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- 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
- if not gsg.supports_glsl:
- expect_fail = True
- 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))
- tex3 = core.Texture("")
- tex3.setup_3d_texture(1, 1, 1, core.Texture.T_float, core.Texture.F_r32)
- tex3.set_clear_color((0.5, 0.0, 0.0, 1.0))
- preamble = """
- uniform sampler1D tex1;
- uniform sampler2D tex2;
- uniform sampler3D tex3;
- """
- 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));
- assert(texelFetch(tex3, ivec3(0, 0, 0), 0) == vec4(0.5, 0.0, 0.0, 1.0));
- """
- run_glsl_test(gsg, code, preamble, {'tex1': tex1, 'tex2': tex2, 'tex3': tex3})
- def test_glsl_isampler(gsg):
- from struct import pack
- tex1 = core.Texture("")
- tex1.setup_1d_texture(1, core.Texture.T_byte, core.Texture.F_rgba8i)
- tex1.set_ram_image(pack('bbbb', 0, 1, 2, 3))
- tex2 = core.Texture("")
- tex2.setup_2d_texture(1, 1, core.Texture.T_short, core.Texture.F_r16i)
- tex2.set_ram_image(pack('h', 4))
- tex3 = core.Texture("")
- tex3.setup_3d_texture(1, 1, 1, core.Texture.T_int, core.Texture.F_r32i)
- tex3.set_ram_image(pack('i', 5))
- preamble = """
- uniform isampler1D tex1;
- uniform isampler2D tex2;
- uniform isampler3D tex3;
- """
- code = """
- assert(texelFetch(tex1, 0, 0) == ivec4(0, 1, 2, 3));
- assert(texelFetch(tex2, ivec2(0, 0), 0) == ivec4(4, 0, 0, 1));
- assert(texelFetch(tex3, ivec3(0, 0, 0), 0) == ivec4(5, 0, 0, 1));
- """
- run_glsl_test(gsg, code, preamble, {'tex1': tex1, 'tex2': tex2, 'tex3': tex3})
- def test_glsl_usampler(gsg):
- from struct import pack
- tex1 = core.Texture("")
- tex1.setup_1d_texture(1, core.Texture.T_unsigned_byte, core.Texture.F_rgba8i)
- tex1.set_ram_image(pack('BBBB', 0, 1, 2, 3))
- tex2 = core.Texture("")
- tex2.setup_2d_texture(1, 1, core.Texture.T_unsigned_short, core.Texture.F_r16i)
- tex2.set_ram_image(pack('H', 4))
- tex3 = core.Texture("")
- tex3.setup_3d_texture(1, 1, 1, core.Texture.T_unsigned_int, core.Texture.F_r32i)
- tex3.set_ram_image(pack('I', 5))
- preamble = """
- uniform usampler1D tex1;
- uniform usampler2D tex2;
- uniform usampler3D tex3;
- """
- code = """
- assert(texelFetch(tex1, 0, 0) == uvec4(0, 1, 2, 3));
- assert(texelFetch(tex2, ivec2(0, 0), 0) == uvec4(4, 0, 0, 1));
- assert(texelFetch(tex3, ivec3(0, 0, 0), 0) == uvec4(5, 0, 0, 1));
- """
- run_glsl_test(gsg, code, preamble, {'tex1': tex1, 'tex2': tex2, 'tex3': tex3})
- 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_iimage(gsg):
- from struct import pack
- tex1 = core.Texture("")
- tex1.setup_1d_texture(1, core.Texture.T_byte, core.Texture.F_rgba8i)
- tex1.set_ram_image(pack('bbbb', 0, 1, 2, 3))
- tex2 = core.Texture("")
- tex2.setup_2d_texture(1, 1, core.Texture.T_short, core.Texture.F_r16i)
- tex2.set_ram_image(pack('h', 4))
- tex3 = core.Texture("")
- tex3.setup_3d_texture(1, 1, 1, core.Texture.T_int, core.Texture.F_r32i)
- tex3.set_ram_image(pack('i', 5))
- preamble = """
- layout(rgba8i) uniform iimage1D tex1;
- layout(r16i) uniform iimage2D tex2;
- layout(r32i) uniform iimage3D tex3;
- """
- code = """
- assert(imageLoad(tex1, 0) == ivec4(0, 1, 2, 3));
- assert(imageLoad(tex2, ivec2(0, 0)) == ivec4(4, 0, 0, 1));
- assert(imageLoad(tex3, ivec3(0, 0, 0)) == ivec4(5, 0, 0, 1));
- """
- run_glsl_test(gsg, code, preamble, {'tex1': tex1, 'tex2': tex2, 'tex3': tex3})
