[Piglit] [RFC 09/12] gen_builtin_uniform_tests.py: Use mako to generate tests
Dylan Baker
baker.dylan.c at gmail.com
Mon Dec 8 17:11:30 PST 2014
This patch changes gen_builtin_uniform_tests to use mako to generate
tests, rather than direct string concatenation.
Signed-off-by: Dylan Baker <dylanx.c.baker at intel.com>
---
generated_tests/CMakeLists.txt | 5 +
generated_tests/builtins/glsl_types.py | 21 +
generated_tests/gen_builtin_uniform_tests.py | 712 ++-------------------
.../gen_builtin_uniform_tests/cs.shader_test.mako | 41 ++
.../gen_builtin_uniform_tests/fs.shader_test.mako | 48 ++
.../gen_builtin_uniform_tests/gs.shader_test.mako | 59 ++
.../templates/gen_builtin_uniform_tests/utils.mako | 211 ++++++
.../gen_builtin_uniform_tests/vs.shader_test.mako | 52 ++
8 files changed, 505 insertions(+), 644 deletions(-)
create mode 100644 generated_tests/templates/gen_builtin_uniform_tests/cs.shader_test.mako
create mode 100644 generated_tests/templates/gen_builtin_uniform_tests/fs.shader_test.mako
create mode 100644 generated_tests/templates/gen_builtin_uniform_tests/gs.shader_test.mako
create mode 100644 generated_tests/templates/gen_builtin_uniform_tests/utils.mako
create mode 100644 generated_tests/templates/gen_builtin_uniform_tests/vs.shader_test.mako
diff --git a/generated_tests/CMakeLists.txt b/generated_tests/CMakeLists.txt
index 98379c5..1f50318 100644
--- a/generated_tests/CMakeLists.txt
+++ b/generated_tests/CMakeLists.txt
@@ -36,6 +36,11 @@ piglit_make_generated_tests(
builtins/glsl_types.py
builtins/generators.py
builtins/math.py
+ templates/gen_builtin_uniform_tests/utils.mako
+ templates/gen_builtin_uniform_tests/vs.shader_test.mako
+ templates/gen_builtin_uniform_tests/fs.shader_test.mako
+ templates/gen_builtin_uniform_tests/gs.shader_test.mako
+ templates/gen_builtin_uniform_tests/cs.shader_test.mako
)
piglit_make_generated_tests(
constant_array_size_tests.list
diff --git a/generated_tests/builtins/glsl_types.py b/generated_tests/builtins/glsl_types.py
index 084dcda..038fcd7 100644
--- a/generated_tests/builtins/glsl_types.py
+++ b/generated_tests/builtins/glsl_types.py
@@ -97,6 +97,27 @@ class GlslBuiltinType(object):
"""
return self.__version_introduced
+ @property
+ def as_shader_runner_uniform(self):
+ """Return this glsl_type as expected by shader_runner.
+
+ Specifically this is the format expected by shader_runner for it's
+ uniform command.
+
+ Boolans and vectors are converted to ints, square matricies are
+ rendered in matNxN, everything else is just self.__str__.
+
+ """
+ if self.base_type is GLSL_BOOL:
+ if self.is_scalar:
+ return 'int'
+ else:
+ return 'ivec{}'.format(self.num_rows)
+ elif self.is_matrix:
+ return 'mat{0}x{1}'.format(self.num_cols, self.num_rows)
+ else:
+ return str(self)
+
def __str__(self):
return self.__name
diff --git a/generated_tests/gen_builtin_uniform_tests.py b/generated_tests/gen_builtin_uniform_tests.py
index 4e83bb6..05e16e2 100644
--- a/generated_tests/gen_builtin_uniform_tests.py
+++ b/generated_tests/gen_builtin_uniform_tests.py
@@ -43,674 +43,98 @@ doesn't generate them.
"""
-from __future__ import absolute_import
-import abc
-import optparse
+from __future__ import absolute_import, print_function
import os
-import numpy as np
-
-from builtins import glsl_types, generators
import builtin_function
+from builtins import glsl_types
+from templates import template_dir
+TEMPLATES = template_dir(os.path.basename(os.path.splitext(__file__)[0]))
-def compute_offset_and_scale(test_vectors):
- """Compute scale and offset values such that for each result in
- test_vectors, (result - offset) * scale is in the range [0.25,
- 0.75], and scale is less than or equal to 1.0. These values are
- used to transform the test vectors so that their outputs can be
- stored in gl_FragColor without overflow.
- """
- low = min(np.min(tv.result) for tv in test_vectors)
- hi = max(np.max(tv.result) for tv in test_vectors)
- span = hi - low
- center = (hi + low)/2.0
- span *= 2.0
- if span < 1.0:
- span = 1.0
- offset = center - span/2.0
- scale = 1.0/span
- return offset, scale
-
-
-def shader_runner_format(values):
- """Format the given values for use in a shader_runner "uniform" or
- "probe rgba" command. Bools are converted to 0's and 1's, and
- values are separated by spaces.
