| // Copyright 2020 The Dawn Authors |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include <vector> |
| |
| #include "dawn/common/Math.h" |
| #include "dawn/tests/DawnTest.h" |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" |
| #include "dawn/utils/WGPUHelpers.h" |
| |
| namespace dawn { |
| namespace { |
| |
| // https://github.com/gpuweb/gpuweb/issues/108 |
| // Vulkan, Metal, and D3D11 have the same standard multisample pattern. D3D12 is the same as |
| // D3D11 but it was left out of the documentation. |
| // {0.375, 0.125}, {0.875, 0.375}, {0.125 0.625}, {0.625, 0.875} |
| // In this test, we store them in -1 to 1 space because it makes it |
| // simpler to upload vertex data. Y is flipped because there is a flip between clip space and |
| // rasterization space. |
| static constexpr std::array<std::array<float, 2>, 4> kSamplePositions = { |
| {{0.375 * 2 - 1, 1 - 0.125 * 2}, |
| {0.875 * 2 - 1, 1 - 0.375 * 2}, |
| {0.125 * 2 - 1, 1 - 0.625 * 2}, |
| {0.625 * 2 - 1, 1 - 0.875 * 2}}}; |
| |
| class MultisampledSamplingTest : public DawnTest { |
| protected: |
| static constexpr wgpu::TextureFormat kColorFormat = wgpu::TextureFormat::R8Unorm; |
| static constexpr wgpu::TextureFormat kDepthFormat = wgpu::TextureFormat::Depth32Float; |
| |
| 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(); |
| |
| { |
| utils::ComboRenderPipelineDescriptor desc; |
| |
| desc.vertex.module = utils::CreateShaderModule(device, R"( |
| @vertex |
| fn main(@location(0) pos : vec2f) -> @builtin(position) vec4f { |
| return vec4f(pos, 0.0, 1.0); |
| })"); |
| |
| desc.cFragment.module = utils::CreateShaderModule(device, R"( |
| struct FragmentOut { |
| @location(0) color : f32, |
| @builtin(frag_depth) depth : f32, |
| } |
| |
| @fragment fn main() -> FragmentOut { |
| var output : FragmentOut; |
| output.color = 1.0; |
| output.depth = 0.7; |
| return output; |
| })"); |
| |
| desc.primitive.stripIndexFormat = wgpu::IndexFormat::Uint32; |
| desc.vertex.bufferCount = 1; |
| desc.cBuffers[0].attributeCount = 1; |
| desc.cBuffers[0].arrayStride = 2 * sizeof(float); |
| desc.cAttributes[0].format = wgpu::VertexFormat::Float32x2; |
| |
| wgpu::DepthStencilState* depthStencil = desc.EnableDepthStencil(kDepthFormat); |
| depthStencil->depthWriteEnabled = true; |
| |
| desc.multisample.count = kSampleCount; |
| desc.cFragment.targetCount = 1; |
| desc.cTargets[0].format = kColorFormat; |
| |
| desc.primitive.topology = wgpu::PrimitiveTopology::TriangleStrip; |
| |
| drawPipeline = device.CreateRenderPipeline(&desc); |
| } |
| { |
| wgpu::ComputePipelineDescriptor desc = {}; |
| desc.compute.entryPoint = "main"; |
| desc.compute.module = utils::CreateShaderModule(device, R"( |
| @group(0) @binding(0) var texture0 : texture_multisampled_2d<f32>; |
| @group(0) @binding(1) var texture1 : texture_depth_multisampled_2d; |
| |
| struct Results { |
| colorSamples : array<f32, 4>, |
| depthSamples : array<f32, 4>, |
| } |
| @group(0) @binding(2) var<storage, read_write> results : Results; |
| |
| @compute @workgroup_size(1) fn main() { |
| for (var i : i32 = 0; i < 4; i = i + 1) { |
| results.colorSamples[i] = textureLoad(texture0, vec2i(0, 0), i).x; |
| results.depthSamples[i] = textureLoad(texture1, vec2i(0, 0), i); |
| } |
| })"); |
| |
| checkSamplePipeline = device.CreateComputePipeline(&desc); |
| } |
| } |
| }; |
| |
| // Test that the multisampling sample positions are correct. This test works by drawing a |
| // thin quad multiple times from left to right and from top to bottom on a 1x1 canvas. |
| // Each time, the quad should cover a single sample position. |
| // After drawing, a compute shader fetches all of the samples (both color and depth), |
| // and we check that only the one covered has data. |
| // We "scan" the vertical and horizontal dimensions separately to check that the triangle |
| // must cover both the X and Y coordinates of the sample position (no false positives if |
| // it covers the X position but not the Y, or vice versa). |
| TEST_P(MultisampledSamplingTest, SamplePositions) { |
| static constexpr wgpu::Extent3D kTextureSize = {1, 1, 1}; |
| |
| wgpu::Texture colorTexture; |
| { |
| wgpu::TextureDescriptor desc = {}; |
| desc.usage = wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment; |
| desc.size = kTextureSize; |
| desc.format = kColorFormat; |
| desc.sampleCount = kSampleCount; |
| colorTexture = device.CreateTexture(&desc); |
| } |
| |
| wgpu::Texture depthTexture; |
| { |
| wgpu::TextureDescriptor desc = {}; |
