Enabling alphaToCoverage
Added the alphaToCoverage functionality with some
end2end tests. There is no validation for disabling alphaToCoverage
mode if SV_Coverage is statically used by the shader yet.
Bug: dawn:494
Change-Id: I9df15b35697ea05a064b092edae9d5d20f73c4d8
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/25761
Commit-Queue: Tomek Ponitka <tommek@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/dawn_native/RenderPipeline.cpp b/src/dawn_native/RenderPipeline.cpp
index 7c3a05a..87c9f62 100644
--- a/src/dawn_native/RenderPipeline.cpp
+++ b/src/dawn_native/RenderPipeline.cpp
@@ -366,8 +366,8 @@
DAWN_TRY(ValidateDepthStencilStateDescriptor(device, descriptor->depthStencilState));
}
- if (descriptor->alphaToCoverageEnabled) {
- return DAWN_VALIDATION_ERROR("alphaToCoverageEnabled isn't supported (yet)");
+ if (descriptor->alphaToCoverageEnabled && descriptor->sampleCount <= 1) {
+ return DAWN_VALIDATION_ERROR("Enabling alphaToCoverage requires sampleCount > 1");
}
return {};
@@ -572,6 +572,11 @@
return mSampleMask;
}
+ bool RenderPipelineBase::IsAlphaToCoverageEnabled() const {
+ ASSERT(!IsError());
+ return mAlphaToCoverageEnabled;
+ }
+
const AttachmentState* RenderPipelineBase::GetAttachmentState() const {
ASSERT(!IsError());
diff --git a/src/dawn_native/RenderPipeline.h b/src/dawn_native/RenderPipeline.h
index e1bf7a0..bdc3af0 100644
--- a/src/dawn_native/RenderPipeline.h
+++ b/src/dawn_native/RenderPipeline.h
@@ -77,6 +77,7 @@
wgpu::TextureFormat GetDepthStencilFormat() const;
uint32_t GetSampleCount() const;
uint32_t GetSampleMask() const;
+ bool IsAlphaToCoverageEnabled() const;
const AttachmentState* GetAttachmentState() const;
diff --git a/src/dawn_native/d3d12/RenderPipelineD3D12.cpp b/src/dawn_native/d3d12/RenderPipelineD3D12.cpp
index 4190164..1653154 100644
--- a/src/dawn_native/d3d12/RenderPipelineD3D12.cpp
+++ b/src/dawn_native/d3d12/RenderPipelineD3D12.cpp
@@ -383,7 +383,7 @@
}
descriptorD3D12.NumRenderTargets = static_cast<uint32_t>(GetColorAttachmentsMask().count());
- descriptorD3D12.BlendState.AlphaToCoverageEnable = FALSE;
+ descriptorD3D12.BlendState.AlphaToCoverageEnable = descriptor->alphaToCoverageEnabled;
descriptorD3D12.BlendState.IndependentBlendEnable = TRUE;
descriptorD3D12.DepthStencilState =
diff --git a/src/dawn_native/metal/RenderPipelineMTL.mm b/src/dawn_native/metal/RenderPipelineMTL.mm
index c4eb5bc..2164c1a 100644
--- a/src/dawn_native/metal/RenderPipelineMTL.mm
+++ b/src/dawn_native/metal/RenderPipelineMTL.mm
@@ -383,6 +383,7 @@
[vertexDesc release];
descriptorMTL.sampleCount = GetSampleCount();
+ descriptorMTL.alphaToCoverageEnabled = descriptor->alphaToCoverageEnabled;
{
NSError* error = nil;
diff --git a/src/dawn_native/opengl/RenderPipelineGL.cpp b/src/dawn_native/opengl/RenderPipelineGL.cpp
index 441df88..943dfbb 100644
--- a/src/dawn_native/opengl/RenderPipelineGL.cpp
+++ b/src/dawn_native/opengl/RenderPipelineGL.cpp
@@ -258,6 +258,11 @@
ApplyDepthStencilState(gl, GetDepthStencilStateDescriptor(), &persistentPipelineState);
gl.SampleMaski(0, GetSampleMask());
+ if (IsAlphaToCoverageEnabled()) {
+ gl.Enable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ } else {
+ gl.Disable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ }
for (uint32_t attachmentSlot : IterateBitSet(GetColorAttachmentsMask())) {
ApplyColorState(gl, attachmentSlot, GetColorStateDescriptor(attachmentSlot));
diff --git a/src/dawn_native/vulkan/DeviceVk.cpp b/src/dawn_native/vulkan/DeviceVk.cpp
index 53538a8..398e302 100644
--- a/src/dawn_native/vulkan/DeviceVk.cpp
+++ b/src/dawn_native/vulkan/DeviceVk.cpp
@@ -874,10 +874,10 @@
ASSERT(mCommandsInFlight.Empty());
for (const CommandPoolAndBuffer& commands : mUnusedCommands) {
- // The VkCommandBuffer memory should be wholly owned by the pool and freed when it is
- // destroyed, but that's not the case in some drivers and the leak memory.