- """
- transformed_values = []
- for value in values:
- if isinstance(value, (bool, np.bool_)):
- transformed_values.append(int(value))
- else:
- transformed_values.append(value)
- return ' '.join(repr(x) for x in transformed_values)
-
-
-def shader_runner_type(glsl_type):
- """Return the appropriate type name necessary for binding a
- uniform of the given type using shader_runner's "uniform" command.
- Boolean values and vectors are converted to ints, and square
- matrices are written in "matNxN" form.
- """
- if glsl_type.base_type == glsl_types.GLSL_BOOL:
- if glsl_type.is_scalar:
- return 'int'
- else:
- return 'ivec{0}'.format(glsl_type.num_rows)
- elif glsl_type.is_matrix:
- return 'mat{0}x{1}'.format(glsl_type.num_cols, glsl_type.num_rows)
- else:
- return str(glsl_type)
-
-
-class Comparator(object):
- """Base class which abstracts how we compare expected and actual
- values.
- """
- __metaclass__ = abc.ABCMeta
-
- def make_additional_declarations(self):
- """Return additional declarations, if any, that are needed in
- the shader program.
- """
- return ''
-
- @abc.abstractmethod
- def make_result_handler(self, invocation, output_var):
- """Return the shader code that is needed to produce the result
- and store it in output_var.
-
- invocation is the GLSL code to compute the output of the
- built-in function.
- """
-
- @abc.abstractmethod
- def make_result_test(self, test_num, test_vector):
- """Return the shader_runner test code that is needed to test a
- single test vector.
- """
-
- def testname_suffix(self):
- """Return a string to be used as a suffix on the test name to
- distinguish it from tests using other comparators."""
- return ''
-
-
-class BoolComparator(Comparator):
- """Comparator that tests functions returning bools and bvecs by
- converting them to floats.
-
- This comparator causes code to be generated in the following form:
-
- rettype result = func(args);
- output_var = vec4(result, 0.0, ...);
- """
- def __init__(self, signature):
- assert not signature.rettype.is_matrix
- self.__signature = signature
- self.__padding = 4 - signature.rettype.num_rows
-
- def make_result_handler(self, invocation, output_var):
- statements = ' {0} result = {1};\n'.format(
- self.__signature.rettype, invocation)
- statements += ' {0} = vec4(result{1});\n'.format(
- output_var, ', 0.0' * self.__padding)
- return statements
-
- def convert_to_float(self, value):
- """Convert the given vector or scalar value to a list of
- floats representing the expected color produced by the test.
- """
- value = value*1.0 # convert bools to floats
- value = generators.column_major_values(value)
- value += [0.0] * self.__padding
- return value
-
- def make_result_test(self, test_num, test_vector, draw):
- test = draw
- test += 'probe rgba {0} 0 {1}\n'.format(
- test_num,
- shader_runner_format(self.convert_to_float(test_vector.result)))
- return test
-
-
-class BoolIfComparator(Comparator):
- """Comparator that tests functions returning bools by evaluating
- them inside an if statement.
-
- This comparator causes code to be generated in the following form:
-
- if (func(args))
- output_var = vec4(1.0, 1.0, 0.0, 1.0);
- else
- output_var = vecp(0.0, 0.0, 1.0, 1.0);
- """
- def __init__(self, signature):
- assert signature.rettype == glsl_types.GLSL_BOOL
- self.__padding = 4 - signature.rettype.num_rows
-
- def make_result_handler(self, invocation, output_var):
- statements = ' if({0})\n'.format(invocation)
- statements += ' {0} = vec4(1.0, 1.0, 0.0, 1.0);\n'.format(
- output_var)
- statements += ' else\n'
- statements += ' {0} = vec4(0.0, 0.0, 1.0, 1.0);\n'.format(
- output_var)
- return statements
-
- def convert_to_float(self, value):
- """Convert the given vector or scalar value to a list of
- floats representing the expected color produced by the test.
- """
- if value:
- return [1.0, 1.0, 0.0, 1.0]
- else:
- return [0.0, 0.0, 1.0, 1.0]
-
- def make_result_test(self, test_num, test_vector, draw):
- test = draw
- test += 'probe rgba {0} 0 {1}\n'.format(
- test_num,
- shader_runner_format(self.convert_to_float(test_vector.result)))
- return test
-
- def testname_suffix(self):
- return '-using-if'
-
-
-class IntComparator(Comparator):
- """Comparator that tests functions returning ints or ivecs using a
- strict equality test.
-
- This comparator causes code to be generated in the following form:
-
- rettype result = func(args);
- output_var = result == expected ? vec4(0.0, 1.0, 0.0, 1.0)
- : vec4(1.0, 0.0, 0.0, 1.0);
- """
- def __init__(self, signature):
- self.__signature = signature
-
- def make_additional_declarations(self):
- return 'uniform {0} expected;\n'.format(self.__signature.rettype)
-
- def make_result_handler(self, invocation, output_var):
- statements = ' {0} result = {1};\n'.format(
- self.__signature.rettype, invocation)
- statements += ' {v} = {cond} ? {green} : {red};\n'.format(
- v=output_var, cond='result == expected',
- green='vec4(0.0, 1.0, 0.0, 1.0)',
- red='vec4(1.0, 0.0, 0.0, 1.0)')
- return statements
-
- def make_result_test(self, test_num, test_vector, draw):
- test = 'uniform {0} expected {1}\n'.format(
- shader_runner_type(self.__signature.rettype),
- shader_runner_format(generators.column_major_values(
- test_vector.result)))
- test += draw
- test += 'probe rgba {0} 0 0.0 1.0 0.0 1.0\n'.format(test_num)
- return test
-
-
-class FloatComparator(Comparator):
- """Comparator that tests functions returning floats or vecs using a
- strict equality test.
