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python/tests: Test sampling from a depth texture.
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41cf681535
commit
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1 changed files with 216 additions and 7 deletions
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@ -99,7 +99,7 @@ def is_pot(n):
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return n & (n - 1) == 0
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class TextureTest(TestCase):
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class TextureColorSampleTest(TestCase):
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tags = (
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'target',
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@ -286,6 +286,206 @@ class TextureTest(TestCase):
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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.rgb_src_factor = PIPE_BLENDFACTOR_ONE
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blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE
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blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO
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blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO
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blend.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_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_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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VERT1.1
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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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FRAG1.1
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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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@ -304,11 +504,10 @@ def main():
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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_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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#PIPE_FORMAT_S8_UNORM,
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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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PIPE_FORMAT_A8_UNORM,
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PIPE_FORMAT_L8_UNORM,
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PIPE_FORMAT_YCBCR,
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@ -347,7 +546,17 @@ def main():
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for level in range(0, last_level + 1):
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zslice = 0
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while zslice < depth >> level:
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test = TextureTest(
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if format in (
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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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):
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klass = TextureDepthSampleTest
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else:
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klass = TextureColorSampleTest
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test = klass(
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dev = dev,
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target = target,
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format = format,
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