- // So we call FreeCommandBuffers before DestroyCommandPool to be safe.
- // TODO(enga): Only do this on a known list of bad drivers.
+ // The VkCommandBuffer memory should be wholly owned by the pool and freed when it is
+ // destroyed, but that's not the case in some drivers and the leak memory.
+ // So we call FreeCommandBuffers before DestroyCommandPool to be safe.
+ // TODO(enga): Only do this on a known list of bad drivers.
fn.FreeCommandBuffers(mVkDevice, commands.pool, 1, &commands.commandBuffer);
fn.DestroyCommandPool(mVkDevice, commands.pool, nullptr);
}
diff --git a/src/dawn_native/vulkan/RenderPipelineVk.cpp b/src/dawn_native/vulkan/RenderPipelineVk.cpp
index 5e406f3..d75a6a3 100644
--- a/src/dawn_native/vulkan/RenderPipelineVk.cpp
+++ b/src/dawn_native/vulkan/RenderPipelineVk.cpp
@@ -416,7 +416,7 @@
ASSERT(multisample.rasterizationSamples <= 32);
VkSampleMask sampleMask = GetSampleMask();
multisample.pSampleMask = &sampleMask;
- multisample.alphaToCoverageEnable = VK_FALSE;
+ multisample.alphaToCoverageEnable = descriptor->alphaToCoverageEnabled;
multisample.alphaToOneEnable = VK_FALSE;
VkPipelineDepthStencilStateCreateInfo depthStencilState =
diff --git a/src/tests/end2end/MultisampledRenderingTests.cpp b/src/tests/end2end/MultisampledRenderingTests.cpp
index fb051bb..b8db27e 100644
--- a/src/tests/end2end/MultisampledRenderingTests.cpp
+++ b/src/tests/end2end/MultisampledRenderingTests.cpp
@@ -38,7 +38,9 @@
wgpu::RenderPipeline CreateRenderPipelineWithOneOutputForTest(
bool testDepth,
- uint32_t sampleMask = 0xFFFFFFFF) {
+ uint32_t sampleMask = 0xFFFFFFFF,
+ bool alphaToCoverageEnabled = false,
+ bool flipTriangle = false) {
const char* kFsOneOutputWithDepth =
R"(#version 450
layout(location = 0) out vec4 fragColor;
@@ -63,11 +65,13 @@
const char* fs = testDepth ? kFsOneOutputWithDepth : kFsOneOutputWithoutDepth;
- return CreateRenderPipelineForTest(fs, 1, testDepth, sampleMask);
+ return CreateRenderPipelineForTest(fs, 1, testDepth, sampleMask, alphaToCoverageEnabled,
+ flipTriangle);
}
wgpu::RenderPipeline CreateRenderPipelineWithTwoOutputsForTest(
- uint32_t sampleMask = 0xFFFFFFFF) {
+ uint32_t sampleMask = 0xFFFFFFFF,
+ bool alphaToCoverageEnabled = false) {
const char* kFsTwoOutputs =
R"(#version 450
layout(location = 0) out vec4 fragColor1;
@@ -81,7 +85,8 @@
fragColor2 = color2;
})";
- return CreateRenderPipelineForTest(kFsTwoOutputs, 2, false, sampleMask);
+ return CreateRenderPipelineForTest(kFsTwoOutputs, 2, false, sampleMask,
+ alphaToCoverageEnabled);
}
wgpu::Texture CreateTextureForOutputAttachment(wgpu::TextureFormat format,
@@ -117,6 +122,13 @@
renderPassEncoder.EndPass();
}
+ void EncodeRenderPassForTest(wgpu::CommandEncoder commandEncoder,
+ const wgpu::RenderPassDescriptor& renderPass,
+ const wgpu::RenderPipeline& pipeline,
+ const wgpu::Color& color) {
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, &color.r, sizeof(color));
+ }
+
utils::ComboRenderPassDescriptor CreateComboRenderPassDescriptorForTest(
std::initializer_list<wgpu::TextureView> colorViews,
std::initializer_list<wgpu::TextureView> resolveTargetViews,
@@ -152,17 +164,12 @@
wgpu::Texture resolveTexture,
uint32_t mipmapLevel = 0,
uint32_t arrayLayer = 0,
- const float MSAACoverage = 0.5f) {
+ const float msaaCoverage = 0.5f) {
// In this test we only check the pixel in the middle of the texture.
