[Piglit] [PATCH v2 25/29] gen_interpolation_tests.py: PEP8 compliance
Dylan Baker
baker.dylan.c at gmail.com
Tue Jul 23 09:39:16 PDT 2013
Replaces tabs with 8 spaces.
---
generated_tests/gen_interpolation_tests.py | 500 ++++++++++++++---------------
1 file changed, 250 insertions(+), 250 deletions(-)
diff --git a/generated_tests/gen_interpolation_tests.py b/generated_tests/gen_interpolation_tests.py
index da88f68..3bc8ffc 100644
--- a/generated_tests/gen_interpolation_tests.py
+++ b/generated_tests/gen_interpolation_tests.py
@@ -68,283 +68,283 @@ import os
class Test(object):
def __init__(self, interpolation_qualifier, variable, shade_model,
- clipping):
- """Get ready to generate a test using the given settings.
+ clipping):
+ """Get ready to generate a test using the given settings.
- interpolation_qualifier is a string representing the desired
- interpolation qualifier that should appear in GLSL code
- ('flat', 'noperspective', or 'smooth'), or None if no
- qualifier should appear.
+ interpolation_qualifier is a string representing the desired
+ interpolation qualifier that should appear in GLSL code
+ ('flat', 'noperspective', or 'smooth'), or None if no
+ qualifier should appear.
- variable is the name of the variable on which to test
- interpolation. If the name begins with 'gl_', it should be
- one of the four vertex shader variables that are allowed to be
- redeclared with an interpolation qualifier (see GLSL 1.30
- section 4.3.7 "Interpolation"). Namely: gl_FrontColor,
- gl_BackColor, gl_FrontSecondaryColor, or
- gl_BackSecondaryColor.
+ variable is the name of the variable on which to test
+ interpolation. If the name begins with 'gl_', it should be
+ one of the four vertex shader variables that are allowed to be
+ redeclared with an interpolation qualifier (see GLSL 1.30
+ section 4.3.7 "Interpolation"). Namely: gl_FrontColor,
+ gl_BackColor, gl_FrontSecondaryColor, or
+ gl_BackSecondaryColor.
- shade_model is which shade model the GL state should be put in
- using the glShadeModel() command--either 'smooth' or 'flat'.
+ shade_model is which shade model the GL state should be put in
+ using the glShadeModel() command--either 'smooth' or 'flat'.
- clipping is the variety of clipping which should be tested:
- either 'fixed' to test a triangle that extends beyond the
- fixed view volume (we test clipping against the "near" plane),
- 'vertex' to test a triangle which has one corner clipped using
- gl_ClipVertex, or 'distance' to test a triangle which has one
- corner clipped using gl_ClipDistance.
- """
- self.interpolation_qualifier = interpolation_qualifier
- self.vs_variable = variable
- self.shade_model = shade_model
- self.clipping = clipping
+ clipping is the variety of clipping which should be tested:
+ either 'fixed' to test a triangle that extends beyond the
+ fixed view volume (we test clipping against the "near" plane),
+ 'vertex' to test a triangle which has one corner clipped using
+ gl_ClipVertex, or 'distance' to test a triangle which has one
+ corner clipped using gl_ClipDistance.
+ """
+ self.interpolation_qualifier = interpolation_qualifier
+ self.vs_variable = variable
+ self.shade_model = shade_model
+ self.clipping = clipping
- # When colors are mapped into the fragment shader, the string
- # 'Front' or 'Back' is dropped from the variable name, since
- # e.g. gl_Color is mapped to gl_FrontColor for front-facing
- # triangles, and gl_BackColor for back-facing triangles.
- self.fs_variable = variable.replace('Front', '').replace('Back', '')
+ # When colors are mapped into the fragment shader, the string
+ # 'Front' or 'Back' is dropped from the variable name, since
+ # e.g. gl_Color is mapped to gl_FrontColor for front-facing
+ # triangles, and gl_BackColor for back-facing triangles.
+ self.fs_variable = variable.replace('Front', '').replace('Back', '')
- # True if we are testing a BackColor, so we'll need to draw a
- # back-facing triangle.
- self.backfacing = variable.find('Back') != -1
+ # True if we are testing a BackColor, so we'll need to draw a
+ # back-facing triangle.
