Files
mesa/src/gallium/state_trackers/python/tests/texture.py
T
2008-07-18 10:42:44 +09:00

383 lines
12 KiB
Python

#!/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.
#
##########################################################################
import sys
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
class TextureTest(TestCase):
def description(self):
target = {
PIPE_TEXTURE_1D: "1d",
PIPE_TEXTURE_2D: "2d",
PIPE_TEXTURE_3D: "3d",
PIPE_TEXTURE_CUBE: "cube",
}[self.target]
format = formats[self.format]
if self.target == PIPE_TEXTURE_CUBE:
face = {
PIPE_TEX_FACE_POS_X: "+x",
PIPE_TEX_FACE_NEG_X: "-x",
PIPE_TEX_FACE_POS_Y: "+y",
PIPE_TEX_FACE_NEG_Y: "-y",
PIPE_TEX_FACE_POS_Z: "+z",
PIPE_TEX_FACE_NEG_Z: "-z",
}[self.face]
else:
face = ""
return "%s %s %ux%ux%u last_level=%u face=%s level=%u zslice=%u" % (
target, format,
self.width, self.height, self.depth, self.last_level,
face, self.level, self.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
if not dev.is_format_supported(format, PIPE_TEXTURE):
raise TestSkip
ctx = self.dev.context_create()
# 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_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_sampler(0, sampler)
# texture
texture = dev.texture_create(
target = target,
format = format,
width = width,
height = height,
depth = depth,
last_level = last_level,
)
expected_rgba = FloatArray(height*width*4)
texture.get_surface(
usage = PIPE_BUFFER_USAGE_CPU_READ|PIPE_BUFFER_USAGE_CPU_WRITE,
face = face,
level = level,
zslice = zslice,
).sample_rgba(expected_rgba)
ctx.set_sampler_texture(0, texture)
# framebuffer
cbuf_tex = dev.texture_create(PIPE_FORMAT_A8R8G8B8_UNORM,
width,
height,
usage = PIPE_TEXTURE_USAGE_RENDER_TARGET)
cbuf = cbuf_tex.get_surface(usage = PIPE_BUFFER_USAGE_GPU_WRITE|PIPE_BUFFER_USAGE_GPU_READ)
fb = Framebuffer()
fb.width = width
fb.height = height
fb.num_cbufs = 1
fb.set_cbuf(0, cbuf)
ctx.set_framebuffer(fb)
ctx.surface_clear(cbuf, 0x00000000)
del 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
op = {
PIPE_TEXTURE_1D: "1D",
PIPE_TEXTURE_2D: "2D",
PIPE_TEXTURE_3D: "3D",
PIPE_TEXTURE_CUBE: "CUBE",
}[target]
fs = Shader('''
FRAG1.1
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(usage = PIPE_BUFFER_USAGE_CPU_READ)
total = h*w
different = cbuf.compare_tile_rgba(x, y, w, h, expected_rgba, tol=4.0/256)
if different:
sys.stderr.write("%u out of %u pixels differ\n" % (different, total))
if float(total - different)/float(total) < 0.85:
if 0:
rgba = FloatArray(h*w*4)
cbuf.get_tile_rgba(x, y, w, h, rgba)
show_image(w, h, Result=rgba, Expected=expected_rgba)
save_image(w, h, rgba, "result.png")
save_image(w, h, expected_rgba, "expected.png")
#sys.exit(0)
raise TestFailure
del ctx
def main():
dev = Device()
suite = TestSuite()
targets = []
targets += [PIPE_TEXTURE_2D]
targets += [PIPE_TEXTURE_CUBE]
targets += [PIPE_TEXTURE_3D]
formats = []
formats += [PIPE_FORMAT_A8R8G8B8_UNORM]
formats += [PIPE_FORMAT_R5G6B5_UNORM]
formats += [PIPE_FORMAT_L8_UNORM]
formats += [PIPE_FORMAT_YCBCR]
formats += [PIPE_FORMAT_DXT1_RGB]
sizes = [64, 32, 16, 8, 4, 2, 1]
#sizes = [1020, 508, 252, 62, 30, 14, 6, 3]
#sizes = [64]
#sizes = [63]
for target in targets:
for format in formats:
for size in sizes:
if target == PIPE_TEXTURE_CUBE:
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,
]
#faces = [PIPE_TEX_FACE_NEG_X]
else:
faces = [0]
if target == PIPE_TEXTURE_3D:
depth = size
else:
depth = 1
for face in faces:
levels = lods(size)
for last_level in range(levels):
for level in range(0, last_level + 1):
for zslice in range(0, depth >> level):
test = TextureTest(
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()