/
test_glsl_shader.py
447 lines (363 loc) · 13 KB
/
test_glsl_shader.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
from panda3d import core
import os
import struct
import pytest
from _pytest.outcomes import Failed
SHADERS_DIR = core.Filename.from_os_specific(os.path.dirname(__file__))
# This is the template for the compute shader that is used by run_glsl_test.
# It defines an assert() macro that writes failures to a buffer, indexed by
# line number.
# The reset() function serves to prevent the _triggered variable from being
# optimized out in the case that the assertions are being optimized out.
GLSL_COMPUTE_TEMPLATE = """#version {version}
{extensions}
layout(local_size_x = 1, local_size_y = 1) in;
{preamble}
layout(r8ui) uniform writeonly uimageBuffer _triggered;
void _reset() {{
imageStore(_triggered, 0, uvec4(0, 0, 0, 0));
memoryBarrier();
}}
void _assert(bool cond, int line) {{
if (!cond) {{
imageStore(_triggered, line, uvec4(1));
}}
}}
#define assert(cond) _assert(cond, __LINE__)
void main() {{
_reset();
{body}
}}
"""
def run_glsl_test(gsg, body, preamble="", inputs={}, version=150, exts=set()):
""" Runs a GLSL test on the given GSG. The given body is executed in the
main function and should call assert(). The preamble should contain all
of the shader inputs. """
if not gsg.supports_compute_shaders or not gsg.supports_glsl:
pytest.skip("compute shaders not supported")
if not gsg.supports_buffer_texture:
pytest.skip("buffer textures not supported")
exts = exts | {'GL_ARB_compute_shader', 'GL_ARB_shader_image_load_store'}
missing_exts = sorted(ext for ext in exts if not gsg.has_extension(ext))
if missing_exts:
pytest.skip("missing extensions: " + ' '.join(missing_exts))
extensions = ''
for ext in exts:
extensions += '#extension {ext} : require\n'.format(ext=ext)
__tracebackhide__ = True
preamble = preamble.strip()
body = body.rstrip().lstrip('\n')
code = GLSL_COMPUTE_TEMPLATE.format(version=version, extensions=extensions, preamble=preamble, body=body)
line_offset = code[:code.find(body)].count('\n') + 1
shader = core.Shader.make_compute(core.Shader.SL_GLSL, code)
assert shader, code
# Create a buffer to hold the results of the assertion. We use one byte
# per line of shader code, so we can show which lines triggered.
result = core.Texture("")
result.set_clear_color((0, 0, 0, 0))
result.setup_buffer_texture(code.count('\n'), core.Texture.T_unsigned_byte,
core.Texture.F_r8i, core.GeomEnums.UH_static)
# Build up the shader inputs
attrib = core.ShaderAttrib.make(shader)
for name, value in inputs.items():
attrib = attrib.set_shader_input(name, value)
attrib = attrib.set_shader_input('_triggered', result)
# Run the compute shader.
engine = core.GraphicsEngine.get_global_ptr()
try:
engine.dispatch_compute((1, 1, 1), attrib, gsg)
except AssertionError as exc:
assert False, "Error executing compute shader:\n" + code
# Download the texture to check whether the assertion triggered.
assert engine.extract_texture_data(result, gsg)
triggered = result.get_ram_image()
if any(triggered):
count = len(triggered) - triggered.count(0)
lines = body.split('\n')
formatted = ''
for i, line in enumerate(lines):
if triggered[i + line_offset]:
formatted += '=> ' + line + '\n'
else:
formatted += ' ' + line + '\n'
pytest.fail("{0} GLSL assertions triggered:\n{1}".format(count, formatted))
def run_glsl_compile_check(gsg, vert_path, frag_path, expect_fail=False):
"""Compile supplied GLSL shader paths and check for errors"""
shader = core.Shader.load(core.Shader.SL_GLSL, vert_path, frag_path)
assert shader is not None
shader.prepare_now(gsg.prepared_objects, gsg)
assert shader.is_prepared(gsg.prepared_objects)
if expect_fail:
assert shader.get_error_flag()
else:
assert not shader.get_error_flag()
def test_glsl_test(gsg):
"Test to make sure that the GLSL tests work correctly."
run_glsl_test(gsg, "assert(true);")
def test_glsl_test_fail(gsg):
"Same as above, but making sure that the failure case works correctly."