constexpr uint32_t kMiddleX = (kWidth - 1) / 2;
constexpr uint32_t kMiddleY = (kHeight - 1) / 2;
- RGBA8 expectedColor;
- expectedColor.r = static_cast<uint8_t>(0xFF * inputColor.r * MSAACoverage);
- expectedColor.g = static_cast<uint8_t>(0xFF * inputColor.g * MSAACoverage);
- expectedColor.b = static_cast<uint8_t>(0xFF * inputColor.b * MSAACoverage);
- expectedColor.a = static_cast<uint8_t>(0xFF * inputColor.a * MSAACoverage);
-
+ RGBA8 expectedColor = ExpectedMSAAColor(inputColor, msaaCoverage);
EXPECT_TEXTURE_RGBA8_EQ(&expectedColor, resolveTexture, kMiddleX, kMiddleY, 1, 1,
mipmapLevel, arrayLayer);
}
@@ -189,7 +196,9 @@
wgpu::RenderPipeline CreateRenderPipelineForTest(const char* fs,
uint32_t numColorAttachments,
bool hasDepthStencilAttachment,
- uint32_t sampleMask = 0xFFFFFFFF) {
+ uint32_t sampleMask = 0xFFFFFFFF,
+ bool alphaToCoverageEnabled = false,
+ bool flipTriangle = false) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
// Draw a bottom-right triangle. In standard 4xMSAA pattern, for the pixels on diagonal,
@@ -200,8 +209,22 @@
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
})";
- pipelineDescriptor.vertexStage.module =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vs);
+
+ // Draw a bottom-left triangle.
+ const char* vsFlipped =
+ R"(#version 450
+ const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
+ void main() {
+ gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
+ })";
+
+ if (flipTriangle) {
+ pipelineDescriptor.vertexStage.module =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vsFlipped);
+ } else {
+ pipelineDescriptor.vertexStage.module =
+ utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vs);
+ }
pipelineDescriptor.cFragmentStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs);
@@ -215,6 +238,7 @@
pipelineDescriptor.sampleCount = kSampleCount;
pipelineDescriptor.sampleMask = sampleMask;
+ pipelineDescriptor.alphaToCoverageEnabled = alphaToCoverageEnabled;
pipelineDescriptor.colorStateCount = numColorAttachments;
for (uint32_t i = 0; i < numColorAttachments; ++i) {
@@ -224,6 +248,15 @@
wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
return pipeline;
}
+
+ RGBA8 ExpectedMSAAColor(const wgpu::Color color, const float msaaCoverage) {
+ RGBA8 result;
+ result.r = static_cast<uint8_t>(std::min(255.0f, 256 * color.r * msaaCoverage));
+ result.g = static_cast<uint8_t>(std::min(255.0f, 256 * color.g * msaaCoverage));
+ result.b = static_cast<uint8_t>(std::min(255.0f, 256 * color.b * msaaCoverage));
+ result.a = static_cast<uint8_t>(std::min(255.0f, 256 * color.a * msaaCoverage));
+ return result;
+ }
};
// Test using one multisampled color attachment with resolve target can render correctly.
@@ -233,7 +266,6 @@
wgpu::RenderPipeline pipeline = CreateRenderPipelineWithOneOutputForTest(kTestDepth);
constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
- constexpr uint32_t kSize = sizeof(kGreen);
// Draw a green triangle.
{
@@ -241,7 +273,7 @@
{mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
kTestDepth);
- EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, &kGreen.r, kSize);
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
}
wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
@@ -257,7 +289,6 @@
wgpu::RenderPipeline pipeline = CreateRenderPipelineWithOneOutputForTest(kTestDepth);
constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
- constexpr uint32_t kSize = sizeof(kGreen);
// Draw a green triangle.
