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-rw-r--r--generated_tests/CMakeLists.txt6
-rw-r--r--generated_tests/gen_builtin_packing_tests.py1161
2 files changed, 1166 insertions, 1 deletions
diff --git a/generated_tests/CMakeLists.txt b/generated_tests/CMakeLists.txt
index e371ff8b4..694a2131c 100644
--- a/generated_tests/CMakeLists.txt
+++ b/generated_tests/CMakeLists.txt
@@ -20,6 +20,9 @@ endfunction(piglit_make_generated_tests custom_target generator_script)
# Create custom commands and targets to build generated tests.
piglit_make_generated_tests(
+ builtin_packing_tests.list
+ gen_builtin_packing_tests.py)
+piglit_make_generated_tests(
builtin_uniform_tests.list
gen_builtin_uniform_tests.py
builtin_function.py)
@@ -49,7 +52,8 @@ piglit_make_generated_tests(
# Add a "gen-tests" target that can be used to generate all the
# tests without doing any other compilation.
add_custom_target(gen-tests ALL
- DEPENDS builtin_uniform_tests.list
+ DEPENDS builtin_packing_tests.list
+ builtin_uniform_tests.list
constant_array_size_tests.list
interpolation_tests.list
non-lvalue_tests.list
diff --git a/generated_tests/gen_builtin_packing_tests.py b/generated_tests/gen_builtin_packing_tests.py
new file mode 100644
index 000000000..30190d603
--- /dev/null
+++ b/generated_tests/gen_builtin_packing_tests.py
@@ -0,0 +1,1161 @@
+#!/usr/bin/env python2
+# coding=utf-8
+
+import mako.template
+import mako.runtime
+import math
+import numpy as np
+import optparse
+import os
+import sys
+
+from collections import namedtuple
+from mako.template import Template
+from math import copysign, fabs, fmod, frexp, isinf, isnan, modf
+from numpy import int16, int32, uint16, uint32, float32
+from textwrap import dedent
+
+# ----------------------------------------------------------------------------
+# Overview
+# ----------------------------------------------------------------------------
+#
+# This scripts generates tests for the GLSL packing functions, such as
+# packSnorm2x16.
+#
+# In the test templates below, observe that the GLSL function's actual output
+# is compared against multiple expected outputs. Given an input and
+# a pack/unpackfunction, there exist multiple valid outputs because the GLSL
+# specs permit variation in the implementation of the function. The actual
+# output is dependent on the GLSL compiler's and hardware's choice of rounding
+# mode (for example, to even or to nearest) and handling of subnormal (also
+# called denormalized) floating point numbers.
+
+# ----------------------------------------------------------------------------
+# Templates for test files
+# ----------------------------------------------------------------------------
+
+# Test evaluation of constant pack2x16 expressions.
+const_pack_2x16_template = Template(dedent("""\
+ [require]
+ GL ES >= 3.0
+ GLSL ES >= 3.00
+
+ [vertex shader]
+ const vec4 red = vec4(1, 0, 0, 1);
+ const vec4 green = vec4(0, 1, 0, 1);
+
+ in vec4 vertex;
+ out vec4 vert_color;
+
+ void main()
+ {
+ ${func.result_precision} uint actual;
+
+ gl_Position = vertex;
+ vert_color = green;
+
+ % for io in func.inout_seq:
+ actual = ${func.name}(vec2(${io.input[0]}, ${io.input[1]}));
+
+ if (true
+ % for u in sorted(set(io.valid_outputs)):
+ && actual != ${u}
+ % endfor
+ ) {
+ vert_color = red;
+ }
+
+ % endfor
+ }
+
+ [fragment shader]
+ in vec4 vert_color;
+ out vec4 frag_color;
+
+ void main()
+ {
+ frag_color = vert_color;
+ }
+
+ [vertex data]
+ vertex/float/2
+ -1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+ -1.0 1.0
+
+ [test]
+ draw arrays GL_TRIANGLE_FAN 0 4
+ probe all rgba 0.0 1.0 0.0 1.0
+"""))
+
+# Test evaluation of constant unpack2x16 expressions.
+const_unpack_2x16_template = Template(dedent("""\
+ [require]
+ GL ES >= 3.0
+ GLSL ES >= 3.00
+
+ [vertex shader]
+ const vec4 red = vec4(1, 0, 0, 1);
+ const vec4 green = vec4(0, 1, 0, 1);
+
+ in vec4 vertex;
+ out vec4 vert_color;
+
+ void main()
+ {
+ ${func.result_precision} vec2 actual;
+
+ gl_Position = vertex;
+ vert_color = green;
+
+ % for io in func.inout_seq:
+ actual = ${func.name}(${io.input});
+
+ if (true
+ % for v in io.valid_outputs:
+ && actual != vec2(${v[0]}, ${v[1]})
+ % endfor
+ ) {
+ vert_color = red;
+ }
+
+ % endfor
+ }
+
+ [fragment shader]
+ in vec4 vert_color;
+ out vec4 frag_color;
+
+ void main()
+ {
+ frag_color = vert_color;
+ }
+
+ [vertex data]
+ vertex/float/2
+ -1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+ -1.0 1.0
+
+ [test]
+ draw arrays GL_TRIANGLE_FAN 0 4
+ probe all rgba 0.0 1.0 0.0 1.0
+"""))
+
+# Test execution of pack2x16 functions in the vertex shader.
