app/headless: add lower-level backend tests

Add a series of low level gpu.Backend tests to assure the correct behaviour of
Backends. The immediate use is debugging of the Direct3D port, in the future
for developing new backends.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-23 11:38:02 +01:00
parent 55c74d3159
commit 7ff2f60412
8 changed files with 441 additions and 10 deletions
+247
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@@ -0,0 +1,247 @@
// SPDX-License-Identifier: Unlicense OR MIT
package headless
import (
"bytes"
"flag"
"image"
"image/color"
"image/png"
"io/ioutil"
"math"
"runtime"
"testing"
"gioui.org/gpu/backend"
"gioui.org/internal/unsafe"
)
var dumpImages = flag.Bool("saveimages", false, "save test images")
var clearCol = color.RGBA{A: 0xff, R: 0xde, G: 0xad, B: 0xbe}
func TestFramebufferClear(t *testing.T) {
b := newBackend(t)
sz := image.Point{X: 800, Y: 600}
fbo := setupFBO(t, b, sz)
img := screenshot(t, fbo, sz)
if got := img.RGBAAt(0, 0); got != clearCol {
t.Errorf("got color %v, expected %v", got, clearCol)
}
}
func TestSimpleShader(t *testing.T) {
b := newBackend(t)
sz := image.Point{X: 800, Y: 600}
fbo := setupFBO(t, b, sz)
p, err := b.NewProgram(shader_simple_vert, shader_simple_frag)
if err != nil {
t.Fatal(err)
}
defer p.Release()
b.BindProgram(p)
b.DrawArrays(backend.DrawModeTriangles, 0, 3)
img := screenshot(t, fbo, sz)
if got := img.RGBAAt(0, 0); got != clearCol {
t.Errorf("got color %v, expected %v", got, clearCol)
}
// Just off the center to catch inverted triangles.
cx, cy := 300, 400
shaderCol := [4]float32{.25, .55, .75, 1.0}
if got, exp := img.RGBAAt(cx, cy), tosRGB(shaderCol); got != exp {
t.Errorf("got color %v, expected %v", got, exp)
}
}
func TestInputShader(t *testing.T) {
b := newBackend(t)
sz := image.Point{X: 800, Y: 600}
fbo := setupFBO(t, b, sz)
p, err := b.NewProgram(shader_input_vert, shader_simple_frag)
if err != nil {
t.Fatal(err)
}
defer p.Release()
b.BindProgram(p)
buf, err := b.NewImmutableBuffer(backend.BufferBindingVertices,
unsafe.BytesView([]float32{
0, .5, .5, 1,
-.5, -.5, .5, 1,
.5, -.5, .5, 1,
}),
)
if err != nil {
t.Fatal(err)
}
defer buf.Release()
b.BindVertexBuffer(buf, 4*4, 0)
layout, err := b.NewInputLayout(shader_input_vert, []backend.InputDesc{
{
Type: backend.DataTypeFloat,
Size: 4,
Offset: 0,
},
})
if err != nil {
t.Fatal(err)
}
defer layout.Release()
b.BindInputLayout(layout)
b.DrawArrays(backend.DrawModeTriangles, 0, 3)
img := screenshot(t, fbo, sz)
if got := img.RGBAAt(0, 0); got != clearCol {
t.Errorf("got color %v, expected %v", got, clearCol)
}
cx, cy := 300, 400
shaderCol := [4]float32{.25, .55, .75, 1.0}
if got, exp := img.RGBAAt(cx, cy), tosRGB(shaderCol); got != exp {
t.Errorf("got color %v, expected %v", got, exp)
}
}
func TestFramebuffers(t *testing.T) {
b := newBackend(t)
sz := image.Point{X: 800, Y: 600}
fbo1 := newFBO(t, b, sz)
fbo2 := newFBO(t, b, sz)
var (
col1 = color.RGBA{R: 0xad, G: 0xbe, B: 0xef, A: 0xde}
col2 = color.RGBA{R: 0xfe, G: 0xba, B: 0xbe, A: 0xca}
)
fcol1, fcol2 := fromsRGB(col1), fromsRGB(col2)
b.ClearColor(fcol1[0], fcol1[1], fcol1[2], fcol1[3])
b.BindFramebuffer(fbo1)
b.Clear(backend.BufferAttachmentColor)
b.ClearColor(fcol2[0], fcol2[1], fcol2[2], fcol2[3])
b.BindFramebuffer(fbo2)
b.Clear(backend.BufferAttachmentColor)
img := screenshot(t, fbo1, sz)
if got := img.RGBAAt(0, 0); got != col1 {
t.Errorf("got color %v, expected %v", got, col1)
}
img = screenshot(t, fbo2, sz)
if got := img.RGBAAt(0, 0); got != col2 {
t.Errorf("got color %v, expected %v", got, col2)
}
}
func setupFBO(t *testing.T, b backend.Device, size image.Point) backend.Framebuffer {
fbo := newFBO(t, b, size)
b.BindFramebuffer(fbo)
b.Clear(backend.BufferAttachmentColor | backend.BufferAttachmentDepth)
b.Viewport(0, 0, size.X, size.Y)
return fbo
}
