592 lines
17 KiB
Python
Executable File
592 lines
17 KiB
Python
Executable File
#!/usr/bin/env python
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##########################################################################
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#
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# Copyright 2009 VMware, Inc.
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# Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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# All Rights Reserved.
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#
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# Permission is hereby granted, free of charge, to any person obtaining a
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# copy of this software and associated documentation files (the
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# "Software"), to deal in the Software without restriction, including
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# without limitation the rights to use, copy, modify, merge, publish,
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# distribute, sub license, and/or sell copies of the Software, and to
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# permit persons to whom the Software is furnished to do so, subject to
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# the following conditions:
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#
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# The above copyright notice and this permission notice (including the
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# next paragraph) shall be included in all copies or substantial portions
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# of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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# OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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# IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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# ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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# TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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# SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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#
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##########################################################################
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from gallium import *
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from base import *
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def lods(*dims):
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size = max(dims)
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lods = 0
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while size:
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lods += 1
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size >>= 1
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return lods
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def minify(dims, level = 1):
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return [max(dim>>level, 1) for dim in dims]
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def tex_coords(texture, face, level, zslice):
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st = [
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[0.0, 0.0],
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[1.0, 0.0],
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[1.0, 1.0],
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[0.0, 1.0],
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]
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if texture.target == PIPE_TEXTURE_2D:
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return [[s, t, 0.0] for s, t in st]
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elif texture.target == PIPE_TEXTURE_3D:
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depth = texture.get_depth(level)
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if depth > 1:
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r = float(zslice)/float(depth - 1)
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else:
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r = 0.0
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return [[s, t, r] for s, t in st]
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elif texture.target == PIPE_TEXTURE_CUBE:
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result = []
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for s, t in st:
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# See http://developer.nvidia.com/object/cube_map_ogl_tutorial.html
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sc = 2.0*s - 1.0
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tc = 2.0*t - 1.0
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if face == PIPE_TEX_FACE_POS_X:
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rx = 1.0
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ry = -tc
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rz = -sc
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if face == PIPE_TEX_FACE_NEG_X:
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rx = -1.0
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ry = -tc
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rz = sc
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if face == PIPE_TEX_FACE_POS_Y:
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rx = sc
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ry = 1.0
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rz = tc
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if face == PIPE_TEX_FACE_NEG_Y:
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rx = sc
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ry = -1.0
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rz = -tc
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if face == PIPE_TEX_FACE_POS_Z:
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rx = sc
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ry = -tc
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rz = 1.0
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if face == PIPE_TEX_FACE_NEG_Z:
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rx = -sc
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ry = -tc
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rz = -1.0
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result.append([rx, ry, rz])
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return result
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def is_pot(n):
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return n & (n - 1) == 0
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class TextureColorSampleTest(TestCase):
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tags = (
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'target',
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'format',
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'width',
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'height',
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'depth',
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'last_level',
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'face',
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'level',
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'zslice',
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)
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def test(self):
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dev = self.dev
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target = self.target
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format = self.format
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width = self.width
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height = self.height
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depth = self.depth
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last_level = self.last_level
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face = self.face
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level = self.level
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zslice = self.zslice
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tex_usage = PIPE_TEXTURE_USAGE_SAMPLER
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geom_flags = 0
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if width != height:
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geom_flags |= PIPE_TEXTURE_GEOM_NON_SQUARE
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if not is_pot(width) or not is_pot(height) or not is_pot(depth):
