[Piglit] [RFC PATCH] glsl-es-3.00: Generate tests for builtin packing functions (v2)

Paul Berry stereotype441 at gmail.com
Mon Jan 21 08:26:25 PST 2013


On 21 January 2013 00:37, Chad Versace <chad.versace at linux.intel.com> wrote:

> Generate the following test files:
>   {const,vs,fs}-{pack,unpack}{Snorm,Unorm,Half}2x16.shader_test
>
> The tests are generated by a new Python script,
> gen_builtin_packing_tests.py, and placed into directory
> spec/glsl-es-3.00/execution/built-in-functions.
>
> v2: Rewrite as a pure Python implementation. On Intel Sandybridge, reduces
>     test generation time from 2m to 2s.
>
> CC: Paul Berry <stereotype441 at gmail.com>
> Signed-off-by: Chad Versace <chad.versace at linux.intel.com>
> ---
>
> This patch lives on my gles3-glsl-packing branch.
>
> Tested against my mesa gles3-glsl-packing-branch on Intel gen7 with no
> failures.
>
> However, const-packHalf2x16.shader_test invokes the kernel's oom-killer. By
> watching top, it seems that there exists a memory explosion somewhere in
> Mesa
> once the shader reaches a certain size. It's possible to avoid the
> oom-killer
> by poking at procfs as root, but that's not acceptable for a piglit test.
>
> To avoid the oom-killer without poking at procfs, it's necessary to reduce
> the
> length of the test inputs in make_inputs_for_pack_half_2x16 by half. I
> don't
> believe it's possible to reasonably test packHalf2x16 with that few test
> inputs, though.
>
> Here are the two routes I see for handling the problem:
>
>   1. Reduce the list of test inputs by half. Add a comment stating "We're
>      likely not sufficiently testing packHalf2x16 with such a small set of
>      test inputs". Given how soon the Mesa 9.1 branch will be cut, this
> seems
>      like a prudent choice.
>
>   2. Investigate the memory explosion and fix it before committing this
> patch.
>      This is an open ended task.
>
> Advice?
>

I would like us to investigate the memory explosion some day.  I looked in
the debugger far enough to see that the memory explosion is happening in
the first call to do_constant_propagation().  Granted, there's a lot of
constants to propagate (88^2 == 7744 by my count) but that shouldn't be
enough to make do_constant_propagation consume gigs and gigs of memory.  My
guess is that there's something about the algorithm that gives it O(N^2)
memory usage, and that's worth tracking down.  Eventually.

But I agree that the prudent choice for now is to reduce the number of test
inputs.  And I think we can do it without sacrificing the sufficiency of
the test.  What's important is that we test each of the 88 values in
input_table["packHalf2x16"] in both input positions of the packHalf2x16()
function.  It's not crucial to check every possible value of the first
input with every possible value of the second input, and it's that
cartesian product that's making the test so huge.

I'd recommend something like the following pseudocode:

Let float32_inputs be the existing set of 88 input values that we want to
test
Let reduced_inputs be a tiny subset of float32_inputs (maybe -inf, -2.0,
-1.0, -0.5, 0.0, 0.5, 1.0, 2.0, +inf)
For each x in reduced_inputs:
   For each y in float32_inputs:
      Test packHalf2x16(x, y)
      Test packHalf2x16(y, x)

That will reduce the number of test cases from 88^2 == 7744 to 2*88*9 ==
1584.  And the test will still be just as effective.

>
>
>
>
>  generated_tests/CMakeLists.txt               |    6 +-
>  generated_tests/gen_builtin_packing_tests.py | 1186
> ++++++++++++++++++++++++++
>  2 files changed, 1191 insertions(+), 1 deletion(-)
>  create mode 100644 generated_tests/gen_builtin_packing_tests.py
>
> diff --git a/generated_tests/CMakeLists.txt
> b/generated_tests/CMakeLists.txt
> index e371ff8..694a213 100644
> --- a/generated_tests/CMakeLists.txt
> +++ b/generated_tests/CMakeLists.txt
> @@ -20,6 +20,9 @@ endfunction(piglit_make_generated_tests custom_target
> generator_script)
>
>  # Create custom commands and targets to build generated tests.
>  piglit_make_generated_tests(
> +       builtin_packing_tests.list
> +       gen_builtin_packing_tests.py)
> +piglit_make_generated_tests(
>         builtin_uniform_tests.list
>         gen_builtin_uniform_tests.py
>         builtin_function.py)
> @@ -49,7 +52,8 @@ piglit_make_generated_tests(
>  # Add a "gen-tests" target that can be used to generate all the
>  # tests without doing any other compilation.
>  add_custom_target(gen-tests ALL
> -       DEPENDS builtin_uniform_tests.list
> +       DEPENDS builtin_packing_tests.list
> +               builtin_uniform_tests.list
>                 constant_array_size_tests.list
>                 interpolation_tests.list
>                 non-lvalue_tests.list
> diff --git a/generated_tests/gen_builtin_packing_tests.py
> b/generated_tests/gen_builtin_packing_tests.py
> new file mode 100644
> index 0000000..06d3be0
> --- /dev/null
> +++ b/generated_tests/gen_builtin_packing_tests.py
> @@ -0,0 +1,1186 @@
> +#!/usr/bin/env python2
> +# coding=utf-8
> +
> +import mako.template
> +import mako.runtime
> +import math
> +import numpy as np
> +import optparse
> +import os
> +import sys
> +
> +from collections import namedtuple
> +from mako.template import Template
> +from math import copysign, fabs, fmod, frexp, isinf, isnan, modf
> +from numpy import int16, int32, uint16, uint32, float32
> +from textwrap import dedent
> +
> +#
> ----------------------------------------------------------------------------
> +# Overview
> +#
> ----------------------------------------------------------------------------
> +#
> +# This scripts generates tests for the GLSL packing functions, such as
> +# packSnorm2x16.