with pytest.raises(Failed):
run_glsl_test(gsg, "assert(false);")
def test_glsl_sampler(gsg):
tex1 = core.Texture("")
tex1.setup_1d_texture(1, core.Texture.T_unsigned_byte, core.Texture.F_rgba8)
tex1.set_clear_color((0, 2 / 255.0, 1, 1))
tex2 = core.Texture("")
tex2.setup_2d_texture(1, 1, core.Texture.T_float, core.Texture.F_rgba32)
tex2.set_clear_color((1.0, 2.0, -3.14, 0.0))
preamble = """
uniform sampler1D tex1;
uniform sampler2D tex2;
"""
code = """
assert(texelFetch(tex1, 0, 0) == vec4(0, 2 / 255.0, 1, 1));
assert(texelFetch(tex2, ivec2(0, 0), 0) == vec4(1.0, 2.0, -3.14, 0.0));
"""
run_glsl_test(gsg, code, preamble, {'tex1': tex1, 'tex2': tex2})
def test_glsl_image(gsg):
tex1 = core.Texture("")
tex1.setup_1d_texture(1, core.Texture.T_unsigned_byte, core.Texture.F_rgba8)
tex1.set_clear_color((0, 2 / 255.0, 1, 1))
tex2 = core.Texture("")
tex2.setup_2d_texture(1, 1, core.Texture.T_float, core.Texture.F_rgba32)
tex2.set_clear_color((1.0, 2.0, -3.14, 0.0))
preamble = """
layout(rgba8) uniform image1D tex1;
layout(rgba32f) uniform image2D tex2;
"""
code = """
assert(imageLoad(tex1, 0) == vec4(0, 2 / 255.0, 1, 1));
assert(imageLoad(tex2, ivec2(0, 0)) == vec4(1.0, 2.0, -3.14, 0.0));
"""
run_glsl_test(gsg, code, preamble, {'tex1': tex1, 'tex2': tex2})
def test_glsl_ssbo(gsg):
from struct import pack
num1 = pack('<i', 1234567)
num2 = pack('<i', -1234567)
buffer1 = core.ShaderBuffer("buffer1", num1, core.GeomEnums.UH_static)
buffer2 = core.ShaderBuffer("buffer2", num2, core.GeomEnums.UH_static)
preamble = """
layout(std430, binding=0) buffer buffer1 {
int value1;
};
layout(std430, binding=1) buffer buffer2 {
int value2;
};
"""
code = """
assert(value1 == 1234567);
assert(value2 == -1234567);
"""
run_glsl_test(gsg, code, preamble, {'buffer1': buffer1, 'buffer2': buffer2},
exts={'GL_ARB_shader_storage_buffer_object',
'GL_ARB_uniform_buffer_object',
'GL_ARB_shading_language_420pack'})
def test_glsl_int(gsg):
inputs = dict(
zero=0,
intmax=0x7fffffff,
intmin=-0x7fffffff,
)
preamble = """
uniform int zero;
uniform int intmax;
uniform int intmin;
"""
code = """
assert(zero == 0);
assert(intmax == 0x7fffffff);
assert(intmin == -0x7fffffff);
"""
run_glsl_test(gsg, code, preamble, inputs)
def test_glsl_uint(gsg):
#TODO: fix passing uints greater than intmax
inputs = dict(
zero=0,
intmax=0x7fffffff,
)
preamble = """
uniform uint zero;
uniform uint intmax;
"""
code = """
assert(zero == 0u);
assert(intmax == 0x7fffffffu);
"""
run_glsl_test(gsg, code, preamble, inputs)
def test_glsl_bool(gsg):
flags = dict(
flag1=False,
flag2=0,
flag3=0.0,
flag4=True,
flag5=1,
flag6=3,
)
preamble = """
uniform bool flag1;
uniform bool flag2;
uniform bool flag3;
uniform bool flag4;
uniform bool flag5;
uniform bool flag6;
"""
code = """
assert(!flag1);
assert(!flag2);
assert(!flag3);
assert(flag4);
assert(flag5);
assert(flag6);
"""
run_glsl_test(gsg, code, preamble, flags)
def test_glsl_mat3(gsg):
param1 = core.LMatrix4(core.LMatrix3(1, 2, 3, 4, 5, 6, 7, 8, 9))
param2 = core.NodePath("param2")
param2.set_mat(core.LMatrix3(10, 11, 12, 13, 14, 15, 16, 17, 18))
preamble = """
uniform mat3 param1;
uniform mat3 param2;
"""
code = """
assert(param1[0] == vec3(1, 2, 3));
assert(param1[1] == vec3(4, 5, 6));
assert(param1[2] == vec3(7, 8, 9));
assert(param2[0] == vec3(10, 11, 12));
assert(param2[1] == vec3(13, 14, 15));
assert(param2[2] == vec3(16, 17, 18));
"""
run_glsl_test(gsg, code, preamble, {'param1': param1, 'param2': param2})
def test_glsl_mat4(gsg):
param1 = core.LMatrix4(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16)
param2 = core.NodePath("param2")
param2.set_mat(core.LMatrix4(
17, 18, 19, 20,
21, 22, 23, 24,
25, 26, 27, 28,
29, 30, 31, 32))
preamble = """
uniform mat4 param1;
uniform mat4 param2;
"""
code = """
assert(param1[0] == vec4(1, 2, 3, 4));
assert(param1[1] == vec4(5, 6, 7, 8));
assert(param1[2] == vec4(9, 10, 11, 12));