-
- This comparator causes code to be generated in the following form:
-
- rettype result = func(args);
- output_var = distance(result, expected) <= tolerance
- ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
- """
- def __init__(self, signature):
- self.__signature = signature
-
- def make_additional_declarations(self):
- decls = 'uniform float tolerance;\n'
- decls += 'uniform {0} expected;\n'.format(self.__signature.rettype)
- return decls
-
- def make_indexers(self):
- """Build a list of strings which index into every possible
- value of the result. For example, if the result is a vec2,
- then build the indexers ['[0]', '[1]'].
- """
- if self.__signature.rettype.num_cols == 1:
- col_indexers = ['']
- else:
- col_indexers = ['[{0}]'.format(i)
- for i in xrange(self.__signature.rettype.num_cols)]
- if self.__signature.rettype.num_rows == 1:
- row_indexers = ['']
- else:
- row_indexers = ['[{0}]'.format(i)
- for i in xrange(self.__signature.rettype.num_rows)]
- return [col_indexer + row_indexer
- for col_indexer in col_indexers
- for row_indexer in row_indexers]
-
- def make_result_handler(self, invocation, output_var):
- statements = ' {0} result = {1};\n'.format(
- self.__signature.rettype, invocation)
- # Can't use distance when testing itself, or when the rettype
- # is a matrix.
- if self.__signature.name == 'distance' or \
- self.__signature.rettype.is_matrix:
- statements += ' {0} residual = result - expected;\n'.format(
- self.__signature.rettype)
- statements += ' float error_sq = {0};\n'.format(
- ' + '.join(
- 'residual{0} * residual{0}'.format(indexer)
- for indexer in self.make_indexers()))
- condition = 'error_sq <= tolerance * tolerance'
- else:
- condition = 'distance(result, expected) <= tolerance'
- statements += ' {v} = {cond} ? {green} : {red};\n'.format(
- v=output_var, cond=condition, green='vec4(0.0, 1.0, 0.0, 1.0)',
- red='vec4(1.0, 0.0, 0.0, 1.0)')
- return statements
-
- def make_result_test(self, test_num, test_vector, draw):
- test = 'uniform {0} expected {1}\n'.format(
- shader_runner_type(self.__signature.rettype),
- shader_runner_format(generators.column_major_values(
- test_vector.result)))
- test += 'uniform float tolerance {0}\n'.format(
- shader_runner_format([test_vector.tolerance]))
- test += draw
- test += 'probe rgba {0} 0 0.0 1.0 0.0 1.0\n'.format(test_num)
- return test
-
-
-class ShaderTest(object):
- """Class used to build a test of a single built-in. This is an
- abstract base class--derived types should override test_prefix(),
- make_vertex_shader(), make_fragment_shader(), and other functions
- if necessary.
- """
- __metaclass__ = abc.ABCMeta
-
- def __init__(self, signature, test_vectors, use_if):
- """Prepare to build a test for a single built-in. signature
- is the signature of the built-in (a key from the
- glsl_types_function.test_suite dict), and test_vectors is the
- list of test vectors for testing the given glsl_types (the
- corresponding value from the glsl_types_function.test_suite
- dict).
-
- If use_if is True, then the generated test checks the result
- by using it in an if statement--this only works for glsl_typess
- returning bool.
- """
- self._signature = signature
- self._test_vectors = test_vectors
- if use_if:
- self._comparator = BoolIfComparator(signature)
- elif signature.rettype.base_type == glsl_types.GLSL_BOOL:
- self._comparator = BoolComparator(signature)
- elif signature.rettype.base_type == glsl_types.GLSL_FLOAT:
- self._comparator = FloatComparator(signature)
- elif signature.rettype.base_type in (glsl_types.GLSL_INT,
- glsl_types.GLSL_UINT):
- self._comparator = IntComparator(signature)
- else:
- raise Exception('Unexpected rettype {0}'.format(signature.rettype))
-
- def glsl_version(self):
- return self._signature.version_introduced
-
- def draw_command(self):
- if self.glsl_version() >= 140:
- return 'draw arrays GL_TRIANGLE_FAN 0 4\n'
- else:
- return 'draw rect -1 -1 2 2\n'
-
- def make_additional_requirements(self):
- """Return a string that should be included in the test's
- [require] section.
- """
- return ''
-
- @abc.abstractmethod
- def test_prefix(self):
- """Return the prefix that should be used in the test file name
- to identify the type of test, e.g. "vs" for a vertex shader
- test.