+vs_pack_2x16_template = Template(dedent("""\
+ [require]
+ GL ES >= 3.0
+ GLSL ES >= 3.00
+
+ [vertex shader]
+ const vec4 red = vec4(1, 0, 0, 1);
+ const vec4 green = vec4(0, 1, 0, 1);
+
+ uniform vec2 func_input;
+
+ % for j in range(func.num_valid_outputs):
+ uniform ${func.result_precision} uint expect${j};
+ % endfor
+
+ in vec4 vertex;
+ out vec4 vert_color;
+
+ void main()
+ {
+ gl_Position = vertex;
+ ${func.result_precision} uint actual = ${func.name}(func_input);
+
+ if (false
+ % for j in range(func.num_valid_outputs):
+ || actual == expect${j}
+ % endfor
+ ) {
+ vert_color = green;
+ } else {
+ vert_color = red;
+ }
+ }
+
+ [fragment shader]
+ in vec4 vert_color;
+ out vec4 frag_color;
+
+ void main()
+ {
+ frag_color = vert_color;
+ }
+
+ [vertex data]
+ vertex/float/2
+ -1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+ -1.0 1.0
+
+ [test]
+ % for io in func.inout_seq:
+ uniform vec2 func_input ${io.input[0]} ${io.input[1]}
+ % for j in range(func.num_valid_outputs):
+ uniform uint expect${j} ${io.valid_outputs[j]}
+ % endfor
+ draw arrays GL_TRIANGLE_FAN 0 4
+ probe all rgba 0.0 1.0 0.0 1.0
+
+ % endfor
+"""))
+
+# Test execution of unpack2x16 functions in the vertex shader.
+vs_unpack_2x16_template = Template(dedent("""\
+ [require]
+ GL ES >= 3.0
+ GLSL ES >= 3.00
+
+ [vertex shader]
+ const vec4 red = vec4(1, 0, 0, 1);
+ const vec4 green = vec4(0, 1, 0, 1);
+
+ uniform highp uint func_input;
+
+ % for j in range(func.num_valid_outputs):
+ uniform ${func.result_precision} vec2 expect${j};
+ % endfor
+
+ in vec4 vertex;
+ out vec4 vert_color;
+
+ void main()
+ {
+ gl_Position = vertex;
+
+ ${func.result_precision} vec2 actual = ${func.name}(func_input);
+
+ if (false
+ % for j in range(func.num_valid_outputs):
+ || actual == expect${j}
+ % endfor
+ ) {
+ vert_color = green;
+ } else {
+ vert_color = red;
+ }
+ }
+
+ [fragment shader]
+ in vec4 vert_color;
+ out vec4 frag_color;
+
+ void main()
+ {
+ frag_color = vert_color;
+ }
+
+ [vertex data]
+ vertex/float/2
+ -1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+ -1.0 1.0
+
+ [test]
+ % for io in func.inout_seq:
+ uniform uint func_input ${io.input}
+ % for j in range(func.num_valid_outputs):
+ uniform vec2 expect${j} ${io.valid_outputs[j][0]} ${io.valid_outputs[j][1]}
+ % endfor
+ draw arrays GL_TRIANGLE_FAN 0 4
+ probe all rgba 0.0 1.0 0.0 1.0
+
+ % endfor
+"""))
+
+
+# Test execution of pack2x16 functions in the fragment shader.
+fs_pack_2x16_template = Template(dedent("""\
+ [require]
+ GL ES >= 3.0
+ GLSL ES >= 3.00
+
+ [vertex shader]
+ in vec4 vertex;
+
+ void main()
+ {
+ gl_Position = vertex;
+ }
+
+ [fragment shader]
+ const vec4 red = vec4(1, 0, 0, 1);
+ const vec4 green = vec4(0, 1, 0, 1);
+
+ uniform vec2 func_input;
+
+ % for i in range(func.num_valid_outputs):
+ uniform ${func.result_precision} uint expect${i};
+ % endfor
+
+ out vec4 frag_color;
+
+ void main()
+ {
+ ${func.result_precision} uint actual = ${func.name}(func_input);
+
+ if (false
+ % for i in range(func.num_valid_outputs):
+ || actual == expect${i}
+ % endfor
+ ) {
+ frag_color = green;
+ } else {
+ frag_color = red;
+ }
+ }
+
+ [vertex data]
+ vertex/float/2
+ -1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+ -1.0 1.0
+
+ [test]
+ % for io in func.inout_seq:
+ uniform vec2 func_input ${io.input[0]} ${io.input[1]}
+ % for i in range(func.num_valid_outputs):
+ uniform uint expect${i} ${io.valid_outputs[i]}
+ % endfor
+ draw arrays GL_TRIANGLE_FAN 0 4
+ probe all rgba 0.0 1.0 0.0 1.0
+
+ % endfor
+"""))
+
+# Test execution of unpack2x16 functions in the fragment shader.