assert(param1[3] == vec4(13, 14, 15, 16));
assert(param2[0] == vec4(17, 18, 19, 20));
assert(param2[1] == vec4(21, 22, 23, 24));
assert(param2[2] == vec4(25, 26, 27, 28));
assert(param2[3] == vec4(29, 30, 31, 32));
"""
run_glsl_test(gsg, code, preamble, {'param1': param1, 'param2': param2})
def test_glsl_pta_int(gsg):
pta = core.PTA_int((0, 1, 2, 3))
preamble = """
uniform int pta[4];
"""
code = """
assert(pta[0] == 0);
assert(pta[1] == 1);
assert(pta[2] == 2);
assert(pta[3] == 3);
"""
run_glsl_test(gsg, code, preamble, {'pta': pta})
def test_glsl_pta_ivec4(gsg):
pta = core.PTA_LVecBase4i(((0, 1, 2, 3), (4, 5, 6, 7)))
preamble = """
uniform ivec4 pta[2];
"""
code = """
assert(pta[0] == ivec4(0, 1, 2, 3));
assert(pta[1] == ivec4(4, 5, 6, 7));
"""
run_glsl_test(gsg, code, preamble, {'pta': pta})
def test_glsl_pta_mat4(gsg):
pta = core.PTA_LMatrix4f((
(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15),
(16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31),
))
preamble = """
uniform mat4 pta[2];
"""
code = """
assert(pta[0][0] == vec4(0, 1, 2, 3));
assert(pta[0][1] == vec4(4, 5, 6, 7));
assert(pta[0][2] == vec4(8, 9, 10, 11));
assert(pta[0][3] == vec4(12, 13, 14, 15));
assert(pta[1][0] == vec4(16, 17, 18, 19));
assert(pta[1][1] == vec4(20, 21, 22, 23));
assert(pta[1][2] == vec4(24, 25, 26, 27));
assert(pta[1][3] == vec4(28, 29, 30, 31));
"""
run_glsl_test(gsg, code, preamble, {'pta': pta})
def test_glsl_param_vec4(gsg):
param = core.ParamVecBase4((0, 1, 2, 3))
preamble = """
uniform vec4 param;
"""
code = """
assert(param.x == 0.0);
assert(param.y == 1.0);
assert(param.z == 2.0);
assert(param.w == 3.0);
"""
run_glsl_test(gsg, code, preamble, {'param': param})
def test_glsl_param_ivec4(gsg):
param = core.ParamVecBase4i((0, 1, 2, 3))
preamble = """
uniform ivec4 param;
"""
code = """
assert(param.x == 0);
assert(param.y == 1);
assert(param.z == 2);
assert(param.w == 3);
"""
run_glsl_test(gsg, code, preamble, {'param': param})
def test_glsl_write_extract_image_buffer(gsg):
# Tests that we can write to a buffer texture on the GPU, and then extract
# the data on the CPU. We test two textures since there was in the past a
# where it would only work correctly for one texture.
tex1 = core.Texture("tex1")
tex1.set_clear_color(0)
tex1.setup_buffer_texture(1, core.Texture.T_unsigned_int, core.Texture.F_r32i,
core.GeomEnums.UH_static)
tex2 = core.Texture("tex2")
tex2.set_clear_color(0)
tex2.setup_buffer_texture(1, core.Texture.T_int, core.Texture.F_r32i,
core.GeomEnums.UH_static)
preamble = """
layout(r32ui) uniform uimageBuffer tex1;
layout(r32i) uniform iimageBuffer tex2;
"""
code = """
assert(imageLoad(tex1, 0).r == 0u);
assert(imageLoad(tex2, 0).r == 0);
imageStore(tex1, 0, uvec4(123));
imageStore(tex2, 0, ivec4(-456));
memoryBarrier();
assert(imageLoad(tex1, 0).r == 123u);
assert(imageLoad(tex2, 0).r == -456);
"""
run_glsl_test(gsg, code, preamble, {'tex1': tex1, 'tex2': tex2})
engine = core.GraphicsEngine.get_global_ptr()
assert engine.extract_texture_data(tex1, gsg)
assert engine.extract_texture_data(tex2, gsg)
assert struct.unpack('I', tex1.get_ram_image()) == (123,)
assert struct.unpack('i', tex2.get_ram_image()) == (-456,)
def test_glsl_compile_error(gsg):
"""Test getting compile errors from bad shaders"""
vert_path = core.Filename(SHADERS_DIR, 'glsl_bad.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
run_glsl_compile_check(gsg, vert_path, frag_path, expect_fail=True)
def test_glsl_from_file(gsg):
"""Test compiling GLSL shaders from files"""
vert_path = core.Filename(SHADERS_DIR, 'glsl_simple.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
run_glsl_compile_check(gsg, vert_path, frag_path)
def test_glsl_includes(gsg):
"""Test preprocessing includes in GLSL shaders"""
vert_path = core.Filename(SHADERS_DIR, 'glsl_include.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
run_glsl_compile_check(gsg, vert_path, frag_path)