- """
-
- def make_vertex_shader(self):
- """Return the vertex shader for this test (or None if this
- test doesn't require a vertex shader). No need to
- reimplement this function in classes that don't use vertex
- shaders.
- """
- return None
-
- def make_geometry_shader(self):
- """Return the geometry shader for this test (or None if this
- test doesn't require a geometry shader). No need to
- reimplement this function in classes that don't use geometry
- shaders.
- """
- return None
-
- def make_geometry_layout(self):
- """Return the geometry layout for this test (or None if this
- test doesn't require a geometry layout section). No need to
- reimplement this function in classes that don't use geometry
- shaders.
- """
- return None
-
- def make_fragment_shader(self):
- """Return the fragment shader for this test (or None if this
- test doesn't require a fragment shader). No need to
- reimplement this function in classes that don't use fragment
- shaders.
- """
- return None
-
- def make_compute_shader(self):
- """Return the compute shader for this test (or None if this test
- doesn't require a compute shader). No need to reimplement
- this function in classes that don't use compute shaders.
- """
- return None
-
- def make_test_shader(self, additional_declarations, prefix_statements,
- output_var, suffix_statements):
- """Generate the shader code necessary to test the built-in.
- additional_declarations is a string containing any
- declarations that need to be before the main() function of the
- shader. prefix_statements is a string containing any
- additional statements than need to be inside the main()
- function of the shader, before the built-in function is
- called. output_var is the variable that the result of the
- built-in function should be assigned to, after conversion to a
- vec4. suffix_statements is a string containing any additional
- statements that need to be inside the main() funciton of the
- shader, after the built-in function is called.
- """
- shader = ''
- if self._signature.extension:
- shader += '#extension GL_{0} : require\n'.format(self._signature.extension)
- shader += additional_declarations
- for i in xrange(len(self._signature.argtypes)):
- shader += 'uniform {0} arg{1};\n'.format(
- self._signature.argtypes[i], i)
- shader += self._comparator.make_additional_declarations()
- shader += '\n'
- shader += 'void main()\n'
- shader += '{\n'
- shader += prefix_statements
- invocation = self._signature.template.format(
- *['arg{0}'.format(i)
- for i in xrange(len(self._signature.argtypes))])
- shader += self._comparator.make_result_handler(invocation, output_var)
- shader += suffix_statements
- shader += '}\n'
- return shader
-
- def make_test_init(self):
- """Generate initialization for the test.
- """
- return ''
-
- def make_test(self):
- """Make the complete shader_runner test file, and return it as
- a string.
- """
- test = self.make_test_init()
- for test_num, test_vector in enumerate(self._test_vectors):
- for i in xrange(len(test_vector.arguments)):
- test += 'uniform {0} arg{1} {2}\n'.format(
- shader_runner_type(self._signature.argtypes[i]),
- i,
- shader_runner_format(generators.column_major_values(
- test_vector.arguments[i])))
- # Note: shader_runner uses a 250x250 window so we must
- # ensure that test_num <= 250.
- test += self._comparator.make_result_test(
- test_num % 250, test_vector, self.draw_command())
- return test
-
- def make_vbo_data(self):
- # Starting with GLSL 1.40/GL 3.1, we need to use VBOs and
- # vertex shader input bindings for our vertex data instead of
- # the piglit drawing utilities and gl_Vertex.
- if self.glsl_version() < 140:
- return ""
- vbo = '[vertex data]\n'
- vbo += 'vertex/float/2\n'
- vbo += '-1.0 -1.0\n'
- vbo += ' 1.0 -1.0\n'
- vbo += ' 1.0 1.0\n'
- vbo += '-1.0 1.0\n'
- vbo += '\n'
- return vbo
- def filename(self):
- argtype_names = '-'.join(
- str(argtype) for argtype in self._signature.argtypes)
- if self._signature.extension:
- subdir = self._signature.extension.lower()
- else:
- subdir = 'glsl-{0:1.2f}'.format(float(self.glsl_version()) / 100)
- return os.path.join(
- 'spec', subdir, 'execution', 'built-in-functions',
- '{0}-{1}-{2}{3}.shader_test'.format(
- self.test_prefix(), self._signature.name, argtype_names,
- self._comparator.testname_suffix()))
+def _select_comparator(signature, use_if):
+ """Select the apropriate comparison function."""
+ if use_if:
+ return 'boolif'
+ elif signature.rettype.base_type == glsl_types.GLSL_BOOL:
+ return 'bool'
+ elif signature.rettype.base_type == glsl_types.GLSL_FLOAT:
+ return 'float'
+ elif signature.rettype.base_type in (glsl_types.GLSL_INT,
+ glsl_types.GLSL_UINT):
+ return 'int'
- def generate_shader_test(self):
- """Generate the test and write it to the output file."""