> +#
> +# In the test templates below, observe that the GLSL function's actual
> output
> +# is compared against multiple expected outputs.  Given an input and
> +# a pack/unpackfunction, there exist multiple valid outputs because the
> GLSL
> +# specs permit variation in the implementation of the function. The actual
> +# output is dependent on the GLSL compiler's and hardware's choice of
> rounding
> +# mode (for example, to even or to nearest) and handling of subnormal
> (also
> +# called denormalized) floating point numbers.
> +
> +#
> ----------------------------------------------------------------------------
> +# Templates for test files
> +#
> ----------------------------------------------------------------------------
> +
> +# Test evaluation of constant pack2x16 expressions.
> +const_pack_2x16_template = Template(dedent("""\
> +    [require]
> +    GL ES >= 3.0
> +    GLSL ES >= 3.00
> +
> +    [vertex shader]
> +    const vec4 red = vec4(1, 0, 0, 1);
> +    const vec4 green = vec4(0, 1, 0, 1);
> +
> +    in vec4 vertex;
> +    out vec4 vert_color;
> +
> +    void main()
> +    {
> +        ${func.result_precision} uint actual;
> +
> +        gl_Position = vertex;
> +
> +        % for io in func.inout_seq:
> +        actual = ${func.name}(vec2(${io.input[0]}, ${io.input[1]}));
> +
> +        if (true
> +            % for u in io.valid_outputs:
> +            && actual != ${u}
> +            % endfor
> +           ) {
> +            vert_color = red;
> +            return;
> +        }
> +
> +        % endfor
> +
> +        vert_color = green;
> +    }
> +
> +    [fragment shader]
> +    in vec4 vert_color;
> +    out vec4 frag_color;
> +
> +    void main()
> +    {
> +        frag_color = vert_color;
> +    }
> +
> +    [vertex data]
> +    vertex/float/2
> +    -1.0 -1.0
> +     1.0 -1.0
> +     1.0  1.0
> +    -1.0  1.0
> +
> +    [test]
> +    draw arrays GL_TRIANGLE_FAN 0 4
> +    probe all rgba 0.0 1.0 0.0 1.0
> +"""))
> +
> +# Test evaluation of constant unpack2x16 expressions.
> +const_unpack_2x16_template = Template(dedent("""\
> +    [require]
> +    GL ES >= 3.0
> +    GLSL ES >= 3.00
> +
> +    [vertex shader]
> +    const vec4 red = vec4(1, 0, 0, 1);
> +    const vec4 green = vec4(0, 1, 0, 1);
> +
> +    in vec4 vertex;
> +    out vec4 vert_color;
> +
> +    void main()
> +    {
> +        ${func.result_precision} vec2 actual;
> +
> +        gl_Position = vertex;
> +
> +        % for io in func.inout_seq:
> +        actual = ${func.name}(${io.input});
> +
> +        if (true
> +            % for v in io.valid_outputs:
> +            && actual != vec2(${v[0]}, ${v[1]})
> +            % endfor
> +           ) {
> +            vert_color = red;
> +            return;
> +        }
> +
> +        % endfor
> +
> +        vert_color = green;
> +    }
> +
> +    [fragment shader]
> +    in vec4 vert_color;
> +    out vec4 frag_color;
> +
> +    void main()
> +    {
> +        frag_color = vert_color;
> +    }
> +
> +    [vertex data]
> +    vertex/float/2
> +    -1.0 -1.0
> +     1.0 -1.0
> +     1.0  1.0
> +    -1.0  1.0
> +
> +    [test]
> +    draw arrays GL_TRIANGLE_FAN 0 4
> +    probe all rgba 0.0 1.0 0.0 1.0
> +"""))
> +
> +# Test execution of pack2x16 functions in the vertex shader.
> +vs_pack_2x16_template = Template(dedent("""\
> +    [require]
> +    GL ES >= 3.0
> +    GLSL ES >= 3.00
> +
> +    [vertex shader]
> +    const vec4 red = vec4(1, 0, 0, 1);
> +    const vec4 green = vec4(0, 1, 0, 1);
> +
> +    uniform vec2 func_input;
> +
> +    % for j in range(func.num_valid_outputs):
> +    uniform ${func.result_precision} uint expect${j};
> +    % endfor
> +
> +    in vec4 vertex;
> +    out vec4 vert_color;
> +
> +    void main()
> +    {
> +        gl_Position = vertex;
> +        ${func.result_precision} uint actual = ${func.name}(func_input);
> +
> +        if (false
> +            % for j in range(func.num_valid_outputs):
> +            || actual == expect${j}
> +            % endfor
> +           ) {
> +           vert_color = green;
> +        } else {
> +            vert_color = red;
> +        }
> +    }
> +
> +    [fragment shader]
> +    in vec4 vert_color;
> +    out vec4 frag_color;
> +
> +    void main()
> +    {
> +        frag_color = vert_color;
> +    }
> +
> +    [vertex data]
> +    vertex/float/2
> +    -1.0 -1.0
> +     1.0 -1.0
> +     1.0  1.0
> +    -1.0  1.0
> +
> +    [test]
> +    % for io in func.inout_seq:
> +    uniform vec2 func_input ${io.input[0]} ${io.input[1]}
> +    % for j in range(func.num_valid_outputs):
> +    uniform uint expect${j} ${io.valid_outputs[j]}
> +    % endfor
> +    draw arrays GL_TRIANGLE_FAN 0 4
> +    probe all rgba 0.0 1.0 0.0 1.0
> +
> +    % endfor
> +"""))
> +
> +# Test execution of unpack2x16 functions in the vertex shader.