+ self.backfacing = variable.find('Back') != -1
- # True if we are testing a built-in color variable, False if
- # we are testing a generic vertex shader output.
- self.builtin_variable = variable[:3] == 'gl_'
+ # True if we are testing a built-in color variable, False if
+ # we are testing a generic vertex shader output.
+ self.builtin_variable = variable[:3] == 'gl_'
- # Determine whether the test requires GLSL 1.30. If it does,
- # use "in" and "out" to qualify shader inputs and outputs.
- # Otherwise use the old keywords "attribute" and "varying".
- # shader_runner will insert a #version directive based on
- # glsl_version.
- if self.interpolation_qualifier or self.clipping == 'distance':
- self.glsl_version = '1.30'
- self.vs_input = 'in'
- self.vs_output = 'out'
- self.fs_input = 'in'
- else:
- self.glsl_version = '1.10'
- self.vs_input = 'attribute'
- self.vs_output = 'varying'
- self.fs_input = 'varying'
+ # Determine whether the test requires GLSL 1.30. If it does,
+ # use "in" and "out" to qualify shader inputs and outputs.
+ # Otherwise use the old keywords "attribute" and "varying".
+ # shader_runner will insert a #version directive based on
+ # glsl_version.
+ if self.interpolation_qualifier or self.clipping == 'distance':
+ self.glsl_version = '1.30'
+ self.vs_input = 'in'
+ self.vs_output = 'out'
+ self.fs_input = 'in'
+ else:
+ self.glsl_version = '1.10'
+ self.vs_input = 'attribute'
+ self.vs_output = 'varying'
+ self.fs_input = 'varying'
- # Determine the location of the near and far planes for the
- # frustum projection. The triangle fits between z coordinates
- # -1 and -3; we use 1.75 as the near plane when we want to
- # force clipping.
- if self.clipping == 'fixed':
- self.frustum_near = 1.75
- else:
- self.frustum_near = 1.0
- self.frustum_far = 3.0
+ # Determine the location of the near and far planes for the
+ # frustum projection. The triangle fits between z coordinates
+ # -1 and -3; we use 1.75 as the near plane when we want to
+ # force clipping.
+ if self.clipping == 'fixed':
+ self.frustum_near = 1.75
+ else:
+ self.frustum_near = 1.0
+ self.frustum_far = 3.0
- # Determine whether we expect the GL implementation to use
- # flatshading, non-perspective interpolation, or perspective
- # interpolation.
- if self.interpolation_qualifier:
- # According to GLSL 1.30 section 4.3.7 ("Interpolation"),
- # "When an interpolation qualifier is used, it overrides
- # settings established through the OpenGL API."
- self.expected_behavior = self.interpolation_qualifier
- elif self.builtin_variable:
- # According to GL 3.0 section 2.19.7 ("Flatshading"), "If
- # a vertex shader is active, the flat shading control
- # applies to the built-in varying variables gl FrontColor,
- # gl BackColor, gl FrontSecondaryColor and gl
- # BackSecondaryColor. Non-color varying variables can be
- # specified as being flat-shaded via the flat qualifier,
- # as described in section 4.3.6 of the OpenGL Shading
- # Language Specification."
- self.expected_behavior = self.shade_model
- else:
- # The specs do not explicitly state how non-built-in
- # variables are to be interpolated in the case where no
- # interpolation qualifier is used. However, it seems to
- # be heavily implied by the text of GL 3.0 section 2.19.6
- # ("Flatshading"--see above) that smooth
- # (perspective-correct) interpolation is intended,
- # regardless of the setting of glShadeModel().
- self.expected_behavior = 'smooth'
+ # Determine whether we expect the GL implementation to use
+ # flatshading, non-perspective interpolation, or perspective
+ # interpolation.
+ if self.interpolation_qualifier:
+ # According to GLSL 1.30 section 4.3.7 ("Interpolation"),
+ # "When an interpolation qualifier is used, it overrides
+ # settings established through the OpenGL API."
+ self.expected_behavior = self.interpolation_qualifier
+ elif self.builtin_variable:
+ # According to GL 3.0 section 2.19.7 ("Flatshading"), "If
+ # a vertex shader is active, the flat shading control
+ # applies to the built-in varying variables gl FrontColor,
+ # gl BackColor, gl FrontSecondaryColor and gl
+ # BackSecondaryColor. Non-color varying variables can be
+ # specified as being flat-shaded via the flat qualifier,
+ # as described in section 4.3.6 of the OpenGL Shading
+ # Language Specification."
