SPIRV-Cross/test_shaders.py
Hans-Kristian Arntzen ad2b7c05e7 Implement workaround for textureLod on 2D array shadow.
This does not exist in GLSL, but it exists in HLSL if LOD == 0.0.
2017-06-23 09:45:42 +02:00

370 lines
14 KiB
Python
Executable File

#!/usr/bin/env python3
import sys
import os
import os.path
import subprocess
import tempfile
import re
import itertools
import hashlib
import shutil
import argparse
import codecs
force_no_external_validation = False
def parse_stats(stats):
m = re.search('([0-9]+) work registers', stats)
registers = int(m.group(1)) if m else 0
m = re.search('([0-9]+) uniform registers', stats)
uniform_regs = int(m.group(1)) if m else 0
m_list = re.findall('(-?[0-9]+)\s+(-?[0-9]+)\s+(-?[0-9]+)', stats)
alu_short = float(m_list[1][0]) if m_list else 0
ls_short = float(m_list[1][1]) if m_list else 0
tex_short = float(m_list[1][2]) if m_list else 0
alu_long = float(m_list[2][0]) if m_list else 0
ls_long = float(m_list[2][1]) if m_list else 0
tex_long = float(m_list[2][2]) if m_list else 0
return (registers, uniform_regs, alu_short, ls_short, tex_short, alu_long, ls_long, tex_long)
def get_shader_type(shader):
_, ext = os.path.splitext(shader)
if ext == '.vert':
return '--vertex'
elif ext == '.frag':
return '--fragment'
elif ext == '.comp':
return '--compute'
elif ext == '.tesc':
return '--tessellation_control'
elif ext == '.tese':
return '--tessellation_evaluation'
elif ext == '.geom':
return '--geometry'
else:
return ''
def get_shader_stats(shader):
f, path = tempfile.mkstemp()
os.close(f)
p = subprocess.Popen(['malisc', get_shader_type(shader), '--core', 'Mali-T760', '-V', shader], stdout = subprocess.PIPE, stderr = subprocess.PIPE)
stdout, stderr = p.communicate()
os.remove(path)
if p.returncode != 0:
print(stderr.decode('utf-8'))
raise OSError('malisc failed')
p.wait()
returned = stdout.decode('utf-8')
return parse_stats(returned)
def print_msl_compiler_version():
try:
subprocess.check_call(['xcrun', '--sdk', 'iphoneos', 'metal', '--version'])
print('...are the Metal compiler characteristics.\n') # display after so xcrun FNF is silent
except OSError as e:
if (e.errno != os.errno.ENOENT): # Ignore xcrun not found error
raise
def validate_shader_msl(shader):
msl_path = reference_path(shader[0], shader[1])
try:
msl_os = 'macosx'
# msl_os = 'iphoneos'
subprocess.check_call(['xcrun', '--sdk', msl_os, 'metal', '-x', 'metal', '-std=osx-metal1.2', '-Werror', '-Wno-unused-variable', msl_path])
print('Compiled Metal shader: ' + msl_path) # display after so xcrun FNF is silent
except OSError as oe:
if (oe.errno != os.errno.ENOENT): # Ignore xcrun not found error
raise
except subprocess.CalledProcessError:
print('Error compiling Metal shader: ' + msl_path)
sys.exit(1)
def cross_compile_msl(shader):
spirv_f, spirv_path = tempfile.mkstemp()
msl_f, msl_path = tempfile.mkstemp(suffix = os.path.basename(shader))
os.close(spirv_f)
os.close(msl_f)
subprocess.check_call(['glslangValidator', '-V', '-o', spirv_path, shader])
spirv_cross_path = './spirv-cross'
subprocess.check_call([spirv_cross_path, '--entry', 'main', '--output', msl_path, spirv_path, '--msl'])
subprocess.check_call(['spirv-val', spirv_path])
return (spirv_path, msl_path)
def validate_shader_hlsl(shader):
subprocess.check_call(['glslangValidator', '-e', 'main', '-D', '-V', shader])
if (not force_no_external_validation) and os.path.exists('fxc'):
subprocess.check_call(['fxc', shader])
def cross_compile_hlsl(shader):
spirv_f, spirv_path = tempfile.mkstemp()
hlsl_f, hlsl_path = tempfile.mkstemp(suffix = os.path.basename(shader))
os.close(spirv_f)
os.close(hlsl_f)
subprocess.check_call(['glslangValidator', '-V', '-o', spirv_path, shader])
spirv_cross_path = './spirv-cross'
subprocess.check_call([spirv_cross_path, '--entry', 'main', '--output', hlsl_path, spirv_path, '--hlsl-enable-compat', '--hlsl', '--shader-model', '50'])
subprocess.check_call(['spirv-val', spirv_path])
validate_shader_hlsl(hlsl_path)
return (spirv_path, hlsl_path)
def validate_shader(shader, vulkan):
if vulkan:
subprocess.check_call(['glslangValidator', '-V', shader])
else:
subprocess.check_call(['glslangValidator', shader])
def cross_compile(shader, vulkan, spirv, invalid_spirv, eliminate, is_legacy, flatten_ubo, sso, flatten_dim):
spirv_f, spirv_path = tempfile.mkstemp()
