[Piglit] [PATCH 5/6] generated_tests: Test tessellation evaluation shader input.

Ilia Mirkin imirkin at alum.mit.edu
Fri Aug 22 20:32:49 PDT 2014


On Fri, Aug 22, 2014 at 11:25 PM, Chris Forbes <chrisf at ijw.co.nz> wrote:
>
> From: Fabian Bieler <fabianbieler at fastmail.fm>
>
> For every GLSL variable type, generate four tests. One passes a per-vertex
> and one a per-patch varying of said type as a scalar from the tessellation
> control to the tessellation evaluation shader. The two other tests do the same
> for a two-element array of that type.
>
> The varying gets filled in the tessellation control shader from a uniform and
> compared against the same uniform in the tessellation evaluation shader.
>
> Every test draws 4 patches, each of which gets tessellated into a quad that
> fills a quarter of the screen.
>
> Also test core profile built-in varyings in gl_PerVertex.
>
> Reviewed-by: Chris Forbes <chrisf at ijw.co.nz>
> ---
>  generated_tests/CMakeLists.txt         |   5 +
>  generated_tests/gen_tes_input_tests.py | 321 +++++++++++++++++++++++++++++++++
>  2 files changed, 326 insertions(+)
>  create mode 100644 generated_tests/gen_tes_input_tests.py
>
> diff --git a/generated_tests/CMakeLists.txt b/generated_tests/CMakeLists.txt
> index 6d27b3e..e4b89aa 100644
> --- a/generated_tests/CMakeLists.txt
> +++ b/generated_tests/CMakeLists.txt
> @@ -34,6 +34,9 @@ piglit_make_generated_tests(
>         const_builtin_equal_tests.list
>         gen_const_builtin_equal_tests.py)
>  piglit_make_generated_tests(
> +       tes_input_tests.list
> +       gen_tes_input_tests.py)
> +piglit_make_generated_tests(
>         interpolation_tests.list
>         gen_interpolation_tests.py)
>  piglit_make_generated_tests(
> @@ -105,6 +108,8 @@ add_custom_target(gen-tests ALL
>                 builtin_cl_math_tests.list
>                 builtin_cl_relational_tests.list
>                 cl_store_tests.list
> +               tcs_input_tests.list
> +               tes_input_tests.list
>                 interpolation_tests.list
>                 non-lvalue_tests.list
>                 texture_query_lod_tests.list
> diff --git a/generated_tests/gen_tes_input_tests.py b/generated_tests/gen_tes_input_tests.py
> new file mode 100644
> index 0000000..3f91db3
> --- /dev/null
> +++ b/generated_tests/gen_tes_input_tests.py
> @@ -0,0 +1,321 @@
> +#!/usr/bin/env python
> +# coding=utf-8
> +#
> +# Copyright © 2014 The Piglit Project
> +#
> +# 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.
> +
> +## Test passing variables from the tessellation control shader to the
> +# tessellation evaluation shader.
> +#
> +# For every combination of varying type as scalar and as two element array and
> +# per-vertex or per-patch varying create a test that that passes said variable
> +# between the tessellation shader stages.
> +#
> +# Copy a uniform value to the varying in the tessellation control shader and
> +# compare the varying to the same uniform in the tessellation evaluation
> +# shader.
> +# If the values are equal draw the screen green, red otherwise.
> +#
> +# Draw for tessellated quads. Each should cover one quarter of the screen.
> +#
> +# This script outputs, to stdout, the name of each file it generates.
> +
> +import os, sys, random
> +
> +
> +class Test(object):
> +    def __init__(self, type_name, array, patch_in, name):
> +        """Creates a test.
> +
> +        type_name -- varying type to test (e.g.: vec4, mat3x2, int, ...)
