + 7] = 1.0
+    
+        ctx.draw_vertices(PIPE_PRIM_TRIANGLE_FAN,
+                          nverts, 
+                          nattrs, 
+                          verts)
+    
+        ctx.flush()
+    
+        cbuf = cbuf_tex.get_surface()
+        
+        self.assert_rgba(ctx, cbuf, x, y, w, h, expected_rgba, 4.0/256, 0.85)
+        
+
+class TextureDepthSampleTest(TestCase):
+    
+    tags = (
+        'target',
+        'format',
+        'width',
+        'height',
+        'depth',
+        'last_level',
+        'face',
+        'level',
+        'zslice',
+    )
+
+    def test(self):
+        dev = self.dev
+        ctx = self.ctx
+        
+        target = self.target
+        format = self.format
+        width = self.width
+        height = self.height
+        depth = self.depth
+        last_level = self.last_level
+        face = self.face
+        level = self.level
+        zslice = self.zslice
+        minz = 0.0
+        maxz = 1.0
+        
+        bind = PIPE_BIND_SAMPLER_VIEW
+        geom_flags = 0
+        if width != height:
+            geom_flags |= PIPE_TEXTURE_GEOM_NON_SQUARE
+        if not is_pot(width) or not is_pot(height) or not is_pot(depth):
+            geom_flags |= PIPE_TEXTURE_GEOM_NON_POWER_OF_TWO
+        
+        if not dev.is_format_supported(format, target, bind, geom_flags):
+            raise TestSkip
+        
+        # disabled blending/masking
+        blend = Blend()
+        blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE
+        blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE
+        blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO
+        blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO
+        blend.rt[0].colormask = PIPE_MASK_RGBA
+        ctx.set_blend(blend)
+    
+        # depth/stencil/alpha
+        depth_stencil_alpha = DepthStencilAlpha()
+        depth_stencil_alpha.depth.enabled = 1
+        depth_stencil_alpha.depth.writemask = 1
+        depth_stencil_alpha.depth.func = PIPE_FUNC_LESS
+        ctx.set_depth_stencil_alpha(depth_stencil_alpha)
+    
+        # rasterizer
+        rasterizer = Rasterizer()
+        rasterizer.front_winding = PIPE_WINDING_CW
+        rasterizer.cull_mode = PIPE_WINDING_NONE
+        ctx.set_rasterizer(rasterizer)
+    
+        # viewport
+        viewport = Viewport()
+        scale = FloatArray(4)
+        scale[0] = width
+        scale[1] = height
+        scale[2] = (maxz - minz) / 2.0
+        scale[3] = 1.0
+        viewport.scale = scale
+        translate = FloatArray(4)
+        translate[0] = 0.0
+        translate[1] = 0.0
+        translate[2] = (maxz - minz) / 2.0
+        translate[3] = 0.0
+        viewport.translate = translate
+        ctx.set_viewport(viewport)
+
+        # samplers
+        sampler = Sampler()
+        sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE
+        sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE
+        sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE
+        sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NEAREST
+        sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST
+        sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST
+        sampler.normalized_coords = 1
+        sampler.min_lod = 0
+        sampler.max_lod = PIPE_MAX_TEXTURE_LEVELS - 1
+        ctx.set_fragment_sampler(0, sampler)
+    
+        #  texture 
+        texture = dev.resource_create(
+            target = target,
+            format = format, 
+            width = width, 
+            height = height,
+            depth = depth, 
+            last_level = last_level,
+            bind = bind,
+        )
+        
+        expected_rgba = FloatArray(height*width*4) 
+        surface = texture.get_surface(
+            face = face,
+            level = level,
+            zslice = zslice,
+        )
+
+        ctx.surface_sample_rgba(surface, expected_rgba, True)
+        
+        ctx.set_fragment_sampler_texture(0, texture)
+
+        # scissor
+        scissor = Scissor()
+        scissor.minx = 0
+        scissor.miny = 0
+        scissor.maxx = width
+        scissor.maxy = height
+        ctx.set_scissor(scissor)
+
+        # clip
+        clip = Clip()
+        clip.nr = 0
+        ctx.set_clip(clip)
+
+        #  framebuffer 
+        cbuf_tex = dev.resource_create(
+            PIPE_FORMAT_B8G8R8A8_UNORM, 
+            width, 
+            height,
+            bind = PIPE_BIND_RENDER_TARGET,
+        )
+
+        zsbuf_tex = dev.resource_create(
+            PIPE_FORMAT_X8Z24_UNORM, 
+            width, 
+            height,
+            bind = PIPE_BIND_RENDER_TARGET,
+        )
+