- shader_test = '[require]\n'
- shader_test += 'GLSL >= {0:1.2f}\n'.format(
- float(self.glsl_version()) / 100)
- shader_test += self.make_additional_requirements()
- shader_test += '\n'
- vs = self.make_vertex_shader()
- if vs:
- shader_test += '[vertex shader]\n'
- shader_test += vs
- shader_test += '\n'
- gs = self.make_geometry_shader()
- if gs:
- shader_test += '[geometry shader]\n'
- shader_test += gs
- shader_test += '\n'
- gl = self.make_geometry_layout()
- if gl:
- shader_test += '[geometry layout]\n'
- shader_test += gl
- shader_test += '\n'
- fs = self.make_fragment_shader()
- if fs:
- shader_test += '[fragment shader]\n'
- shader_test += fs
- shader_test += '\n'
- cs = self.make_compute_shader()
- if cs:
- shader_test += '[compute shader]\n'
- shader_test += cs
- shader_test += '\n'
- if vs:
- shader_test += self.make_vbo_data()
- shader_test += '[test]\n'
- shader_test += self.make_test()
- 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(shader_test)
+def _get_glsl_version(signature, stage):
+ """Set the apropriate version.
-class VertexShaderTest(ShaderTest):
- """Derived class for tests that exercise the built-in in a vertex
- shader.
- """
- def test_prefix(self):
- return 'vs'
-
- def make_vertex_shader(self):
- if self.glsl_version() >= 140:
- return self.make_test_shader(
- 'in vec4 vertex;\n' +
- 'out vec4 color;\n',
- ' gl_Position = vertex;\n',
- 'color', '')
- else:
- return self.make_test_shader(
- 'varying vec4 color;\n',
- ' gl_Position = gl_Vertex;\n',
- 'color', '')
-
- def make_fragment_shader(self):
- shader = '''varying vec4 color;
+ normally signature introduced is the correct value, but for some stages
+ that isn't correct.
-void main()
-{
- gl_FragColor = color;
-}
-'''
- return shader
-
-
-class GeometryShaderTest(ShaderTest):
- """Derived class for tests that exercise the built-in in a
- geometry shader.
"""
- def test_prefix(self):
- return 'gs'
-
- def glsl_version(self):
- return max(150, ShaderTest.glsl_version(self))
-
- def make_vertex_shader(self):
- shader = ''
- shader += "in vec4 vertex;\n"
- shader += "out vec4 vertex_to_gs;\n"
-
- shader += "void main()\n"
- shader += "{\n"
- shader += " vertex_to_gs = vertex;\n"
- shader += "}\n"
-
- return shader
-
- def make_geometry_shader(self):
- additional_declarations = ''
- additional_declarations += 'layout(triangles) in;\n'
- additional_declarations \
- += 'layout(triangle_strip, max_vertices = 3) out;\n'
- additional_declarations += 'in vec4 vertex_to_gs[3];\n'
- additional_declarations += 'out vec4 color;\n'
- return self.make_test_shader(
- additional_declarations,
- ' vec4 tmp_color;\n',
- 'tmp_color',
- ' for (int i = 0; i < 3; i++) {\n'
- ' gl_Position = vertex_to_gs[i];\n'
- ' color = tmp_color;\n'
- ' EmitVertex();\n'
- ' }\n')
-
- def make_fragment_shader(self):
- shader = '''varying vec4 color;
-
-void main()
-{
- gl_FragColor = color;
-}
-'''
- return shader
-
-
-class FragmentShaderTest(ShaderTest):
- """Derived class for tests that exercise the built-in in a
- fragment shader.
- """
- def test_prefix(self):
- return 'fs'
-
- def make_vertex_shader(self):
- shader = ""
- if self.glsl_version() >= 140:
- shader += "in vec4 vertex;\n"
-
- shader += "void main()\n"
- shader += "{\n"
- if self.glsl_version() >= 140:
- shader += " gl_Position = vertex;\n"
- else:
- shader += " gl_Position = gl_Vertex;\n"
- shader += "}\n"
-
- return shader
+ if stage == 'gs':
+ return max(150, signature.version_introduced)
+ elif stage == 'cs':
+ return max(430, signature.version_introduced)
+ return signature.version_introduced
+
+
+def _filename(signature, version, use_if, stage):
+ """Generate the filename."""
+ argtype_names = '-'.join(str(s) for s in signature.argtypes)
+ if signature.extension:
+ subdir = signature.extension.lower()
+ else:
+ subdir = 'glsl-{0:1.2f}'.format(float(version) / 100)
+ return os.path.join(
+ 'spec', subdir, 'execution', 'built-in-functions',
+ '{0}-{1}-{2}{3}.shader_test'.format(
+ stage, signature.name, argtype_names,
+ '-using-if' if use_if else ''))
- def make_fragment_shader(self):
- return self.make_test_shader('', '', 'gl_FragColor', '')
+def _get_draw(stage, version):
+ """get the draw function."""
+ if stage == 'cs':
+ return 'compute 1 1 1\n'
+ if version >= 140:
+ return 'draw arrays GL_TRIANGLE_FAN 0 4\n'
+ else:
+ return 'draw rect -1 -1 2 2\n'
-class ComputeShaderTest(ShaderTest):
- """Derived class for tests that exercise the built-in in a
- compute shader.
- """
- def test_prefix(self):
- return 'cs'
- def glsl_version(self):
- return max(430, ShaderTest.glsl_version(self))
+def generate(signature, vectors, use_if, stage):
+ """Create a test with the given inputs."""
