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authorChris Forbes <chrisf@ijw.co.nz>2014-09-17 19:33:50 +1200
committerMarek Olšák <marek.olsak@amd.com>2015-07-27 12:27:41 +0200
commit74394eb2a8edb9491278177fdd8ebba6e212fd8d (patch)
tree07fe33fdaf70f70343bc88b77410f8df7fba0116
parent3f913b323bbb626b84eecbbddf4383196fee88d9 (diff)
generated_tests: Test tessellation control shader input.
for every GLSL variable type, generate two tests. One passes a varying of said type as a scalar from the vertex to the tessellation control shader and one that passes a two-element array. Fill the varying in the vertex shader from a uniform and compare it against the uniform in the tessellation control shader. Draw 4 patches, tessellate each into a quad that fills a quarter of the screen. Also test core profile built-in varyings.
-rw-r--r--generated_tests/CMakeLists.txt4
-rw-r--r--generated_tests/gen_tcs_input_tests.py301
2 files changed, 305 insertions, 0 deletions
diff --git a/generated_tests/CMakeLists.txt b/generated_tests/CMakeLists.txt
index f70bba5fc..0dc617b90 100644
--- a/generated_tests/CMakeLists.txt
+++ b/generated_tests/CMakeLists.txt
@@ -46,6 +46,9 @@ piglit_make_generated_tests(
tes_input_tests.list
gen_tes_input_tests.py)
piglit_make_generated_tests(
+ tcs_input_tests.list
+ gen_tcs_input_tests.py)
+piglit_make_generated_tests(
interpolation_tests.list
gen_interpolation_tests.py
templates/gen_interpolation_tests/template.shader_test.mako
@@ -159,6 +162,7 @@ add_custom_target(gen-gl-tests
constant_array_size_tests.list
const_builtin_equal_tests.list
builtin_packing_tests.list
+ tcs_input_tests.list
tes_input_tests.list
interpolation_tests.list
non-lvalue_tests.list
diff --git a/generated_tests/gen_tcs_input_tests.py b/generated_tests/gen_tcs_input_tests.py
new file mode 100644
index 000000000..53d48e252
--- /dev/null
+++ b/generated_tests/gen_tcs_input_tests.py
@@ -0,0 +1,301 @@
+#!/usr/bin/env python
+# coding=utf-8
+#
+# Copyright © 2014 The Piglit Project
+#
+# 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, sublicense,
+# 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 NONINFRINGEMENT. IN NO EVENT SHALL
+# THE AUTHORS OR COPYRIGHT HOLDERS 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.
+
+## Test passing variables from the vertex shader to the tessellation control
+# shader.
+#
+# For every varying type create one tests that passes a scalar of that type
+# and one test that passes a two element array.
+# Copy a uniform value to the varying in the vertex shader and compare the
+# varying to the same uniform in the tessellation control shader.
+# If the values are equal draw the screen green, red otherwise.
+#
+# Draw for tessellated quads. Each should cover one quarter of the screen.
+#
+# This script outputs, to stdout, the name of each file it generates.
+
+import os, sys, random
+
+
+class Test(object):
+ def __init__(self, type_name, array, name):
+ """Creates a test.
+
+ type_name -- varying type to test (e.g.: vec4, mat3x2, int, ...)