> +vs_unpack_2x16_template = Template(dedent("""\
> +    [require]
> +    GL ES >= 3.0
> +    GLSL ES >= 3.00
> +
> +    [vertex shader]
> +    const vec4 red = vec4(1, 0, 0, 1);
> +    const vec4 green = vec4(0, 1, 0, 1);
> +
> +    uniform highp uint func_input;
> +
> +    % for j in range(func.num_valid_outputs):
> +    uniform ${func.result_precision} vec2 expect${j};
> +    % endfor
> +
> +    in vec4 vertex;
> +    out vec4 vert_color;
> +
> +    void main()
> +    {
> +        gl_Position = vertex;
> +
> +        ${func.result_precision} vec2 actual = ${func.name}(func_input);
> +
> +        if (false
> +            % for j in range(func.num_valid_outputs):
> +            || actual == expect${j}
> +            % endfor
> +           ) {
> +            vert_color = green;
> +        } else {
> +            vert_color = red;
> +        }
> +    }
> +
> +    [fragment shader]
> +    in vec4 vert_color;
> +    out vec4 frag_color;
> +
> +    void main()
> +    {
> +        frag_color = vert_color;
> +    }
> +
> +    [vertex data]
> +    vertex/float/2
> +    -1.0 -1.0
> +     1.0 -1.0
> +     1.0  1.0
> +    -1.0  1.0
> +
> +    [test]
> +    % for io in func.inout_seq:
> +    uniform uint func_input ${io.input}
> +    % for j in range(func.num_valid_outputs):
> +    uniform vec2 expect${j} ${io.valid_outputs[j][0]}
> ${io.valid_outputs[j][1]}
> +    % endfor
> +    draw arrays GL_TRIANGLE_FAN 0 4
> +    probe all rgba 0.0 1.0 0.0 1.0
> +
> +    % endfor
> +"""))
> +
> +
> +# Test execution of pack2x16 functions in the fragment shader.
> +fs_pack_2x16_template = Template(dedent("""\
> +    [require]
> +    GL ES >= 3.0
> +    GLSL ES >= 3.00
> +
> +    [vertex shader]
> +    in vec4 vertex;
> +
> +    void main()
> +    {
> +        gl_Position = vertex;
> +    }
> +
> +    [fragment shader]
> +    const vec4 red = vec4(1, 0, 0, 1);
> +    const vec4 green = vec4(0, 1, 0, 1);
> +
> +    uniform vec2 func_input;
> +
> +    % for i in range(func.num_valid_outputs):
> +    uniform ${func.result_precision} uint expect${i};
> +    % endfor
> +
> +    out vec4 frag_color;
> +
> +    void main()
> +    {
> +        ${func.result_precision} uint actual = ${func.name}(func_input);
> +
> +        if (false
> +            % for i in range(func.num_valid_outputs):
> +            || actual == expect${i}
> +            % endfor
> +           ) {
> +            frag_color = green;
> +        } else {
> +            frag_color = red;
> +        }
> +    }
> +
> +    [vertex data]
> +    vertex/float/2
> +    -1.0 -1.0
> +     1.0 -1.0
> +     1.0  1.0
> +    -1.0  1.0
> +
> +    [test]
> +    % for io in func.inout_seq:
> +    uniform vec2 func_input ${io.input[0]} ${io.input[1]}
> +    % for i in range(func.num_valid_outputs):
> +    uniform uint expect${i} ${io.valid_outputs[i]}
> +    % endfor
> +    draw arrays GL_TRIANGLE_FAN 0 4
> +    probe all rgba 0.0 1.0 0.0 1.0
> +
> +    % endfor
> +"""))
> +
> +# Test execution of unpack2x16 functions in the fragment shader.
> +fs_unpack_2x16_template = Template(dedent("""\
> +    [require]
> +    GL ES >= 3.0
> +    GLSL ES >= 3.00
> +
> +    [vertex shader]
> +    in vec4 vertex;
> +
> +    void main()
> +    {
> +        gl_Position = vertex;
> +    }
> +
> +    [fragment shader]
> +    const vec4 red = vec4(1, 0, 0, 1);
> +    const vec4 green = vec4(0, 1, 0, 1);
> +
> +    uniform highp uint func_input;
> +
> +    % for i in range(func.num_valid_outputs):
> +    uniform ${func.result_precision} vec2 expect${i};
> +    % endfor
> +
> +    out vec4 frag_color;
> +
> +    void main()
> +    {
> +        ${func.result_precision} vec2 actual = ${func.name}(func_input);
> +
> +        if (false
> +            % for i in range(func.num_valid_outputs):
> +            || actual == expect${i}
> +            % endfor
> +           ) {
> +            frag_color = green;
> +        } else {
> +            frag_color = red;
> +        }
> +    }
> +
> +    [vertex data]
> +    vertex/float/2
> +    -1.0 -1.0
> +     1.0 -1.0
> +     1.0  1.0
> +    -1.0  1.0
> +
> +    [test]
> +    % for io in func.inout_seq:
> +    uniform uint func_input ${io.input}
> +    % for i in range(func.num_valid_outputs):
> +    uniform vec2 expect${i} ${io.valid_outputs[i][0]}
> ${io.valid_outputs[i][1]}
> +    % endfor
> +    draw arrays GL_TRIANGLE_FAN 0 4
> +    probe all rgba 0.0 1.0 0.0 1.0
> +
> +    % endfor
> +"""))
> +
> +template_table = {
> +    ("const", "p", "2x16") : const_pack_2x16_template,
> +    ("const", "u", "2x16") : const_unpack_2x16_template,
> +    ("vs",    "p", "2x16") : vs_pack_2x16_template,
> +    ("vs",    "u", "2x16") : vs_unpack_2x16_template,
> +    ("fs",    "p", "2x16") : fs_pack_2x16_template,
> +    ("fs",    "u", "2x16") : fs_unpack_2x16_template,
> +}
> +
> +#
> ----------------------------------------------------------------------------
> +# Math for pack/unpack functions
> +#
> ----------------------------------------------------------------------------
> +
> +class FuncOpts:
> +    """Options that modify the evaluation of the GLSL pack/unpack
> functions.
> +
> +    Given an input and a pack/unpack function, there exist multiple valid
> +    outputs because the GLSL specs permit variation in the implementation
> of
> +    the function. The actual output is dependent on the GLSL compiler's
> and
> +    hardware's choice of rounding mode (for example, to even or to
> nearest)
> +    and handling of subnormal (also called denormalized) floating point
> +    numbers.
> +
> +    This class attempts to capture such permitted variations in
> implementation
> +    behavior. To select a particular behavior, pass the appropriate enums
> to
> +    the constructor.
> +
> +    What follows is an explanation of the variations and how to select
> them.
