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// 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
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// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// 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