+ array -- number of array elements to test, None for no array
+ name -- name of the variable to test
+
+ """
+ self.var_name = name or 'var';
+
+ if self.var_name == 'gl_Position':
+ self.var_type = 'vec4'
+ self.var_array = None
+ elif self.var_name == 'gl_PointSize':
+ self.var_type = 'float'
+ self.var_array = None
+ elif self.var_name == 'gl_ClipDistance':
+ self.var_type = 'float'
+ self.var_array = 8
+ else:
+ self.var_type = type_name
+ self.var_array = array
+
+ if self.built_in:
+ self.interface_name = 'gl_PerVertex'
+ self.interface_vs_instance = ''
+ self.interface_tcs_instance = 'gl_in'
+ else:
+ self.interface_name = 'v2tc_interface'
+ self.interface_vs_instance = ''
+ self.interface_tcs_instance = 'v2tc'
+
+ if self.var_array:
+ self.var_type_full = self.var_type + '[{0}]'.format(self.var_array)
+ else:
+ self.var_type_full = self.var_type
+
+ @property
+ def built_in(self):
+ return self.var_name.startswith('gl_')
+
+ @property
+ def vs_var_ref(self):
+ return '.' + self.var_name if self.interface_vs_instance else self.var_name
+
+ @property
+ def tcs_var_ref(self):
+ return '.' + self.var_name if self.interface_tcs_instance else self.var_name
+
+ @property
+ def uniform_string(self):
+ """Returns string for loading uniform data by the shader_runner."""
+ data = self.test_data()
+ uniforms = ''
+ if self.var_array:
+ for i in xrange(12):
+ for j in xrange(self.var_array):
+ uniforms += 'uniform {0} reference[{1}].v[{2}] {3}\n'.format(
+ self.var_type, i, j, data[i*j])
+ else:
+ for i in xrange(12):
+ uniforms += 'uniform {0} reference[{1}].v {2}\n'.format(
+ self.var_type,
+ i,
+ data[i])
+
+ #strip last newline
+ return uniforms[:-1]
+
+ def components(self):
+ """Returns the number of scalar components of the used data type."""
+ n = 1
+
+ if self.var_type.startswith('mat'):
+ if 'x' in self.var_type:
+ n *= int(self.var_type[-1])
+ n *= int(self.var_type[-3])
+ else:
+ n *= int(self.var_type[-1])
+ n *= int(self.var_type[-1])
+ elif 'vec' in self.var_type:
+ n *= int(self.var_type[-1])
+
+ return n
+
+ def test_data(self):
+ """Returns random but deterministic data as a list of strings.
+
+ n strings are returned containing c random values, each.
+ Where n is the number of vertices times the array length and
+ c is the number of components in the tested scalar data type.
+ """
+ random.seed(17)
+
+ if self.var_array:
+ n = self.var_array * 12
+ else:
+ n = 12
+
+ if self.var_type.startswith('i'):
+ rand = lambda : random.randint(-0x80000000, 0x7fffffff)
+ elif self.var_type.startswith('u'):
+ rand = lambda : random.randint(0, 0xffffffff)
+ else:
+ rand = lambda : ((-1 + 2 * random.randint(0, 1)) *
+ random.randint(0, 2**23-1) *
+ 2.0**(random.randint(-126, 127)))
+
+ c = self.components()
+
+ ret = []
+ for i in xrange(n):
+ ret.append(" ".join(str(rand()) for _ in xrange(c)))
+
+ return ret
+
+ def filename(self):
+ """Returns the file name (including path) for the test."""
+ if self.built_in:
+ name = self.var_name
+ elif self.var_array:
+ name = self.var_type + '_{0}'.format(self.var_array)
+ else:
+ name = self.var_type
+ return os.path.join('spec',
+ 'arb_tessellation_shader',
+ 'execution',
+ 'tcs-input',
+ 'tcs-input-{0}.shader_test'.format(name))
+
+ def generate(self):
+ """Generates and writes the test to disc."""