glsl_f, glsl_path = tempfile.mkstemp(suffix = os.path.basename(shader))
os.close(spirv_f)
os.close(glsl_f)
if vulkan or spirv:
vulkan_glsl_f, vulkan_glsl_path = tempfile.mkstemp(suffix = os.path.basename(shader))
os.close(vulkan_glsl_f)
if spirv:
subprocess.check_call(['spirv-as', '-o', spirv_path, shader])
else:
subprocess.check_call(['glslangValidator', '-V', '-o', spirv_path, shader])
if not invalid_spirv:
subprocess.check_call(['spirv-val', spirv_path])
extra_args = []
if eliminate:
extra_args += ['--remove-unused-variables']
if is_legacy:
extra_args += ['--version', '100', '--es']
if flatten_ubo:
extra_args += ['--flatten-ubo']
if sso:
extra_args += ['--separate-shader-objects']
if flatten_dim:
extra_args += ['--flatten-multidimensional-arrays']
spirv_cross_path = './spirv-cross'
subprocess.check_call([spirv_cross_path, '--entry', 'main', '--output', glsl_path, spirv_path] + extra_args)
# A shader might not be possible to make valid GLSL from, skip validation for this case.
if (not ('nocompat' in glsl_path)) and (not spirv):
validate_shader(glsl_path, False)
if vulkan or spirv:
subprocess.check_call([spirv_cross_path, '--entry', 'main', '--vulkan-semantics', '--output', vulkan_glsl_path, spirv_path] + extra_args)
validate_shader(vulkan_glsl_path, True)
return (spirv_path, glsl_path, vulkan_glsl_path if vulkan else None)
def make_unix_newline(buf):
decoded = codecs.decode(buf, 'utf-8')
decoded = decoded.replace('\r', '')
return codecs.encode(decoded, 'utf-8')
def md5_for_file(path):
md5 = hashlib.md5()
with open(path, 'rb') as f:
for chunk in iter(lambda: make_unix_newline(f.read(8192)), b''):
md5.update(chunk)
return md5.digest()
def make_reference_dir(path):
base = os.path.dirname(path)
if not os.path.exists(base):
os.makedirs(base)
def reference_path(directory, relpath):
split_paths = os.path.split(directory)
reference_dir = os.path.join(split_paths[0], 'reference/')
reference_dir = os.path.join(reference_dir, split_paths[1])
return os.path.join(reference_dir, relpath)
def regression_check(shader, glsl, update, keep):
reference = reference_path(shader[0], shader[1])
joined_path = os.path.join(shader[0], shader[1])
print('Reference shader path:', reference)
if os.path.exists(reference):
if md5_for_file(glsl) != md5_for_file(reference):
if update:
print('Generated GLSL has changed for {}!'.format(reference))
# If we expect changes, update the reference file.
if os.path.exists(reference):
os.remove(reference)
make_reference_dir(reference)
shutil.move(glsl, reference)
else:
print('Generated GLSL in {} does not match reference {}!'.format(glsl, reference))
with open(glsl, 'r') as f:
print('')
print('Generated:')
print('======================')
print(f.read())
print('======================')
print('')
# Otherwise, fail the test. Keep the shader file around so we can inspect.
if not keep:
os.remove(glsl)
sys.exit(1)
else:
os.remove(glsl)
else:
print('Found new shader {}. Placing GLSL in {}'.format(joined_path, reference))
make_reference_dir(reference)
shutil.move(glsl, reference)
def shader_is_vulkan(shader):
return '.vk.' in shader
def shader_is_desktop(shader):
return '.desktop.' in shader
def shader_is_eliminate_dead_variables(shader):
return '.noeliminate.' not in shader
def shader_is_spirv(shader):
return '.asm.' in shader
def shader_is_invalid_spirv(shader):
return '.invalid.' in shader
def shader_is_legacy(shader):
return '.legacy.' in shader
def shader_is_flatten_ubo(shader):
return '.flatten.' in shader
def shader_is_sso(shader):
return '.sso.' in shader
def shader_is_flatten_dimensions(shader):
return '.flatten_dim.' in shader
def test_shader(stats, shader, update, keep):
joined_path = os.path.join(shader[0], shader[1])
vulkan = shader_is_vulkan(shader[1])
desktop = shader_is_desktop(shader[1])
eliminate = shader_is_eliminate_dead_variables(shader[1])
is_spirv = shader_is_spirv(shader[1])
invalid_spirv = shader_is_invalid_spirv(shader[1])
is_legacy = shader_is_legacy(shader[1])
flatten_ubo = shader_is_flatten_ubo(shader[1])
sso = shader_is_sso(shader[1])
flatten_dim = shader_is_flatten_dimensions(shader[1])
print('Testing shader:', joined_path)
spirv, glsl, vulkan_glsl = cross_compile(joined_path, vulkan, is_spirv, invalid_spirv, eliminate, is_legacy, flatten_ubo, sso, flatten_dim)