{
@@ -269,7 +300,7 @@
{mMultisampledColorTexture.CreateView(&desc)}, {mResolveView}, wgpu::LoadOp::Clear,
wgpu::LoadOp::Clear, kTestDepth);
- EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, &kGreen.r, kSize);
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
}
wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
@@ -306,7 +337,7 @@
{mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Load, wgpu::LoadOp::Load,
kTestDepth);
- std::array<float, 8> kUniformData = {kRed.r, kRed.g, kRed.b, kRed.a, // color
+ std::array<float, 5> kUniformData = {kRed.r, kRed.g, kRed.b, kRed.a, // color
0.5f}; // depth
constexpr uint32_t kSize = sizeof(kUniformData);
EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kUniformData.data(), kSize);
@@ -328,7 +359,6 @@
wgpu::RenderPipeline pipeline = CreateRenderPipelineWithOneOutputForTest(kTestDepth);
constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
- constexpr uint32_t kSize = sizeof(kGreen);
// In first render pass we draw a green triangle and do not set the resolve target.
{
@@ -336,7 +366,7 @@
{mMultisampledColorView}, {nullptr}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
kTestDepth);
- EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, &kGreen.r, kSize);
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
}
// In second render pass we ony do MSAA resolve with no draw call.
@@ -398,7 +428,6 @@
wgpu::RenderPipeline pipeline = CreateRenderPipelineWithOneOutputForTest(kTestDepth);
constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
- constexpr uint32_t kSize = sizeof(kGreen);
wgpu::Texture resolveTexture2 = CreateTextureForOutputAttachment(kColorFormat, 1);
@@ -408,7 +437,7 @@
{mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
kTestDepth);
- EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, &kGreen.r, kSize);
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
}
// In second render pass we do MSAA resolve into resolveTexture2.
@@ -450,7 +479,6 @@
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
- constexpr uint32_t kSize = sizeof(kGreen);
constexpr bool kTestDepth = false;
// Draw a green triangle and do MSAA resolve.
@@ -460,7 +488,7 @@
kTestDepth);
wgpu::RenderPipeline pipeline = CreateRenderPipelineWithOneOutputForTest(kTestDepth);
- EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, &kGreen.r, kSize);
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
}
wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
@@ -544,7 +572,6 @@
CreateRenderPipelineWithOneOutputForTest(kTestDepth, kSampleMask);
constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
- constexpr uint32_t kSize = sizeof(kGreen);
// Draw a green triangle.
{
@@ -552,7 +579,7 @@
{mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
kTestDepth);
- EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, &kGreen.r, kSize);
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
}
wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
@@ -574,7 +601,6 @@
CreateRenderPipelineWithOneOutputForTest(kTestDepth, kSampleMask);
constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
- constexpr uint32_t kSize = sizeof(kGreen);
// Draw a green triangle.
{
@@ -582,7 +608,7 @@
{mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
kTestDepth);
- EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, &kGreen.r, kSize);
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
}
wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
@@ -673,7 +699,7 @@
{mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Load, wgpu::LoadOp::Load,
kTestDepth);
- std::array<float, 8> kUniformData = {kRed.r, kRed.g, kRed.b, kRed.a, // color
+ std::array<float, 5> kUniformData = {kRed.r, kRed.g, kRed.b, kRed.a, // color
0.5f}; // depth
constexpr uint32_t kSize = sizeof(kUniformData);
EncodeRenderPassForTest(commandEncoder, renderPass, pipelineRed, kUniformData.data(),
@@ -718,7 +744,6 @@
wgpu::RenderPipeline pipeline = CreateRenderPipelineForTest(fs, 1, false, kSampleMask);
constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
- constexpr uint32_t kSize = sizeof(kGreen);
// Draw a green triangle.
