#!/usr/bin/env python ########################################################################## # # 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 TUNGSTEN GRAPHICS 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 * from data import generate_data def compare_rgba(width, height, rgba1, rgba2, tol=0.01): result = True for y in range(0, height): for x in range(0, width): for ch in range(4): offset = (y*width + x)*4 + ch v1 = rgba1[offset] v2 = rgba2[offset] if abs(v1 - v2) > tol: sys.stderr.write("x=%u, y=%u, ch=%u differ: %f vs %f\n", x, y, ch, v1, v2) result = False class TextureTest(Test): def __init__(self, **kargs): Test.__init__(self) self.__dict__.update(kargs) def run(self): dev = self.dev format = PIPE_FORMAT_A8R8G8B8_UNORM #format = PIPE_FORMAT_DXT1_RGB if not dev.is_format_supported(format, PIPE_TEXTURE): pass if not dev.is_format_supported(format, PIPE_SURFACE): pass ctx = dev.context_create() width = 256 height = 256 # disabled blending/masking blend = Blend() blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO blend.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_clipping = 1 #rasterizer.bypass_vs = 1 ctx.set_rasterizer(rasterizer) # viewport (identity, we setup vertices in wincoords) viewport = Viewport() scale = FloatArray(4) scale[0] = 1.0 scale[1] = 1.0 scale[2] = 1.0 scale[3] = 1.0 viewport.scale = scale translate = FloatArray(4) translate[0] = 0.0 translate[1] = 0.0 translate[2] = 0.0 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_NONE sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST sampler.normalized_coords = 1 ctx.set_sampler(0, sampler) # texture texture = dev.texture_create(format, width, height) ctx.set_sampler_texture(0, texture) surface = texture.get_surface(usage = PIPE_BUFFER_USAGE_CPU_READ|PIPE_BUFFER_USAGE_CPU_WRITE) expected_rgba = generate_data(surface) cbuf_tex = dev.texture_create(PIPE_FORMAT_A8R8G8B8_UNORM, width, height) # drawing dest cbuf = cbuf_tex.get_surface(usage = PIPE_BUFFER_USAGE_GPU_WRITE) fb = Framebuffer() fb.width = cbuf.width fb.height = cbuf.height fb.num_cbufs = 1 fb.set_cbuf(0, cbuf) ctx.set_framebuffer(fb) # vertex shader vs = Shader(''' VERT1.1 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(''' FRAG1.1 DCL IN[0], GENERIC[0], PERSPECTIVE 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 = width h = height verts[ 0] = x # x1 verts[ 1] = y # y1 verts[ 2] = 0.0 # z1 verts[ 3] = 1.0 # w1 verts[ 4] = 0.0 # s1 verts[ 5] = 0.0 # t verts[ 6] = 0.0 verts[ 7] = 0.0 verts[ 8] = x + w # x2 verts[ 9] = y # y2 verts[10] = 0.0 # z2 verts[11] = 1.0 # w2 verts[12] = 1.0 # s2 verts[13] = 0.0 # t2 verts[14] = 0.0 verts[15] = 0.0 verts[16] = x + w # x3 verts[17] = y + h # y3 verts[18] = 0.0 # z3 verts[19] = 1.0 # w3 verts[20] = 1.0 # s3 verts[21] = 1.0 # t3 verts[22] = 0.0 verts[23] = 0.0 verts[24] = x # x4 verts[25] = y + h # y4 verts[26] = 0.0 # z4 verts[27] = 1.0 # w4 verts[28] = 0.0 # s4 verts[29] = 1.0 # t4 verts[30] = 0.0 verts[31] = 0.0 ctx.surface_clear(cbuf, 0x00000000) ctx.draw_vertices(PIPE_PRIM_TRIANGLE_FAN, nverts, nattrs, verts) ctx.flush() rgba = FloatArray(surface.height*surface.width*4) cbuf.get_tile_rgba(x, y, w, h, rgba) compare_rgba(width, height, rgba, expected_rgba) #save_image("texture1.png", surface) #save_image("texture2.png", cbuf) def main(): dev = Device(hardware = False) test = TextureTest(dev = dev) test.run() if __name__ == '__main__': main()