A kinda passing test

This commit is contained in:
Michael Durrant 2023-06-13 19:25:25 -06:00
parent 8be123440d
commit 9630691d13
10 changed files with 175 additions and 22 deletions

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@ -1,9 +1,12 @@
using Microsoft.VisualBasic; using LibHac.FsSystem;
using Microsoft.FSharp.Core;
using Microsoft.VisualBasic;
using NUnit.Framework; using NUnit.Framework;
using Ryujinx.Graphics.Gpu; using Ryujinx.Graphics.Gpu;
using Ryujinx.Graphics.Texture.Astc; using Ryujinx.Graphics.Texture.Astc;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
@ -18,15 +21,20 @@ namespace Ryujinx.Tests.Graphics
* HOW I GENERATED INPUT DATA * HOW I GENERATED INPUT DATA
* Step 1. Create ASTC-compressed image from sample data. * Step 1. Create ASTC-compressed image from sample data.
* *** NOTE This image isn't 2^x evenly sized, it's 768x512 - something that would break down into nice squares, for sure. * *** NOTE This image isn't 2^x evenly sized, it's 768x512 - something that would break down into nice squares, for sure.
* `bin/astcenc-avx2 -cl sources/kodim01.png output/kodim01.l4x4.astc 4x4 -fast` * `astcenc-sse2 -cl MoreRocks.png MoreRocks.l-4x4-100.astc 4x4 100`
* *
* Step 2. Decompress the data we just created. * Step 2. Decompress the data we just created.
* `bin/astcenc-avx2 -dl output/kodim01.l4x4.astc output/kodim01.l4x4.astc.png` * `astcenc-sse2 -dl MoreRocks.l-4x4-100.astc MoreRocks.l-4x4-100.astc.png`
* *
* Step 3.
* I used convertio to convert the PNG generated in step 2 to create MorRocks.l-4x4-100.astc.rgba
* WHAT WE DO IN THE TEST BELOW: * WHAT WE DO IN THE TEST BELOW:
* 1. Read the sample iamge, ASTC-compressed reference, and decompressed reference that we generated above. * 1. Read the sample image, ASTC-compressed reference, and decompressed reference that we generated above.
* 2. Run TryDecodeToRgba8P on our ASTC-compressed texture. * 2. Run TryDecodeToRgba8P on our ASTC-compressed texture.
* 3. Assert that the data we decompressed in our method is the same data as the decompressed reference image. * 2a. Write the output of step 2 to the disk.
* 3. Assert that the data we decompressed in our method is the same data as the decompressed reference image.
*
*/ */
public class AstcDecoderTests public class AstcDecoderTests
@ -42,41 +50,84 @@ namespace Ryujinx.Tests.Graphics
} }
[Test] [Test]
public void _Test() public void Simple_Test()
{ {
GraphicsConfig.EnableTextureRecompression = false; /// This test doesn't do anything particularly tricky.
var (original, encodedRef, decodedRef) = _getTestDataTupleFromShortname("kodim01"); GraphicsConfig.EnableTextureRecompression = false;
int blockWidth = 4; int blockWidth = 4;
int blockHeight = 4; int blockHeight = 4;
int texWidth = 768; var (original, encodedRef, decodedRef) = _getTestDataTupleFromShortname("MoreRocks", blockWidth, blockHeight);
int texHeight = 512; int astcHeaderLength = 16;
// skip the header. Decode method doesn't work without this and will return false.
var rawastc = encodedRef.Slice(astcHeaderLength, encodedRef.Length - astcHeaderLength);
int texWidth = 256;
int texHeight = 256;
byte[] outputBuffer = Array.Empty<byte>(); byte[] outputBuffer = Array.Empty<byte>();
int depth = 1; int depth = 1;
int levels = 1; int levels = 1;
int layers = 1; int layers = 1;
_ = AstcDecoder.TryDecodeToRgba8P(encodedRef, blockWidth, blockHeight, texWidth, texHeight, depth, levels, layers, out outputBuffer); bool succeeded = AstcDecoder.TryDecodeToRgba8P(rawastc, blockWidth, blockHeight, texWidth, texHeight, depth, levels, layers, out outputBuffer);
var outputPath = Path.Join(_testDataDir, "kodim01.l4x4.output.png"); var outputPath = Path.Join(_testDataDir, "output-MoreRocks.l-4x4-100.astc.rgba8");
// Make sure we're clobbering the test output. // Make sure we're clobbering the test output.
if (File.Exists(outputPath)) if (File.Exists(outputPath))
File.Delete(outputPath); File.Delete(outputPath);
File.WriteAllBytes(outputPath, outputBuffer); File.WriteAllBytes(outputPath, outputBuffer);
Assert.AreEqual(decodedRef, outputBuffer);
// The decode function said it was valid data and that it could parse it.
Assert.AreEqual(true, succeeded);
// Length is the same as the one we made w/ ARM's decoder. That's good.
Assert.AreEqual(decodedRef.Length, outputBuffer.Length);
var wordsRef = toWords(decodedRef.ToArray());
var wordsOut = toWords(outputBuffer);
var wordDifferences = wordsRef.Select((x, i) => new { index = i, diff = x.Diff(wordsOut[i]) }).ToArray();
// BUT compression is funny.
// Calculate the byte differences.
var byteDifferences = decodedRef.ToArray().Select((x, i) => new { index = i, delta = x - outputBuffer[i] }).ToList();
var matchCount = byteDifferences.Count(x => x.delta == 0);
var matchPercent = ((float)matchCount / outputBuffer.Length);
var wordUnchangedCount = wordDifferences.Count(x => x.diff.IsZero());
var wordUnchangedPercent = (float)wordUnchangedCount / wordDifferences.Count();
Debug.WriteLine($"Pixel-wise comparison: {wordUnchangedPercent * 100:F4} ({wordUnchangedCount}/{wordDifferences.Length})");
Debug.WriteLine($"Byte-wise comparison{matchPercent * 100:F4} ({matchCount}/{byteDifferences.Count}) were same.");
for (var threshold = 1; threshold< 16; threshold++)
{
var tc = byteDifferences.Count(x => Math.Abs(x.delta) >= threshold);
var tcp = ((float)tc / byteDifferences.Count);
Debug.WriteLine($"{tcp*100:F4}% ({tc}/{byteDifferences.Count}) are different by at least {threshold}.");
}
Assert.IsTrue(byteDifferences.All(x => Math.Abs(x.delta) <= 2));
Assert.IsTrue(decodedRef.Equals(outputBuffer));
} }
private (ReadOnlyMemory<byte>, ReadOnlyMemory<byte>, ReadOnlyMemory<byte>) _getTestDataTupleFromShortname(string shortName) /// <summary>
/// Get test data from FS using short name naming convention.
/// </summary>
/// <param name="shortName"></param>
/// <returns></returns>
private (ReadOnlyMemory<byte>, ReadOnlyMemory<byte>, ReadOnlyMemory<byte>) _getTestDataTupleFromShortname(string shortName, int blockWidth, int blockHeight)
{ {
var original = _getFileDataFromPath($"{shortName}.png"); var original = _getFileDataFromPath($"{shortName}.png");
// TODO: add brains for block sizes/etc // TODO: add brains for block sizes/etc
var encodedRef = _getFileDataFromPath($"{shortName}.l4x4.astc");
var decodedRef = _getFileDataFromPath($"{shortName}.l4x4.astc.png"); var encodedRef = _getFileDataFromPath($"{shortName}.l-{blockWidth}x{blockHeight}-100.astc");
// var decodedRef = _getFileDataFromPath($"{shortName}.s4x4.astc.png");
return (original, encodedRef, decodedRef); var rgba8raw = _getFileDataFromPath($"{shortName}.l-{blockWidth}x{blockHeight}-100.astc.rgba");
return (original, encodedRef, rgba8raw);
} }
private ReadOnlyMemory<byte> _getFileDataFromPath(string relativeFilePath) private ReadOnlyMemory<byte> _getFileDataFromPath(string relativeFilePath)
@ -85,6 +136,61 @@ namespace Ryujinx.Tests.Graphics
return File.ReadAllBytes(fullPath); return File.ReadAllBytes(fullPath);
} }
/// <summary>
/// Return an array of RGBA words given an array of bytes.
/// </summary>
/// <param name="rawBytes"></param>
/// <returns></returns>
private RgbaWord[] toWords(byte[] rawBytes)
{
var result = new List<RgbaWord>();
// rawbytes has to be factor-of-4-sized.
for (var i = 0; i < rawBytes.Length; i += 4)
{
result.Add(new RgbaWord()
{
r = rawBytes[i],
g = rawBytes[i + 1],
b = rawBytes[i + 2],
a = rawBytes[i + 3]
}) ;
}
return result.ToArray();
}
private class RgbaWord
{
public byte r;
public byte g;
public byte b;
public byte a;
public bool IsZero()
{
return r == 0 && g == 0 && b == 0 && a == 0;
}
public bool SameAs(RgbaWord other)
{
return this.r == other.r && this.g == other.g && this.b == other.b && this.a == other.a;
}
public RgbaWord Diff(RgbaWord other)
{
/*
Returns 0 for a field if equal and absolute value of diff if not.
*/
return new RgbaWord()
{
r = (byte)Math.Abs(this.r - other.r),
g = (byte)Math.Abs(this.g - other.g),
b = (byte)Math.Abs(this.b - other.b),
a = (byte)Math.Abs(this.a - other.a)
};
}
}
} }
} }

