Port MultisampledRenderingTests to WGSL.
Bug: dawn:572 Change-Id: I9e76b39c0df705cc3fde5058e618c1ecb2c446f7 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44761 Auto-Submit: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
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@ -41,26 +41,29 @@ class MultisampledRenderingTest : public DawnTest {
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uint32_t sampleMask = 0xFFFFFFFF,
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bool alphaToCoverageEnabled = false,
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bool flipTriangle = false) {
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const char* kFsOneOutputWithDepth =
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R"(#version 450
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layout(location = 0) out vec4 fragColor;
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layout (std140, set = 0, binding = 0) uniform uBuffer {
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vec4 color;
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float depth;
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const char* kFsOneOutputWithDepth = R"(
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[[block]] struct U {
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color : vec4<f32>;
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depth : f32;
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};
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void main() {
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fragColor = color;
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gl_FragDepth = depth;
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[[group(0), binding(0)]] var<uniform> uBuffer : U;
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[[location(0)]] var<out> FragColor : vec4<f32>;
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[[builtin(frag_depth)]] var<out> FragDepth : f32;
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[[stage(fragment)]] fn main() -> void {
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FragColor = uBuffer.color;
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FragDepth = uBuffer.depth;
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})";
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const char* kFsOneOutputWithoutDepth =
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R"(#version 450
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layout(location = 0) out vec4 fragColor;
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layout (std140, set = 0, binding = 0) uniform uBuffer {
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vec4 color;
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const char* kFsOneOutputWithoutDepth = R"(
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[[block]] struct U {
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color : vec4<f32>;
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};
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void main() {
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fragColor = color;
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[[group(0), binding(0)]] var<uniform> uBuffer : U;
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[[location(0)]] var<out> FragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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FragColor = uBuffer.color;
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})";
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const char* fs = testDepth ? kFsOneOutputWithDepth : kFsOneOutputWithoutDepth;
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@ -72,17 +75,18 @@ class MultisampledRenderingTest : public DawnTest {
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wgpu::RenderPipeline CreateRenderPipelineWithTwoOutputsForTest(
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uint32_t sampleMask = 0xFFFFFFFF,
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bool alphaToCoverageEnabled = false) {
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const char* kFsTwoOutputs =
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R"(#version 450
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layout(location = 0) out vec4 fragColor1;
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layout(location = 1) out vec4 fragColor2;
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layout (std140, set = 0, binding = 0) uniform uBuffer {
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vec4 color1;
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vec4 color2;
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const char* kFsTwoOutputs = R"(
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[[block]] struct U {
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color0 : vec4<f32>;
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color1 : vec4<f32>;
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};
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void main() {
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fragColor1 = color1;
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fragColor2 = color2;
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[[group(0), binding(0)]] var<uniform> uBuffer : U;
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[[location(0)]] var<out> FragColor0 : vec4<f32>;
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[[location(1)]] var<out> FragColor1 : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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FragColor0 = uBuffer.color0;
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FragColor1 = uBuffer.color1;
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})";
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return CreateRenderPipelineForTest(kFsTwoOutputs, 2, false, sampleMask,
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@ -206,31 +210,40 @@ class MultisampledRenderingTest : public DawnTest {
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// Draw a bottom-right triangle. In standard 4xMSAA pattern, for the pixels on diagonal,
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// only two of the samples will be touched.
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const char* vs =
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R"(#version 450
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const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(1.f, -1.f));
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
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const char* vs = R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(vertex_index)]] var<in> VertexIndex : u32;
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[[stage(vertex)]] fn main() -> void {
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>( 1.0, 1.0),
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vec2<f32>( 1.0, -1.0)
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);
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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})";
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// Draw a bottom-left triangle.