{
@@ -726,18 +751,13 @@
{mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
kTestDepth);
- EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, &kGreen.r, kSize);
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
}
wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
queue.Submit(1, &commandBuffer);
- RGBA8 expectedColor;
- expectedColor.r = static_cast<uint8_t>(0xFF * kGreen.r * kMSAACoverage);
- expectedColor.g = static_cast<uint8_t>(0xFF * kGreen.g * kMSAACoverage);
- expectedColor.b = static_cast<uint8_t>(0xFF * kGreen.b * kMSAACoverage);
- expectedColor.a = static_cast<uint8_t>(0xFF * kGreen.a * kMSAACoverage);
-
+ RGBA8 expectedColor = ExpectedMSAAColor(kGreen, kMSAACoverage);
EXPECT_TEXTURE_RGBA8_EQ(&expectedColor, mResolveTexture, 1, 0, 1, 1, 0, 0);
}
@@ -791,6 +811,235 @@
VerifyResolveTarget(kGreen, resolveTexture2, 0, 0, kMSAACoverage);
}
+// Test using one multisampled color attachment with resolve target can render correctly
+// with alphaToCoverageEnabled.
+TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithAlphaToCoverage) {
+ constexpr bool kTestDepth = false;
+ constexpr uint32_t kSampleMask = 0xFFFFFFFF;
+ constexpr bool kAlphaToCoverageEnabled = true;
+
+ // Setting alpha <= 0 must result in alpha-to-coverage mask being empty.
+ // Setting alpha = 0.5f should result in alpha-to-coverage mask including half the samples,
+ // but this is not guaranteed by the spec. The Metal spec seems to guarantee that this is
+ // indeed the case.
+ // Setting alpha >= 1 must result in alpha-to-coverage mask being full.
+ for (float alpha : {-1.0f, 0.0f, 0.5f, 1.0f, 2.0f}) {
+ wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
+ wgpu::RenderPipeline pipeline = CreateRenderPipelineWithOneOutputForTest(
+ kTestDepth, kSampleMask, kAlphaToCoverageEnabled);
+
+ const wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, alpha};
+
+ // Draw a green triangle.
+ {
+ utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
+ {mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
+ kTestDepth);
+
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
+ }
+
+ wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
+ queue.Submit(1, &commandBuffer);
+
+ // For alpha = {0, 0.5, 1} we expect msaaCoverage to correspond to the value of alpha.
+ float msaaCoverage = alpha;
+ if (alpha < 0.0f) {
+ msaaCoverage = 0.0f;
+ }
+ if (alpha > 1.0f) {
+ msaaCoverage = 1.0f;
+ }
+
+ RGBA8 expectedColor = ExpectedMSAAColor(kGreen, msaaCoverage);
+ EXPECT_TEXTURE_RGBA8_EQ(&expectedColor, mResolveTexture, 1, 0, 1, 1, 0, 0);
+ }
+}
+
+// Test doing MSAA resolve into multiple resolve targets works correctly with
+// alphaToCoverage. The alphaToCoverage mask is computed based on the alpha
+// component of the first color output attachment.
+TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithAlphaToCoverage) {
+ wgpu::TextureView multisampledColorView2 =
+ CreateTextureForOutputAttachment(kColorFormat, kSampleCount).CreateView();
+ wgpu::Texture resolveTexture2 = CreateTextureForOutputAttachment(kColorFormat, 1);
+ wgpu::TextureView resolveView2 = resolveTexture2.CreateView();
+ constexpr uint32_t kSampleMask = 0xFFFFFFFF;
+ constexpr float kMSAACoverage = 0.50f;
+ constexpr bool kAlphaToCoverageEnabled = true;
+
+ // The alpha-to-coverage mask should not depend on the alpha component of the
+ // second color output attachment.
+ // We test alpha = 0.51f and 0.99f instead of 0.50f and 1.00f because there are some rounding
+ // differences on QuadroP400 devices in that case.
+ for (float alpha : {0.0f, 0.51f, 0.99f}) {
+ wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
+ wgpu::RenderPipeline pipeline =
+ CreateRenderPipelineWithTwoOutputsForTest(kSampleMask, kAlphaToCoverageEnabled);
+
+ constexpr wgpu::Color kRed = {0.8f, 0.0f, 0.0f, 0.51f};
+ const wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, alpha};
+ constexpr bool kTestDepth = false;
+
+ // Draw a red triangle to the first color attachment, and a blue triangle to the second
+ // color attachment, and do MSAA resolve on two render targets in one render pass.