> +        array -- number of array elements to test, None for no array
> +        patch_in -- true for per-patch varying, false for per-vertex varying
> +        name -- name of the variable to test
> +
> +        """
> +        self.var_name = name or 'var';
> +
> +        if self.var_name == 'gl_Position':
> +            self.var_type = 'vec4'
> +            self.var_array = None
> +            self.patch_in = False
> +        elif self.var_name == 'gl_PointSize':
> +            self.var_type = 'float'
> +            self.var_array = None
> +            self.patch_in = False
> +        elif self.var_name == 'gl_ClipDistance':
> +            self.var_type = 'float'
> +            self.var_array = 8
> +            self.patch_in = False
> +        else:
> +            self.var_type = type_name
> +            self.var_array = array
> +            self.patch_in = patch_in
> +
> +        if self.built_in:
> +            self.interface_name = 'gl_PerVertex'
> +            self.interface_tcs_instance = 'gl_out'
> +            self.interface_tes_instance = 'gl_in'
> +        else:
> +            self.interface_name = 'tc2te_interface'
> +            self.interface_tcs_instance = '' if self.patch_in else 'tc2te'
> +            self.interface_tes_instance = '' if self.patch_in else 'tc2te'
> +
> +        if self.var_array:
> +            self.var_type_full = self.var_type + '[{0}]'.format(self.var_array)
> +        else:
> +            self.var_type_full = self.var_type
> +
> +        if self.patch_in:
> +            self.interface_prefix = 'patch '
> +            self.interface_postfix = ''
> +        else:
> +            self.interface_prefix = ''
> +            self.interface_postfix = '[]'
> +
> +    @property
> +    def built_in(self):
> +        return self.var_name.startswith('gl_')
> +
> +    @property
> +    def tcs_var_ref(self):
> +        return '[gl_InvocationID].' + self.var_name if self.interface_tcs_instance else self.var_name
> +
> +    @property
> +    def tes_var_ref(self):
> +        return '[i].' + self.var_name if self.interface_tes_instance else self.var_name
> +
> +    @property
> +    def tcs_reference_index(self):
> +        return 'gl_PrimitiveID' if self.patch_in else 'gl_PrimitiveID * vertices_in + gl_InvocationID'
> +
> +    @property
> +    def tes_reference_index(self):
> +        return 'gl_PrimitiveID' if self.patch_in else 'gl_PrimitiveID * vertices_in + i'
> +
> +    @property
> +    def reference_size(self):
> +        return 4 if self.patch_in else 12
> +
> +    @property
> +    def uniform_string(self):
> +        """Returns string for loading uniform data by the shader_runner."""
> +        data = self.test_data()
> +        uniforms = ''
> +        if (self.var_array):
> +            for i in range(self.reference_size):
> +                for j in range(self.var_array):
> +                    uniforms += 'uniform {0} reference[{1}].v[{2}] {3}\n'.format(
> +                            self.var_type, i, j, data[i*j])
> +        else:
> +            for i in range(self.reference_size):
> +                uniforms += 'uniform {0} reference[{1}].v {2}\n'.format(
> +                        self.var_type,
> +                        i,
> +                        data[i])
> +
> +        #strip last newline
> +        return uniforms[:-1]
> +
> +    def components(self):
> +        """Returns the number of scalar components of the used data type."""
> +        n = 1
> +
> +        if self.var_type.startswith('mat'):
> +            if 'x' in self.var_type:
> +                n *= int(self.var_type[-1])
> +                n *= int(self.var_type[-3])
> +            else:
> +                n *= int(self.var_type[-1])
> +                n *= int(self.var_type[-1])
> +        elif 'vec' in self.var_type:
> +            n *= int(self.var_type[-1])
> +
> +        return n
> +
> +    def test_data(self):
> +        """Returns random but deterministic data as a list of strings.
> +
> +        n strings are returned containing c random values, each.
> +        Where n is the number of vertices times the array length and
> +        c is the number of components in the tested scalar data type.
> +        """
> +        random.seed(17)
> +
> +        if self.var_array:
> +            n = self.var_array * self.reference_size
> +        else:
> +            n = self.reference_size
> +
> +        if self.var_type.startswith('i'):
> +            rand = lambda : random.randint(-0x80000000, 0x7fffffff)
> +        elif self.var_type.startswith('u'):
> +            rand = lambda : random.randint(0, 0xffffffff)
> +        else:
> +            rand = lambda : ((-1 + 2 * random.randint(0, 1)) *
> +                             random.randint(0, 2**23-1) *
> +                             2.0**(random.randint(-126, 127)))
> +
> +        c = self.components()
> +
> +        ret = []
> +        for i in range(n):
> +            ret.append(" ".join([str(rand()) for _ in range(c)]))
> +
> +        return ret
> +
> +    def filename(self):
> +        """Returns the file name (including path) for the test."""
> +        if (self.built_in):
> +            name = self.var_name
> +        elif (self.var_array):
> +            name = self.var_type + '_{0}'.format(self.var_array)
> +        else:
> +            name = self.var_type
> +        if self.patch_in:
> +            name = 'patch-' + name
> +        return os.path.join('spec',
> +                            'ARB_tessellation_shader',
> +                            'execution',
> +                            'tes-input',
> +                            'tes-input-{0}.shader_test'.format(name))
> +
> +    def generate(self):
> +        """Generates and writes the test to disc."""