+fs_unpack_2x16_template = Template(dedent("""\
+ [require]
+ GL ES >= 3.0
+ GLSL ES >= 3.00
+
+ [vertex shader]
+ in vec4 vertex;
+
+ void main()
+ {
+ gl_Position = vertex;
+ }
+
+ [fragment shader]
+ const vec4 red = vec4(1, 0, 0, 1);
+ const vec4 green = vec4(0, 1, 0, 1);
+
+ uniform highp uint func_input;
+
+ % for i in range(func.num_valid_outputs):
+ uniform ${func.result_precision} vec2 expect${i};
+ % endfor
+
+ out vec4 frag_color;
+
+ void main()
+ {
+ ${func.result_precision} vec2 actual = ${func.name}(func_input);
+
+ if (false
+ % for i in range(func.num_valid_outputs):
+ || actual == expect${i}
+ % endfor
+ ) {
+ frag_color = green;
+ } else {
+ frag_color = red;
+ }
+ }
+
+ [vertex data]
+ vertex/float/2
+ -1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+ -1.0 1.0
+
+ [test]
+ % for io in func.inout_seq:
+ uniform uint func_input ${io.input}
+ % for i in range(func.num_valid_outputs):
+ uniform vec2 expect${i} ${io.valid_outputs[i][0]} ${io.valid_outputs[i][1]}
+ % endfor
+ draw arrays GL_TRIANGLE_FAN 0 4
+ probe all rgba 0.0 1.0 0.0 1.0
+
+ % endfor
+"""))
+
+template_table = {
+ ("const", "p", "2x16") : const_pack_2x16_template,
+ ("const", "u", "2x16") : const_unpack_2x16_template,
+ ("vs", "p", "2x16") : vs_pack_2x16_template,
+ ("vs", "u", "2x16") : vs_unpack_2x16_template,
+ ("fs", "p", "2x16") : fs_pack_2x16_template,
+ ("fs", "u", "2x16") : fs_unpack_2x16_template,
+}
+
+# ----------------------------------------------------------------------------
+# Math for pack/unpack functions
+# ----------------------------------------------------------------------------
+
+class FuncOpts:
+ """Options that modify the evaluation of the GLSL pack/unpack functions.
+
+ Given an input and a pack/unpack function, there exist multiple valid
+ outputs because the GLSL specs permit variation in the implementation of
+ the function. The actual output is dependent on the GLSL compiler's and
+ hardware's choice of rounding mode (for example, to even or to nearest).
+
+ This class attempts to capture the permitted variation in rounding
+ behavior. To select a particular behavior, pass the appropriate enum to
+ the constructor, as described below.
+
+ Rounding mode
+ -------------
+ For some packing functions, the GLSL ES 3.00 specification's definition of
+ the function's behavior involves round(), whose behavior at
+ 0.5 is an implementation detail. From section 8.3 of the spec:
+ The fraction 0.5 will round in a direction chosen by the
+ implementation, presumably the direction that is fastest.
+
+ The constructor parameter 'round_mode' selects the rounding behavior.
+ Valid values are:
+ - ROUND_TO_EVEN
+ - ROUND_TO_NEAREST
+ """
+
+ ROUND_TO_EVEN = 0
+ ROUND_TO_NEAREST = 1
+
+ def __init__(self, round_mode=ROUND_TO_EVEN):
+ if round_mode == FuncOpts.ROUND_TO_EVEN:
+ self.__round_func = round_to_even
+ elif round_mode == FuncOpts.ROUND_TO_NEAREST:
+ self.__round_func = round_to_nearest
+ else:
+ assert(False)
+
+ def round(self, x):
+ """Round a float according to the requested rounding mode."""
+ assert(any(isinstance(x, T) for T in [float, float32]))
+
+ # Drop the floating-point precision from 64 to 32 bits before
+ # rounding. The loss of precision may shift the float's fractional
+ # value to 0.5, which will affect the rounding.
+ x = float32(x)
+ return self.__round_func(x)
+
+def clamp(x, min, max):
+ if x < min:
+ return min
+ elif x > max:
+ return max
+ else:
+ return x
+
+def round_to_nearest(x):
+ # Get fractional and integral parts.
+ (f, i) = modf(x)
+
+ if fabs(f) < 0.5:
+ return i
+ else:
+ return i + copysign(1.0, x)
+
+def round_to_even(x):
+ # Get fractional and integral parts.
+ (f, i) = modf(x)
+
+ if fabs(f) < 0.5:
+ return i
+ elif fabs(f) == 0.5:
+ return i + fmod(i, 2.0)
+ else:
+ return i + copysign(1.0, x)
+
+def pack_2x16(pack_1x16_func, x, y, func_opts):
+ """Evaluate a GLSL pack2x16 function.
