[Mesa-dev] [PATCH] glsl/tests: Add a test for properties of sampler types.

Ian Romanick idr at freedesktop.org
Thu Sep 12 07:58:04 PDT 2013


On 09/12/2013 02:08 AM, Kenneth Graunke wrote:
> For each sampler type, this tests that:
> - The base type is GLSL_TYPE_SAMPLER.
> - The dimensionality is set correctly.
> - The returned data type is correct.
> - The sampler_array and sampler_shadow flags are set correctly.
> - sampler_coordinate_components() returns the correct value.
> 
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> Cc: Ian Romanick <idr at freedesktop.org>

Wow.  I was expecting that to be a much larger patch.  Strong work!

Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>

> ---
>  src/glsl/Makefile.am                  |  13 +++++
>  src/glsl/tests/sampler_types_test.cpp | 101 ++++++++++++++++++++++++++++++++++
>  2 files changed, 114 insertions(+)
>  create mode 100644 src/glsl/tests/sampler_types_test.cpp
> 
> Not a bad idea, since it relies on sampler_dimensionality being set correctly
> and there's no test for that.
> 
> How's this look?
> 
> diff --git a/src/glsl/Makefile.am b/src/glsl/Makefile.am
> index 9352848..2e161b8 100644
> --- a/src/glsl/Makefile.am
> +++ b/src/glsl/Makefile.am
> @@ -34,6 +34,7 @@ include Makefile.sources
>  TESTS = glcpp/tests/glcpp-test				\
>  	tests/optimization-test				\
>  	tests/ralloc-test				\
> +	tests/sampler-types-test                        \
>  	tests/uniform-initializer-test
>  
>  TESTS_ENVIRONMENT= \
> @@ -45,6 +46,7 @@ check_PROGRAMS =					\
>  	glcpp/glcpp					\
>  	glsl_test					\
>  	tests/ralloc-test				\
> +	tests/sampler-types-test			\
>  	tests/uniform-initializer-test
>  
>  tests_uniform_initializer_test_SOURCES =		\
> @@ -70,6 +72,17 @@ tests_ralloc_test_LDADD =				\
>  	$(top_builddir)/src/gtest/libgtest.la		\
>  	$(PTHREAD_LIBS)
>  
> +tests_sampler_types_test_SOURCES =			\
> +	$(top_srcdir)/src/mesa/program/prog_hash_table.c\
> +	$(top_srcdir)/src/mesa/program/symbol_table.c	\
> +	tests/sampler_types_test.cpp
> +tests_sampler_types_test_CFLAGS =			\
> +	$(PTHREAD_CFLAGS)
> +tests_sampler_types_test_LDADD =			\
> +	$(top_builddir)/src/gtest/libgtest.la		\
> +	$(top_builddir)/src/glsl/libglsl.la		\
> +	$(PTHREAD_LIBS)
> +
>  libglcpp_la_SOURCES =					\
>  	glcpp/glcpp-lex.c				\
>  	glcpp/glcpp-parse.c				\
> diff --git a/src/glsl/tests/sampler_types_test.cpp b/src/glsl/tests/sampler_types_test.cpp
> new file mode 100644
> index 0000000..4fb30dd
> --- /dev/null
> +++ b/src/glsl/tests/sampler_types_test.cpp
> @@ -0,0 +1,101 @@
> +/*
> + * Copyright © 2013 Intel Corporation
> + *
> + * 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.
> + */
> +#include <gtest/gtest.h>
> +#include "main/compiler.h"
> +#include "main/mtypes.h"
> +#include "main/macros.h"
> +#include "ralloc.h"
> +#include "ir.h"
> +
> +/**
> + * \file sampler_types_test.cpp
> + *
> + * Test that built-in sampler types have the right properties.
> + */
> +
> +#define ARRAY    EXPECT_TRUE(type->sampler_array);
> +#define NONARRAY EXPECT_FALSE(type->sampler_array);
> +#define SHADOW   EXPECT_TRUE(type->sampler_shadow);
> +#define COLOR    EXPECT_FALSE(type->sampler_shadow);
> +
> +#define T(TYPE, DIM, DATA_TYPE, ARR, SHAD, COMPS)           \
> +TEST(sampler_types, TYPE)                                   \
> +{                                                           \
> +   const glsl_type *type = glsl_type::TYPE##_type;          \
> +   EXPECT_EQ(GLSL_TYPE_SAMPLER, type->base_type);           \
> +   EXPECT_EQ(DIM, type->sampler_dimensionality);            \
> +   EXPECT_EQ(DATA_TYPE, type->sampler_type);                \
> +   ARR;                                                     \
> +   SHAD;                                                    \
> +   EXPECT_EQ(COMPS, type->sampler_coordinate_components()); \
> +}
> +
> +T( sampler1D,        GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_FLOAT, NONARRAY, COLOR,  1)
> +T( sampler2D,        GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_FLOAT, NONARRAY, COLOR,  2)