+ {
+ utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
+ {mMultisampledColorView, multisampledColorView2}, {mResolveView, resolveView2},
+ wgpu::LoadOp::Clear, wgpu::LoadOp::Clear, kTestDepth);
+
+ std::array<wgpu::Color, 2> kUniformData = {kRed, kGreen};
+ constexpr uint32_t kSize = sizeof(kUniformData);
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, &kUniformData[0].r,
+ kSize);
+ }
+
+ wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
+ queue.Submit(1, &commandBuffer);
+
+ // Alpha to coverage affects both the color outputs, but the mask is computed
+ // using only the first one.
+ RGBA8 expectedRed = ExpectedMSAAColor(kRed, kMSAACoverage);
+ RGBA8 expectedGreen = ExpectedMSAAColor(kGreen, kMSAACoverage);
+ EXPECT_TEXTURE_RGBA8_EQ(&expectedRed, mResolveTexture, 1, 0, 1, 1, 0, 0);
+ EXPECT_TEXTURE_RGBA8_EQ(&expectedGreen, resolveTexture2, 1, 0, 1, 1, 0, 0);
+ }
+}
+
+// Test multisampled rendering with depth test works correctly with alphaToCoverage.
+TEST_P(MultisampledRenderingTest, MultisampledRenderingWithDepthTestAndAlphaToCoverage) {
+ constexpr bool kTestDepth = true;
+ constexpr uint32_t kSampleMask = 0xFFFFFFFF;
+
+ wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
+ wgpu::RenderPipeline pipelineGreen =
+ CreateRenderPipelineWithOneOutputForTest(kTestDepth, kSampleMask, true);
+ wgpu::RenderPipeline pipelineRed =
+ CreateRenderPipelineWithOneOutputForTest(kTestDepth, kSampleMask, false);
+
+ // We test alpha = 0.51f and 0.81f instead of 0.50f and 0.80f because there are some
+ // rounding differences on QuadroP400 devices in that case.
+ constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.51f};
+ constexpr wgpu::Color kRed = {0.8f, 0.0f, 0.0f, 0.81f};
+
+ // In first render pass we draw a green triangle with depth value == 0.2f.
+ // We will only write to half the samples since the alphaToCoverage mode
+ // is enabled for that render pass.
+ {
+ utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
+ {mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
+ kTestDepth);
+ std::array<float, 5> kUniformData = {kGreen.r, kGreen.g, kGreen.b, kGreen.a, // Color
+ 0.2f}; // depth
+ constexpr uint32_t kSize = sizeof(kUniformData);
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipelineGreen, kUniformData.data(),
+ kSize);
+ }
+
+ // In second render pass we draw a red triangle with depth value == 0.5f.
+ // We will write to all the samples since the alphaToCoverageMode is diabled for
+ // that render pass.
+ {
+ utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
+ {mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Load, wgpu::LoadOp::Load,
+ kTestDepth);
+
+ std::array<float, 5> kUniformData = {kRed.r, kRed.g, kRed.b, kRed.a, // color
+ 0.5f}; // depth
+ constexpr uint32_t kSize = sizeof(kUniformData);
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipelineRed, kUniformData.data(),
+ kSize);
+ }
+
+ wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
+ queue.Submit(1, &commandBuffer);
+
+ constexpr wgpu::Color kHalfGreenHalfRed = {(kGreen.r + kRed.r) / 2.0, (kGreen.g + kRed.g) / 2.0,
+ (kGreen.b + kRed.b) / 2.0,
+ (kGreen.a + kRed.a) / 2.0};
+ RGBA8 expectedColor = ExpectedMSAAColor(kHalfGreenHalfRed, 1.0f);
+
+ EXPECT_TEXTURE_RGBA8_EQ(&expectedColor, mResolveTexture, 1, 0, 1, 1, 0, 0);
+}
+
+// Test using one multisampled color attachment with resolve target can render correctly
+// with alphaToCoverageEnabled and a sample mask.
+TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithAlphaToCoverageAndSampleMask) {
+ // TODO(dawn:491): This doesn't work on Metal, because we're using both the shader-output
+ // mask (emulting the sampleMask from RenderPipeline) and alpha-to-coverage at the same
+ // time. See the issue: https://github.com/gpuweb/gpuweb/issues/959.
+ DAWN_SKIP_TEST_IF(IsMetal());
+
+ constexpr bool kTestDepth = false;
+ constexpr float kMSAACoverage = 0.50f;
+ constexpr uint32_t kSampleMask = kFirstSampleMaskBit | kThirdSampleMaskBit;
+ constexpr bool kAlphaToCoverageEnabled = true;
+
+ // For those values of alpha we expect the proportion of samples to be covered
+ // to correspond to the value of alpha.
