| // Copyright 2025 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #include <vector> |
| |
| #include "dawn/common/GPUInfo.h" |
| #include "dawn/common/Math.h" |
| #include "dawn/tests/DawnTest.h" |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/utils/WGPUHelpers.h" |
| |
| namespace dawn { |
| namespace { |
| |
| class MultisampledInterpolationTest : public DawnTest { |
| protected: |
| static constexpr wgpu::TextureFormat kColorFormat = |
| wgpu::TextureFormat::RGBA8Unorm; // rgba8unorm |
| static constexpr uint32_t kSampleCount = 4; |
| |
| // Render pipeline for drawing to a multisampled color and depth attachment. |
| wgpu::RenderPipeline drawPipeline; |
| |
| // A compute pipeline to texelFetch the sample locations and output the results to a buffer. |
| wgpu::ComputePipeline checkSamplePipeline; |
| |
| void SetUp() override { DawnTest::SetUp(); } |
| |
| void CreatePipelines() { |
| { |
| utils::ComboRenderPipelineDescriptor desc; |
| desc.vertex.module = utils::CreateShaderModule(device, R"( |
| struct VertexOut { |
| @location(0) @interpolate(linear, center) interpolatedValue: vec4f, |
| @location(1) @interpolate(linear, center) depthw: vec4f, |
| @builtin(position) position: vec4f, |
| }; |
| |
| @vertex fn main(@builtin(vertex_index) vNdx: u32) -> VertexOut { |
| let pos = array( |
| vec4f(0.333, 0.333, 0.333, 0.333), vec4f(1, -3, 0.25, 1), vec4f(-1.5, 0.5, 0.25, 0.5) |
| ); |
| let interStage = array( |
| vec4f(1.0, 0.0, 0.0, 0.0), vec4f(0.0, 1.0 , 0.0, 0.0), vec4f(0.0, 0.0, 1.0, 0.0) |
| ); |
| var v: VertexOut; |
| v.position = pos[vNdx]; |
| v.depthw.x = v.position.z/v.position.w; |
| v.depthw.y = 1/ v.position.w; |
| v.interpolatedValue = interStage[vNdx]; |
| return v; |
| } |
| )"); |
| |
| desc.cFragment.module = utils::CreateShaderModule(device, R"( |
| struct FragmentIn { |
| @builtin(sample_index) sample_index: u32, |
| @location(0) @interpolate(linear, center) interpolatedValue: vec4f, |
| @location(1) @interpolate(linear, center) depthw: vec4f, |
| @builtin(position) position: vec4f, |
| }; |
| |
| struct FragOut { |
| @location(0) out0: vec4f, |
| @location(1) out1: vec4f, |
| @location(2) out2: vec4f, |
| @location(3) out3: vec4f, |
| }; |
| |
| fn u32ToRGBAUnorm(u: u32) -> vec4f { |
| return vec4f( |
| f32((u >> 24) & 0xFF) / 255.0, |
| f32((u >> 16) & 0xFF) / 255.0, |
| f32((u >> 8) & 0xFF) / 255.0, |
| f32((u >> 0) & 0xFF) / 255.0, |
| ); |
| } |
| |
| @fragment fn fs(fin: FragmentIn) -> FragOut { |
| var f: FragOut; |
| var v = fin.position; |
| // Use of sample_index forces sample behavior |
| if(fin.sample_index == 3u){ |
| v = vec4f(1,1,1,1); |
| } |
| let u = bitcast<vec4u>(v); |
| f.out0 = u32ToRGBAUnorm(u[0]); |
| f.out1 = u32ToRGBAUnorm(u[1]); |
| f.out2 = u32ToRGBAUnorm(u[2]); |
| f.out3 = u32ToRGBAUnorm(u[3]); |
| _ = fin.interpolatedValue; |
| return f; |
| } |
| )"); |
| |
| desc.multisample.count = kSampleCount; |
| desc.cFragment.targetCount = 4; |
| desc.cTargets[0].format = kColorFormat; |
| |
| desc.primitive.topology = wgpu::PrimitiveTopology::TriangleList; |
| desc.primitive.cullMode = wgpu::CullMode::None; |
| |
| drawPipeline = device.CreateRenderPipeline(&desc); |
| } |
| { |
| wgpu::ComputePipelineDescriptor desc = {}; |
| desc.compute.module = utils::CreateShaderModule(device, R"( |
| @group(0) @binding(0) var texture0: texture_multisampled_2d<f32>; |
| @group(0) @binding(1) var texture1: texture_multisampled_2d<f32>; |
| @group(0) @binding(2) var texture2: texture_multisampled_2d<f32>; |
| @group(0) @binding(3) var texture3: texture_multisampled_2d<f32>; |
| @group(0) @binding(4) var<storage, read_write> buffer: array<f32>; |
| |
| @compute @workgroup_size(1) fn main(@builtin(global_invocation_id) id: vec3u) { |
| let numSamples = textureNumSamples(texture0); |
| let dimensions = textureDimensions(texture0); |
| let sampleIndex = id.x % numSamples; |
| let tx = id.x / numSamples; |
| let offset = ((id.y * dimensions.x + tx) * numSamples + sampleIndex) * 4; |
| let r = vec4u(textureLoad(texture0, vec2u(tx, id.y), sampleIndex) * 255.0); |
| let g = vec4u(textureLoad(texture1, vec2u(tx, id.y), sampleIndex) * 255.0); |
| let b = vec4u(textureLoad(texture2, vec2u(tx, id.y), sampleIndex) * 255.0); |
| let a = vec4u(textureLoad(texture3, vec2u(tx, id.y), sampleIndex) * 255.0); |
| |
| // expand rgba8unorm values back to their byte form, add them together |