+
+ :param pack_1x16_func: the component-wise function of the GLSL pack2x16
+ function
+ :param x,y: each a float32
+ :return: a uint32
+ """
+ assert(isinstance(x, float32))
+ assert(isinstance(y, float32))
+
+ ux = pack_1x16_func(x, func_opts)
+ uy = pack_1x16_func(y, func_opts)
+
+ assert(isinstance(ux, uint16))
+ assert(isinstance(uy, uint16))
+
+ return uint32((uy << 16) | ux)
+
+def unpack_2x16(unpack_1x16_func, u, func_opts):
+ """Evaluate a GLSL unpack2x16 function.
+
+ :param unpack_1x16_func: the component-wise function of the GLSL
+ unpack2x16 function
+ :param u: a uint32
+ :return: a 2-tuple of float32
+ """
+ assert(isinstance(u, uint32))
+
+ ux = uint16(u & 0xffff)
+ uy = uint16(u >> 16)
+
+ x = unpack_1x16_func(ux)
+ y = unpack_1x16_func(uy)
+
+ assert(isinstance(x, float32))
+ assert(isinstance(y, float32))
+
+ return (x, y)
+
+def pack_snorm_1x16(f32, func_opts):
+ """Component-wise function of packSnorm2x16."""
+ assert(isinstance(f32, float32))
+ return uint16(int16(func_opts.round(clamp(f32, -1.0, +1.0) * 32767.0)))
+
+def unpack_snorm_1x16(u16):
+ """Component-wise function of unpackSnorm2x16."""
+ assert(isinstance(u16, uint16))
+ return float32(clamp(int16(u16) / 32767.0, -1.0, +1.0))
+
+def pack_unorm_1x16(f32, func_opts):
+ """Component-wise function of packUnorm2x16."""
+ assert(isinstance(f32, float32))
+ return uint16(func_opts.round(clamp(f32, 0.0, 1.0) * 65535.0))
+
+def unpack_unorm_1x16(u16):
+ """Component-wise function of unpackUnorm2x16."""
+ assert(isinstance(u16, uint16))
+ return float32(u16 / 65535.0)
+
+def pack_half_1x16(f32, func_opts):
+ """Component-wise function of packHalf2x16."""
+ assert(isinstance(f32, float32))
+
+ # The bit layout of a float16 is:
+ #
+ # sign: 15
+ # exponent: 10:14
+ # mantissa: 0:9
+ #
+ # The sign, exponent, and mantissa determine its value by:
+ #
+ # if e = 0 and m = 0, then zero: (-1)^s * 0
+ # if e = 0 and m != 0, then subnormal: (-1)^s * 2^(e - 14) * m / 2^10
+ # if 0 < e < 31, then normal: (-1)^s * 2^(e - 15) * (1 + m / 2^10)
+ # if e = 31 and m = 0, then inf: (-1)^s * inf
+ # if e = 31 and m != 0, then nan
+ #
+ # where 0 <= m < 2^10.
+ #
+ # Some key boundary values of float16 are:
+ #
+ # min_normal16 = 2^(1 - 15) * (1 + 0 / 2^10)
+ # max_normal16 = 2^(30 - 15) * (1 + 1023 / 2^10)
+ #
+ # The maximum float16 step value is:
+ #
+ # max_step16 = 2^5
+ #
+ # Observe that each of the above boundary values lies in the range of
+ # normal float32 values. If we represent each of the above boundary values
+ # in the form returned by frexpf() for normal float32 values, 2^E
+ # * F where 0.5 <= F < 1, then:
+ #
+ # min_normal16 = 2^(-13) * 0.5
+ # max_normal16 = 2^16 * 0.99951171875
+
+ # The resultant float16's sign, exponent, and mantissa bits.
+ s = 0
+ e = 0
+ m = 0
+
+ # Calculate sign bit.
+ # Use copysign() to handle the case where x is -0.0.
+ if copysign(1.0, f32) < 0.0:
+ s = 1
+
+ # To reduce the number of cases in the if-tree below, decompose `abs(f32)`
+ # rather than `f32`.
+ (F, E) = frexp(fabs(f32))
+
+ # The output of frexp falls into three classes:
+ # - If f32 is NaN, then F is NaN .
+ # - If f32 is ±inf, then F is ±inf .
+ # - If f32 is ±0.0, then F is ±0.0 .
+ # - Otherwise, f32 = 2^E * F where 0.5 <= F < 1.0 .
+ #
+ # Since we decomposed `abs(f32)`, we only need be concerned with the
+ # postive cases.
+ if isnan(F):
+ # The resultant float16 is NaN.
+ e = 31
+ m = 1
+ elif isinf(F):
+ # The resultant float16 is infinite.
+ e = 31
+ m = 0
+ elif F == 0:
+ # f32 is zero, therefore the resultant float16 is zero.
+ e = 0
+ m = 0
+ elif E < -13:
+ # f32 lies in the range (0.0, min_normal16). Round f32 to a nearby
+ # float16 value. The resultant float16 will be either zero, subnormal,
+ # or normal.
+ e = 0
+ m = int(func_opts.round(2**(E + 24) * F))
+ elif E <= 16:
+ # f32 lies in the range [min_normal16, max_normal16 + max_step16).