+ self.expected_behavior = self.shade_model
+ else:
+ # The specs do not explicitly state how non-built-in
+ # variables are to be interpolated in the case where no
+ # interpolation qualifier is used. However, it seems to
+ # be heavily implied by the text of GL 3.0 section 2.19.6
+ # ("Flatshading"--see above) that smooth
+ # (perspective-correct) interpolation is intended,
+ # regardless of the setting of glShadeModel().
+ self.expected_behavior = 'smooth'
def filename(self):
- return os.path.join(
- 'spec', 'glsl-{0}'.format(self.glsl_version),
- 'execution', 'interpolation',
- 'interpolation-{0}-{1}-{2}-{3}.shader_test'.format(
- self.interpolation_qualifier or 'none', self.vs_variable,
- self.shade_model, self.clipping or 'none'))
+ return os.path.join(
+ 'spec', 'glsl-{0}'.format(self.glsl_version),
+ 'execution', 'interpolation',
+ 'interpolation-{0}-{1}-{2}-{3}.shader_test'.format(
+ self.interpolation_qualifier or 'none', self.vs_variable,
+ self.shade_model, self.clipping or 'none'))
def vertex_data(self):
- table = ['vertex/float/3 input_data/float/4',
- '-1.0 -1.0 -1.0 1.0 0.0 0.0 1.0',
- ' 0.0 2.0 -2.0 0.0 1.0 0.0 1.0',
- ' 3.0 -3.0 -3.0 0.0 0.0 1.0 1.0']
- if not self.backfacing:
- # The vertices above are ordered such that the front of
- # the triangle faces away from the viewer. If we are
- # trying to render the front face, then swap the first two
- # vertices. This shows us the front face of the triangle
- # without changing the provoking vertex (which is the
- # third vertex).
- table = [table[0], table[2], table[1], table[3]]
- return table
+ table = ['vertex/float/3 input_data/float/4',
+ '-1.0 -1.0 -1.0 1.0 0.0 0.0 1.0',
+ ' 0.0 2.0 -2.0 0.0 1.0 0.0 1.0',
+ ' 3.0 -3.0 -3.0 0.0 0.0 1.0 1.0']
+ if not self.backfacing:
+ # The vertices above are ordered such that the front of
+ # the triangle faces away from the viewer. If we are
+ # trying to render the front face, then swap the first two
+ # vertices. This shows us the front face of the triangle
+ # without changing the provoking vertex (which is the
+ # third vertex).
+ table = [table[0], table[2], table[1], table[3]]
+ return table
def probe_data(self):
- # Loop over possible barycentric coordinates with a spacing of
- # 1/num_subdivisions. Skip points on the triangle edges and
- # corners so that rounding does not cause us to accidentally
- # probe a pixel that's outside the triangle.
- num_subdivisions = 6
- for i in xrange(1, num_subdivisions - 1):
- for j in xrange(1, num_subdivisions - i):
- # Compute 3D barycentric coordinates--these will be
- # used to compute the expected interpolated values
- # when using smooth (perspective-correct)
- # interpolation. The vertex associated with b3d_0=1.0
- # is colored red, the vertex associated with b3d_1=1.0
- # is colored green, and the vertex associated with
- # b3d_2=1.0 is colored blue.
- b3d_0 = float(num_subdivisions - i - j)/num_subdivisions
- b3d_1 = float(i)/num_subdivisions
- b3d_2 = float(j)/num_subdivisions
- # Compute 3D coordinates based on those barycentric
- # coordinates. These will be used, among other
- # things, to determine whether this part of the
- # triangle is clipped.
- x3d = -b3d_0 + 3.0*b3d_2
- y3d = -b3d_0 + 2.0*b3d_1 - 3.0*b3d_2
- z3d = -b3d_0 - 2.0*b3d_1 - 3.0*b3d_2
- # Use perspective division to compute 2D screen
- # coordinates. These will be used with "relative
- # probe rgba", which treats the lower left corner of
- # the screen as (0, 0) and the upper right is (1, 1).