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geom_flags |= PIPE_TEXTURE_GEOM_NON_POWER_OF_TWO
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if not dev.is_format_supported(format, target, tex_usage, geom_flags):
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raise TestSkip
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ctx = self.dev.context_create()
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# disabled blending/masking
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blend = Blend()
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blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE
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blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE
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blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO
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blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO
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blend.rt[0].colormask = PIPE_MASK_RGBA
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ctx.set_blend(blend)
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# no-op depth/stencil/alpha
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depth_stencil_alpha = DepthStencilAlpha()
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ctx.set_depth_stencil_alpha(depth_stencil_alpha)
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# rasterizer
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rasterizer = Rasterizer()
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rasterizer.front_winding = PIPE_WINDING_CW
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rasterizer.cull_mode = PIPE_WINDING_NONE
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rasterizer.bypass_vs_clip_and_viewport = 1
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ctx.set_rasterizer(rasterizer)
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# samplers
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sampler = Sampler()
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sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE
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sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE
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sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE
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sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NEAREST
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sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST
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sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST
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sampler.normalized_coords = 1
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sampler.min_lod = 0
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sampler.max_lod = PIPE_MAX_TEXTURE_LEVELS - 1
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ctx.set_fragment_sampler(0, sampler)
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# texture
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texture = dev.texture_create(
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target = target,
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format = format,
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width = width,
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height = height,
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depth = depth,
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last_level = last_level,
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tex_usage = tex_usage,
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)
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expected_rgba = FloatArray(height*width*4)
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texture.get_surface(
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face = face,
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level = level,
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zslice = zslice,
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).sample_rgba(expected_rgba)
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ctx.set_fragment_sampler_texture(0, texture)
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# framebuffer
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cbuf_tex = dev.texture_create(
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PIPE_FORMAT_A8R8G8B8_UNORM,
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width,
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height,
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tex_usage = PIPE_TEXTURE_USAGE_RENDER_TARGET,
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)
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cbuf = cbuf_tex.get_surface()
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fb = Framebuffer()
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fb.width = width
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fb.height = height
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fb.nr_cbufs = 1
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fb.set_cbuf(0, cbuf)
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ctx.set_framebuffer(fb)
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rgba = FloatArray(4);
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rgba[0] = 0.5
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rgba[1] = 0.5
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rgba[2] = 0.5
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rgba[3] = 0.5
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ctx.clear(PIPE_CLEAR_COLOR, rgba, 0.0, 0)
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del fb
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# vertex shader
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vs = Shader('''
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VERT
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DCL IN[0], POSITION, CONSTANT
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DCL IN[1], GENERIC, CONSTANT
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DCL OUT[0], POSITION, CONSTANT
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DCL OUT[1], GENERIC, CONSTANT
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0:MOV OUT[0], IN[0]
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1:MOV OUT[1], IN[1]
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2:END
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''')
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#vs.dump()
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ctx.set_vertex_shader(vs)
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# fragment shader
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op = {
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PIPE_TEXTURE_1D: "1D",
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PIPE_TEXTURE_2D: "2D",
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PIPE_TEXTURE_3D: "3D",
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PIPE_TEXTURE_CUBE: "CUBE",
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}[target]
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fs = Shader('''
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FRAG
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DCL IN[0], GENERIC[0], LINEAR
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DCL OUT[0], COLOR, CONSTANT
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DCL SAMP[0], CONSTANT
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0:TEX OUT[0], IN[0], SAMP[0], %s
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1:END
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''' % op)
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#fs.dump()
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ctx.set_fragment_shader(fs)
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nverts = 4
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nattrs = 2
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verts = FloatArray(nverts * nattrs * 4)
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x = 0
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y = 0
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w, h = minify((width, height), level)
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pos = [
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[x, y],
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[x+w, y],
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[x+w, y+h],
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[x, y+h],
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]
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tex = tex_coords(texture, face, level, zslice)
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for i in range(0, 4):