+ # Round f32 to a nearby float16 value. The resultant float16 will be
+ # either normal or infinite.
+ e = int(E + 14)
+ m = int(func_opts.round(2**11 * F - 2**10))
+ else:
+ # f32 lies in the range [max_normal16 + max_step16, inf), which is
+ # outside the range of finite float16 values. The resultant float16 is
+ # infinite.
+ e = 31
+ m = 0
+
+ if (m == 1024):
+ # f32 was rounded upwards into the range of the next exponent. This
+ # correctly handles the case where f32 should be rounded up to float16
+ # infinity.
+ e += 1
+ m = 0
+
+ assert(s == 0 or s == 1)
+ assert(0 <= e and e <= 31)
+ assert(0 <= m and m <= 1023)
+
+ return uint16((s << 15) | (e << 10) | m)
+
+def unpack_half_1x16(u16):
+ """Component-wise function of unpackHalf2x16."""
+ assert(isinstance(u16, uint16))
+
+ # The bit layout of a float16 is:
+ #
+ # sign: 15
+ # exponent: 10:14
+ # mantissa: 0:9
+ #
+ # The sign, exponent, and mantissa determine its value by:
+ #
+ # if e = 0 and m = 0, then zero: (-1)^s * 0
+ # if e = 0 and m != 0, then subnormal: (-1)^s * 2^(e - 14) * m / 2^10
+ # if 0 < e < 31, then normal: (-1)^s * 2^(e - 15) * (1 + m / 2^10)
+ # if e = 31 and m = 0, then inf: (-1)^s * inf
+ # if e = 31 and m != 0, then nan
+ #
+ # where 0 <= m < 2^10.
+
+ s = (u16 >> 15) & 0x1
+ e = (u16 >> 10) & 0x1f
+ m = u16 & 0x3ff
+
+ if s == 0:
+ sign = 1.0
+ else:
+ sign = -1.0
+
+ if e == 0:
+ return float32(sign * 2.0**(-14) * (m / 2.0**10))
+ elif 1 <= e and e <= 30:
+ return float32(sign * 2.0**(e - 15.0) * (1.0 + m / 2.0**10))
+ elif e == 31 and m == 0:
+ return float32(sign * float32("inf"))
+ elif e == 31 and m != 0:
+ return float32("NaN")
+ else:
+ assert(False)
+
+# ----------------------------------------------------------------------------
+# Inputs for GLSL functions
+# ----------------------------------------------------------------------------
+
+# This table maps GLSL pack/unpack function names to a sequence of inputs to
+# the respective component-wise function. It contains two types of mappings:
+# - name of a pack2x16 function to a sequence of float32
+# - name of a unpack2x16 function to a sequence of uint16
+full_input_table = dict()
+
+# This table maps each GLSL pack/unpack function name to a subset of
+# ``full_input_table[name]``.
+#
+# To sufficiently test some functions, we must test a fairly large set of
+# component-wise inputs, so large that its cartesian product explodes. The
+# test such functions, we test over the cartesian product of full_input_table
+# and reduced_input_table. See make_inouts_for_pack_2x16.
+#
+reduced_input_table = dict()
+
+def make_inputs_for_pack_snorm_2x16():
+ # The domain of packSnorm2x16 is [-inf, +inf]^2. The function clamps
+ # its input into the range [-1, +1]^2.
+ pos = (
+ 0.0, # zero
+ 0.1, # near zero
+ 0.9, # slightly below the clamp boundary
+ 1.0, # the clamp boundary
+ 1.1, # slightly above the clamp boundary
+ float("+inf"),
+ )
+ neg = tuple(reversed(tuple(-x for x in pos)))
+ return tuple(float32(x) for x in pos + neg)
+
+full_input_table["packSnorm2x16"] = make_inputs_for_pack_snorm_2x16()
+reduced_input_table["packSnorm2x16"] = None
+
+# XXX: Perhaps there is a better choice of test inputs?
+full_input_table["unpackSnorm2x16"] = tuple(uint16(u) for u in (
+ 0, 1, 2, 3,
+ 2**15 - 1,
+ 2**15,
+ 2**15 + 1,
+ 2**16 - 1, # max uint16
+ ))
+
+full_input_table["packUnorm2x16"] = tuple(float32(x) for x in (
+ # The domain of packUnorm2x16 is [-inf, +inf]^2. The function clamps its
+ # input into the range [0, 1]^2.
+
+ "-inf",
+ -0.1, # slightly below the inner clamp boundary
+ -0.0, # infintesimally below the inner clamp boundary
+ +0.0, # the inner clamp boundary
+ +0.1, # slightly above the inner clamp boundary
+ +0.9, # slightly below the outer clamp boundary
+ +1.0, # the outer clamp boundary
+ +1.1, # slightly above the outer clamp boundary
+ "+inf",
+ ))
+
+reduced_input_table["packUnorm2x16"] = None
+
+# XXX: Perhaps there is a better choice of test inputs?