func newFBO(t *testing.T, b backend.Device, size image.Point) backend.Framebuffer {
fboTex, err := b.NewTexture(
backend.TextureFormatSRGB,
size.X, size.Y,
backend.FilterNearest, backend.FilterNearest,
backend.BufferBindingFramebuffer,
)
if err != nil {
t.Fatal(err)
}
t.Cleanup(func() {
fboTex.Release()
})
const depthBits = 16
fbo, err := b.NewFramebuffer(fboTex, depthBits)
if err != nil {
t.Fatal(err)
}
t.Cleanup(func() {
fbo.Release()
})
return fbo
}
func newBackend(t *testing.T) backend.Device {
ctx, err := newContext()
if err != nil {
t.Skipf("no context available: %v", err)
}
runtime.LockOSThread()
if err := ctx.MakeCurrent(); err != nil {
t.Fatal(err)
}
b, err := ctx.Backend()
if err != nil {
t.Fatal(err)
}
b.BeginFrame()
// ClearColor accepts linear RGBA colors, while 8-bit colors
// are in the sRGB color space.
col := fromsRGB(clearCol)
b.ClearColor(col[0], col[1], col[2], col[3])
t.Cleanup(func() {
b.EndFrame()
ctx.ReleaseCurrent()
runtime.UnlockOSThread()
ctx.Release()
})
return b
}
func screenshot(t *testing.T, fbo backend.Framebuffer, size image.Point) *image.RGBA {
img := image.NewRGBA(image.Rectangle{Max: size})
err := fbo.ReadPixels(
image.Rectangle{
Max: image.Point{X: size.X, Y: size.Y},
}, img.Pix)
if err != nil {
t.Fatal(err)
}
flipImageY(img)
if *dumpImages {
if err := saveImage(t.Name()+".png", img); err != nil {
t.Error(err)
}
}
return img
}
func saveImage(file string, img image.Image) error {
var buf bytes.Buffer
if err := png.Encode(&buf, img); err != nil {
return err
}
return ioutil.WriteFile(file, buf.Bytes(), 0666)
}
func tosRGB(col [4]float32) color.RGBA {
for i := 0; i <= 2; i++ {
c := col[i]
// Use the formula from EXT_sRGB.
switch {
case c <= 0:
c = 0
case 0 < c && c < 0.0031308:
c = 12.92 * c
case 0.0031308 <= c && c < 1:
c = 1.055*float32(math.Pow(float64(c), 0.41666)) - 0.055
case c >= 1:
c = 1
}
col[i] = c
}
return color.RGBA{R: uint8(col[0]*255 + .5), G: uint8(col[1]*255 + .5), B: uint8(col[2]*255 + .5), A: uint8(col[3]*255 + .5)}
}
func fromsRGB(col color.Color) [4]float32 {
r, g, b, a := col.RGBA()
color := [4]float32{float32(r) / 0xffff, float32(g) / 0xffff, float32(b) / 0xffff, float32(a) / 0xffff}
for i := 0; i <= 2; i++ {
c := color[i]
// Use the formula from EXT_sRGB.
if c <= 0.04045 {
c = c / 12.92
} else {
c = float32(math.Pow(float64((c+0.055)/1.055), 2.4))
}
color[i] = c
}
return color
}
+5
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@@ -0,0 +1,5 @@
// SPDX-License-Identifier: Unlicense OR MIT
package headless
//go:generate go run ../../internal/cmd/convertshaders -package headless
+8 -3
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@@ -127,18 +127,23 @@ func (w *Window) Screenshot() (*image.RGBA, error) {
if err != nil {
return nil, err
}
flipImageY(img)
return img, nil
}
func flipImageY(img *image.RGBA) {
// Flip image in y-direction. OpenGL's origin is in the lower
// left corner.
row := make([]uint8, img.Stride)
for y := 0; y < w.size.Y/2; y++ {
y1 := w.size.Y - y - 1
sy := img.Bounds().Dy()
for y := 0; y < sy/2; y++ {
y1 := sy - y - 1
dest := img.PixOffset(0, y1)
src := img.PixOffset(0, y)
copy(row, img.Pix[dest:])
copy(img.Pix[dest:], img.Pix[src:src+len(row)])
copy(img.Pix[src:], row)
}
return img, nil
}
func contextDo(ctx context, f func() error) error {
+16 -7
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@@ -13,14 +13,11 @@ import (
)
func TestHeadless(t *testing.T) {
sz := image.Point{X: 800, Y: 600}
w, err := NewWindow(sz.X, sz.Y)
if err != nil {
t.Skipf("headless windows not supported: %v", err)
}
defer w.Release()
w, release := newTestWindow(t)
defer release()
col := color.RGBA{A: 0xff, R: 0xcc, G: 0xcc}
sz := w.size
col := color.RGBA{A: 0xff, R: 0xca, G: 0xfe}
var ops op.Ops
paint.ColorOp{Color: col}.Add(&ops)
// Paint only part of the screen to avoid the glClear optimization.
