From: José Fonseca Date: Wed, 31 Mar 2010 12:28:36 +0000 (+0100) Subject: python/tests: Rename test name. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=e566046efcaa4229f595acdc419670d70db66c1c;p=mesa.git python/tests: Rename test name. We only test blitting from a surface -- we don't test any sampler state. --- diff --git a/progs/gallium/python/tests/texture_blit.py b/progs/gallium/python/tests/texture_blit.py new file mode 100755 index 00000000000..63686463fa5 --- /dev/null +++ b/progs/gallium/python/tests/texture_blit.py @@ -0,0 +1,637 @@ +#!/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() diff --git a/progs/gallium/python/tests/texture_sample.py b/progs/gallium/python/tests/texture_sample.py deleted file mode 100755 index 63686463fa5..00000000000 --- a/progs/gallium/python/tests/texture_sample.py +++ /dev/null @@ -1,637 +0,0 @@ -#!/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()