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@ -34,15 +34,57 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Update="Graphics\TestData\astcenc-sse2.exe">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\diff.png">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\kodim01.l4x4.astc"> <None Update="Graphics\TestData\kodim01.l4x4.astc">
<CopyToOutputDirectory>Always</CopyToOutputDirectory> <CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None> </None>
<None Update="Graphics\TestData\kodim01.l4x4.astc.png"> <None Update="Graphics\TestData\kodim01.l4x4.astc.png">
<CopyToOutputDirectory>Always</CopyToOutputDirectory> <CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\kodim01.l4x4.astc.tga">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None> </None>
<None Update="Graphics\TestData\kodim01.png"> <None Update="Graphics\TestData\kodim01.png">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\kodim01.png.output.png">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\kodim01.rgba">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\MoreRocks.l-4x4-100.astc">
<CopyToOutputDirectory>Always</CopyToOutputDirectory> <CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None> </None>
<None Update="Graphics\TestData\MoreRocks.l-4x4-100.astc.png">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\MoreRocks.l-4x4-100.astc.rgba">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\MoreRocks.png">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\MoreRocks.s4x4.astc">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\MoreRocks.s4x4.astc.png">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\MoreRocks.s4x4.astc.png.rgba">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\MoreRocks.s4x4.astc.rgba">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
<None Update="Graphics\TestData\MoreRocks.s4x4.astc.tga">
<CopyToOutputDirectory>Never</CopyToOutputDirectory>
</None>
</ItemGroup> </ItemGroup>
<Target Name="CopyUnicorn" AfterTargets="Build"> <Target Name="CopyUnicorn" AfterTargets="Build">