[Piglit] [PATCH RFC v2] arb_shader_precision: add tests for floating point precision
Micah Fedke
micah.fedke at collabora.co.uk
Fri Nov 7 15:01:41 PST 2014
This generated_tests script creates a suite of tests that measure the
floating point precision of most GLSL built-ins, according to
ARB_shader_precision. Test vectors come from builtin_function.py, but
are filtered down to avoid non-float types.
These tests are reporting precision errors in ceil, cross, mod,
op-assign-div, op-assign-mult, div, mult, reflect and refract on
Ivybridge.
---
Updates since the first RFC:
Moved tests from tests/spec/ to generated_tests/ for much less NIH. The
generator script creates fs, vs, gs and cs tests for all vectors that deal in
floats (eg. op-add-float-float but not op-add-ivec3-int). Trig functions and
determinant() are excluded, as these do not have a required precision per
ARB_shader_precision.
I am concerned that the test vectors provided by builtin_function.py don't
probe the limits of the floating point format sufficiently, as floating point
error varies across the range of available floats, but this should be enough
for a first swing.
Note: I am new to the project and don't have commit access.
generated_tests/CMakeLists.txt | 5 +
generated_tests/gen_shader_precision_tests.py | 610 ++++++++++++++++++++++++++
tests/all.py | 19 +
3 files changed, 634 insertions(+)
create mode 100644 generated_tests/gen_shader_precision_tests.py
diff --git a/generated_tests/CMakeLists.txt b/generated_tests/CMakeLists.txt
index 6d27b3e..ee381ac 100644
--- a/generated_tests/CMakeLists.txt
+++ b/generated_tests/CMakeLists.txt
@@ -31,6 +31,10 @@ piglit_make_generated_tests(
gen_constant_array_size_tests.py
builtin_function.py)
piglit_make_generated_tests(
+ shader_precision_tests.list
+ gen_shader_precision_tests.py
+ builtin_function.py)
+piglit_make_generated_tests(
const_builtin_equal_tests.list
gen_const_builtin_equal_tests.py)
piglit_make_generated_tests(
@@ -100,6 +104,7 @@ add_custom_target(gen-tests ALL
outerproduct_invalid_params.list
builtin_uniform_tests.list
constant_array_size_tests.list
+ shader_precision_tests.list
const_builtin_equal_tests.list
builtin_cl_int_tests.list
builtin_cl_math_tests.list
diff --git a/generated_tests/gen_shader_precision_tests.py b/generated_tests/gen_shader_precision_tests.py
new file mode 100644
index 0000000..3f091a8
--- /dev/null
+++ b/generated_tests/gen_shader_precision_tests.py
@@ -0,0 +1,610 @@
+# coding=utf-8
+#
+# Copyright © 2011 Intel Corporation
+#
+# Permission is hereby granted, free of charge, to any person obtaining a
+# copy of this software and associated documentation files (the "Software"),
+# to deal in the Software without restriction, including without limitation
+# the rights to use, copy, modify, merge, publish, distribute, sublicense,
+# and/or sell copies of the Software, and to permit persons to whom the
+# Software is furnished to do so, subject to the following conditions:
+#
+# The above copyright notice and this permission notice (including the next
+# paragraph) shall be included in all copies or substantial portions of the
+# Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+# THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+# DEALINGS IN THE SOFTWARE.
+
+# Generate a set of shader_runner tests for every overloaded version
+# of every built-in function, based on the test vectors computed by
+# builtin_function.py.
+#
+# In each set of generated tests, one test exercises the built-in
+# function in each type of shader (vertex, geometry, and fragment).
+# In all cases, the inputs to the built-in function come from
+# uniforms, so that the effectiveness of the test won't be
+# circumvented by constant folding in the GLSL compiler.
+#
+# The tests operate by invoking the built-in function in the
+# appropriate shader, applying a scale and offset so that the expected
+# values are in the range [0.25, 0.75], and then outputting the result
+# as a solid rgba color, which is then checked using shader_runner's
+# "probe rgba" command.
+#
+# For built-in functions whose result type is a matrix, the test
+# checks one column at a time.
+#
+# This program outputs, to stdout, the name of each file it generates.
+# With the optional argument --names-only, it only outputs the names
+# of the files; it doesn't generate them.