+ // We're assuming in the case of alpha = 0.50f that the implementation
+ // dependendent algorithm will choose exactly one of the first and third samples.
+ for (float alpha : {0.0f, 0.50f, 1.00f}) {
+ wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
+ wgpu::RenderPipeline pipeline = CreateRenderPipelineWithOneOutputForTest(
+ kTestDepth, kSampleMask, kAlphaToCoverageEnabled);
+
+ const wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, alpha - 0.01f};
+
+ // Draw a green triangle.
+ {
+ utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
+ {mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
+ kTestDepth);
+
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
+ }
+
+ wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
+ queue.Submit(1, &commandBuffer);
+
+ RGBA8 expectedColor = ExpectedMSAAColor(kGreen, kMSAACoverage * alpha);
+ EXPECT_TEXTURE_RGBA8_EQ(&expectedColor, mResolveTexture, 1, 0, 1, 1, 0, 0);
+ }
+}
+
+// Test using one multisampled color attachment with resolve target can render correctly
+// with alphaToCoverageEnabled and a rasterization mask.
+TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithAlphaToCoverageAndRasterizationMask) {
+ constexpr bool kTestDepth = false;
+ constexpr float kMSAACoverage = 0.50f;
+ constexpr uint32_t kSampleMask = 0xFFFFFFFF;
+ constexpr bool kAlphaToCoverageEnabled = true;
+ constexpr bool kFlipTriangle = true;
+
+ // For those values of alpha we expect the proportion of samples to be covered
+ // to correspond to the value of alpha.
+ // We're assuming in the case of alpha = 0.50f that the implementation
+ // dependendent algorithm will choose exactly one of the samples covered by the
+ // triangle.
+ for (float alpha : {0.0f, 0.50f, 1.00f}) {
+ wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
+ wgpu::RenderPipeline pipeline = CreateRenderPipelineWithOneOutputForTest(
+ kTestDepth, kSampleMask, kAlphaToCoverageEnabled, kFlipTriangle);
+
+ const wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, alpha - 0.01f};
+
+ // Draw a green triangle.
+ {
+ utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
+ {mMultisampledColorView}, {mResolveView}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
+ kTestDepth);
+
+ EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
+ }
+
+ wgpu::CommandBuffer commandBuffer = commandEncoder.Finish();
+ queue.Submit(1, &commandBuffer);
+
+ VerifyResolveTarget(kGreen, mResolveTexture, 0, 0, kMSAACoverage * alpha);
+ }
+}
+
DAWN_INSTANTIATE_TEST(MultisampledRenderingTest,
D3D12Backend(),
D3D12Backend({}, {"use_d3d12_resource_heap_tier2"}),
diff --git a/src/tests/unittests/validation/RenderPipelineValidationTests.cpp b/src/tests/unittests/validation/RenderPipelineValidationTests.cpp
index 19cc817e..0cc34e4 100644
--- a/src/tests/unittests/validation/RenderPipelineValidationTests.cpp
+++ b/src/tests/unittests/validation/RenderPipelineValidationTests.cpp
@@ -367,6 +367,30 @@
}
}
+// Tests that the sample count of the render pipeline must be valid
+// when the alphaToCoverage mode is enabled.
+TEST_F(RenderPipelineValidationTest, AlphaToCoverageAndSampleCount) {
+ {
+ utils::ComboRenderPipelineDescriptor descriptor(device);
+ descriptor.vertexStage.module = vsModule;
+ descriptor.cFragmentStage.module = fsModule;
+ descriptor.sampleCount = 4;
+ descriptor.alphaToCoverageEnabled = true;
+
+ device.CreateRenderPipeline(&descriptor);
+ }
+
+ {
+ utils::ComboRenderPipelineDescriptor descriptor(device);
+ descriptor.vertexStage.module = vsModule;
+ descriptor.cFragmentStage.module = fsModule;
+ descriptor.sampleCount = 1;
+ descriptor.alphaToCoverageEnabled = true;
+
+ ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
+ }
+}
+
// Tests that the texture component type in shader must match the bind group layout.
TEST_F(RenderPipelineValidationTest, TextureComponentTypeCompatibility) {
constexpr uint32_t kNumTextureComponentType = 3u;