+        cbuf = cbuf_tex.get_surface()
+        zsbuf = zsbuf_tex.get_surface()
+        fb = Framebuffer()
+        fb.width = width
+        fb.height = height
+        fb.nr_cbufs = 1
+        fb.set_cbuf(0, cbuf)
+        fb.set_zsbuf(zsbuf)
+        ctx.set_framebuffer(fb)
+        rgba = FloatArray(4);
+        rgba[0] = 0.5
+        rgba[1] = 0.5
+        rgba[2] = 0.5
+        rgba[3] = 0.5
+        ctx.clear(PIPE_CLEAR_DEPTHSTENCIL, rgba, 1.0, 0)
+        del fb
+    
+        # vertex shader
+        vs = Shader('''
+            VERT
+            DCL IN[0], POSITION, CONSTANT
+            DCL IN[1], GENERIC, CONSTANT
+            DCL OUT[0], POSITION, CONSTANT
+            DCL OUT[1], GENERIC, CONSTANT
+            0:MOV OUT[0], IN[0]
+            1:MOV OUT[1], IN[1]
+            2:END
+        ''')
+        #vs.dump()
+        ctx.set_vertex_shader(vs)
+    
+        # fragment shader
+        op = {
+            PIPE_TEXTURE_1D: "1D", 
+            PIPE_TEXTURE_2D: "2D", 
+            PIPE_TEXTURE_3D: "3D", 
+            PIPE_TEXTURE_CUBE: "CUBE",
+        }[target]
+        fs = Shader('''
+            FRAG
+            DCL IN[0], GENERIC[0], LINEAR
+            DCL SAMP[0], CONSTANT
+            DCL OUT[0].z, POSITION
+            0:TEX OUT[0].z, IN[0], SAMP[0], %s
+            1:END
+        ''' % op)
+        #fs.dump()
+        ctx.set_fragment_shader(fs)
+
+        nverts = 4
+        nattrs = 2
+        verts = FloatArray(nverts * nattrs * 4)
+    
+        x = 0
+        y = 0
+        w, h = minify((width, height), level)
+    
+        pos = [
+            [x, y],
+            [x+w, y],
+            [x+w, y+h],
+            [x, y+h],
+        ]
+    
+        tex = tex_coords(texture, face, level, zslice)
+    
+        for i in range(0, 4):
+            j = 8*i
+            verts[j + 0] = pos[i][0]/float(width) # x
+            verts[j + 1] = pos[i][1]/float(height) # y
+            verts[j + 2] = 0.0 # z
+            verts[j + 3] = 1.0 # w
+            verts[j + 4] = tex[i][0] # s
+            verts[j + 5] = tex[i][1] # r
+            verts[j + 6] = tex[i][2] # q
+            verts[j + 7] = 1.0
+    
+        ctx.draw_vertices(PIPE_PRIM_TRIANGLE_FAN,
+                          nverts, 
+                          nattrs, 
+                          verts)
+    
+        ctx.flush()
+    
+        zsbuf = zsbuf_tex.get_surface()
+        
+        self.assert_rgba(ctx, zsbuf, x, y, w, h, expected_rgba, 4.0/256, 0.85)
+        
+
+
+
+def main():
+    random.seed(0xdead3eef)
+
+    dev = Device()
+    ctx = dev.context_create()
+    suite = TestSuite()
+    
+    targets = [
+        PIPE_TEXTURE_2D,
+        PIPE_TEXTURE_CUBE,
+        PIPE_TEXTURE_3D,
+    ]
+    
+    #sizes = [64, 32, 16, 8, 4, 2, 1]
+    #sizes = [1020, 508, 252, 62, 30, 14, 6, 3]
+    sizes = [64]
+    #sizes = [63]
+    
+    faces = [
+        PIPE_TEX_FACE_POS_X,
+        PIPE_TEX_FACE_NEG_X,
+        PIPE_TEX_FACE_POS_Y,
+        PIPE_TEX_FACE_NEG_Y, 
+        PIPE_TEX_FACE_POS_Z, 
+        PIPE_TEX_FACE_NEG_Z,
+    ]
+
+    try:
+        n = int(sys.argv[1])
+    except:
+        n = 10000
+    
+    for i in range(n):
+        format = random.choice(formats.keys())
+        if not util_format_is_depth_or_stencil(format):
+            is_depth_or_stencil = util_format_is_depth_or_stencil(format)
+
+            if is_depth_or_stencil:
+                target = PIPE_TEXTURE_2D
+            else:
+                target = random.choice(targets)
+            
+            size = random.choice(sizes)
+
+            if target == PIPE_TEXTURE_3D:
+                depth = size
+            else:
+                depth = 1
+
+            if target == PIPE_TEXTURE_CUBE:
+                face = random.choice(faces)
+            else:
+                face = PIPE_TEX_FACE_POS_X
+
+            levels = lods(size)
+            last_level = random.randint(0, levels - 1)
+            level = random.randint(0, last_level)
+            zslice = random.randint(0, max(depth >> level, 1) - 1)
+
+            if is_depth_or_stencil:
+                klass = TextureDepthSampleTest
+            else:
+                klass = TextureColorSampleTest
+
+            test = klass(
+                dev = dev,
+                ctx = ctx,
+                target = target,
+                format = format, 
+                width = size,
+                height = size,
+                depth = depth,
+                last_level = last_level,
+                face = face,
+                level = level,
+                zslice = zslice,
+            )
+            suite.add_test(test)
+    suite.run()
+
+
+if __name__ == '__main__':
+    main()