+full_input_table["unpackUnorm2x16"] = full_input_table["unpackSnorm2x16"]
+
+def make_inputs_for_pack_half_2x16():
+ # The domain of packHalf2x16 is ([-inf, +inf] + {NaN})^2. The function
+ # does not clamp its input.
+ #
+ # We test both -0.0 and +0.0 in order to stress the implementation's
+ # handling of zero.
+
+ subnormal_min = 2.0**(-14) * (1.0 / 2.0**10)
+ subnormal_max = 2.0**(-14) * (1023.0 / 2.0**10)
+ normal_min = 2.0**(-14) * (1.0 + 0.0 / 2.0**10)
+ normal_max = 2.0**15 * (1.0 + 1023.0 / 2.0**10)
+ min_step = 2.0**(-24)
+ max_step = 2.0**5
+
+ pos = tuple(float32(x) for x in (
+ # Inputs that result in 0.0 .
+ #
+ 0.0,
+ 0.0 + 0.25 * min_step,
+
+ # A thorny input...
+ #
+ # if round_to_even:
+ # f16 := 0.0
+ # elif round_to_nearest:
+ # f16 := subnormal_min
+ #
+ 0.0 + 0.50 * min_step,
+
+ # Inputs that result in a subnormal float16.
+ #
+ 0.0 + 0.75 * min_step,
+ subnormal_min + 0.00 * min_step,
+ subnormal_min + 0.25 * min_step,
+ subnormal_min + 0.50 * min_step,
+ subnormal_min + 0.75 * min_step,
+ subnormal_min + 1.00 * min_step,
+ subnormal_min + 1.25 * min_step,
+ subnormal_min + 1.50 * min_step,
+ subnormal_min + 1.75 * min_step,
+ subnormal_min + 2.00 * min_step,
+
+ normal_min - 2.00 * min_step,
+ normal_min - 1.75 * min_step,
+ normal_min - 1.50 * min_step,
+ normal_min - 1.25 * min_step,
+ normal_min - 1.00 * min_step,
+ normal_min - 0.75 * min_step,
+
+ # Inputs that result in a normal float16.
+ #
+ normal_min - 0.50 * min_step,
+ normal_min - 0.25 * min_step,
+ normal_min + 0.00 * min_step,
+ normal_min + 0.25 * min_step,
+ normal_min + 0.50 * min_step,
+ normal_min + 0.75 * min_step,
+ normal_min + 1.00 * min_step,
+ normal_min + 1.25 * min_step,
+ normal_min + 1.50 * min_step,
+ normal_min + 1.75 * min_step,
+ normal_min + 2.00 * min_step,
+
+ 2.0 * normal_min + 0.50 * min_step,
+ 2.0 * normal_min + 0.75 * min_step,
+ 2.0 * normal_min + 1.00 * min_step,
+
+ 0.5,
+ 1.0,
+ 1.5,
+
+ normal_max - 2.00 * max_step,
+ normal_max - 1.75 * max_step,
+ normal_max - 1.50 * max_step,
+ normal_max - 1.25 * max_step,
+ normal_max - 1.00 * max_step,
+ normal_max - 0.75 * max_step,
+ normal_max - 0.50 * max_step,
+ normal_max - 0.25 * max_step,
+ normal_max + 0.00 * max_step,
+ normal_max + 0.25 * max_step,
+
+ # Inputs that result in infinity.
+ #
+ normal_max + 0.50 * max_step,
+ normal_max + 0.75 * max_step,
+ normal_max + 1.00 * max_step,
+ normal_max + 2.00 * max_step,
+
+ "+inf",
+ ))
+
+ neg = tuple(reversed([-x for x in pos]))
+ return neg + pos
+
+full_input_table["packHalf2x16"] = make_inputs_for_pack_half_2x16()
+
+reduced_input_table["packHalf2x16"] = tuple(float32(x) for x in (
+ "-inf",
+ -2.0,
+ -1.0,
+ -0.0,
+ +0.0,
+ +1.0,
+ +2.0,
+ "+inf",
+ ))
+
+def make_inputs_for_unpack_half_2x16():
+ # For each of the two classes of float16 values, subnormal and normalized,
+ # below are listed the exponent and mantissa of the class's boundary
+ # values and some values slightly inside the bounds.
+ bounds = (
+ ( 0, 0), # zero
+
+ ( 0, 1), # subnormal_min
+ ( 0, 2), # subnormal_min + min_step
+
+ ( 0, 1022), # subnormal_max - min_step
+ ( 0, 1023), # subnormal_max
+
+ ( 1, 0), # normal_min
+ ( 1, 1), # normal_min + min_step
+
+ (30, 1022), # normal_max - max_step
+ (30, 1023), # normal_max
+
+ (31, 0), # inf
+ )
+
+ def make_uint16(s, e, m):
+ return uint16((s << 15) | (e << 10) | m)
+
+ pos = tuple(make_uint16(0, e, m) for (e, m) in bounds)
+ neg = tuple(make_uint16(1, e, m) for (e, m) in reversed(bounds))
+ return neg + pos
+
+full_input_table["unpackHalf2x16"] = make_inputs_for_unpack_half_2x16()
+
+# ----------------------------------------------------------------------------
+# Expected outputs for GLSL functions
+# ----------------------------------------------------------------------------
+
+# For a given input to a GLSL function, InOutTuple lists all valid outputs.