@@ -41,3 +38,15 @@ func TestHeadless(t *testing.T) {
t.Errorf("got color %v, expected %v", got, col)
}
}
func newTestWindow(t *testing.T) (*Window, func()) {
t.Helper()
sz := image.Point{X: 800, Y: 600}
w, err := NewWindow(sz.X, sz.Y)
if err != nil {
t.Skipf("headless windows not supported: %v", err)
}
return w, func() {
w.Release()
}
}
+123
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@@ -0,0 +1,123 @@
// Code generated by build.go. DO NOT EDIT.
package headless
import "gioui.org/gpu/backend"
var (
shader_input_vert = backend.ShaderSources{
Inputs: []backend.InputLocation{backend.InputLocation{Name: "position", Location: 0, Semantic: "POSITION", SemanticIndex: 0, Type: 0x0, Size: 4}},
GLSL100ES: "#version 100\n\nattribute vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n",
GLSL300ES: "#version 300 es\n\nlayout(location = 0) in vec4 position;\n\nvoid main()\n{\n gl_Position = position;\n}\n\n",
/*
static float4 gl_Position;
static float4 position;
struct SPIRV_Cross_Input
{
float4 position : POSITION;
};
struct SPIRV_Cross_Output
{
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = position;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
position = stage_input.position;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
return stage_output;
}
*/
HLSL: []byte(nil),
}
shader_simple_frag = backend.ShaderSources{
GLSL100ES: "#version 100\nprecision mediump float;\nprecision highp int;\n\nvoid main()\n{\n gl_FragData[0] = vec4(0.25, 0.5, 0.75, 1.0);\n}\n\n",
GLSL300ES: "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main()\n{\n fragColor = vec4(0.25, 0.5, 0.75, 1.0);\n}\n\n",
/*
static float4 fragColor;
struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};
void frag_main()
{
fragColor = float4(0.25f, 0.5f, 0.75f, 1.0f);
}
SPIRV_Cross_Output main()
{
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
*/
HLSL: []byte(nil),
}
shader_simple_vert = backend.ShaderSources{
GLSL100ES: "#version 100\n\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n",
GLSL300ES: "#version 300 es\n\nvoid main()\n{\n float x;\n float y;\n if (gl_VertexID == 0)\n {\n x = 0.0;\n y = 0.5;\n }\n else\n {\n if (gl_VertexID == 1)\n {\n x = 0.5;\n y = -0.5;\n }\n else\n {\n x = -0.5;\n y = -0.5;\n }\n }\n gl_Position = vec4(x, y, 0.5, 1.0);\n}\n\n",
/*
static float4 gl_Position;
static int gl_VertexIndex;
struct SPIRV_Cross_Input
{
uint gl_VertexIndex : SV_VertexID;
};
struct SPIRV_Cross_Output
{
float4 gl_Position : SV_Position;
};
void vert_main()
{
float x;
float y;
if (gl_VertexIndex == 0)
{
x = 0.0f;
y = 0.5f;
}
else
{
if (gl_VertexIndex == 1)
{
x = 0.5f;
y = -0.5f;
}
else
{
x = -0.5f;
y = -0.5f;
}
}
gl_Position = float4(x, y, 0.5f, 1.0f);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
gl_VertexIndex = int(stage_input.gl_VertexIndex);
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
return stage_output;
}
*/
HLSL: []byte(nil),
}
)
+11
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@@ -0,0 +1,11 @@
#version 310 es
// SPDX-License-Identifier: Unlicense OR MIT
precision highp float;
layout(location=0) in vec4 position;
void main() {
gl_Position = position;
}
+11
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@@ -0,0 +1,11 @@
#version 310 es
// SPDX-License-Identifier: Unlicense OR MIT
precision mediump float;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(.25, .55, .75, 1.0);
}
+20
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@@ -0,0 +1,20 @@
#version 310 es
// SPDX-License-Identifier: Unlicense OR MIT
precision highp float;
void main() {
float x, y;
if (gl_VertexIndex == 0) {
x = 0.0;
y = .5;
} else if (gl_VertexIndex == 1) {
x = .5;
y = -.5;
} else {
x = -.5;
y = -.5;
}
gl_Position = vec4(x, y, 0.5, 1.0);
}