--- /dev/null
+#!/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.
+#
+##########################################################################
+
+
+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
+
+ tex_usage = PIPE_TEXTURE_USAGE_SAMPLER
+ 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, tex_usage, 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.texture_create(
+ target = target,
+ format = format,
+ width = width,
+ height = height,
+ depth = depth,
+ last_level = last_level,
+ tex_usage = tex_usage,
+ )
+
+ expected_rgba = FloatArray(height*width*4)
+ surface = texture.get_surface(
+ face = face,
+ level = level,
+ zslice = zslice,
+ )
+
+ ctx.surface_sample_rgba(surface, expected_rgba)
+
+ 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.texture_create(
+ PIPE_FORMAT_B8G8R8A8_UNORM,
+ width,
+ height,
+ tex_usage = PIPE_TEXTURE_USAGE_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
+
+ tex_usage = PIPE_TEXTURE_USAGE_SAMPLER
+ 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, tex_usage, 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.texture_create(
+ target = target,
+ format = format,
+ width = width,
+ height = height,
+ depth = depth,
+ last_level = last_level,
+ tex_usage = tex_usage,
+ )
+
+ expected_rgba = FloatArray(height*width*4)
+ surface = texture.get_surface(
+ face = face,
+ level = level,
+ zslice = zslice,
+ )
+
+ ctx.surface_sample_rgba(surface, expected_rgba)
+
+ 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.texture_create(
+ PIPE_FORMAT_B8G8R8A8_UNORM,
+ width,
+ height,
+ tex_usage = PIPE_TEXTURE_USAGE_RENDER_TARGET,
+ )
+
+ zsbuf_tex = dev.texture_create(
+ PIPE_FORMAT_X8Z24_UNORM,
+ width,
+ height,
+ tex_usage = PIPE_TEXTURE_USAGE_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():
+ dev = Device()
+ 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,
+ ]
+
+ ctx = dev.context_create()
+
+ for format in formats.iterkeys():
+ if format == PIPE_FORMAT_NONE:
+ continue
+ if not util_format_is_depth_or_stencil(format):
+ for target in targets:
+ for size in sizes:
+ if target == PIPE_TEXTURE_3D:
+ depth = size
+ else:
+ depth = 1
+ for face in faces:
+ if target != PIPE_TEXTURE_CUBE and face:
+ continue
+ levels = lods(size)
+ for last_level in range(levels):
+ for level in range(0, last_level + 1):
+ zslice = 0
+ while zslice < depth >> level:
+ test = TextureColorSampleTest(
+ 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)
+ zslice = (zslice + 1)*2 - 1
+ else:
+ target = PIPE_TEXTURE_2D
+ depth = 1
+ face = 0
+ last_level = 0
+ level = 0
+ zslice = 0
+ for size in sizes:
+ test = TextureDepthSampleTest(
+ 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()
+++ /dev/null
-#!/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.
-#
-##########################################################################
-
-
-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
-
- tex_usage = PIPE_TEXTURE_USAGE_SAMPLER
- 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, tex_usage, 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.texture_create(
- target = target,
- format = format,
- width = width,
- height = height,
- depth = depth,
- last_level = last_level,
- tex_usage = tex_usage,
- )
-
- expected_rgba = FloatArray(height*width*4)
- surface = texture.get_surface(
- face = face,
- level = level,
- zslice = zslice,
- )
-
- ctx.surface_sample_rgba(surface, expected_rgba)
-
- 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.texture_create(
- PIPE_FORMAT_B8G8R8A8_UNORM,
- width,
- height,
- tex_usage = PIPE_TEXTURE_USAGE_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
-
- tex_usage = PIPE_TEXTURE_USAGE_SAMPLER
- 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, tex_usage, 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.texture_create(
- target = target,
- format = format,
- width = width,
- height = height,
- depth = depth,
- last_level = last_level,
- tex_usage = tex_usage,
- )
-
- expected_rgba = FloatArray(height*width*4)
- surface = texture.get_surface(
- face = face,
- level = level,
- zslice = zslice,
- )
-
- ctx.surface_sample_rgba(surface, expected_rgba)
-
- 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.texture_create(
- PIPE_FORMAT_B8G8R8A8_UNORM,
- width,
- height,
- tex_usage = PIPE_TEXTURE_USAGE_RENDER_TARGET,
- )
-
- zsbuf_tex = dev.texture_create(
- PIPE_FORMAT_X8Z24_UNORM,
- width,
- height,
- tex_usage = PIPE_TEXTURE_USAGE_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():
- dev = Device()
- 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,
- ]
-
- ctx = dev.context_create()
-
- for format in formats.iterkeys():
- if format == PIPE_FORMAT_NONE:
- continue
- if not util_format_is_depth_or_stencil(format):
- for target in targets:
- for size in sizes:
- if target == PIPE_TEXTURE_3D:
- depth = size
- else:
- depth = 1
- for face in faces:
- if target != PIPE_TEXTURE_CUBE and face:
- continue
- levels = lods(size)
- for last_level in range(levels):
- for level in range(0, last_level + 1):
- zslice = 0
- while zslice < depth >> level:
- test = TextureColorSampleTest(
- 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)
- zslice = (zslice + 1)*2 - 1
- else:
- target = PIPE_TEXTURE_2D
- depth = 1
- face = 0
- last_level = 0
- level = 0
- zslice = 0
- for size in sizes:
- test = TextureDepthSampleTest(
- 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()