[Piglit] [PATCH 1/2] arb_shader_bit_encoding: Add test generator.
Matt Turner
mattst88 at gmail.com
Tue Aug 6 21:40:30 PDT 2013
Generates fragment and vertex shader execution tests for the built-in
functions floatBitsToInt(), floatBitsToUint(), intBitsToFloat(), and
uintBitsToFloat().
Functions are tested under
GLSL 1.30 + ARB_shader_bit_encoding
GLSL 1.50 + ARB_gpu_shader5
GLSL 4.00
---
generated_tests/CMakeLists.txt | 4 +
generated_tests/gen_shader_bit_encoding_tests.py | 234 +++++++++++++++++++++++
2 files changed, 238 insertions(+)
create mode 100644 generated_tests/gen_shader_bit_encoding_tests.py
diff --git a/generated_tests/CMakeLists.txt b/generated_tests/CMakeLists.txt
index db3734f..8c0bc02 100644
--- a/generated_tests/CMakeLists.txt
+++ b/generated_tests/CMakeLists.txt
@@ -40,6 +40,9 @@ piglit_make_generated_tests(
texture_query_lod_tests.list
gen_texture_query_lod_tests.py)
piglit_make_generated_tests(
+ shader_bit_encoding_tests.list
+ gen_shader_bit_encoding_tests.py)
+piglit_make_generated_tests(
uniform-initializer_tests.list
gen_uniform_initializer_tests.py
uniform-initializer-templates/fs-initializer.template
@@ -65,4 +68,5 @@ add_custom_target(gen-tests ALL
interpolation_tests.list
non-lvalue_tests.list
texture_query_lod_tests.list
+ shader_bit_encoding_tests.list
uniform-initializer_tests.list)
diff --git a/generated_tests/gen_shader_bit_encoding_tests.py b/generated_tests/gen_shader_bit_encoding_tests.py
new file mode 100644
index 0000000..a6ff674
--- /dev/null
+++ b/generated_tests/gen_shader_bit_encoding_tests.py
@@ -0,0 +1,234 @@
+#!/usr/bin/env python2
+# coding=utf-8
+#
+# 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.
+
+import struct
+import os
+import os.path
+from mako.template import Template
+from textwrap import dedent
+
+def floatBitsToInt(f):
+ return struct.unpack('i', struct.pack('f', f))[0]
+
+def floatBitsToUint(f):
+ return struct.unpack('I', struct.pack('f', f))[0]
+
+def intBitsToFloat(i):
+ return struct.unpack('f', struct.pack('i', i))[0]
+
+def uintBitsToFloat(u):
+ return struct.unpack('f', struct.pack('I', u))[0]
+
+def passthrough(f):
+ return f
+
+def vec4(f):
+ return [f, f, f, f]
+
+test_data = {
+ # Interesting floating-point inputs
+ 'mixed': (2.0, 9.5, -4.5, -25.0),
+ '0.0': vec4( 0.0), # int 0
+ '-0.0': vec4(-0.0), # INT_MIN
+ '1.0': vec4( 1.0),
+ '-1.0': vec4(-1.0),
+ 'subnormal smallest': vec4( 1.401298e-45),
+ 'subnormal smallest negative': vec4(-1.401298e-45),
+ 'subnormal middle': vec4( 5.877472e-39),
+ 'subnormal middle negative': vec4(-5.877472e-39),
+ 'subnormal largest': vec4( 1.1754942e-38),
+ 'subnormal largest negative': vec4(-1.1754942e-38),
+ 'normalized smallest': vec4( 1.1754941e-38),
+ 'normalized smallest negative': vec4(-1.1754941e-38),
+ 'normalized largest': vec4( 3.4028235e+38),
+ 'normalized largest negative': vec4(-3.4028235e+38)
+
+ # Don't test +inf or -inf, since we don't have a way to pass them via
+ # shader_runner [test] sections. Don't test NaN, since it has many
+ # representations.