> +
> +    Flushing subnormal floats to zero
> +    ---------------------------------
> +    The GLSL ES 3.00 and GLSL 4.10 specs allows implementations to
> truncate
> +    subnormal floats to zero. From section 4.5.1 "Range and Precision" of
> the
> +    two specs:
> +        Any subnormal (denormalized) value input into a shader or
> +        potentially generated by any operation in a shader can be
> +        flushed to 0.
> +
> +    The constructor parameter 'flush_mode' selects the flushing behavior.
> +    Valid values are:
> +        - FLUSH_NONE:  Flush no float to zero.
> +        - FLUSH_FLOAT32: Flush subnormal float32 values to zero.
> +
> +    Rounding mode
> +    -------------
> +    For some packing functions, the GLSL ES 3.00 specification's
> definition of
> +    the function's behavior involves round(), whose behavior at
> +    0.5 is an implementation detail. From section 8.3 of the spec:
> +        The fraction 0.5 will round in a direction chosen by the
> +        implementation, presumably the direction that is fastest.
> +
> +    The constructor parameter 'round_mode' selects the rounding behavior.
> +    Valid values are:
> +        - ROUND_TO_EVEN
> +        - ROUND_TO_NEAREST
> +    """
> +
> +    FLUSH_NONE = 0
> +    FLUSH_FLOAT32 = 1
> +
> +    ROUND_TO_EVEN = 0
> +    ROUND_TO_NEAREST = 1
> +
> +    def __init__(self, round_mode=ROUND_TO_EVEN, flush_mode=FLUSH_NONE):
> +        if round_mode == FuncOpts.ROUND_TO_EVEN:
> +            self.__round_func = round_to_even
> +        elif round_mode == FuncOpts.ROUND_TO_NEAREST:
> +            self.__round_func = round_to_nearest
> +        else:
> +            assert(False)
> +
> +        assert(flush_mode in [FuncOpts.FLUSH_NONE,
> +                              FuncOpts.FLUSH_FLOAT32])
> +        self.__flush_mode = flush_mode
> +
> +    def round(self, x):
> +        """Round a float according to the requested rounding mode."""
> +        assert(any(isinstance(x, T) for T in [float, float32]))
> +
> +        # Drop the floating-point precision from 64 to 32 bits before
> +        # rounding.  The loss of precision may shift the float's
> fractional
> +        # value to 0.5, which will affect the rounding.
> +        x = float32(x)
> +        return self.__round_func(x)
> +
> +    def maybe_flush_subnormal_float32_to_zero(self, x):
> +        "The specified flushing mode determines whether this is a
> no-op."""
> +        assert(isinstance(x, float32))
> +
> +        if self.__flush_mode == FuncOpts.FLUSH_FLOAT32:
> +            return flush_subnormal_float32_to_zero(x)
> +        else:
> +            return x
> +
> +def flush_subnormal_float32_to_zero(x):
> +    assert(isinstance(x, float32))
> +
> +    (m, e) = frexp(x)
> +    if e < -125:
> +        return copysign(0.0, x)
> +    else:
> +        return x
> +
> +def clamp(x, min, max):
> +    if x < min:
> +        return min
> +    elif x > max:
> +        return max
> +    else:
> +        return x
> +
> +def round_to_nearest(x):
> +    # Get fractional and integral parts.
> +    (f, i) = modf(x)
> +
> +    if fabs(f) < 0.5:
> +        return i
> +    else:
> +        return i + copysign(1.0, x)
> +
> +def round_to_even(x):
> +    # Get fractional and integral parts.
> +    (f, i) = modf(x)
> +
> +    if fabs(f) < 0.5:
> +        return i
> +    elif fabs(f) == 0.5:
> +        return i + fmod(i, 2.0)
> +    else:
> +        return i + copysign(1.0, x)
> +
> +def pack_2x16(pack_1x16_func, x, y, func_opts):
> +    """Evaluate a GLSL pack2x16 function.
> +
> +    :param pack_1x16_func: the component-wise function of the GLSL
> pack2x16
> +        function
> +    :param x,y: each a float32
> +    :return: a uint32
> +    """
> +    assert(isinstance(x, float32))
> +    assert(isinstance(y, float32))
> +
> +    x = func_opts.maybe_flush_subnormal_float32_to_zero(x)
> +    y = func_opts.maybe_flush_subnormal_float32_to_zero(y)
> +
> +    ux = pack_1x16_func(x, func_opts)
> +    uy = pack_1x16_func(y, func_opts)
> +
> +    assert(isinstance(ux, uint16))
> +    assert(isinstance(uy, uint16))
> +
> +    return uint32((uy << 16) | ux)
> +
> +def unpack_2x16(unpack_1x16_func, u, func_opts):
> +    """Evaluate a GLSL unpack2x16 function.
> +
> +    :param unpack_1x16_func: the component-wise function of the GLSL
> +        unpack2x16 function
> +    :param u: a uint32
> +    :return: a 2-tuple of float32
> +    """
> +    assert(isinstance(u, uint32))
> +
> +    ux = uint16(u & 0xffff)
> +    uy = uint16(u >> 16)
> +
> +    x = unpack_1x16_func(ux)
> +    y = unpack_1x16_func(uy)
> +
> +    assert(isinstance(x, float32))
> +    assert(isinstance(y, float32))
> +
> +    x = func_opts.maybe_flush_subnormal_float32_to_zero(x)
> +    y = func_opts.maybe_flush_subnormal_float32_to_zero(y)
> +
> +    return (x, y)
> +
> +def pack_snorm_1x16(f32, func_opts):
> +    """Component-wise function of packSnorm2x16."""
> +    assert(isinstance(f32, float32))
> +    return uint16(int16(func_opts.round(clamp(f32, -1.0, +1.0) *
> 32767.0)))
> +
> +def unpack_snorm_1x16(u16):
> +    """Component-wise function of unpackSnorm2x16."""
> +    assert(isinstance(u16, uint16))
> +    return float32(clamp(int16(u16) / 32767.0, -1.0, +1.0))
> +
> +def pack_unorm_1x16(f32, func_opts):
> +    """Component-wise function of packUnorm2x16."""