+ template = TEMPLATES.get_template('{}.shader_test.mako'.format(stage))
+ version = _get_glsl_version(signature, stage)
+ filename = _filename(signature, version, use_if, stage)
- def make_compute_shader(self):
- additional_declarations = 'writeonly uniform image2D tex;\n'
- additional_declarations += 'layout(local_size_x = 16, local_size_y = 16) in;\n'
- return self.make_test_shader(
- additional_declarations,
- ' vec4 tmp_color;\n',
- 'tmp_color',
- ' ivec2 coord = ivec2(gl_GlobalInvocationID.xy);\n'
- ' imageStore(tex, coord, tmp_color);\n')
+ if not os.path.exists(os.path.dirname(filename)):
+ os.makedirs(os.path.dirname(filename))
- def make_test_init(self):
- return '''uniform int tex 0
-texture rgbw 0 (16, 16)
-image texture 0
-fb tex 2d 0
-'''
+ print(filename)
+ with open(filename, 'w') as f:
+ f.write(template.render(
+ draw=_get_draw(stage, version),
+ comparator=_select_comparator(signature, use_if),
+ signature=signature,
+ vectors=vectors,
+ glsl_version=version))
- def draw_command(self):
- return 'compute 1 1 1\n'
def all_tests():
- for use_if in [False, True]:
- for signature, test_vectors in sorted(builtin_function.test_suite.items()):
- if use_if and signature.rettype != glsl_types.GLSL_BOOL:
- continue
- yield VertexShaderTest(signature, test_vectors, use_if)
- yield GeometryShaderTest(signature, test_vectors, use_if)
- yield FragmentShaderTest(signature, test_vectors, use_if)
- yield ComputeShaderTest(signature, test_vectors, use_if)
+ for signature, test_vectors in builtin_function.test_suite.iteritems():
+ yield signature, test_vectors, False
+ if signature.rettype == glsl_types.GLSL_BOOL:
+ yield signature, test_vectors, True
def main():
- desc = 'Generate shader tests that test built-in functions using uniforms'
- usage = 'usage: %prog [-h] [--names-only]'
- parser = optparse.OptionParser(description=desc, usage=usage)
- 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()
- for test in all_tests():
- if not options.names_only:
- test.generate_shader_test()
- print test.filename()
+ for sig, vecs, use_if in all_tests():
+ for stage in ['vs', 'fs', 'gs', 'cs']:
+ generate(sig, vecs, use_if, stage)
if __name__ == '__main__':
diff --git a/generated_tests/templates/gen_builtin_uniform_tests/cs.shader_test.mako b/generated_tests/templates/gen_builtin_uniform_tests/cs.shader_test.mako
new file mode 100644
index 0000000..60b4df1
--- /dev/null
+++ b/generated_tests/templates/gen_builtin_uniform_tests/cs.shader_test.mako
@@ -0,0 +1,41 @@
+## Copyright (C) 2014 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 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.
+##
+## Create a vertex shader test.
+##
+<%namespace name="utils" file="utils.mako"/>
+
+[require]
+GLSL >= ${'{:1.2f}'.format(float(glsl_version) / 100)}
+
+[compute shader]
+% if signature.extension:
+#extension GL_${signature.extension} : require
+% endif
+writeonly uniform image2D tex;
+layout(local_size_x = 16, local_size_y = 16) in;
+${utils.make_shader(signature, comparator, 'tmp_color', prefix=['vec4 tmp_color;'], suffix=['ivec2 coord = ivec2(gl_GlobalInvocationID.xy);', 'imageStore(tex, coord, tmp_color);'], extension=False)}
+
+[test]
+uniform int tex 0
+texture rgbw 0 (16, 16)
+image texture 0
+fb tex 2d 0
+${utils.make_test(vectors, signature, draw, comparator)}
diff --git a/generated_tests/templates/gen_builtin_uniform_tests/fs.shader_test.mako b/generated_tests/templates/gen_builtin_uniform_tests/fs.shader_test.mako
new file mode 100644
index 0000000..75935f1
--- /dev/null
+++ b/generated_tests/templates/gen_builtin_uniform_tests/fs.shader_test.mako
@@ -0,0 +1,48 @@
+## Copyright (C) 2014 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 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.
+##
+## Create a vertex shader test.
+##
+<%namespace name="utils" file="utils.mako"/>
+
+[require]
+GLSL >= ${'{:1.2f}'.format(float(glsl_version) / 100)}
+
+[vertex shader]
+% if glsl_version >= 140:
+in vec4 vertex;
+% endif
+
+void main()
+{
+% if glsl_version >= 140:
+ gl_Position = vertex;
+% else:
+ gl_Position = gl_Vertex;
+% endif
+}
+
+[fragment shader]
+${utils.make_shader(signature, comparator, 'gl_FragColor')}
+
+${utils.make_vertex_data(glsl_version)}
+
+[test]
+${utils.make_test(vectors, signature, draw, comparator)}
diff --git a/generated_tests/templates/gen_builtin_uniform_tests/gs.shader_test.mako b/generated_tests/templates/gen_builtin_uniform_tests/gs.shader_test.mako
new file mode 100644
index 0000000..81ed1b8
--- /dev/null
+++ b/generated_tests/templates/gen_builtin_uniform_tests/gs.shader_test.mako
@@ -0,0 +1,59 @@
+## Copyright (C) 2014 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 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.