+
+from builtin_function import *
+import abc
+import numpy
+import optparse
+import os
+import os.path
+import sys
+
+
+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_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 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)
+ # need special handling when testing distance or when the rettype
+ # is a matrix or vector
+ if self.__signature.name == 'distance' or \
+ self.__signature.rettype.is_matrix or self.__signature.rettype.is_vector:
+ statements += ' int resultbits[{0}] = int[{0}]({1});\n'.format(
+ self.__signature.rettype.num_cols*self.__signature.rettype.num_rows, ', '.join(
+ 'floatBitsToInt(result{0})'.format(indexer) for indexer in self.make_indexers()))
+ statements += ' int expectedbits[{0}] = int[{0}]({1});\n'.format(
+ self.__signature.rettype.num_cols*self.__signature.rettype.num_rows, ', '.join(
+ 'floatBitsToInt(expected{0})'.format(indexer) for indexer in self.make_indexers()))
+ statements += ' bool signerr = {0};\n'.format(
+ ' || '.join(('(resultbits[{0}]>>31 != expectedbits[{0}]>>31)'.format(index)
+ for index in range(0, self.__signature.rettype.num_cols*self.__signature.rettype.num_rows))))
+ # use the equivalent length(p0-p1) when testing distance()
+ if self.__signature.name == 'distance':
+ statements += ' {0} ulps = {0}({1});\n'.format(
+ self.__signature.rettype, ', '.join(
+ 'length(resultbits[{0}] - expectedbits[{0}])'.format(index)
+ for index in range(0, self.__signature.rettype.num_cols*self.__signature.rettype.num_rows)))
+ else:
+ statements += ' {0} ulps = {0}({1});\n'.format(
+ self.__signature.rettype, ', '.join(
+ 'distance(resultbits[{0}],expectedbits[{0}])'.format(index)
+ for index in range(0, self.__signature.rettype.num_cols*self.__signature.rettype.num_rows)))
+ indexers = self.make_indexers()
+ statements += ' float max_error = {0}{1}{2}{3};\n'.format(
+ 'max( ' if self.__signature.rettype.num_cols*self.__signature.rettype.num_rows > 2 else '',
+ 'max('.join(
+ 'ulps{0}, '.format(indexer)
+ for indexer in indexers[:len(indexers)-2]),
+ 'max(ulps{0}, ulps{1})'.format(indexers[len(indexers)-2], indexers[len(indexers)-1]),
+ ''.join(')'.format(index) for index in range(0, self.__signature.rettype.num_cols*self.__signature.rettype.num_rows-2)))
+ condition = '!signerr && max_error <= tolerance'
+ else:
+ statements += ' int resultbits = floatBitsToInt(result);\n'
+ statements += ' int expectedbits = floatBitsToInt(expected);\n'
+ statements += ' bool signerr = resultbits>>31 != expectedbits>>31;\n'
+ statements += ' float ulps = distance(resultbits, expectedbits);\n'
+ condition = '!signerr && ulps <= 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(column_major_values(test_vector.result)))
+ override_tolerances = {'pow': 16.0,
+ 'exp': 3.0,
+ 'exp2': 3.0,
+ 'log': 3.0,
+ 'log2': 3.0,
+ 'sqrt': 3.0,
+ 'inversesqrt': 2.0}
+ if self.__signature.name in override_tolerances:
+ override_tolerance = override_tolerances[self.__signature.name]
+ else:
+ override_tolerance = 0.0
+ test += 'uniform float tolerance {0}\n'.format(
+ override_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):
+ """Prepare to build a test for a single built-in. signature
+ is the signature of the built-in (a key from the
+ builtin_function.test_suite dict), and test_vectors is the
+ list of test vectors for testing the given builtin (the
+ corresponding value from the builtin_function.test_suite
+ dict).
+ """
+ self._signature = signature
+ self._test_vectors = test_vectors
+ if signature.rettype.base_type == glsl_float or signature.rettype.base_type == glsl_bool:
+ self._comparator = FloatComparator(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(
+ 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 += 'piglit_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, 'precision', 'built-in-functions',
+ '{0}-{1}-{2}{3}.shader_test'.format(
+ self.test_prefix(), self._signature.name, argtype_names,
+ self._comparator.testname_suffix()))
+
+ def generate_shader_test(self):
+ """Generate the test and write it to the output file."""
