#!/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 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 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 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) # 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) texture.get_surface( face = face, level = level, zslice = zslice, ).sample_rgba(expected_rgba) ctx.set_fragment_sampler_texture(0, texture) # framebuffer cbuf_tex = dev.texture_create( PIPE_FORMAT_A8R8G8B8_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] # 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] = 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(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 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 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 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) # 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 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) # 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) texture.get_surface( face = face, level = level, zslice = zslice, ).sample_rgba(expected_rgba) ctx.set_fragment_sampler_texture(0, texture) # framebuffer cbuf_tex = dev.texture_create( PIPE_FORMAT_A8R8G8B8_UNORM, width, height, tex_usage = PIPE_TEXTURE_USAGE_RENDER_TARGET, ) zsbuf_tex = dev.texture_create( PIPE_FORMAT_Z24X8_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] # 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] = 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(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, ] color_formats = [ PIPE_FORMAT_A8R8G8B8_UNORM, PIPE_FORMAT_X8R8G8B8_UNORM, #PIPE_FORMAT_A8R8G8B8_SRGB, PIPE_FORMAT_R5G6B5_UNORM, PIPE_FORMAT_A1R5G5B5_UNORM, PIPE_FORMAT_A4R4G4B4_UNORM, PIPE_FORMAT_A8_UNORM, PIPE_FORMAT_L8_UNORM, PIPE_FORMAT_YCBCR, PIPE_FORMAT_DXT1_RGB, #PIPE_FORMAT_DXT1_RGBA, #PIPE_FORMAT_DXT3_RGBA, #PIPE_FORMAT_DXT5_RGBA, ] depth_formats = [ PIPE_FORMAT_Z32_UNORM, PIPE_FORMAT_Z24S8_UNORM, PIPE_FORMAT_Z24X8_UNORM, PIPE_FORMAT_Z16_UNORM, ] 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 format in color_formats: 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, 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 for format in depth_formats: target = PIPE_TEXTURE_2D depth = 1 face = 0 last_level = 0 level = 0 zslice = 0 for size in sizes: test = TextureDepthSampleTest( 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) suite.run() if __name__ == '__main__': main()