+#
+# There are multiple types of InOutTuple, described below. In each
+# description, the numerical types actually refer to strings that represent
+# a GLSL literal of that type.
+#
+# - That for a pack2x16 function: the input is a 2-tuple of float32 and each
+# output is a uint32. For example, ``InOutTuple(input=("0.0", "0.0"),
+# valid_outputs=("0u", "0u", "0u"))``.
+#
+# - That for a unpack2x16 function: the input is a uint32 and each output is
+# a 2-tuple of float32. For example, ``InOutTuple(input="0x80000000u",
+# valid_outputs=(("0.0", "-0.0"),))``.
+#
+InOutTuple = namedtuple("InOutTuple", ("input", "valid_outputs"))
+
+def glsl_literal(x):
+ """Convert the given number to a string that represents a GLSL literal.
+
+ :param x: a uint32 or float32
+ """
+ if isinstance(x, uint32):
+ return "{0}u".format(uint32(x))
+ elif isinstance(x, float32):
+ if math.isnan(x):
+ # GLSL ES 3.00 and GLSL 4.10 do not require implementations to
+ # support NaN, so we do not test it.
+ assert(False)
+ elif math.isinf(x):
+ # GLSL ES 3.00 lacks a literal for infinity. However, ±1.0e256
+ # suffices because it lies sufficientlyoutside the range of finite
+ # float32 values.
+ #
+ # From page 31 of the GLSL ES 3.00 spec:
+ #
+ # If the value of the floating point number is too large (small)
+ # to be stored as a single precision value, it is converted to
+ # positive (negative) infinity.
+ #
+ return repr(copysign(1.0e256, x))
+ elif x == 0 and copysign(1.0, x) == -1.0:
+ # Workaround for numpy-1.7.0, in which repr(float32(-0.0)) does
+ # not return a float literal.
+ # See https://github.com/numpy/numpy/issues/2935 .
+ return "-0.0"
+ else:
+ return repr(x)
+ else:
+ assert(False)
+
+def make_inouts_for_pack_2x16(pack_1x16_func,
+ all_float32_inputs,
+ reduced_inputs=None):
+ """Determine valid outputs for a given GLSL pack2x16 function.
+
+ If the reduced_float32_inputs parameter is None, then it is assumed to be
+ the same as all_float32_inputs.
+
+ The set of vec2 inputs constructed by this function is the union of
+ cartesian products:
+ (all_float32_inputs x reduced_inputs)
+ + (reduced_inputs x all_float32_inputs)
+
+ :param pack_1x16_func: the component-wise function of the pack2x16
+ function
+ :param float32_inputs: a sequence of inputs to pack_1x16_func
+ :return: a sequence of InOutTuple
+ """
+ inout_seq = []
+
+ func_opt_seq = (FuncOpts(FuncOpts.ROUND_TO_EVEN),
+ FuncOpts(FuncOpts.ROUND_TO_NEAREST))
+
+ if reduced_inputs is None:
+ reduced_inputs = all_float32_inputs
+
+ def add_vec2_input(x, y):
+ assert(isinstance(x, float32))
+ assert(isinstance(y, float32))
+
+ valid_outputs = []
+ for func_opts in func_opt_seq:
+ u32 = pack_2x16(pack_1x16_func, x, y, func_opts)
+ assert(isinstance(u32, uint32))
+ valid_outputs.append(glsl_literal(u32))
+
+ inout_seq.append(
+ InOutTuple(input=(glsl_literal(x), glsl_literal(y)),
+ valid_outputs=valid_outputs))
+
+ for y in reduced_inputs:
+ for x in all_float32_inputs:
+ add_vec2_input(x, y)
+ add_vec2_input(y, x)
+
+ return inout_seq
+
+def make_inouts_for_unpack_2x16(unpack_1x16_func, uint16_inputs):
+ """Determine expected outputs of a given GLSL unpack2x16 function.
+
+ :param unpack_1x16_func: the component-wise function of the unpack2x16
+ function
+ :param uint16_inputs: a sequence of inputs to unpack_1x16_func
+ :return: a sequence of InOutTuple
+ """
+ inout_seq = []
+ func_opts = FuncOpts()
+
+ for y in uint16_inputs:
+ for x in uint16_inputs:
+ assert(isinstance(x, uint16))
+ u32 = uint32((y << 16) | x)
+ vec2 = unpack_2x16(unpack_1x16_func, u32, func_opts)
+ assert(isinstance(vec2[0], float32))
+ assert(isinstance(vec2[1], float32))
+ inout_seq.append(
+ InOutTuple(input=glsl_literal(u32),
+ valid_outputs=[(glsl_literal(vec2[0]),
+ glsl_literal(vec2[1]))]))
+
+ return inout_seq
+
+# This table maps GLSL pack/unpack function names to the precision of their
+# return type.