# Only test GLSL stats if we have a shader following GL semantics.
if stats and (not vulkan) and (not is_spirv) and (not desktop):
cross_stats = get_shader_stats(glsl)
regression_check(shader, glsl, update, keep)
if vulkan_glsl:
regression_check((shader[0], shader[1] + '.vk'), vulkan_glsl, update, keep)
os.remove(spirv)
if stats and (not vulkan) and (not is_spirv) and (not desktop):
pristine_stats = get_shader_stats(joined_path)
a = []
a.append(shader[1])
for i in pristine_stats:
a.append(str(i))
for i in cross_stats:
a.append(str(i))
print(','.join(a), file = stats)
def test_shader_msl(stats, shader, update, keep):
joined_path = os.path.join(shader[0], shader[1])
print('\nTesting MSL shader:', joined_path)
spirv, msl = cross_compile_msl(joined_path)
regression_check(shader, msl, update, keep)
os.remove(spirv)
if not force_no_external_validation:
validate_shader_msl(shader)
def test_shader_hlsl(stats, shader, update, keep):
joined_path = os.path.join(shader[0], shader[1])
print('Testing HLSL shader:', joined_path)
spirv, msl = cross_compile_hlsl(joined_path)
regression_check(shader, msl, update, keep)
os.remove(spirv)
def test_shaders_helper(stats, shader_dir, update, malisc, keep, backend):
for root, dirs, files in os.walk(os.path.join(shader_dir)):
files = [ f for f in files if not f.startswith(".") ] #ignore system files (esp OSX)
for i in files:
path = os.path.join(root, i)
relpath = os.path.relpath(path, shader_dir)
if backend == 'msl':
test_shader_msl(stats, (shader_dir, relpath), update, keep)
elif backend == 'hlsl':
test_shader_hlsl(stats, (shader_dir, relpath), update, keep)
else:
test_shader(stats, (shader_dir, relpath), update, keep)
def test_shaders(shader_dir, update, malisc, keep, backend):
if malisc:
with open('stats.csv', 'w') as stats:
print('Shader,OrigRegs,OrigUniRegs,OrigALUShort,OrigLSShort,OrigTEXShort,OrigALULong,OrigLSLong,OrigTEXLong,CrossRegs,CrossUniRegs,CrossALUShort,CrossLSShort,CrossTEXShort,CrossALULong,CrossLSLong,CrossTEXLong', file = stats)
test_shaders_helper(stats, shader_dir, update, malisc, keep, backend)
else:
test_shaders_helper(None, shader_dir, update, malisc, keep, backend)
def main():
parser = argparse.ArgumentParser(description = 'Script for regression testing.')
parser.add_argument('folder',
help = 'Folder containing shader files to test.')
parser.add_argument('--update',
action = 'store_true',
help = 'Updates reference files if there is a mismatch. Use when legitimate changes in output is found.')
parser.add_argument('--keep',
action = 'store_true',
help = 'Leave failed GLSL shaders on disk if they fail regression. Useful for debugging.')
parser.add_argument('--malisc',
action = 'store_true',
help = 'Use malisc offline compiler to determine static cycle counts before and after spirv-cross.')
parser.add_argument('--msl',
action = 'store_true',
help = 'Test Metal backend.')
parser.add_argument('--metal',
action = 'store_true',
help = 'Deprecated Metal option. Use --msl instead.')
parser.add_argument('--hlsl',
action = 'store_true',
help = 'Test HLSL backend.')
parser.add_argument('--force-no-external-validation',
action = 'store_true',
help = 'Disable all external validation.')
args = parser.parse_args()
if not args.folder:
sys.stderr.write('Need shader folder.\n')
sys.exit(1)
if args.msl:
print_msl_compiler_version()
global force_no_external_validation
force_no_external_validation = args.force_no_external_validation
test_shaders(args.folder, args.update, args.malisc, args.keep, 'msl' if (args.msl or args.metal) else ('hlsl' if args.hlsl else 'glsl'))
if args.malisc:
print('Stats in stats.csv!')
print('Tests completed!')
if __name__ == '__main__':
main()