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j = 8*i
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verts[j + 0] = pos[i][0] # x
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verts[j + 1] = pos[i][1] # y
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verts[j + 2] = 0.0 # z
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verts[j + 3] = 1.0 # w
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verts[j + 4] = tex[i][0] # s
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verts[j + 5] = tex[i][1] # r
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verts[j + 6] = tex[i][2] # q
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verts[j + 7] = 1.0
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ctx.draw_vertices(PIPE_PRIM_TRIANGLE_FAN,
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nverts,
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nattrs,
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verts)
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ctx.flush()
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cbuf = cbuf_tex.get_surface()
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self.assert_rgba(cbuf, x, y, w, h, expected_rgba, 4.0/256, 0.85)
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class TextureDepthSampleTest(TestCase):
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tags = (
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'target',
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'format',
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'width',
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'height',
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'depth',
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'last_level',
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'face',
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'level',
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'zslice',
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)
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def test(self):
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dev = self.dev
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target = self.target
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format = self.format
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width = self.width
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height = self.height
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depth = self.depth
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last_level = self.last_level
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face = self.face
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level = self.level
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zslice = self.zslice
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tex_usage = PIPE_TEXTURE_USAGE_SAMPLER
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geom_flags = 0
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if width != height:
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geom_flags |= PIPE_TEXTURE_GEOM_NON_SQUARE
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if not is_pot(width) or not is_pot(height) or not is_pot(depth):
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geom_flags |= PIPE_TEXTURE_GEOM_NON_POWER_OF_TWO
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if not dev.is_format_supported(format, target, tex_usage, geom_flags):
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raise TestSkip
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ctx = self.dev.context_create()
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# disabled blending/masking
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blend = Blend()
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blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE
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blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE
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blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO
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blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO
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blend.rt[0].colormask = PIPE_MASK_RGBA
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ctx.set_blend(blend)
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# depth/stencil/alpha
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depth_stencil_alpha = DepthStencilAlpha()
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depth_stencil_alpha.depth.enabled = 1
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depth_stencil_alpha.depth.writemask = 1
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depth_stencil_alpha.depth.func = PIPE_FUNC_LESS
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ctx.set_depth_stencil_alpha(depth_stencil_alpha)
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# rasterizer
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rasterizer = Rasterizer()
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rasterizer.front_winding = PIPE_WINDING_CW
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rasterizer.cull_mode = PIPE_WINDING_NONE
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rasterizer.bypass_vs_clip_and_viewport = 1
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ctx.set_rasterizer(rasterizer)
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# samplers
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sampler = Sampler()
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sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE
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sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE
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sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE
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sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NEAREST
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sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST
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sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST
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sampler.normalized_coords = 1
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sampler.min_lod = 0
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sampler.max_lod = PIPE_MAX_TEXTURE_LEVELS - 1
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ctx.set_fragment_sampler(0, sampler)
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# texture
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texture = dev.texture_create(
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target = target,
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format = format,
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width = width,
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height = height,
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depth = depth,
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last_level = last_level,
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tex_usage = tex_usage,
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)
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expected_rgba = FloatArray(height*width*4)
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texture.get_surface(
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face = face,
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level = level,
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zslice = zslice,
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).sample_rgba(expected_rgba)
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ctx.set_fragment_sampler_texture(0, texture)
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# framebuffer
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cbuf_tex = dev.texture_create(
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PIPE_FORMAT_A8R8G8B8_UNORM,
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width,
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height,
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tex_usage = PIPE_TEXTURE_USAGE_RENDER_TARGET,
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)
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zsbuf_tex = dev.texture_create(
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PIPE_FORMAT_Z24X8_UNORM,
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width,
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height,
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tex_usage = PIPE_TEXTURE_USAGE_RENDER_TARGET,
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)
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cbuf = cbuf_tex.get_surface()
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zsbuf = zsbuf_tex.get_surface()
