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#!/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()
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