- x2d = (-x3d/z3d + 1.0) / 2.0
- y2d = (-y3d/z3d + 1.0) / 2.0
- # Finally, compute a second set of barycentric
- # coordinates based on the 2D screen
- # coordinates--these will be used to compute the
- # expected interpolated values when using
- # noperspective (screen-coordinate) interpolation.
- b2d_0 = 1.0 - x2d - 0.5*y2d
- b2d_1 = y2d
- b2d_2 = x2d - 0.5*y2d
+ # Loop over possible barycentric coordinates with a spacing of
+ # 1/num_subdivisions. Skip points on the triangle edges and
+ # corners so that rounding does not cause us to accidentally
+ # probe a pixel that's outside the triangle.
+ num_subdivisions = 6
+ for i in xrange(1, num_subdivisions - 1):
+ for j in xrange(1, num_subdivisions - i):
+ # Compute 3D barycentric coordinates--these will be
+ # used to compute the expected interpolated values
+ # when using smooth (perspective-correct)
+ # interpolation. The vertex associated with b3d_0=1.0
+ # is colored red, the vertex associated with b3d_1=1.0
+ # is colored green, and the vertex associated with
+ # b3d_2=1.0 is colored blue.
+ b3d_0 = float(num_subdivisions - i - j)/num_subdivisions
+ b3d_1 = float(i)/num_subdivisions
+ b3d_2 = float(j)/num_subdivisions
+ # Compute 3D coordinates based on those barycentric
+ # coordinates. These will be used, among other
+ # things, to determine whether this part of the
+ # triangle is clipped.
+ x3d = -b3d_0 + 3.0*b3d_2
+ y3d = -b3d_0 + 2.0*b3d_1 - 3.0*b3d_2
+ z3d = -b3d_0 - 2.0*b3d_1 - 3.0*b3d_2
+ # Use perspective division to compute 2D screen
+ # coordinates. These will be used with "relative
+ # probe rgba", which treats the lower left corner of
+ # the screen as (0, 0) and the upper right is (1, 1).
+ x2d = (-x3d/z3d + 1.0) / 2.0
+ y2d = (-y3d/z3d + 1.0) / 2.0
+ # Finally, compute a second set of barycentric
+ # coordinates based on the 2D screen
+ # coordinates--these will be used to compute the
+ # expected interpolated values when using
+ # noperspective (screen-coordinate) interpolation.
+ b2d_0 = 1.0 - x2d - 0.5*y2d
+ b2d_1 = y2d
+ b2d_2 = x2d - 0.5*y2d
- if self.clipping and -z3d < 1.75:
- # Points whose -z coordinate is less than 1.75
- # should be clipped.
- yield x2d, y2d, 0.0, 0.0, 0.0, 0.0
- elif self.expected_behavior == 'flat':
- # When flatshading, all points on the triangle
- # should inherit the color of the third vertex,
- # which is blue.
- yield x2d, y2d, 0.0, 0.0, 1.0, 1.0
- elif self.expected_behavior == 'noperspective':
- # Since the 3 triangle vertices are red, green,
- # and blue, the interpolated color channels should
- # be exactly equal to the barycentric coordinates.
- # For "noperspective" shading, we use the
- # barycentric coordinates that we computed based
- # on 2D screen position.
- yield x2d, y2d, b2d_0, b2d_1, b2d_2, 1.0
- else:
- # For "smooth" (perspective correct) shading, we
- # use the barycentric coordinates that we used to
- # compute the 3D position.
- assert self.expected_behavior == 'smooth'
- yield x2d, y2d, b3d_0, b3d_1, b3d_2, 1.0
+ if self.clipping and -z3d < 1.75:
+ # Points whose -z coordinate is less than 1.75
+ # should be clipped.
+ yield x2d, y2d, 0.0, 0.0, 0.0, 0.0
+ elif self.expected_behavior == 'flat':
+ # When flatshading, all points on the triangle
+ # should inherit the color of the third vertex,
+ # which is blue.
+ yield x2d, y2d, 0.0, 0.0, 1.0, 1.0
+ elif self.expected_behavior == 'noperspective':
+ # Since the 3 triangle vertices are red, green,
+ # and blue, the interpolated color channels should
+ # be exactly equal to the barycentric coordinates.
+ # For "noperspective" shading, we use the
+ # barycentric coordinates that we computed based
+ # on 2D screen position.