+##
+## Create a vertex shader test.
+##
+<%namespace name="utils" file="utils.mako"/>
+
+[require]
+GLSL >= ${'{:1.2f}'.format(float(glsl_version) / 100)}
+
+[vertex shader]
+in vec4 vertex;
+out vec4 vertex_to_gs;
+
+void main()
+{
+ vertex_to_gs = vertex;
+}
+
+[geometry shader]
+% if signature.extension:
+#extension GL_${signature.extension} : require
+% endif
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 3) out;
+in vec4 vertex_to_gs[3];
+out vec4 color;
+
+${utils.make_shader(signature, comparator, 'tmp_color', prefix=['vec4 tmp_color;'], suffix=['for (int i = 0; i < 3; i++) {', 'gl_Position = vertex_to_gs[i];', 'color = tmp_color;', 'EmitVertex();', '}'], extension=False)}
+
+[fragment shader]
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
+
+${utils.make_vertex_data(glsl_version)}
+
+[test]
+${utils.make_test(vectors, signature, draw, comparator)}
diff --git a/generated_tests/templates/gen_builtin_uniform_tests/utils.mako b/generated_tests/templates/gen_builtin_uniform_tests/utils.mako
new file mode 100644
index 0000000..742a703
--- /dev/null
+++ b/generated_tests/templates/gen_builtin_uniform_tests/utils.mako
@@ -0,0 +1,211 @@
+## Copyright (C) 2014 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 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.
+
+## Provides shared helper function written in mako for generating tests.
+##
+## These function are shared across the different shader stages, and allow
+## for clear focuses templates for each stage without the need to to
+## reimplement the same functionality multiple times
+
+<%!
+ # Ideally this would all be in a python module, but I can't figure out
+ # how to get a mako template to import a python module that isn't already
+ # in the sys.path, the normal sys.path.append trick doesn't seem to work
+
+ import numpy as np
+
+
+ def column_major_values(value):
+ """Ripped straight out of builtins.generators."""
+ if isinstance(value, np.ndarray):
+ return list(np.reshape(value, -1, 'F'))
+ else:
+ return [value]
+
+
+ def shader_runner_format(values):
+ """Transform a list of values for shader_runner 'uniform' and 'probe'.
+
+ Shader_runner requires that bools be converted to 0 or 1 and seperated by
+ spaces. This function produces a string formatted as such
+
+ """
+ def gen():
+ for value in values:
+ if isinstance(value, (bool, np.bool_)):
+ yield int(value)
+ else:
+ yield value
+
+ return ' '.join(repr(x) for x in gen())
+
+
+ def bool_to_float(value, signature):
+ v = column_major_values(value * 1.0)
+ v.extend([0.0] * (4 - signature.rettype.num_rows))
+ return v
+
+
+ def make_indexer(signature):
+ if signature.rettype.num_cols == 1:
+ col_indexers = ['']
+ else:
+ col_indexers = ['[{}]'.format(i) for i in xrange(signature.rettype.num_cols)]
+
+ if signature.rettype.num_rows == 1:
+ row_indexers = ['']
+ else:
+ row_indexers = ['[{}]'.format(i) for i in xrange(signature.rettype.num_rows)]
+
+ return [c + r for c in col_indexers for r in row_indexers]
+
+
+ def invocation(signature):
+ return signature.template.format(
+ *['arg{0}'.format(i)for i in xrange(len(signature.argtypes))])
+%>
+
+<%def name="make_test(vectors, signature, draw, comparator)" filter='trim'>
+ ## XXX: make test init needs to be handled by the individual generators
+ % for n, vector in enumerate(vectors):
+ % for i in xrange(len(vector.arguments)):
+ uniform ${signature.argtypes[i].as_shader_runner_uniform} arg${i} ${shader_runner_format(column_major_values(vector.arguments[i]))}
+ % endfor
+
+ % if comparator == 'boolif':
+ ${test_bool_if(n, vector, draw, signature)}
+ % elif comparator == 'bool':
+ ${test_bool(n, vector, draw, signature)}
+ % elif comparator == 'int':
+ ${test_int(n, vector, draw, signature)}
+ % elif comparator == 'float':
+ ${test_float(n, vector, draw, signature)}
+ % endif
+ % endfor
+</%def>
+
+<%def name="test_bool(test_num, vector, draw, signature)" filter='trim'>
+ ${draw}
+ probe rgba ${test_num % 250} 0 ${shader_runner_format(bool_to_float(vector.result, signature))}
+</%def>
+
+<%def name="test_bool_if(test_num, vector, draw, signature)" filter='trim'>
+ ${draw}
+ probe rgba ${test_num % 250} 0 ${shader_runner_format([1.0, 1.0, 0.0, 1.0] if vector.result else [0.0, 0.0, 1.0, 1.0])}
+</%def>
+
+<%def name="test_int(test_num, vector, draw, signature)" filter='trim'>
+ uniform ${signature.rettype.as_shader_runner_uniform} expected ${shader_runner_format(column_major_values(vector.result))}