+ shader_test = '[require]\n'
+ # ARB_shader_precision was introduced in GL 4.1 / GLSL 4.10
+ shader_test += 'GLSL >= 4.10\n'
+ 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)
+
+
+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 piglit_vertex;\n' +
+ 'out vec4 color;\n',
+ ' gl_Position = piglit_vertex;\n',
+ 'color', '')
+ else:
+ return self.make_test_shader(
+ 'attribute vec4 piglit_vertex;\n' +
+ 'varying vec4 color;\n',
+ ' gl_Position = piglit_vertex;\n',
+ 'color', '')
+
+ def make_fragment_shader(self):
+ shader = '''varying vec4 color;
+
+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 piglit_vertex;\n"
+ shader += "varying vec4 vertex_to_gs;\n"
+
+ shader += "void main()\n"
+ shader += "{\n"
+ shader += " vertex_to_gs = piglit_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 = ""
+ shader += "attribute vec4 piglit_vertex;\n"
+ shader += "void main()\n"
+ shader += "{\n"
+ shader += " gl_Position = piglit_vertex;\n"
+ shader += "}\n"
+
+ return shader
+
+ def make_fragment_shader(self):
+ return self.make_test_shader('', '', 'gl_FragColor', '')
+
+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 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')
+
+ def make_test_init(self):
+ return '''uniform int tex 0
+texture rgbw 0 (16, 16)
+image texture 0
+fb tex 2d 0
+'''
+
+
+ def draw_command(self):
+ return 'compute 1 1 1\n'
+
+
+def all_tests():
+ trig_names = ('sin', 'cos', 'tan', 'asin', 'acos', 'atan', 'sinh', 'cosh', 'tanh', 'asinh', 'acosh', 'atanh')
+ for signature, test_vectors in sorted(test_suite.items()):
+ # Create a bool list of all the arguments for this vector telling whether
+ # each is a float type (float, vec2, mat2, etc.) or not
+ arg_float_check = tuple(
+ arg.base_type == glsl_float for arg in signature.argtypes)
+ # Filter the test vectors down to only those which deal exclusively in float types
+ #and are not trig functions or determinant()
+ if signature.rettype.base_type == glsl_float and \
+ arg_float_check and \
+ all(arg_float_check) and \
+ signature.name not in trig_names and \
+ signature.name != 'determinant':
+ yield VertexShaderTest(signature, test_vectors)
+ yield GeometryShaderTest(signature, test_vectors)
+ yield FragmentShaderTest(signature, test_vectors)
+ yield ComputeShaderTest(signature, test_vectors)
+
+
+def main():
+ numpy.set_printoptions(precision=11)
+ 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()
+
+
+if __name__ == '__main__':
+ main()
diff --git a/tests/all.py b/tests/all.py
index 3a2f4e2..d56582e 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1061,6 +1061,9 @@ spec['glsl-1.10']['built-in constants'] = PiglitGLTest('built-in-constants ' + o
spec['glsl-1.10']['api'] = {}
add_concurrent_test(spec['glsl-1.10']['api'], 'getactiveattrib 110');
+spec['glsl-1.10']['precision'] = {}
+add_shader_test_dir(spec['glsl-1.10']['precision'], os.path.join(generatedTestDir, 'spec', 'glsl-1.10', 'precision'),
+ recursive=True)
# Group spec/glsl-1.20
spec['glsl-1.20'] = {}
@@ -1135,6 +1138,10 @@ add_concurrent_test(spec['glsl-1.20']['execution'], 'tex-miplevel-selection GL2:
add_concurrent_test(spec['glsl-1.20']['execution'], 'tex-miplevel-selection GL2:textureProj(bias) 1DShadow')
add_concurrent_test(spec['glsl-1.20']['execution'], 'tex-miplevel-selection GL2:textureProj(bias) 2DShadow')
+spec['glsl-1.20']['precision'] = {}
+add_shader_test_dir(spec['glsl-1.20']['precision'], os.path.join(generatedTestDir, 'spec', 'glsl-1.20', 'precision'),
+ recursive=True)
+
# Group spec/glsl-1.30
spec['glsl-1.30'] = {}
@@ -1386,6 +1393,10 @@ add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection text
add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureProjGradOffset 1DShadow')
add_concurrent_test(spec['glsl-1.30']['execution'], 'tex-miplevel-selection textureProjGradOffset 2DShadow')
+spec['glsl-1.30']['precision'] = {}
+add_shader_test_dir(spec['glsl-1.30']['precision'], os.path.join(generatedTestDir, 'spec', 'glsl-1.30', 'precision'),
+ recursive=True)
+
# Group spec/glsl-1.40
spec['glsl-1.40'] = {}
import_glsl_parser_tests(spec['glsl-1.40'],
@@ -1420,6 +1431,10 @@ for stage in ['vs', 'gs', 'fs']:
'texelFetch offset 140 {0} {1}'.format(stage, sampler),
run_concurrent=True)
+spec['glsl-1.40']['precision'] = {}
+add_shader_test_dir(spec['glsl-1.40']['precision'], os.path.join(generatedTestDir, 'spec', 'glsl-1.40', 'precision'),
+ recursive=True)
+
spec['glsl-1.50'] = {}
import_glsl_parser_tests(spec['glsl-1.50'],
os.path.join(testsDir, 'spec', 'glsl-1.50'),
@@ -1498,6 +1513,10 @@ for output_layout in ['points', 'lines', 'lines_adjacency', 'triangles',
'glsl-1.50-gs-output-layout-qualifiers {0}'.format(
output_layout))
+spec['glsl-1.50']['precision'] = {}
+add_shader_test_dir(spec['glsl-1.50']['precision'], os.path.join(generatedTestDir, 'spec', 'glsl-1.50', 'precision'),
+ recursive=True)
+
spec['glsl-3.30'] = {}
spec['glsl-3.30']['built-in constants'] = PiglitGLTest('built-in-constants ' + os.path.join(testsDir, 'spec/glsl-3.30/minimum-maximums.txt'), run_concurrent=True)
--
2.1.2
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