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// Copyright 2020 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/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.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