+ yield x2d, y2d, b2d_0, b2d_1, b2d_2, 1.0
+ else:
+ # For "smooth" (perspective correct) shading, we
+ # use the barycentric coordinates that we used to
+ # compute the 3D position.
+ assert self.expected_behavior == 'smooth'
+ yield x2d, y2d, b3d_0, b3d_1, b3d_2, 1.0
def generate(self):
- if self.builtin_variable:
- test = '# Test proper interpolation of {0}\n'.format(
- self.vs_variable)
- else:
- test = '# Test proper interpolation of a non-built-in variable\n'
- if self.interpolation_qualifier:
- test += '# When qualified with {0!r}\n'.format(
- self.interpolation_qualifier)
- else:
- test += '# When no interpolation qualifier present\n'
- test += '# And ShadeModel is {0!r}\n'.format(self.shade_model)
- if self.clipping == 'fixed':
- test += '# And clipping via fixed planes\n'
- elif self.clipping == 'vertex':
- test += '# And clipping via gl_ClipVertex\n'
- elif self.clipping == 'distance':
- test += '# And clipping via gl_ClipDistance\n'
- else:
- assert self.clipping is None
- test += '[require]\n'
- test += 'GLSL >= {0}\n'.format(self.glsl_version)
- test += '\n'
- test += '[vertex shader]\n'
- test += '{0} vec4 vertex;\n'.format(self.vs_input)
- test += '{0} vec4 input_data;\n'.format(self.vs_input)
- if self.interpolation_qualifier or not self.builtin_variable:
- test += '{0} {1} vec4 {2};'.format(
- self.interpolation_qualifier or '',
- self.vs_output, self.vs_variable).strip() + '\n'
- test += 'void main()\n'
- test += '{\n'
- test += ' gl_Position = gl_ModelViewProjectionMatrix * vertex;\n'
- test += ' {0} = input_data;\n'.format(self.vs_variable)
- if self.clipping == 'distance':
- test += ' gl_ClipDistance[0] = -1.75 - vertex.z;\n'
- elif self.clipping == 'vertex':
- test += ' gl_ClipVertex = vertex;\n'
- test += '}\n'
- test += '\n'
- test += '[fragment shader]\n'
- if self.interpolation_qualifier or not self.builtin_variable:
- test += '{0} {1} vec4 {2};'.format(
- self.interpolation_qualifier or '',
- self.fs_input, self.fs_variable).strip() + '\n'
- test += 'void main()\n'
- test += '{\n'
- test += ' gl_FragColor = {0};\n'.format(self.fs_variable)
- test += '}\n'
- test += '\n'
- test += '[vertex data]\n'
- test += ''.join(s + '\n' for s in self.vertex_data())
- test += '\n'
- test += '[test]\n'
- test += 'frustum -{0} {0} -{0} {0} {0} {1}\n'.format(
- self.frustum_near, self.frustum_far)
- test += 'clear color 0.0 0.0 0.0 0.0\n'
- test += 'clear\n'
- test += 'enable GL_VERTEX_PROGRAM_TWO_SIDE\n'
- test += 'shade model {0}\n'.format(self.shade_model)
- if self.clipping == 'distance' or self.clipping == 'vertex':
- test += 'enable GL_CLIP_PLANE0\n'
- if self.clipping == 'vertex':
- test += 'clip plane 0 0.0 0.0 -1.0 -1.75\n'
- test += 'draw arrays GL_TRIANGLES 0 3\n'
- for x, y, r, g, b, a in self.probe_data():
- test += ('relative probe rgba ({0}, {1}) ({2}, {3}, {4}, {5})\n'
- .format(x, y, r, g, b, a))
- filename = self.filename()
- dirname = os.path.dirname(filename)
- if not os.path.exists(dirname):
- os.makedirs(dirname)
- with open(filename, 'w') as f:
- f.write(test)
+ if self.builtin_variable:
+ test = '# Test proper interpolation of {0}\n'.format(
+ self.vs_variable)
+ else:
+ test = '# Test proper interpolation of a non-built-in variable\n'
+ if self.interpolation_qualifier:
+ test += '# When qualified with {0!r}\n'.format(
+ self.interpolation_qualifier)