> +        test = \
> +"""# Test generated by:
> +# {generator_command}
> +# Test tessellation control shader inputs
> +[require]
> +GLSL >= 1.50
> +GL_ARB_tessellation_shader
> +
> +[vertex shader]
> +void main()
> +{{
> +       gl_Position = vec4(0);
> +}}
> +
> +[tessellation control shader]
> +#extension GL_ARB_tessellation_shader : require
> +layout(vertices = 3) out;
> +
> +uniform struct S0 {{
> +       {self.var_type_full} v;
> +}} reference[{self.reference_size}];
> +
> +{self.interface_prefix}out {self.interface_name} {{
> +       {self.var_type_full} {self.var_name};
> +}} {self.interface_tcs_instance}{self.interface_postfix};
> +
> +void main()
> +{{
> +       const int vertices_in = 3;
> +       {self.interface_tcs_instance}{self.tcs_var_ref} = reference[{self.tcs_reference_index}].v;
> +       gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);
> +       gl_TessLevelInner = float[2](1.0, 1.0);
> +}}
> +
> +[tessellation evaluation shader]
> +#extension GL_ARB_tessellation_shader : require
> +layout(quads) in;
> +
> +uniform struct S0 {{
> +       {self.var_type_full} v;
> +}} reference[12];
> +
> +{self.interface_prefix}in {self.interface_name} {{
> +       {self.var_type_full} {self.var_name};
> +}} {self.interface_tes_instance}{self.interface_postfix};
> +
> +out vec4 vert_color;
> +
> +void main()
> +{{
> +       const int vertices_in = 3;
> +       const vec4 red = vec4(1, 0, 0, 1);
> +       const vec4 green = vec4(0, 1, 0, 1);
> +       vert_color = green;
> +       for (int i = 0; i < vertices_in; ++i)
> +               if ({self.interface_tes_instance}{self.tes_var_ref} != reference[{self.tes_reference_index}].v)
> +                       vert_color = red;
> +       vec2[3] position = vec2[3](
> +               vec2(float(gl_PrimitiveID / 2) - 1.0, float(gl_PrimitiveID % 2) - 1.0),
> +               vec2(float(gl_PrimitiveID / 2) - 0.0, float(gl_PrimitiveID % 2) - 1.0),
> +               vec2(float(gl_PrimitiveID / 2) - 1.0, float(gl_PrimitiveID % 2) - 0.0)
> +       );
> +       gl_Position = vec4(position[0]
> +                   + (position[1] - position[0]) * gl_TessCoord[0]
> +                   + (position[2] - position[0]) * gl_TessCoord[1], 0.0, 1.0);
> +}}
> +
> +[fragment shader]
> +
> +in vec4 vert_color;
> +
> +out vec4 frag_color;
> +
> +void main()
> +{{
> +       frag_color = vert_color;
> +}}
> +
> +[test]
> +{self.uniform_string}
> +draw arrays GL_PATCHES 0 12
> +relative probe rgb (0.25, 0.25) (0.0, 1.0, 0.0)
> +relative probe rgb (0.75, 0.25) (0.0, 1.0, 0.0)
> +relative probe rgb (0.25, 0.75) (0.0, 1.0, 0.0)
> +relative probe rgb (0.75, 0.75) (0.0, 1.0, 0.0)

aka probe all rgb 0 1 0 ?

> +"""
> +
> +        test = test.format(self = self,
> +            generator_command = " ".join(sys.argv))
> +
> +        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 type_name in ['float', 'vec2',  'vec3',  'vec4',
> +                      'mat2', 'mat3', 'mat4',
> +                      'mat2x3', 'mat2x4', 'mat3x2',
> +                      'mat3x4', 'mat4x2', 'mat4x3',
> +                      'int', 'ivec2', 'ivec3', 'ivec4',
> +                      'uint', 'uvec2', 'uvec3', 'uvec4']:
> +        for array in [None, 2]:
> +            for patch_in in [True, False]:
> +                    yield Test(type_name, array, patch_in, name=None)
> +    for var in ['gl_Position', 'gl_PointSize', 'gl_ClipDistance']:
> +        yield Test(type_name=None, array=None, patch_in=False, name=var);
> +
> +def main():
> +    for test in all_tests():
> +        test.generate()
> +        print(test.filename())
> +
> +
> +if __name__ == '__main__':
> +    main()
> --
> 2.0.4
>
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