- def test_glsl_uimage(gsg):
- from struct import pack
- tex1 = core.Texture("")
- tex1.setup_1d_texture(1, core.Texture.T_unsigned_byte, core.Texture.F_rgba8i)
- tex1.set_ram_image(pack('BBBB', 0, 1, 2, 3))
- tex2 = core.Texture("")
- tex2.setup_2d_texture(1, 1, core.Texture.T_unsigned_short, core.Texture.F_r16i)
- tex2.set_ram_image(pack('H', 4))
- tex3 = core.Texture("")
- tex3.setup_3d_texture(1, 1, 1, core.Texture.T_unsigned_int, core.Texture.F_r32i)
- tex3.set_ram_image(pack('I', 5))
- preamble = """
- layout(rgba8ui) uniform uimage1D tex1;
- layout(r16ui) uniform uimage2D tex2;
- layout(r32ui) uniform uimage3D tex3;
- """
- code = """
- assert(imageLoad(tex1, 0) == uvec4(0, 1, 2, 3));
- assert(imageLoad(tex2, ivec2(0, 0)) == uvec4(4, 0, 0, 1));
- assert(imageLoad(tex3, ivec3(0, 0, 0)) == uvec4(5, 0, 0, 1));
- """
- run_glsl_test(gsg, code, preamble, {'tex1': tex1, 'tex2': tex2, 'tex3': tex3})
- 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_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_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"""
- suffix = ''
- if (gsg.driver_shader_version_major, gsg.driver_shader_version_minor) < (1, 50):
- suffix = '_legacy'
- vert_path = core.Filename(SHADERS_DIR, 'glsl_bad' + suffix + '.vert')
- frag_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.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"""
- suffix = ''
- if (gsg.driver_shader_version_major, gsg.driver_shader_version_minor) < (1, 50):
- suffix = '_legacy'
- vert_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.vert')
- frag_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.frag')
- run_glsl_compile_check(gsg, vert_path, frag_path)
- def test_glsl_includes(gsg):
- """Test preprocessing includes in GLSL shaders"""
- suffix = ''
- if (gsg.driver_shader_version_major, gsg.driver_shader_version_minor) < (1, 50):
- suffix = '_legacy'
- vert_path = core.Filename(SHADERS_DIR, 'glsl_include' + suffix + '.vert')
- frag_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.frag')
- run_glsl_compile_check(gsg, vert_path, frag_path)
- def test_glsl_includes_angle_nodir(gsg):
- """Test preprocessing includes with angle includes without model-path"""
- suffix = ''
- if (gsg.driver_shader_version_major, gsg.driver_shader_version_minor) < (1, 50):
- suffix = '_legacy'
- vert_path = core.Filename(SHADERS_DIR, 'glsl_include_angle' + suffix + '.vert')
- frag_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.frag')
- assert core.Shader.load(core.Shader.SL_GLSL, vert_path, frag_path) is None
- @pytest.fixture
- def with_current_dir_on_model_path():
- model_path = core.get_model_path()
- model_path.prepend_directory(core.Filename.from_os_specific(os.path.dirname(__file__)))
- yield
- model_path.clear_local_value()
- def test_glsl_includes_angle_withdir(gsg, with_current_dir_on_model_path):
- """Test preprocessing includes with angle includes with model-path"""
- suffix = ''
- if (gsg.driver_shader_version_major, gsg.driver_shader_version_minor) < (1, 50):
- suffix = '_legacy'
- vert_path = core.Filename(SHADERS_DIR, 'glsl_include_angle' + suffix + '.vert')
- frag_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.frag')
- run_glsl_compile_check(gsg, vert_path, frag_path)
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