+ else:
+ test += '# When no interpolation qualifier present\n'
+ test += '# And ShadeModel is {0!r}\n'.format(self.shade_model)
+ if self.clipping == 'fixed':
+ test += '# And clipping via fixed planes\n'
+ elif self.clipping == 'vertex':
+ test += '# And clipping via gl_ClipVertex\n'
+ elif self.clipping == 'distance':
+ test += '# And clipping via gl_ClipDistance\n'
+ else:
+ assert self.clipping is None
+ test += '[require]\n'
+ test += 'GLSL >= {0}\n'.format(self.glsl_version)
+ test += '\n'
+ test += '[vertex shader]\n'
+ test += '{0} vec4 vertex;\n'.format(self.vs_input)
+ test += '{0} vec4 input_data;\n'.format(self.vs_input)
+ if self.interpolation_qualifier or not self.builtin_variable:
+ test += '{0} {1} vec4 {2};'.format(
+ self.interpolation_qualifier or '',
+ self.vs_output, self.vs_variable).strip() + '\n'
+ test += 'void main()\n'
+ test += '{\n'
+ test += ' gl_Position = gl_ModelViewProjectionMatrix * vertex;\n'
+ test += ' {0} = input_data;\n'.format(self.vs_variable)
+ if self.clipping == 'distance':
+ test += ' gl_ClipDistance[0] = -1.75 - vertex.z;\n'
+ elif self.clipping == 'vertex':
+ test += ' gl_ClipVertex = vertex;\n'
+ test += '}\n'
+ test += '\n'
+ test += '[fragment shader]\n'
+ if self.interpolation_qualifier or not self.builtin_variable:
+ test += '{0} {1} vec4 {2};'.format(
+ self.interpolation_qualifier or '',
+ self.fs_input, self.fs_variable).strip() + '\n'
+ test += 'void main()\n'
+ test += '{\n'
+ test += ' gl_FragColor = {0};\n'.format(self.fs_variable)
+ test += '}\n'
+ test += '\n'
+ test += '[vertex data]\n'
+ test += ''.join(s + '\n' for s in self.vertex_data())
+ test += '\n'
+ test += '[test]\n'
+ test += 'frustum -{0} {0} -{0} {0} {0} {1}\n'.format(
+ self.frustum_near, self.frustum_far)
+ test += 'clear color 0.0 0.0 0.0 0.0\n'
+ test += 'clear\n'
+ test += 'enable GL_VERTEX_PROGRAM_TWO_SIDE\n'
+ test += 'shade model {0}\n'.format(self.shade_model)
+ if self.clipping == 'distance' or self.clipping == 'vertex':
+ test += 'enable GL_CLIP_PLANE0\n'
+ if self.clipping == 'vertex':
+ test += 'clip plane 0 0.0 0.0 -1.0 -1.75\n'
+ test += 'draw arrays GL_TRIANGLES 0 3\n'
+ for x, y, r, g, b, a in self.probe_data():
+ test += ('relative probe rgba ({0}, {1}) ({2}, {3}, {4}, {5})\n'
+ .format(x, y, r, g, b, a))
+ filename = self.filename()
+ dirname = os.path.dirname(filename)
+ if not os.path.exists(dirname):
+ os.makedirs(dirname)
+ with open(filename, 'w') as f:
+ f.write(test)
def all_tests():
for interpolation_qualifier in ['flat', 'smooth', 'noperspective', None]:
- for variable in ['gl_FrontColor', 'gl_BackColor',
- 'gl_FrontSecondaryColor', 'gl_BackSecondaryColor',
- 'other']:
- for shade_model in ['smooth', 'flat']:
- for clipping in ['vertex', 'distance', 'fixed', None]:
- yield Test(interpolation_qualifier, variable, shade_model,
- clipping)
+ for variable in ['gl_FrontColor', 'gl_BackColor',
+ 'gl_FrontSecondaryColor', 'gl_BackSecondaryColor',
+ 'other']:
+ for shade_model in ['smooth', 'flat']:
+ for clipping in ['vertex', 'distance', 'fixed', None]:
+ yield Test(interpolation_qualifier, variable, shade_model,
+ clipping)
def main():
for test in all_tests():
- test.generate()
- print test.filename()
+ test.generate()
+ print test.filename()
if __name__ == '__main__':
--
1.8.3.1
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