> +T( sampler3D,        GLSL_SAMPLER_DIM_3D,   GLSL_TYPE_FLOAT, NONARRAY, COLOR,  3)
> +T( samplerCube,      GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, NONARRAY, COLOR,  3)
> +T( sampler1DArray,   GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_FLOAT, ARRAY,    COLOR,  2)
> +T( sampler2DArray,   GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_FLOAT, ARRAY,    COLOR,  3)
> +T( samplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, ARRAY,    COLOR,  4)
> +T( sampler2DRect,    GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_FLOAT, NONARRAY, COLOR,  2)
> +T( samplerBuffer,    GLSL_SAMPLER_DIM_BUF,  GLSL_TYPE_FLOAT, NONARRAY, COLOR,  1)
> +T( sampler2DMS,      GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_FLOAT, NONARRAY, COLOR,  2)
> +T( sampler2DMSArray, GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_FLOAT, ARRAY,    COLOR,  3)
> +T(isampler1D,        GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_INT,   NONARRAY, COLOR,  1)
> +T(isampler2D,        GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_INT,   NONARRAY, COLOR,  2)
> +T(isampler3D,        GLSL_SAMPLER_DIM_3D,   GLSL_TYPE_INT,   NONARRAY, COLOR,  3)
> +T(isamplerCube,      GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_INT,   NONARRAY, COLOR,  3)
> +T(isampler1DArray,   GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_INT,   ARRAY,    COLOR,  2)
> +T(isampler2DArray,   GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_INT,   ARRAY,    COLOR,  3)
> +T(isamplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_INT,   ARRAY,    COLOR,  4)
> +T(isampler2DRect,    GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_INT,   NONARRAY, COLOR,  2)
> +T(isamplerBuffer,    GLSL_SAMPLER_DIM_BUF,  GLSL_TYPE_INT,   NONARRAY, COLOR,  1)
> +T(isampler2DMS,      GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_INT,   NONARRAY, COLOR,  2)
> +T(isampler2DMSArray, GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_INT,   ARRAY,    COLOR,  3)
> +T(usampler1D,        GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_UINT,  NONARRAY, COLOR,  1)
> +T(usampler2D,        GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_UINT,  NONARRAY, COLOR,  2)
> +T(usampler3D,        GLSL_SAMPLER_DIM_3D,   GLSL_TYPE_UINT,  NONARRAY, COLOR,  3)
> +T(usamplerCube,      GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_UINT,  NONARRAY, COLOR,  3)
> +T(usampler1DArray,   GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_UINT,  ARRAY,    COLOR,  2)
> +T(usampler2DArray,   GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_UINT,  ARRAY,    COLOR,  3)
> +T(usamplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_UINT,  ARRAY,    COLOR,  4)
> +T(usampler2DRect,    GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_UINT,  NONARRAY, COLOR,  2)
> +T(usamplerBuffer,    GLSL_SAMPLER_DIM_BUF,  GLSL_TYPE_UINT,  NONARRAY, COLOR,  1)
> +T(usampler2DMS,      GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_UINT,  NONARRAY, COLOR,  2)
> +T(usampler2DMSArray, GLSL_SAMPLER_DIM_MS,   GLSL_TYPE_UINT,  ARRAY,    COLOR,  3)
> +
> +T(sampler1DShadow,   GLSL_SAMPLER_DIM_1D,   GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 1)
> +T(sampler2DShadow,   GLSL_SAMPLER_DIM_2D,   GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 2)
> +T(samplerCubeShadow, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 3)
> +
> +T(sampler1DArrayShadow,
> +  GLSL_SAMPLER_DIM_1D, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 2)
> +T(sampler2DArrayShadow,
> +  GLSL_SAMPLER_DIM_2D, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 3)
> +T(samplerCubeArrayShadow,
> +  GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 4)
> +T(sampler2DRectShadow,
> +  GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 2)
> +
> +T(samplerExternalOES,
> +  GLSL_SAMPLER_DIM_EXTERNAL, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 2)
> 



More information about the mesa-dev mailing list