diff options
Diffstat (limited to 'progs/gallium/python/tests/texture_sample.py')
-rwxr-xr-x | progs/gallium/python/tests/texture_sample.py | 591 |
1 files changed, 591 insertions, 0 deletions
diff --git a/progs/gallium/python/tests/texture_sample.py b/progs/gallium/python/tests/texture_sample.py new file mode 100755 index 0000000..db32b53 --- /dev/null +++ b/progs/gallium/python/tests/texture_sample.py @@ -0,0 +1,591 @@ +#!/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() |