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fb = Framebuffer()
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fb.width = width
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fb.height = height
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fb.nr_cbufs = 1
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fb.set_cbuf(0, cbuf)
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fb.set_zsbuf(zsbuf)
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ctx.set_framebuffer(fb)
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rgba = FloatArray(4);
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rgba[0] = 0.5
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rgba[1] = 0.5
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rgba[2] = 0.5
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rgba[3] = 0.5
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ctx.clear(PIPE_CLEAR_DEPTHSTENCIL, rgba, 1.0, 0)
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del fb
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# vertex shader
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vs = Shader('''
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VERT
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DCL IN[0], POSITION, CONSTANT
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DCL IN[1], GENERIC, CONSTANT
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DCL OUT[0], POSITION, CONSTANT
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DCL OUT[1], GENERIC, CONSTANT
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0:MOV OUT[0], IN[0]
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1:MOV OUT[1], IN[1]
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2:END
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''')
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#vs.dump()
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ctx.set_vertex_shader(vs)
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# fragment shader
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op = {
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PIPE_TEXTURE_1D: "1D",
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PIPE_TEXTURE_2D: "2D",
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PIPE_TEXTURE_3D: "3D",
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PIPE_TEXTURE_CUBE: "CUBE",
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}[target]
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fs = Shader('''
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FRAG
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DCL IN[0], GENERIC[0], LINEAR
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DCL SAMP[0], CONSTANT
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DCL OUT[0].z, POSITION
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0:TEX OUT[0].z, IN[0], SAMP[0], %s
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1:END
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''' % op)
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#fs.dump()
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ctx.set_fragment_shader(fs)
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nverts = 4
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nattrs = 2
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verts = FloatArray(nverts * nattrs * 4)
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x = 0
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y = 0
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w, h = minify((width, height), level)
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pos = [
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[x, y],
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[x+w, y],
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[x+w, y+h],
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[x, y+h],
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]
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tex = tex_coords(texture, face, level, zslice)
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for i in range(0, 4):
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j = 8*i
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verts[j + 0] = pos[i][0] # x
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verts[j + 1] = pos[i][1] # y
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verts[j + 2] = 0.0 # z
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verts[j + 3] = 1.0 # w
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verts[j + 4] = tex[i][0] # s
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verts[j + 5] = tex[i][1] # r
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verts[j + 6] = tex[i][2] # q
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verts[j + 7] = 1.0
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ctx.draw_vertices(PIPE_PRIM_TRIANGLE_FAN,
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nverts,
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nattrs,
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verts)
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ctx.flush()
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zsbuf = zsbuf_tex.get_surface()
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self.assert_rgba(zsbuf, x, y, w, h, expected_rgba, 4.0/256, 0.85)
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def main():
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dev = Device()
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suite = TestSuite()
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targets = [
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PIPE_TEXTURE_2D,
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PIPE_TEXTURE_CUBE,
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PIPE_TEXTURE_3D,
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]
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color_formats = [
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PIPE_FORMAT_A8R8G8B8_UNORM,
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PIPE_FORMAT_X8R8G8B8_UNORM,
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#PIPE_FORMAT_A8R8G8B8_SRGB,
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PIPE_FORMAT_R5G6B5_UNORM,
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PIPE_FORMAT_A1R5G5B5_UNORM,
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PIPE_FORMAT_A4R4G4B4_UNORM,
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PIPE_FORMAT_A8_UNORM,
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PIPE_FORMAT_L8_UNORM,
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PIPE_FORMAT_YCBCR,
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PIPE_FORMAT_DXT1_RGB,
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#PIPE_FORMAT_DXT1_RGBA,
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#PIPE_FORMAT_DXT3_RGBA,
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#PIPE_FORMAT_DXT5_RGBA,
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]
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depth_formats = [
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PIPE_FORMAT_Z32_UNORM,
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PIPE_FORMAT_Z24S8_UNORM,
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PIPE_FORMAT_Z24X8_UNORM,
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PIPE_FORMAT_Z16_UNORM,
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]
|
|
|
|
sizes = [64, 32, 16, 8, 4, 2, 1]
|
|
#sizes = [1020, 508, 252, 62, 30, 14, 6, 3]
|
|
#sizes = [64]
|
|
#sizes = [63]
|
|
|
|
faces = [
|
|
PIPE_TEX_FACE_POS_X,
|
|
PIPE_TEX_FACE_NEG_X,
|
|
PIPE_TEX_FACE_POS_Y,
|
|
PIPE_TEX_FACE_NEG_Y,
|
|
PIPE_TEX_FACE_POS_Z,
|
|
PIPE_TEX_FACE_NEG_Z,
|
|
]
|
|
|
|
for format in color_formats:
|
|
for target in targets:
|
|
for size in sizes:
|
|
if target == PIPE_TEXTURE_3D:
|
|
depth = size
|
|
else:
|
|
depth = 1
|
|
for face in faces:
|
|
if target != PIPE_TEXTURE_CUBE and face:
|
|
continue
|
|
levels = lods(size)
|
|
for last_level in range(levels):
|
|
for level in range(0, last_level + 1):
|
|
zslice = 0
|
|
while zslice < depth >> level:
|
|
test = TextureColorSampleTest(
|
|
dev = dev,
|
|
target = target,
|
|
format = format,
|
|
width = size,
|
|
height = size,
|
|
depth = depth,
|
|
last_level = last_level,
|
|
face = face,
|
|
level = level,
|
|
zslice = zslice,
|
|
)
|
|
suite.add_test(test)
|
|
zslice = (zslice + 1)*2 - 1
|
|
for format in depth_formats:
|
|
target = PIPE_TEXTURE_2D
|
|
depth = 1
|
|
face = 0
|
|
last_level = 0
|
|
level = 0
|
|
zslice = 0
|
|
for size in sizes:
|
|
test = TextureDepthSampleTest(
|
|
dev = dev,
|
|
target = target,
|
|
format = format,
|
|
width = size,
|
|
height = size,
|
|
depth = depth,
|
|
last_level = last_level,
|
|
face = face,
|
|
level = level,
|
|
zslice = zslice,
|
|
)
|
|
suite.add_test(test)
|
|
suite.run()
|
|
|
|
|
|
if __name__ == '__main__':
|
|
main()
|