> +    assert(isinstance(f32, float32))
> +    return uint16(func_opts.round(clamp(f32, 0.0, 1.0) * 65535.0))
> +
> +def unpack_unorm_1x16(u16):
> +    """Component-wise function of unpackUnorm2x16."""
> +    assert(isinstance(u16, uint16))
> +    return float32(u16 / 65535.0)
> +
> +def pack_half_1x16(f32, func_opts):
> +    """Component-wise function of packHalf2x16."""
> +    assert(isinstance(f32, float32))
> +
> +    # The bit layout of a float16 is:
> +    #
> +    #   sign:     15
> +    #   exponent: 10:14
> +    #   mantissa: 0:9
> +    #
> +    # The sign, exponent, and mantissa determine its value by:
> +    #
> +    #  if e = 0 and m = 0, then zero:       (-1)^s * 0
> +    #  if e = 0 and m != 0, then subnormal: (-1)^s * 2^(e - 14) * m / 2^10
> +    #  if 0 < e < 31, then normal:          (-1)^s * 2^(e - 15) * (1 + m
> / 2^10)
> +    #  if e = 31 and m = 0, then inf:       (-1)^s * inf
> +    #  if e = 31 and m != 0, then nan
> +    #
> +    # where 0 <= m < 2^10.
> +    #
> +    # Some key boundary values of float16 are:
> +    #
> +    #   min_normal16  = 2^(1 - 15) * (1 + 0 / 2^10)
> +    #   max_normal16  = 2^(30 - 15) * (1 + 1023 / 2^10)
> +    #
> +    # Observe that each of the above boundary values lies in the range of
> +    # normal float32 values. If we represent each of the above boundary
> values
> +    # in the form returned by frexpf() for normal float32 values, 2^E
> +    # * F where 0.5 <= F < 1, then:
> +    #
> +    #   min_normal16 = 2^(-13) * 0.5
> +    #   max_normal16 = 2^16 * 0.99951171875
> +
> +    # The resultant float16's sign, exponent, and mantissa bits.
> +    s = 0
> +    e = 0
> +    m = 0
> +
> +    # Calculate sign bit.
> +    # Use copysign() to handle the case where x is -0.0.
> +    if copysign(1.0, f32) < 0.0:
> +        s =  1
> +
> +    # To reduce the number of cases in the if-tree below, decompose
> `abs(f32)`
> +    # rather than `f32`.
> +    (F, E) = frexp(fabs(f32))
> +
> +    # The output of frexp falls into three classes:
> +    #   - If f32 is NaN, then F is NaN .
> +    #   - If f32 is ±inf, then F is ±inf .
> +    #   - If f32 is ±0.0, then F is ±0.0 .
> +    #   - Otherwise, f32 = 2^E * F where 0.5 <= F < 1.0 .
> +    #
> +    # Since we decomposed `abs(f32)`, we only need be concerned with the
> +    # postive cases.
> +    if isnan(F):
> +        # The resultant float16 is NaN.
> +        e = 31
> +        m = 1
> +    elif isinf(F):
> +        # The resultant float16 is infinite.
> +        e = 31
> +        m = 0
> +    elif F == 0:
> +        # f32 is zero, therefore the resultant float16 is zero.
> +        e = 0
> +        m = 0
> +    elif E < -13:
> +        # f32 lies in the range (0.0, min_normal16). Round f32 to a nearby
> +        # float16 value. The resultant float16 will be either zero,
> subnormal,
> +        # or normal.
> +        e = 0
> +        m = int(func_opts.round(2**(E + 24) * F))
> +    elif E <= 16:
> +        # f32 lies in the range [min_normal16, max_normal16 + max_step16).
> +        # Round f32 to a nearby float16 value. The resultant float16 will
> be
> +        # either normal or infinite.
> +        e = int(E + 14)
> +        m = int(func_opts.round(2**11 * F - 2**10))
> +    else:
> +        # f32 lies in the range [max_normal16 + max_step16, inf), which is
> +        # outside the range of finite float16 values. The resultant
> float16 is
> +        # infinite.
> +        e = 31
> +        m = 0
> +
> +    if (m == 1024):
> +        # f32 was rounded upwards into the range of the next exponent.
>  This
> +        # correctly handles the case where f32 should be rounded up to
> float16
> +        # infinity.
> +        e += 1
> +        m = 0
> +
> +    assert(s == 0 or s == 1)
> +    assert(0 <= e and e <= 31)
> +    assert(0 <= m and m <= 1023)
> +
> +    return uint16((s << 15) | (e << 10) | m)
> +
> +def unpack_half_1x16(u16):
> +    """Component-wise function of unpackHalf2x16."""
> +    assert(isinstance(u16, uint16))
> +
> +    # The bit layout of a float16 is:
> +    #
> +    #   sign:     15
> +    #   exponent: 10:14
> +    #   mantissa: 0:9
> +    #
> +    # The sign, exponent, and mantissa determine its value by:
> +    #
> +    #  if e = 0 and m = 0, then zero:       (-1)^s * 0
> +    #  if e = 0 and m != 0, then subnormal: (-1)^s * 2^(e - 14) * m / 2^10
> +    #  if 0 < e < 31, then normal:          (-1)^s * 2^(e - 15) * (1 + m
> / 2^10)
> +    #  if e = 31 and m = 0, then inf:       (-1)^s * inf
> +    #  if e = 31 and m != 0, then nan
> +    #
> +    # where 0 <= m < 2^10.
> +
> +    s = (u16 >> 15) & 0x1
> +    e = (u16 >> 10) & 0x1f
> +    m = u16 & 0x3ff
> +
> +    if s == 0:
> +        sign = 1.0
> +    else:
> +        sign = -1.0
> +
> +    if e == 0:
> +        return float32(sign * 2.0**(-14) * (m / 2.0**10))
> +    elif 1 <= e and e <= 30:
> +        return float32(sign * 2.0**(e - 15.0) * (1.0 +  m / 2.0**10))
> +    elif e == 31 and m == 0:
> +        return float32(sign * float32("inf"))
> +    elif e == 31 and m != 0:
> +        return float32("NaN")
> +    else:
> +        assert(False)
> +
> +#
> ----------------------------------------------------------------------------
> +# Inputs for GLSL functions
> +#
> ----------------------------------------------------------------------------
> +
> +# This table maps GLSL pack/unpack function names to a sequence of inputs
> to
> +# the respective component-wise function. It contain two types of
> mappings:
> +#    - name of a pack2x16 function to a sequence of float32
> +#    - name of a unpack2x16 function to a sequence of uint16
> +input_table = dict()
> +
> +def make_inputs_for_pack_snorm_2x16():
> +    # The domain of packSnorm2x16 is [-inf, +inf]^2. The function clamps
> +    # its input into the range [-1, +1]^2.