+ ${draw}
+ probe rgba ${test_num % 250} 0 0.0 1.0 0.0 1.0
+</%def>
+
+<%def name="test_float(test_num, vector, draw, signature)" filter='trim'>
+ uniform ${signature.rettype.as_shader_runner_uniform} expected ${shader_runner_format(column_major_values(vector.result))}
+ uniform float tolerance ${shader_runner_format([vector.tolerance])}
+ ${draw}
+ probe rgba ${test_num % 250} 0 0.0 1.0 0.0 1.0
+</%def>
+
+## XXX: original signature (additional_declarations, prefix_statements, output_var, suffix_statement)
+## additional_declarations -> declarations (originally string, now list)
+## prefix_statements -> prefix
+## suffix_statements -> suffix
+## output_var -> output
+## TODO: Kill declarations, just handle those in the individual templates
+## TODO: convert prefix and suffix to lists
+<%def name="make_shader(signature, comparator, output, prefix=[], suffix=[], extension=True)" filter='trim'>
+ % if extension and signature.extension:
+ #extension GL_${signature.extension} : require
+ % endif
+
+ % for i in xrange(len(signature.argtypes)):
+ uniform ${signature.argtypes[i]} arg${i};
+ % endfor
+
+ % if comparator == 'int':
+ uniform ${signature.rettype} expected;
+ % elif comparator == 'float':
+ uniform float tolerance;
+ uniform ${signature.rettype} expected;
+ % endif
+
+ void main()
+ {
+ % for line in prefix:
+ ${line}
+ % endfor
+ % if comparator == 'boolif':
+ ${result_bool_if(output, signature)}
+ % elif comparator == 'bool':
+ ${result_bool(output, signature)}
+ % elif comparator == 'int':
+ ${result_int(output, signature)}
+ % elif comparator == 'float':
+ ${result_float(output, signature)}
+ % endif
+ % for line in suffix:
+ ${line}
+ % endfor
+ }
+</%def>
+
+<%def name="result_bool(output, signature)" filter='trim'>
+ ${signature.rettype} result = ${invocation(signature)};
+ % if signature.rettype.num_rows != 4:
+ ${output} = vec4(result, ${', '.join(['0.0'] * (4 - signature.rettype.num_rows))});
+ % else:
+ ${output} = vec4(result);
+ % endif
+</%def>
+
+<%def name="result_bool_if(output, signature)" filter='trim'>
+ if (${invocation(signature)})
+ ${output} = vec4(1.0, 1.0, 0.0, 1.0);
+ else
+ ${output} = vec4(0.0, 0.0, 1.0, 1.0);
+</%def>
+
+<%def name="result_int(output, signature)" filter='trim'>
+ ${signature.rettype} result = ${invocation(signature)};
+ ${output} = result == expected ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+</%def>
+
+<%def name="result_float(output, signature)" filter='trim'>
+ ${signature.rettype} result = ${invocation(signature)};
+ % if signature.name == 'distance' or signature.rettype.is_matrix:
+ ${signature.rettype} residual = result - expected;
+ float error_sq = ${' + '.join('residual{0} * residual{0}'.format(i) for i in make_indexer(signature))};
+ ${output} = error_sq <= tolerance * tolerance ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+ % else:
+ ${output} = distance(result, expected) <= tolerance ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+ % endif
+</%def>
+
+<%def name="make_vertex_data(glsl_version)" filter='trim'>
+ % if glsl_version >= 140:
+ [vertex data]
+ vertex/float/2
+ -1.0 -1.0
+ 1.0 -1.0
+ 1.0 1.0
+ -1.0 1.0
+ % endif
+</%def>
diff --git a/generated_tests/templates/gen_builtin_uniform_tests/vs.shader_test.mako b/generated_tests/templates/gen_builtin_uniform_tests/vs.shader_test.mako
new file mode 100644
index 0000000..c03cd06
--- /dev/null
+++ b/generated_tests/templates/gen_builtin_uniform_tests/vs.shader_test.mako
@@ -0,0 +1,52 @@
+## Copyright (C) 2014 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 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.
+##
+## Create a vertex shader test.
+##
+<%namespace name="utils" file="utils.mako"/>
+
+[require]
+GLSL >= ${'{:1.2f}'.format(float(glsl_version) / 100)}
+
+[vertex shader]
+% if signature.extension:
+#extension GL_${signature.extension} : require
+% endif
+% if glsl_version >= 140:
+ in vec4 vertex;
+ out vec4 color;
+ ${utils.make_shader(signature, comparator, 'color', prefix=['gl_Position = vertex;'], extension=False)}
+% else:
+ varying vec4 color;
+ ${utils.make_shader(signature, comparator, 'color', prefix=['gl_Position = gl_Vertex;'], extension=False)}
+% endif
+
+[fragment shader]
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
+
+${utils.make_vertex_data(glsl_version)}
+
+[test]
+${utils.make_test(vectors, signature, draw, comparator)}
--
2.2.0
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