+result_precision_table = {
+ "packSnorm2x16": "highp",
+ "packUnorm2x16": "highp",
+ "packHalf2x16": "highp",
+
+ "unpackSnorm2x16": "highp",
+ "unpackUnorm2x16": "highp",
+ "unpackHalf2x16": "mediump",
+ }
+
+# This table maps GLSL pack/unpack function names to a sequence of InOutTuple.
+inout_table = {
+ "packSnorm2x16": make_inouts_for_pack_2x16(pack_snorm_1x16, full_input_table["packSnorm2x16"], reduced_input_table["packSnorm2x16"]),
+ "packUnorm2x16": make_inouts_for_pack_2x16(pack_unorm_1x16, full_input_table["packUnorm2x16"], reduced_input_table["packUnorm2x16"]),
+ "packHalf2x16": make_inouts_for_pack_2x16(pack_half_1x16, full_input_table["packHalf2x16"], reduced_input_table["packHalf2x16"]),
+
+
+ "unpackSnorm2x16": make_inouts_for_unpack_2x16(unpack_snorm_1x16, full_input_table["unpackSnorm2x16"]),
+ "unpackUnorm2x16": make_inouts_for_unpack_2x16(unpack_unorm_1x16, full_input_table["unpackUnorm2x16"]),
+ "unpackHalf2x16": make_inouts_for_unpack_2x16(unpack_half_1x16, full_input_table["unpackHalf2x16"]),
+ }
+
+# ----------------------------------------------------------------------------
+# Generate test files
+# ----------------------------------------------------------------------------
+
+class FuncInfo:
+ """Information for a GLSL pack/unpack function.
+
+ Properties
+ ----------
+ - name: Name of the GLSL function, such as "packSnorm2x16".
+
+ - dimension: Dimension of the GLSL function, such as "2x16".
+
+ - result_precision: Precision of the GLSL function's return type, such as
+ "highp".
+
+ - inout_seq: A sequence of InOutTuple. The generated test file will test
+ all inputs listed in the sequence.
+
+ - num_valid_outputs: The number of valid outputs for each input of
+ self.inout_seq. (We assume that each input has the same number of valid
+ outputs).
+ """
+
+ def __init__(self, name):
+ self.name = name
+ self.result_precision = result_precision_table[name]
+ self.inout_seq = inout_table[name]
+ self.num_valid_outputs = len(self.inout_seq[0].valid_outputs)
+
+ if name.endswith("2x16"):
+ self.dimension = "2x16"
+ elif name.endswith("4x8"):
+ self.dimension = "4x8"
+ else:
+ assert(False)
+
+class ShaderTest:
+ """A .shader_test file."""
+
+ @staticmethod
+ def all_tests():
+ funcs = (
+ FuncInfo("packSnorm2x16"),
+ FuncInfo("packUnorm2x16"),
+ FuncInfo("packHalf2x16"),
+
+ FuncInfo("unpackSnorm2x16"),
+ FuncInfo("unpackUnorm2x16"),
+ FuncInfo("unpackHalf2x16"),
+ )
+
+ execution_stages = (
+ "const",
+ "vs",
+ "fs",
+ )
+
+ for s in execution_stages:
+ for f in funcs:
+ yield ShaderTest(f, s)
+
+ def __init__(self, func_info, execution_stage):
+ assert(isinstance(func_info, FuncInfo))
+ assert(execution_stage in ("const", "vs", "fs"))
+
+ self.__template = template_table[(execution_stage,
+ func_info.name[0],
+ func_info.dimension)]
+ self.__func_info = func_info
+ self.__filename = os.path.join(
+ "spec",
+ "glsl-es-3.00",
+ "execution",
+ "built-in-functions",
+ "{0}-{1}.shader_test"\
+ .format(execution_stage, func_info.name))
+
+ @property
+ def filename(self):
+ return self.__filename
+
+ def write_file(self):
+ dirname = os.path.dirname(self.filename)
+ if not os.path.exists(dirname):
+ os.makedirs(dirname)
+
+ with open(self.filename, "w") as buffer:
+ ctx = mako.runtime.Context(buffer, func=self.__func_info)
+ self.__template.render_context(ctx)
+
+def main():
+ parser = optparse.OptionParser(
+ description="Generate shader tests that test the built-in " + \
+ "packing functions",
+ usage="usage: %prog [-h] [--names-only]")
+ parser.add_option(
+ '--names-only',
+ dest='names_only',
+ action='store_true',
+ help="Don't output files, just generate a list of filenames to stdout")
+
+ (options, args) = parser.parse_args()
+
+ if len(args) != 0:
+ # User gave extra args.
+ parser.print_help()
+ sys.exit(1)
+
+ for test in ShaderTest.all_tests():
+ print(test.filename)
+
+ # Some test files take a long time to generate, so provide status
+ # updates to the user immediately.
+ sys.stdout.flush()
+
+ if not options.names_only:
+ test.write_file()
+
+if __name__ == '__main__':
+ main()