Commit 7b61faec authored by Juan Suárez Romero's avatar Juan Suárez Romero Committed by Eduardo Lima Mitev

arb_gpu_shader_fp64: use generator to test in/out attributes

Vertex shader inputs and fragment shader outputs can only be
single-precision values.

From GL_ARB_gpu_shader_fp64 spec:

"Modify Section 4.3.4, Inputs, p. 31

(modify third paragraph of the section, p. 31) ... Vertex shader inputs
can only be single-precision floating-point scalars, vectors, or
matrices, or signed and unsigned integers and integer vectors.  Vertex
shader inputs can also form arrays of these types, but not structures."

"Modify Section 4.3.6, Outputs, p. 33

(modify third paragraph of the section, p. 33) They can only be float,
double, single- or double-precision floating-point vectors or matrices,
signed or unsigned integers or integer vectors, or arrays or structures
of any these.

(modify last paragraph, p. 33) ... Fragment outputs can only be float,
single-precision floating-point vectors, signed or unsigned integers or
integer vectors, or arrays of these. ..."

Contributed by Andres Gomez.
Acked-by: default avatarDave Airlie <airlied@redhat.com>
Reviewed-by: Eduardo Lima Mitev's avatarEduardo Lima Mitev <elima@igalia.com>
Signed-off-by: Andres Gomez's avatarAndres Gomez <agomez@igalia.com>
parent 4a280b37
......@@ -116,6 +116,13 @@ piglit_make_generated_tests(
constant_array_size_tests_fp64.list
gen_constant_array_size_tests_fp64.py
builtin_function_fp64.py)
piglit_make_generated_tests(
inout_fp64.list
gen_inout_fp64.py
templates/gen_inout_fp64/template.frag.mako
templates/gen_inout_fp64/template.vert.mako
templates/gen_inout_fp64/template.shader_test.mako
)
piglit_make_generated_tests(
shader_precision_tests.list
gen_shader_precision_tests.py
......@@ -193,6 +200,7 @@ add_custom_target(gen-gl-tests
interpolation-qualifier-built-in-variable.list
builtin_uniform_tests_fp64.list
constant_array_size_tests_fp64.list
inout_fp64.list
shader_precision_tests.list
shader_image_load_store_tests.list
variable_index_read_tests.list
......
# coding=utf-8
#
# Copyright © 2016 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 in/out fp64 tests."""
from __future__ import print_function, division, absolute_import
import argparse
import os
import itertools
from templates import template_dir
from modules import utils
TEMPLATES = template_dir(os.path.basename(os.path.splitext(__file__)[0]))
def get_dir_name(ver, test_type):
"""Returns the directory name to save tests given a GLSL version."""
assert isinstance(ver, str)
assert isinstance(test_type, str)
if ver == '150':
feature_dir = 'arb_gpu_shader_fp64'
else:
feature_dir = 'glsl-' + ver[0] + '.' + ver[1:]
return os.path.join('spec', feature_dir, test_type,
'inout')
def generate_compilation_tests(type_name, shader, ver, names_only):
"""Generate in/out GLSL compilation tests."""
assert isinstance(type_name, str)
assert shader in ('vert', 'frag')
assert isinstance(ver, str)
assert isinstance(names_only, bool)
filename = os.path.join(
get_dir_name(ver, 'compiler'),
'{0}-{1}put-{2}.{3}'.format('fs' if shader == 'frag' else 'vs',
'out' if shader == 'frag' else 'in',
type_name, shader))
print(filename)
if not names_only:
with open(filename, 'w') as test_file:
test_file.write(TEMPLATES.get_template(
'template.{0}.mako'.format(shader)).render_unicode(
glsl_version='{}.{}'.format(ver[0], ver[1:]),
glsl_version_int=ver,
type_name=type_name,
extra_params=',0.0' if type_name in ['dvec2', 'dvec3'] else ''))
def generate_execution_tests(type_name, ver, names_only):
"""Generate in/out shader runner tests."""
assert isinstance(type_name, str)
assert isinstance(ver, str)
assert isinstance(names_only, bool)
filename = os.path.join(
get_dir_name(ver, 'execution'),
'vs-out-fs-in-{0}.shader_test'.format(type_name))
print(filename)
if not names_only:
with open(filename, 'w') as test_file:
test_file.write(TEMPLATES.get_template(
'template.shader_test.mako').render_unicode(
glsl_version='{}.{}'.format(ver[0], ver[1:]),
glsl_version_int=ver,
type_name=type_name))
def all_compilation_tests(names_only):
"""Creates all the combinations for in/out compilation tests."""
assert isinstance(names_only, bool)
type_names = ['double', 'dvec2', 'dvec3', 'dvec4',
'dmat2', 'dmat2x3', 'dmat2x4',
'dmat3x2', 'dmat3', 'dmat3x4',
'dmat4x2', 'dmat4x3', 'dmat4']
shaders = ['frag', 'vert']
glsl_ver = ['150', '400']
if not names_only:
for ver in glsl_ver:
utils.safe_makedirs(get_dir_name(ver, 'compiler'))
for t_name, shader, ver in itertools.product(type_names, shaders, glsl_ver):
yield t_name, shader, ver, names_only
def all_execution_tests(names_only):
"""Creates all the combinations for in/out shader runner tests."""
assert isinstance(names_only, bool)
type_names = ['double', 'dvec2', 'dvec3', 'dvec4']
glsl_ver = ['150', '400']
if not names_only:
for ver in glsl_ver:
utils.safe_makedirs(get_dir_name(ver, 'execution'))
for t_name, ver in itertools.product(type_names, glsl_ver):
yield t_name, ver, names_only
def main():
"""Main function."""
