[Piglit] [PATCH 1/2] arb_shader_bit_encoding: Add test generator.
Matt Turner
mattst88 at gmail.com
Wed Aug 7 17:52:13 PDT 2013
On Wed, Aug 7, 2013 at 5:36 PM, Ian Romanick <idr at freedesktop.org> wrote:
> On 08/06/2013 09:40 PM, Matt Turner wrote:
>>
>> 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
>
>
> Both ARB_shader_bit_encoding and ARB_gpu_shader5 add the same functions.
> ARB_gpu_shader5 requires GLSL 1.50 (so sayeth the spec), and
> ARB_shader_bit_encoding has no requirement (but it uses uint, so it must
> need at least GLSL 1.30). Right?
Yes, exactly. Worth me documenting in the commit message?
> And, of course, ARB_gpu_shader5 is part of 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.
>
>
> Is it worth also testing some cases of 'x ==
> intBitsToFloat(floatBitsToInt(x))' and similar? This may require doing one
> of the functions in the vertex shader and the other in the fragment
> shader...
Not a bad idea. I'm not sure if I can do that in a nice way in this
generator. I'd like to do that either in a separate generator, or at
least as a follow-on patch.
>> +}
>> +
>> +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
>
>
> Why do this instead of just 'draw rect -1 -1 2 2'?
Copy-n-paste. That is better. Thanks.
>> + % 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()
>>
>
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