> +    #
> +    # We test -0.0 in order to stress the implementation's handling of
> zero.
> +    # The implementation should return a uint16 that encodes -0.0; that
> is,
> +    # a uint16 # with the sign bit set.
> +    pos = (
> +        0.0, # zero
> +        0.1, # near zero
> +        0.9, # slightly below the clamp boundary
> +        1.0, # the clamp boundary
> +        1.1, # slightly above the clamp boundary
> +        float("+inf"),
> +        )
> +    neg = tuple(reversed(tuple(-x for x in pos)))
> +    return tuple(float32(x) for x in pos + neg)
> +
> +input_table["packSnorm2x16"] = make_inputs_for_pack_snorm_2x16()
> +
> +# XXX: Perhaps there is a better choice of test inputs?
> +input_table["unpackSnorm2x16"] = tuple(uint16(u) for u in (
> +    0, 1, 2, 3,
> +    2**15 - 1,
> +    2**15,
> +    2**15 + 1,
> +    2**16 - 1, # max uint16
> +    ))
> +
> +input_table["packUnorm2x16"] = tuple(float32(x) for x in (
> +    # The domain of packUnorm2x16 is [-inf, +inf]^2. The function clamps
> its
> +    # input into the range [0, 1]^2.
> +    #
> +    # Below are listed important classes in the function's domain, and
> test
> +    # inputs chosen from each class.
> +    #   - zero: -0.0, 0.0
> +    #   - just inside the clamp range: 0.1, 0.9
> +    #   - on the clamp boundary: 0.0, 1.0
> +    #   - just outside the clamp range: -0.1, 1.1
> +    #   - infinity: -inf, +inf
> +    #
> +    # We test -0.0 in order to stress the implementation's handling of
> zero.
> +    # The implementation should return a uint16 that encodes +0.0; that
> is,
> +    # *without* the sign bit set.
> +    "-inf",
> +    -0.1, # slightly below the inner clamp boundary
> +    -0.0, # infintesimally below the inner clamp boundary
> +    +0.0, # the inner clamp boundary
> +    +0.1, # slightly above the inner clamp boundary
> +    +0.9, # slightly below the outer clamp boundary
> +    +1.0, # the outer clamp boundary
> +    +1.1, # slightly above the outer clamp boundary
> +    "+inf",
> +    ))
> +
> +# XXX: Perhaps there is a better choice of test inputs?
> +input_table["unpackUnorm2x16"] = input_table["unpackSnorm2x16"]
> +
> +def make_inputs_for_pack_half_2x16():
> +    # The domain of packHalf2x16 is ([-inf, +inf] + {NaN})^2. The function
> +    # does not clamp its input.
> +    #
> +    # We test both -0.0 and +0.0 in order to stress the implementation's
> +    # handling of zero.
> +
> +    subnormal_min = 2.0**(-14) * (1.0 / 2.0**10)
> +    subnormal_max = 2.0**(-24) * (1023.0 / 2.0**10)
> +    normal_min    = 2.0**(-14) * (1.0 + 0.0 / 2.0**10)
> +    normal_max    = 2.0**15 * (1.0 + 1023.0 / 2.0**10)
> +    min_step      = 2.0**(-24)
> +    max_step      = 2.0**5
> +
> +    pos = tuple(float32(x) for x in (
> +        # Inputs that result in 0.0 .
> +        #
> +        0.0,
> +        0.0 + 0.25 * min_step,
> +
> +        # A thorny input...
> +        #
> +        # if round_to_even:
> +        #   f16 := 0.0
> +        # elif round_to_nearest:
> +        #    f16 := subnormal_min
> +        #
> +        0.0 + 0.50 * min_step,
> +
> +        # Inputs that result in a subnormal float16.
> +        #
> +        0.0 + 0.75 * min_step,
> +        subnormal_min + 0.00 * min_step,
> +        subnormal_min + 0.25 * min_step,
> +        subnormal_min + 0.50 * min_step,
> +        subnormal_min + 0.75 * min_step,
> +        subnormal_min + 1.00 * min_step,
> +        subnormal_min + 1.25 * min_step,
> +        subnormal_min + 1.50 * min_step,
> +        subnormal_min + 1.75 * min_step,
> +        subnormal_min + 2.00 * min_step,
> +
> +        normal_min - 2.00 * min_step,
> +        normal_min - 1.75 * min_step,
> +        normal_min - 1.50 * min_step,
> +        normal_min - 1.25 * min_step,
> +        normal_min - 1.00 * min_step,
> +        normal_min - 0.75 * min_step,
> +
> +        # Inputs that result in a normal float16.
> +        #
> +        normal_min - 0.50 * min_step,
> +        normal_min - 0.25 * min_step,
> +        normal_min + 0.00 * min_step,
> +        normal_min + 0.25 * min_step,
> +        normal_min + 0.50 * min_step,
> +        normal_min + 0.75 * min_step,
> +        normal_min + 1.00 * min_step,
> +        normal_min + 1.25 * min_step,
> +        normal_min + 1.50 * min_step,
> +        normal_min + 1.75 * min_step,
> +        normal_min + 2.00 * min_step,
> +
> +        normal_max - 2.00 * max_step,
> +        normal_max - 1.75 * max_step,
> +        normal_max - 1.50 * max_step,
> +        normal_max - 1.25 * max_step,
> +        normal_max - 1.00 * max_step,
> +        normal_max - 0.75 * max_step,
> +        normal_max - 0.50 * max_step,
> +        normal_max - 0.25 * max_step,
> +        normal_max + 0.00 * max_step,
> +        normal_max + 0.25 * max_step,
> +
> +        # Inputs that result in infinity.
