#!/usr/bin/env python ########################################################################## # # Copyright 2009 VMware, Inc. # 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 class TextureTest(TestCase): tags = ( 'target', 'format', 'width', 'height', 'depth', 'last_level', 'face', 'level', 'zslice', ) def test(self): dev = self.dev 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 # textures dst_texture = dev.texture_create( target = target, format = format, width = width, height = height, depth = depth, last_level = last_level, tex_usage = PIPE_TEXTURE_USAGE_RENDER_TARGET, ) if dst_texture is None: raise TestSkip dst_surface = dst_texture.get_surface(face = face, level = level, zslice = zslice) ref_texture = dev.texture_create( target = target, format = format, width = dst_surface.width, height = dst_surface.height, depth = 1, last_level = 0, tex_usage = PIPE_TEXTURE_USAGE_SAMPLER, ) ref_surface = ref_texture.get_surface() src_texture = dev.texture_create( target = target, format = PIPE_FORMAT_B8G8R8A8_UNORM, width = dst_surface.width, height = dst_surface.height, depth = 1, last_level = 0, tex_usage = PIPE_TEXTURE_USAGE_SAMPLER, ) src_surface = src_texture.get_surface() expected_rgba = FloatArray(height*width*4) ref_surface.sample_rgba(expected_rgba) src_surface.put_tile_rgba(0, 0, src_surface.width, src_surface.height, expected_rgba) ctx = self.dev.context_create() # 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 rasterizer.bypass_vs_clip_and_viewport = 1 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) ctx.set_fragment_sampler_texture(0, src_texture) # framebuffer cbuf_tex = dev.texture_create( PIPE_FORMAT_B8G8R8A8_UNORM, width, height, tex_usage = PIPE_TEXTURE_USAGE_RENDER_TARGET, ) fb = Framebuffer() fb.width = dst_surface.width fb.height = dst_surface.height fb.nr_cbufs = 1 fb.set_cbuf(0, dst_surface) ctx.set_framebuffer(fb) rgba = FloatArray(4); rgba[0] = 0.0 rgba[1] = 0.0 rgba[2] = 0.0 rgba[3] = 0.0 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 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], 2D 1:END ''') #fs.dump() ctx.set_fragment_shader(fs) nverts = 4 nattrs = 2 verts = FloatArray(nverts * nattrs * 4) x = 0 y = 0 w = dst_surface.width h = dst_surface.height pos = [ [x, y], [x+w, y], [x+w, y+h], [x, y+h], ] tex = [ [0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0], ] for i in range(0, 4): j = 8*i verts[j + 0] = pos[i][0] # x verts[j + 1] = pos[i][1] # 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] = 0.0 verts[j + 7] = 1.0 ctx.draw_vertices(PIPE_PRIM_TRIANGLE_FAN, nverts, nattrs, verts) ctx.flush() self.assert_rgba(dst_surface, 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, ] formats = [ PIPE_FORMAT_B8G8R8A8_UNORM, PIPE_FORMAT_B8G8R8X8_UNORM, #PIPE_FORMAT_B8G8R8A8_SRGB, PIPE_FORMAT_B5G6R5_UNORM, PIPE_FORMAT_B5G5R5A1_UNORM, PIPE_FORMAT_B4G4R4A4_UNORM, #PIPE_FORMAT_Z32_UNORM, #PIPE_FORMAT_S8Z24_UNORM, #PIPE_FORMAT_X8Z24_UNORM, #PIPE_FORMAT_Z16_UNORM, #PIPE_FORMAT_S8_UNORM, PIPE_FORMAT_A8_UNORM, PIPE_FORMAT_L8_UNORM, #PIPE_FORMAT_DXT1_RGB, #PIPE_FORMAT_DXT1_RGBA, #PIPE_FORMAT_DXT3_RGBA, #PIPE_FORMAT_DXT5_RGBA, ] 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, ] for target in targets: for format in formats: 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 = TextureTest( dev = dev, 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 suite.run() if __name__ == '__main__': main()