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const char* vsFlipped =
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R"(#version 450
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const vec2 pos[3] = vec2[3](vec2(-1.f, 1.f), vec2(1.f, 1.f), vec2(-1.f, -1.f));
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
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const char* vsFlipped = R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(vertex_index)]] var<in> VertexIndex : u32;
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[[stage(vertex)]] fn main() -> void {
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>( 1.0, 1.0),
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vec2<f32>(-1.0, -1.0)
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);
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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})";
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if (flipTriangle) {
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pipelineDescriptor.vertex.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vsFlipped);
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pipelineDescriptor.vertex.module = utils::CreateShaderModuleFromWGSL(device, vsFlipped);
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} else {
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pipelineDescriptor.vertex.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, vs);
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pipelineDescriptor.vertex.module = utils::CreateShaderModuleFromWGSL(device, vs);
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}
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pipelineDescriptor.cFragment.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs);
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pipelineDescriptor.cFragment.module = utils::CreateShaderModuleFromWGSL(device, fs);
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if (hasDepthStencilAttachment) {
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wgpu::DepthStencilState* depthStencil =
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@ -741,6 +754,10 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMaskAndShaderOut
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// supported on some platforms.
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DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_sample_variables"));
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// TODO(cwallez@chromium.org): Fails on Metal / D3D12 because SPIRV-Cross produces bad shaders
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// for the SPIR-V outputted by Tint. Reenable once we use Tint's MSL / HLSL generators.
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DAWN_SKIP_TEST_IF(IsD3D12() || IsMetal());
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constexpr bool kTestDepth = false;
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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@ -751,15 +768,17 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMaskAndShaderOut
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// Thus the final mask includes only the third sample.
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constexpr float kMSAACoverage = 0.25f;
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constexpr uint32_t kSampleMask = kFirstSampleMaskBit | kThirdSampleMaskBit;
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const char* fs =
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R"(#version 450
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layout(location = 0) out vec4 fragColor;
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layout (std140, set = 0, binding = 0) uniform uBuffer {
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vec4 color;
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const char* fs = R"(
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[[block]] struct U {
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color : vec4<f32>;
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};
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void main() {
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fragColor = color;
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gl_SampleMask[0] = 6;
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[[group(0), binding(0)]] var<uniform> uBuffer : U;
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[[location(0)]] var<out> FragColor : vec4<f32>;
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[[builtin(sample_mask_out)]] var<out> SampleMask : u32;
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[[stage(fragment)]] fn main() -> void {
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FragColor = uBuffer.color;
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SampleMask = 6u;
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})";
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wgpu::RenderPipeline pipeline = CreateRenderPipelineForTest(fs, 1, false, kSampleMask);
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@ -792,6 +811,10 @@ TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithShaderOut
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// supported on some platforms.
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DAWN_SKIP_TEST_IF(HasToggleEnabled("disable_sample_variables"));
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// TODO(cwallez@chromium.org): Fails on Metal / D3D12 because SPIRV-Cross produces bad shaders
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// for the SPIR-V outputted by Tint. Reenable once we use Tint's MSL / HLSL generators.
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DAWN_SKIP_TEST_IF(IsD3D12() || IsMetal());
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wgpu::TextureView multisampledColorView2 =
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CreateTextureForRenderAttachment(kColorFormat, kSampleCount).CreateView();
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wgpu::Texture resolveTexture2 = CreateTextureForRenderAttachment(kColorFormat, 1);
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@ -801,18 +824,20 @@ TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithShaderOut
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// The second and third samples are included in the shader-output mask,
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// only the first one is covered by the triangle.
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constexpr float kMSAACoverage = 0.25f;
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const char* fs =
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R"(#version 450
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layout(location = 0) out vec4 fragColor1;
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layout(location = 1) out vec4 fragColor2;
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layout (std140, set = 0, binding = 0) uniform uBuffer {
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vec4 color1;
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vec4 color2;
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const char* fs = R"(
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[[block]] struct U {
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color0 : vec4<f32>;
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color1 : vec4<f32>;
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};
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void main() {
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fragColor1 = color1;
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fragColor2 = color2;
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gl_SampleMask[0] = 6;
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[[group(0), binding(0)]] var<uniform> uBuffer : U;
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[[location(0)]] var<out> FragColor0 : vec4<f32>;
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[[location(1)]] var<out> FragColor1 : vec4<f32>;
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[[builtin(sample_mask_out)]] var<out> SampleMask : u32;
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[[stage(fragment)]] fn main() -> void {
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FragColor0 = uBuffer.color0;
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FragColor1 = uBuffer.color1;
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SampleMask = 6u;
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})";
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wgpu::RenderPipeline pipeline = CreateRenderPipelineForTest(fs, 2, false);
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