| // and cast them to an f32 so we can recover the f32 values we encoded |
| // in the rgba8unorm texture. |
| buffer[offset + 0] = bitcast<f32>(dot(r, vec4u(0x1000000, 0x10000, 0x100, 0x1))); |
| buffer[offset + 1] = bitcast<f32>(dot(g, vec4u(0x1000000, 0x10000, 0x100, 0x1))); |
| buffer[offset + 2] = bitcast<f32>(dot(b, vec4u(0x1000000, 0x10000, 0x100, 0x1))); |
| buffer[offset + 3] = bitcast<f32>(dot(a, vec4u(0x1000000, 0x10000, 0x100, 0x1))); |
| } |
| )"); |
| |
| checkSamplePipeline = device.CreateComputePipeline(&desc); |
| } |
| } |
| }; |
| |
| // Test that the multisampling sample positions are correct by drawing a single triangle to a 10x10 |
| // multisample buffer. For this test we only check the single first pixel as that is all that is |
| // required to establish sampling behavior of the position builtin. |
| // Pixel centers vs sample location. |
| // https://github.com/gpuweb/gpuweb/issues/108 |
| // Vulkan, Metal, and D3D11 have the same standard multisample pattern for 4x MSAA. D3D12 is the |
| // same as D3D11 but it was left out of the documentation. The sample locations are: |
| // {0.375, 0.125}, {0.875, 0.375}, {0.125 0.625}, {0.625, 0.875} |
| |
| TEST_P(MultisampledInterpolationTest, SamplePositions) { |
| DAWN_TEST_UNSUPPORTED_IF(IsCompatibilityMode()); |
| |
| // TODO(crbug.com/40238674): Fails on Pixel 10 gles. |
| DAWN_SUPPRESS_TEST_IF(IsImgTec() && IsVulkan()); |
| |
| // Swiftshader does not work. Unknown reason. |
| DAWN_TEST_UNSUPPORTED_IF(IsSwiftshader()); |
| DAWN_TEST_UNSUPPORTED_IF(IsANGLESwiftShader()); |
| |
| CreatePipelines(); |
| |
| static constexpr wgpu::Extent3D kTextureSize = {10, 10, 1}; |
| |
| wgpu::Texture colorTextures[4]; |
| { |
| wgpu::TextureDescriptor desc = {}; |
| desc.usage = wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment; |
| desc.size = kTextureSize; |
| desc.format = kColorFormat; |
| desc.sampleCount = kSampleCount; |
| for (auto& each : colorTextures) { |
| each = device.CreateTexture(&desc); |
| } |
| } |
| |
| wgpu::TextureView colorViews[4]; |
| for (int i = 0; i < 4; i++) { |
| auto& each = colorViews[i]; |
| each = colorTextures[i].CreateView(); |
| } |
| static constexpr uint64_t kResultSize = 4 * sizeof(float) + 4 * sizeof(float); |
| uint64_t alignedResultSize = Align(kResultSize, 256); |
| |
| wgpu::BufferDescriptor outputBufferDesc = {}; |
| outputBufferDesc.usage = wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc; |
| outputBufferDesc.size = alignedResultSize * 8; |
| wgpu::Buffer outputBuffer = device.CreateBuffer(&outputBufferDesc); |
| |
| wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); |
| |
| utils::ComboRenderPassDescriptor renderPass( |
| {colorViews[0], colorViews[1], colorViews[2], colorViews[3]}); |
| |
| wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass); |
| |
| renderPassEncoder.SetBindGroup( |
| 0, utils::MakeBindGroup(device, drawPipeline.GetBindGroupLayout(0), {})); |
| renderPassEncoder.SetViewport(0.0, 0, kTextureSize.width, kTextureSize.height, 0.1, 0.9); |
| renderPassEncoder.SetPipeline(drawPipeline); |
| renderPassEncoder.Draw(3); |
| renderPassEncoder.End(); |
| |
| wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass(); |
| computePassEncoder.SetPipeline(checkSamplePipeline); |
| computePassEncoder.SetBindGroup( |
| 0, utils::MakeBindGroup(device, checkSamplePipeline.GetBindGroupLayout(0), |
| {{0, colorViews[0]}, |
| {1, colorViews[1]}, |
| {2, colorViews[2]}, |
| {3, colorViews[3]}, |
| {4, outputBuffer}})); |
| computePassEncoder.DispatchWorkgroups(4); |
| computePassEncoder.End(); |
| |
| wgpu::CommandBuffer commandBuffer = commandEncoder.Finish(); |
| queue.Submit(1, &commandBuffer); |
| |
| std::array<float, 16> expectedData; |
| |
| expectedData = { |
| 0.5, |
| 0.5, |
| 0.69499993324279785, |
| 2.47650146484375, |
| 0.5, |
| 0.5, |
| 0.69499993324279785, |
| 2.47650146484375, |
| 0.5, |
| 0.5, |
| 0.69499993324279785, |
| 2.47650146484375, |
| 1.0, |
| 1.0, |
| 1.0, |
| 1.0, |
| }; |
| EXPECT_BUFFER_FLOAT_RANGE_TOLERANCE_EQ(expectedData.data(), outputBuffer, 0 * alignedResultSize, |
| 16, 0.0002f) |
| << " Single first pixel sample"; |
| } |
| |
| DAWN_INSTANTIATE_TEST(MultisampledInterpolationTest, |
| D3D11Backend(), |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend(), |
| WebGPUBackend()); |
| |
| } // anonymous namespace |
| } // namespace dawn |