+ test = \
+"""# Test generated by:
+# {generator_command}
+# Test tessellation control shader inputs
+[require]
+GLSL >= 1.50
+GL_ARB_tessellation_shader
+
+[vertex shader]
+uniform struct S0 {{
+ {self.var_type_full} v;
+}} reference[12];
+
+out {self.interface_name} {{
+ {self.var_type_full} {self.var_name};
+}} {self.interface_vs_instance};
+
+void main()
+{{
+ {self.interface_vs_instance}{self.vs_var_ref} = reference[gl_VertexID].v;
+}}
+
+[tessellation control shader]
+#extension GL_ARB_tessellation_shader : require
+layout(vertices = 3) out;
+
+uniform struct S0 {{
+ {self.var_type_full} v;
+}} reference[12];
+
+in {self.interface_name} {{
+ {self.var_type_full} {self.var_name};
+}} {self.interface_tcs_instance}[];
+
+out int pass[];
+
+void main()
+{{
+ const int vertices_in = 3;
+ pass[gl_InvocationID] = 1;
+ for (int i = 0; i < vertices_in; ++i) {{
+ int vertex_ID = gl_PrimitiveID * vertices_in + i;
+ if ({self.interface_tcs_instance}[i]{self.tcs_var_ref} != reference[vertex_ID].v)
+ pass[gl_InvocationID] = 0;
+ }}
+ gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);
+ gl_TessLevelInner = float[2](1.0, 1.0);
+}}
+
+[tessellation evaluation shader]
+#extension GL_ARB_tessellation_shader : require
+layout(quads) in;
+
+in int pass[];
+
+out vec4 vert_color;
+
+void main()
+{{
+ const int vertices_in = 3;
+ const vec4 red = vec4(1, 0, 0, 1);
+ const vec4 green = vec4(0, 1, 0, 1);
+ vec2[3] position = vec2[3](
+ vec2(float(gl_PrimitiveID / 2) - 1.0, float(gl_PrimitiveID % 2) - 1.0),
+ vec2(float(gl_PrimitiveID / 2) - 0.0, float(gl_PrimitiveID % 2) - 1.0),
+ vec2(float(gl_PrimitiveID / 2) - 1.0, float(gl_PrimitiveID % 2) - 0.0)
+ );
+ gl_Position = vec4(position[0]
+ + (position[1] - position[0]) * gl_TessCoord[0]
+ + (position[2] - position[0]) * gl_TessCoord[1], 0.0, 1.0);
+ vert_color = green;
+ for (int i = 0; i < vertices_in; ++i) {{
+ if (pass[i] == 0)
+ vert_color = red;
+ }}
+}}
+
+[fragment shader]
+
+in vec4 vert_color;
+
+out vec4 frag_color;
+
+void main()
+{{
+ frag_color = vert_color;
+}}
+
+[test]
+{self.uniform_string}
+draw arrays GL_PATCHES 0 12
+relative probe rgb (0.25, 0.25) (0.0, 1.0, 0.0)
+relative probe rgb (0.75, 0.25) (0.0, 1.0, 0.0)
+relative probe rgb (0.25, 0.75) (0.0, 1.0, 0.0)
+relative probe rgb (0.75, 0.75) (0.0, 1.0, 0.0)
+"""
+
+ test = test.format(self = self,
+ generator_command = " ".join(sys.argv))
+
+ filename = self.filename()
+ dirname = os.path.dirname(filename)
+ if not os.path.exists(dirname):
+ os.makedirs(dirname)
+ with open(filename, 'w') as f:
+ f.write(test)
+
+
+def all_tests():
+ for type_name in ['float', 'vec2', 'vec3', 'vec4',
+ 'mat2', 'mat3', 'mat4',
+ 'mat2x3', 'mat2x4', 'mat3x2',
+ 'mat3x4', 'mat4x2', 'mat4x3',
+ 'int', 'ivec2', 'ivec3', 'ivec4',
+ 'uint', 'uvec2', 'uvec3', 'uvec4']:
+ for array in [None, 2]:
+ yield Test(type_name=type_name, array=array, name=None)
+ for var in ['gl_Position', 'gl_PointSize', 'gl_ClipDistance']:
+ yield Test(type_name=None, array=None, name=var);
+
+def main():
+ for test in all_tests():
+ test.generate()
+ print(test.filename())
+
+
+if __name__ == '__main__':
+ main()