> +        #
> +        normal_max + 0.50 * max_step,
> +        normal_max + 0.75 * max_step,
> +        normal_max + 1.00 * max_step,
> +
> +        "+inf",
> +    ))
> +
> +    neg = tuple(reversed([-x for x in pos]))
> +    return neg + pos
> +
> +input_table["packHalf2x16"] = make_inputs_for_pack_half_2x16()
> +
> +def make_inputs_for_unpack_half_2x16():
> +    # For each of the two classes of float16 values, subnormal and
> normalized,
> +    # below are listed the exponent and mantissa of the class's boundary
> +    # values some values slightly inside the bounds.
> +    bounds = (
> +        ( 0,    0), # zero
> +
> +        ( 0,    1), # subnormal_min
> +        ( 0,    2), # subnormal_min + min_step
> +
> +        ( 0, 1022), # subnormal_max - min_step
> +        ( 0, 1023), # subnormal_max
> +
> +        ( 1,    0), # normal_min
> +        ( 1,    1), # normal_min + min_step
> +
> +        (30, 1022), # normal_max - max_step
> +        (30, 1023), # normal_max
> +
> +        (31,    0), # inf
> +    )
> +
> +    def make_uint16(s, e, m):
> +        return uint16((s << 15) | (e << 10) | m)
> +
> +    pos = tuple(make_uint16(0, e, m) for (e, m) in bounds)
> +    neg = tuple(make_uint16(1, e, m) for (e, m) in reversed(bounds))
> +    return neg + pos
> +
> +input_table["unpackHalf2x16"] = make_inputs_for_unpack_half_2x16()
> +
> +#
> ----------------------------------------------------------------------------
> +# Expected outputs for GLSL functions
> +#
> ----------------------------------------------------------------------------
> +
> +# For a given input to a GLSL function, InOutTuple lists all valid
> outputs.
> +#
> +# There are multiple types of InOutTuple, described below. In each
> +# description, the numerical types actually refer to strings that
> represent
> +# a GLSL literal of that type.
> +#
> +#   - That for a pack2x16 function: the input is a 2-tuple of float32 and
> each
> +#     output is a uint32. For example, ``InOutTuple(input=("0.0", "0.0"),
> +#     valid_outputs=("0u", "0u", "0u"))``.
> +#
> +#   - That for a unpack2x16 function: the input is a uint32 and each
> output is
> +#     a 2-tuple of float32. For example, ``InOutTuple(input="0x80000000u",
> +#     valid_outputs=(("0.0", "-0.0"),))``.
> +#
> +InOutTuple = namedtuple("InOutTuple", ("input", "valid_outputs"))
> +
> +def glsl_literal(x):
> +    """Convert the given number to a string that represents a GLSL
> literal.
> +
> +    :param x: a uint32 or float32
> +    """
> +    if isinstance(x, uint32):
> +        return "{0}u".format(uint32(x))
> +    elif isinstance(x, float32):
> +        if math.isnan(x):
> +            # GLSL ES 3.00 and GLSL 4.10 do not require implementations to
> +            # support NaN, so we do not test it.
> +            assert(False)
> +        elif math.isinf(x):
> +            # GLSL ES 3.00 lacks a literal for infinity. However, ±1.0e256
> +            # suffices because it lies sufficientlyoutside the range of
> finite
> +            # float32 values.
> +            #
> +            #  From page 31 of the GLSL ES 3.00 spec:
> +            #
> +            #   If the value of the floating point number is too large
> (small)
> +            #   to be stored as a single precision value, it is converted
> to
> +            #   positive (negative) infinity.
> +            #
> +            return repr(copysign(1.0e256, x))
> +        elif x == 0 and copysign(1.0, x) == -1.0:
> +            # Workaround for numpy-1.7.0, in which repr(float32(-0.0))
> does
> +            # not return a float literal.
> +            # See https://github.com/numpy/numpy/issues/2935 .
> +            return "-0.0"
> +        else:
> +            return repr(x)
> +    else:
> +        assert(False)
> +
> +def make_inouts_for_pack_2x16(pack_1x16_func, float32_inputs):
> +    """Determine valid outputs for a given GLSL pack2x16 function.
> +
> +    :param pack_1x16_func: the component-wise function of the pack2x16
> +        function
> +    :param float32_inputs: a sequence of inputs to pack_1x16_func
> +    :return: a sequence of InOutTuple
> +    """
> +    inout_seq = []
> +
> +    func_opt_seq = tuple(
> +        FuncOpts(round_mode=r, flush_mode=f)
> +        for r in (FuncOpts.ROUND_TO_EVEN,
> +                  FuncOpts.ROUND_TO_NEAREST)
> +        for f in (FuncOpts.FLUSH_NONE,
> +                  FuncOpts.FLUSH_FLOAT32)
> +        )
> +
> +    for y in float32_inputs:
> +        for x in float32_inputs:
> +            assert(isinstance(x, float32))
> +
> +            valid_outputs = []
> +            for func_opts in func_opt_seq:
> +                u32 = pack_2x16(pack_1x16_func, x, y, func_opts)
> +                assert(isinstance(u32, uint32))
> +                valid_outputs.append(glsl_literal(u32))
> +
> +            inout_seq.append(
> +                InOutTuple(input=(glsl_literal(x), glsl_literal(y)),
> +                           valid_outputs=valid_outputs))
> +    return inout_seq
> +
> +def make_inouts_for_unpack_2x16(unpack_1x16_func, uint16_inputs):
> +    """Determine expected outputs of a given GLSL unpack2x16 function.