| desc.usage = wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::RenderAttachment; |
| desc.size = kTextureSize; |
| desc.format = kDepthFormat; |
| desc.sampleCount = kSampleCount; |
| depthTexture = device.CreateTexture(&desc); |
| } |
| |
| static constexpr float kQuadWidth = 0.075; |
| std::vector<float> vBufferData; |
| |
| // Add vertices for vertical quads |
| for (uint32_t s = 0; s < kSampleCount; ++s) { |
| // clang-format off |
| vBufferData.insert(vBufferData.end(), { |
| kSamplePositions[s][0] - kQuadWidth, -1.0, |
| kSamplePositions[s][0] - kQuadWidth, 1.0, |
| kSamplePositions[s][0] + kQuadWidth, -1.0, |
| kSamplePositions[s][0] + kQuadWidth, 1.0, |
| }); |
| // clang-format on |
| } |
| |
| // Add vertices for horizontal quads |
| for (uint32_t s = 0; s < kSampleCount; ++s) { |
| // clang-format off |
| vBufferData.insert(vBufferData.end(), { |
| -1.0, kSamplePositions[s][1] - kQuadWidth, |
| -1.0, kSamplePositions[s][1] + kQuadWidth, |
| 1.0, kSamplePositions[s][1] - kQuadWidth, |
| 1.0, kSamplePositions[s][1] + kQuadWidth, |
| }); |
| // clang-format on |
| } |
| |
| wgpu::Buffer vBuffer = utils::CreateBufferFromData( |
| device, vBufferData.data(), static_cast<uint32_t>(vBufferData.size() * sizeof(float)), |
| wgpu::BufferUsage::Vertex); |
| |
| static constexpr uint32_t kQuadNumBytes = 8 * sizeof(float); |
| |
| wgpu::TextureView colorView = colorTexture.CreateView(); |
| wgpu::TextureView depthView = depthTexture.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(); |
| for (uint32_t iter = 0; iter < 2; ++iter) { |
| for (uint32_t sample = 0; sample < kSampleCount; ++sample) { |
| uint32_t sampleOffset = (iter * kSampleCount + sample); |
| |
| utils::ComboRenderPassDescriptor renderPass({colorView}, depthView); |
| renderPass.cDepthStencilAttachmentInfo.depthClearValue = 0.f; |
| renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Undefined; |
| renderPass.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Undefined; |
| |
| wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass); |
| renderPassEncoder.SetPipeline(drawPipeline); |
| renderPassEncoder.SetVertexBuffer(0, vBuffer, kQuadNumBytes * sampleOffset, |
| kQuadNumBytes); |
| renderPassEncoder.Draw(4); |
| renderPassEncoder.End(); |
| |
| wgpu::ComputePassEncoder computePassEncoder = commandEncoder.BeginComputePass(); |
| computePassEncoder.SetPipeline(checkSamplePipeline); |
| computePassEncoder.SetBindGroup( |
| 0, utils::MakeBindGroup( |
| device, checkSamplePipeline.GetBindGroupLayout(0), |
| {{0, colorView}, |
| {1, depthView}, |
| {2, outputBuffer, alignedResultSize * sampleOffset, kResultSize}})); |
| computePassEncoder.DispatchWorkgroups(1); |
| computePassEncoder.End(); |
| } |
| } |
| |
| wgpu::CommandBuffer commandBuffer = commandEncoder.Finish(); |
| queue.Submit(1, &commandBuffer); |
| |
| std::array<float, 8> expectedData; |
| |
| expectedData = {1, 0, 0, 0, 0.7, 0, 0, 0}; |
| EXPECT_BUFFER_FLOAT_RANGE_EQ(expectedData.data(), outputBuffer, 0 * alignedResultSize, 8) |
| << "vertical sample 0"; |
| |
| expectedData = {0, 1, 0, 0, 0, 0.7, 0, 0}; |
| EXPECT_BUFFER_FLOAT_RANGE_EQ(expectedData.data(), outputBuffer, 1 * alignedResultSize, 8) |
| << "vertical sample 1"; |
| |
| expectedData = {0, 0, 1, 0, 0, 0, 0.7, 0}; |
| EXPECT_BUFFER_FLOAT_RANGE_EQ(expectedData.data(), outputBuffer, 2 * alignedResultSize, 8) |
| << "vertical sample 2"; |
| |
| expectedData = {0, 0, 0, 1, 0, 0, 0, 0.7}; |
| EXPECT_BUFFER_FLOAT_RANGE_EQ(expectedData.data(), outputBuffer, 3 * alignedResultSize, 8) |
| << "vertical sample 3"; |
| |
| expectedData = {1, 0, 0, 0, 0.7, 0, 0, 0}; |
| EXPECT_BUFFER_FLOAT_RANGE_EQ(expectedData.data(), outputBuffer, 4 * alignedResultSize, 8) |
| << "horizontal sample 0"; |
| |
| expectedData = {0, 1, 0, 0, 0, 0.7, 0, 0}; |
| EXPECT_BUFFER_FLOAT_RANGE_EQ(expectedData.data(), outputBuffer, 5 * alignedResultSize, 8) |
| << "horizontal sample 1"; |
| |
| expectedData = {0, 0, 1, 0, 0, 0, 0.7, 0}; |
| EXPECT_BUFFER_FLOAT_RANGE_EQ(expectedData.data(), outputBuffer, 6 * alignedResultSize, 8) |
| << "horizontal sample 2"; |
| |
| expectedData = {0, 0, 0, 1, 0, 0, 0, 0.7}; |
| EXPECT_BUFFER_FLOAT_RANGE_EQ(expectedData.data(), outputBuffer, 7 * alignedResultSize, 8) |
| << "horizontal sample 3"; |
| } |
| |
| DAWN_INSTANTIATE_TEST(MultisampledSamplingTest, |
| D3D11Backend(), |
| D3D12Backend(), |
| MetalBackend(), |
| OpenGLBackend(), |
| OpenGLESBackend(), |
| VulkanBackend()); |
| |
| } // anonymous namespace |
| } // namespace dawn |