+}
+
+funcs = {
+ 'floatBitsToInt': {
+ 'in_func': passthrough,
+ 'out_func': floatBitsToInt,
+ 'input': 'vec4',
+ 'output': 'ivec4'
+ },
+ 'floatBitsToUint': {
+ 'in_func': passthrough,
+ 'out_func': floatBitsToUint,
+ 'input': 'vec4',
+ 'output': 'uvec4'
+ },
+ 'intBitsToFloat': {
+ 'in_func': floatBitsToInt,
+ 'out_func': passthrough,
+ 'input': 'ivec4',
+ 'output': 'vec4'
+ },
+ 'uintBitsToFloat': {
+ 'in_func': floatBitsToUint,
+ 'out_func': passthrough,
+ 'input': 'uvec4',
+ 'output': 'vec4'
+ }
+}
+
+requirements = {
+ 'ARB_shader_bit_encoding': {
+ 'version': '1.30',
+ 'extension': 'GL_ARB_shader_bit_encoding'
+ },
+ 'ARB_gpu_shader5': {
+ 'version': '1.50',
+ 'extension': 'GL_ARB_gpu_shader5'
+ },
+ 'glsl-4.00': {
+ 'version': '4.00',
+ 'extension': ''
+ }
+}
+
+template = Template(dedent("""\
+ [require]
+ GLSL >= ${version}
+ % for extension in extensions:
+ ${extension}
+ % endfor
+
+ [vertex shader]
+ % if execution_stage == 'vs':
+ % for extension in extensions:
+ #extension ${extension}: enable
+ % endfor
+
+ uniform ${input_type} given;
+ uniform ${output_type} expected;
+ out vec4 color;
+ % endif
+
+ in vec4 vertex;
+
+ void main() {
+ gl_Position = vertex;
+
+ % if execution_stage == 'vs':
+ color = vec4(0.0, 1.0, 0.0, 1.0);
+
+ if (expected.x != ${func}(given.x))
+ color.r = 1.0;
+ if (expected.xy != ${func}(given.xy))
+ color.r = 1.0;
+ if (expected.xyz != ${func}(given.xyz))
+ color.r = 1.0;
+ if (expected != ${func}(given))
+ color.r = 1.0;
+ % endif
+ }
+
+ [fragment shader]
+ % if execution_stage == 'fs':
+ % for extension in extensions:
+ #extension ${extension}: enable
+ % endfor
+
+ uniform ${input_type} given;
+ uniform ${output_type} expected;
+ % else:
+ in vec4 color;
+ % endif
+
+ out vec4 frag_color;
+
+ void main() {
+ % if execution_stage == 'fs':
+ frag_color = vec4(0.0, 1.0, 0.0, 1.0);
+
+ if (expected.x != ${func}(given.x))
+ frag_color.r = 1.0;
+ if (expected.xy != ${func}(given.xy))
+ frag_color.r = 1.0;
+ if (expected.xyz != ${func}(given.xyz))
+ frag_color.r = 1.0;
+ if (expected != ${func}(given))
+ frag_color.r = 1.0;
+ % else:
+ frag_color = color;
+ % endif
+ }
+
+ [vertex data]
+ vertex/float/2
+ -1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+ -1.0 1.0
+
+ [test]
+ % for name, data in test_data.iteritems():
+
+ # ${name}
+ uniform ${input_type} given ${' '.join(str(in_func(d)) for d in data)}
+ uniform ${output_type} expected ${' '.join(str(out_func(d)) for d in data)}
+ draw arrays GL_TRIANGLE_FAN 0 4
+ probe all rgba 0.0 1.0 0.0 1.0
+ % endfor
+"""))
+
+for api, requirement in requirements.iteritems():
+ version = requirement['version']
+ extensions = [requirement['extension']] if requirement['extension'] else []
+
+ for func, attrib in funcs.iteritems():
+ in_func = attrib['in_func']
+ out_func = attrib['out_func']
+ input_type = attrib['input']
+ output_type = attrib['output']
+
+ for execution_stage in ('vs', 'fs'):
+ file_extension = 'frag' if execution_stage == 'fs' else 'vert'
+ filename = os.path.join('spec',
+ api,
+ 'execution',
+ 'built-in-functions',
+ "{0}-{1}.shader_test".format(execution_stage,
+ func))
+ print filename
+
+ dirname = os.path.dirname(filename)
+ if not os.path.exists(dirname):
+ os.makedirs(dirname)
+
+ f = open(filename, 'w')
+ f.write(template.render(version=version,
+ extensions=extensions,
+ execution_stage=execution_stage,
+ func=func,
+ in_func=in_func,
+ out_func=out_func,
+ input_type=input_type,
+ output_type=output_type,
+ test_data=test_data))
+ f.close()
--
1.8.1.5
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