> +
> +    :param unpack_1x16_func: the component-wise function of the unpack2x16
> +        function
> +    :param uint16_inputs: a sequence of inputs to unpack_1x16_func
> +    :return: a sequence of InOutTuple
> +    """
> +    inout_seq = []
> +
> +    func_opt_seq = (
> +        FuncOpts(flush_mode=FuncOpts.FLUSH_NONE),
> +        FuncOpts(flush_mode=FuncOpts.FLUSH_FLOAT32),
> +        )
> +
> +    for y in uint16_inputs:
> +        for x in uint16_inputs:
> +            assert(isinstance(x, uint16))
> +            u32 = uint32((y << 16) | x)
> +
> +            valid_outputs = []
> +            for func_opts in func_opt_seq:
> +                vec2 = unpack_2x16(unpack_1x16_func, u32, func_opts)
> +                assert(isinstance(vec2[0], float32))
> +                assert(isinstance(vec2[1], float32))
> +                valid_outputs.append((glsl_literal(vec2[0]),
> +                                         glsl_literal(vec2[1])))
> +
> +            inout_seq.append(
> +                InOutTuple(input=glsl_literal(u32),
> +                           valid_outputs=valid_outputs))
> +
> +    return inout_seq
> +
> +# This table maps GLSL pack/unpack function names to the precision of
> their
> +# return type.
> +result_precision_table = {
> +    "packSnorm2x16": "highp",
> +    "packUnorm2x16": "highp",
> +    "packHalf2x16":  "highp",
> +
> +    "unpackSnorm2x16": "highp",
> +    "unpackUnorm2x16": "highp",
> +    "unpackHalf2x16":  "mediump",
> +    }
> +
> +# This table maps GLSL pack/unpack function names to a sequence of
> InOutTuple.
> +inout_table = {
> +    "packSnorm2x16": make_inouts_for_pack_2x16(pack_snorm_1x16,
> input_table["packSnorm2x16"]),
> +    "packUnorm2x16": make_inouts_for_pack_2x16(pack_unorm_1x16,
> input_table["packUnorm2x16"]),
> +    "packHalf2x16":  make_inouts_for_pack_2x16(pack_half_1x16,
>  input_table["packHalf2x16"]),
> +
> +    "unpackSnorm2x16": make_inouts_for_unpack_2x16(unpack_snorm_1x16,
> input_table["unpackSnorm2x16"]),
> +    "unpackUnorm2x16": make_inouts_for_unpack_2x16(unpack_unorm_1x16,
> input_table["unpackUnorm2x16"]),
> +    "unpackHalf2x16":  make_inouts_for_unpack_2x16(unpack_half_1x16,
>  input_table["unpackHalf2x16"]),
> +    }
> +
> +#
> ----------------------------------------------------------------------------
> +# Generate test files
> +#
> ----------------------------------------------------------------------------
> +
> +class FuncInfo:
> +    """Information for a GLSL pack/unpack function.
> +
> +    Properties
> +    ----------
> +    - name: Name of the GLSL function, such as "packSnorm2x16".
> +
> +    - dimension: Dimension of the GLSL function, such as "2x16".
> +
> +    - result_precision: Precision of the GLSL function's return type,
> such as
> +      "highp".
> +
> +    - inout_seq: A sequence of InOutTuple.  The generated test file will
> test
> +      all inputs listed in the sequence.
> +
> +    - num_valid_outputs: The number of valid outputs for each input of
> +      self.inout_seq. (We assume that each input has the  same number of
> valid
> +      outputs).
> +    """
> +
> +    def __init__(self, name):
> +        self.name = name
> +        self.result_precision = result_precision_table[name]
> +        self.inout_seq = inout_table[name]
> +        self.num_valid_outputs = len(self.inout_seq[0].valid_outputs)
> +
> +        if name.endswith("2x16"):
> +            self.dimension = "2x16"
> +        elif name.endswith("4x8"):
> +            self.dimension =  "4x8"
> +        else:
> +            assert(False)
> +
> +class ShaderTest:
> +    """A .shader_test file."""
> +
> +    @staticmethod
> +    def all_tests():
> +        funcs = (
> +            FuncInfo("packSnorm2x16"),
> +            FuncInfo("packUnorm2x16"),
> +            FuncInfo("packHalf2x16"),
> +
> +            FuncInfo("unpackSnorm2x16"),
> +            FuncInfo("unpackUnorm2x16"),
> +            FuncInfo("unpackHalf2x16"),
> +            )
> +
> +        execution_stages = (
> +            "const",
> +            "vs",
> +            "fs",
> +            )
> +
> +        for s in execution_stages:
> +            for f in funcs:
> +                yield ShaderTest(f, s)
> +
> +    def __init__(self, func_info, execution_stage):
> +        assert(isinstance(func_info, FuncInfo))
> +        assert(execution_stage in ("const", "vs", "fs"))
> +
> +        self.__template = template_table[(execution_stage,
> +                                          func_info.name[0],
> +                                          func_info.dimension)]
> +        self.__func_info = func_info
> +        self.__filename = os.path.join(
> +                            "spec",
> +                            "glsl-es-3.00",
> +                            "execution",
> +                            "built-in-functions",
> +                            "{0}-{1}.shader_test"\
> +                            .format(execution_stage, func_info.name))
> +
> +    @property
> +    def filename(self):
> +        return self.__filename
> +
> +    def write_file(self):
> +        dirname = os.path.dirname(self.filename)
> +        if not os.path.exists(dirname):
> +            os.makedirs(dirname)
> +
> +        with open(self.filename, "w") as buffer:
> +            ctx = mako.runtime.Context(buffer, func=self.__func_info)
> +            self.__template.render_context(ctx)
> +
> +def main():
> +    parser = optparse.OptionParser(
> +                description="Generate shader tests that test the built-in
> " + \
> +                            "packing functions",
> +                usage="usage: %prog [-h] [--names-only]")
> +    parser.add_option(
> +        '--names-only',
> +        dest='names_only',
> +        action='store_true',
> +        help="Don't output files, just generate a list of filenames to
> stdout")
> +
> +    (options, args) = parser.parse_args()
> +
> +    if len(args) != 0:
> +        # User gave extra args.
> +        parser.print_help()
> +        sys.exit(1)
> +
> +    for test in ShaderTest.all_tests():
> +        print(test.filename)
> +
> +        # Some test files take a long time to generate, so provide status
> +        # updates to the user immediately.
> +        sys.stdout.flush()
> +
> +        if not options.names_only:
> +            test.write_file()
> +
> +if __name__ == '__main__':
> +    main()
> --
> 1.8.1.1
>
>
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