parser = argparse.ArgumentParser(
description="Generate in/out tests for fp64")
parser.add_argument(
'--names-only',
dest='names_only',
action='store_true',
default=False,
help="Don't output files, just generate a list of filenames to stdout")
args = parser.parse_args()
for test_args in all_compilation_tests(args.names_only):
generate_compilation_tests(*test_args)
for test_args in all_execution_tests(args.names_only):
generate_execution_tests(*test_args)
if __name__ == '__main__':
main()
/* [config]
* expect_result: fail
* glsl_version: ${glsl_version}
% if glsl_version == '1.50':
* require_extensions: GL_ARB_gpu_shader_fp64
* [end config]
*
* GL_ARB_gpu_shader_fp64 spec states:
*
* "Fragment outputs can only be float, single-precision
* floating-point vectors, signed or unsigned integers or
* integer vectors, or arrays of these."
% else:
* [end config]
% endif
*/
#version ${glsl_version_int}
% if glsl_version == '1.50':
#extension GL_ARB_gpu_shader_fp64 : require
% endif
out ${type_name} color;
void main()
{
color = ${type_name}(0.0);
}
# test emitting a single double from vs->fs works
# test emitting a ${type_name} from vs->fs works
# when originally written this failed in varying lowering
[require]
GLSL >= 1.50
GLSL >= ${glsl_version}
% if glsl_version == '1.50':
GL_ARB_gpu_shader_fp64
% endif
[vertex shader]
#version 150
#version ${glsl_version_int}
% if glsl_version == '1.50':
#extension GL_ARB_gpu_shader_fp64 : require
% endif
uniform double arg0;
in vec4 vertex;
flat out double dout1;
flat out ${type_name} dout1;
void main()
{
gl_Position = vertex;
dout1 = arg0;
gl_Position = vertex;
dout1 = ${type_name}(arg0);
}
[fragment shader]
#version 150
#version ${glsl_version_int}
% if glsl_version == '1.50':
#extension GL_ARB_gpu_shader_fp64 : require
% endif
flat in double dout1;
flat in ${type_name} dout1;
uniform double tolerance;
uniform double expected;
out vec4 color;
void main()
{
double result = trunc(dout1);
gl_FragColor = distance(result, expected) <= tolerance ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
${type_name} result = trunc(dout1);
color = distance(result, ${type_name}(expected)) <= tolerance
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[vertex data]
......@@ -39,6 +50,9 @@ vertex/float/2
-1.0 1.0
[test]
clear color 0.0 0.0 0.0 0.0
clear
uniform double arg0 1.7976931348623157E+308
uniform double expected 1.7976931348623157E+308
uniform double tolerance 2.0000000000000002e-05
......
/* [config]
* expect_result: fail
* glsl_version: ${glsl_version}
% if glsl_version == '1.50':
* require_extensions: GL_ARB_gpu_shader_fp64
* [end config]
*
* GL_ARB_gpu_shader_fp64 spec states:
*
* "Vertex shader inputs can only be single-precision
* floating-point scalars, vectors, or matrices, or signed and
* unsigned integers and integer vectors. Vertex shader inputs
* can also form arrays of these types, but not structures."
% else:
* [end config]
% endif
*/
#version ${glsl_version_int}
% if glsl_version == '1.50':
#extension GL_ARB_gpu_shader_fp64 : require
% endif
in ${type_name} vertex;
void main()
{
gl_Position = vec4(vertex${extra_params});
}
# test truncating a double holds precision
[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
[vertex shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
uniform double arg0;
in vec4 vertex;
flat out dvec4 dout1;
void main()
{
gl_Position = vertex;
dout1 = dvec4(arg0);
}
[fragment shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
#
flat in dvec4 dout1;
uniform double tolerance;
uniform double expected;
void main()
{
dvec4 result = trunc(dout1);
gl_FragColor = distance(result, dvec4(expected)) <= tolerance ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[vertex data]
vertex/float/2
-1.0 -1.0
1.0 -1.0
1.0 1.0
-1.0 1.0
[test]
uniform double arg0 1.7976931348623157E+308
uniform double expected 1.7976931348623157E+308
uniform double tolerance 2.0000000000000002e-05
draw arrays GL_TRIANGLE_FAN 0 4
probe rgba 0 0 0.0 1.0 0.0 1.0
// [config]
// expect_result: fail
// glsl_version: 1.50
// require_extensions: GL_ARB_gpu_shader_fp64
// [end config]
//
// GL_ARB_gpu_shader_fp64 spec states:
//
// "Fragment outputs can only be float, single-precision
// floating-point vectors, signed or unsigned integers or
// integer vectors, or arrays of these."
//
#version 150
#extension GL_ARB_gpu_shader_fp64: require
out dvec4 color;
void main()
{
color = dvec4(0.0, 0.0, 0.0, 0.0);
}
// [config]
// expect_result: fail
// glsl_version: 1.50
// require_extensions: GL_ARB_gpu_shader_fp64
// [end config]
//
// GL_ARB_gpu_shader_fp64 spec states:
//
// "Vertex shader inputs can only be single-precision
// floating-point scalars, vectors, or matrices, or signed and
// unsigned integers and integer vectors. Vertex shader inputs
// can also form arrays of these types, but not structures."
//
#version 150
#extension GL_ARB_gpu_shader_fp64: require
in dvec4 vertex;
void main()
{
gl_Position = vertex;
}
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