summaryrefslogtreecommitdiff
path: root/src/gallium/state_trackers/python/tests/texture_sample.py
blob: a382424667c7877489362b64285cd0ed1475675c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
#!/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 TextureTest(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.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_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_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_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('''
            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()
        
        self.assert_rgba(cbuf, 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,
    ]
    
    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_Z32_UNORM,
        #PIPE_FORMAT_Z24S8_UNORM,
        #PIPE_FORMAT_Z24X8_UNORM,
        #PIPE_FORMAT_Z16_UNORM,
        #PIPE_FORMAT_S8_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,
    ]
    
    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 target in targets:
        for format in formats:
            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 = 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)
                                zslice = (zslice + 1)*2 - 1
    suite.run()


if __name__ == '__main__':
    main()