CopyTextureForBrowser: Use large triangle to avoid arithmetic precision
In previous internal shader, we draw a just fit-in rectangle to do the copy. But there is arithmetic precision issues in border pixels when copy from a large texture. ANGLE handle the same issue by drawing a large triangle. Dawn adopte the same idea here BUG=dawn:465 Change-Id: I2366e28b1e96e7a33116a170023a5138d8c9f770 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33900 Reviewed-by: Shaobo Yan <shaobo.yan@intel.com> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
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@ -32,50 +32,42 @@
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namespace dawn_native {
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namespace {
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// TODO(shaobo.yan@intel.com): Use ANGLE's strategy(render a large triangle) to handle
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// transform and border interop issue.
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// TODO(shaobo.yan@intel.com) : Support premultiplay-alpha, flipY.
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static const char sCopyTextureForBrowserVertex[] = R"(
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[[block]] struct Uniforms {
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[[offset(0)]] rotation : mat4x4<f32>;
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[[offset(0)]] u_scale : vec2<f32>;
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[[offset(8)]] u_offset : vec2<f32>;
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};
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const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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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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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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const texUV : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(1.0, 0.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(0.0, 1.0),
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vec2<f32>(1.0, 0.0),
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vec2<f32>(0.0, 1.0),
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vec2<f32>(0.0, 0.0));
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[[location(0)]] var<out> texCoord: vec2<f32>;
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const texcoord : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-0.5, 0.0),
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vec2<f32>( 1.5, 0.0),
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vec2<f32>( 0.5, 2.0));
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[[location(0)]] var<out> v_texcoord: vec2<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[binding(0), set(0)]] var<uniform> uniforms : Uniforms;
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[[stage(vertex)]]
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fn main() -> void {
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Position = uniforms.rotation * vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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texCoord = texUV[VertexIndex];
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return;
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
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# Texture coordinate takes top-left as origin point. We need to map the
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# texture to triangle carefully.
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v_texcoord = (texcoord[VertexIndex] * vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
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uniforms.u_scale + uniforms.u_offset;
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}
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)";
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static const char sPassthrough2D4ChannelFrag[] = R"(
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[[binding(1), set(0)]] var<uniform_constant> mySampler: sampler;
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[[binding(2), set(0)]] var<uniform_constant> myTexture: texture_sampled_2d<f32>;
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[[location(0)]] var<in> texCoord : vec2<f32>;
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[[location(0)]] var<in> v_texcoord : vec2<f32>;
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[[location(0)]] var<out> rgbaColor : vec4<f32>;
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[[stage(fragment)]]
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fn main() -> void {
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rgbaColor = textureSample(myTexture, mySampler, texCoord);
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return;
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[[stage(fragment)]] fn main() -> void {
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# Clamp the texcoord and discard the out-of-bound pixels.
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var clampedTexcoord : vec2<f32> =
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clamp(v_texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
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if (all(clampedTexcoord == v_texcoord)) {
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rgbaColor = textureSample(myTexture, mySampler, v_texcoord);
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}
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}
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)";
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@ -224,10 +216,8 @@ namespace dawn_native {
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// TODO(shaobo.yan@intel.com): Will use scale vector and offset vector to replace the
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// 4x4 rotation matrix here.
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const float rotationMatrix[] = {
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1.0, 0.0, 0.0, 0.0, //
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0.0, 1.0, 0.0, 0.0, //
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0.0, 0.0, 1.0, 0.0, //
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0.0, 0.0, 0.0, 1.0, //
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1.0, 1.0, // scale
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0.0, 0.0 // offset
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};
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BufferDescriptor rotationUniformDesc = {};
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@ -290,7 +280,7 @@ namespace dawn_native {
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// the copy from src texture to dst texture with transformation.
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passEncoder->SetPipeline(pipeline);
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passEncoder->SetBindGroup(0, bindGroup.Get());
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passEncoder->Draw(6);
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passEncoder->Draw(3);
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passEncoder->EndPass();
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// Finsh encoding.
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@ -176,6 +176,66 @@ TEST_P(CopyTextureForBrowserTests, PassthroughCopy) {
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DoTest(textureSpec, textureSpec, {kWidth, kHeight, 1});
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}
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TEST_P(CopyTextureForBrowserTests, VerifyCopyOnXDirection) {
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// These tests fails due to crbug.com/tint/63.
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DAWN_SKIP_TEST_IF(IsSwiftshader());
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DAWN_SKIP_TEST_IF(IsVulkan());
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DAWN_SKIP_TEST_IF(IsD3D12() && IsBackendValidationEnabled());
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// OpenGL tests fails due to 'WriteTexture' unimplemented.
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// Related bug : crbug.com/dawn/483
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DAWN_SKIP_TEST_IF(IsOpenGL());
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constexpr uint32_t kWidth = 1000;
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constexpr uint32_t kHeight = 1;
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TextureSpec textureSpec;
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textureSpec.copyOrigin = {0, 0, 0};
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textureSpec.level = 0;
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textureSpec.textureSize = {kWidth, kHeight, 1};
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DoTest(textureSpec, textureSpec, {kWidth, kHeight, 1});
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}
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TEST_P(CopyTextureForBrowserTests, VerifyCopyOnYDirection) {
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// These tests fails due to crbug.com/tint/63.
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DAWN_SKIP_TEST_IF(IsSwiftshader());
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DAWN_SKIP_TEST_IF(IsVulkan());
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DAWN_SKIP_TEST_IF(IsD3D12() && IsBackendValidationEnabled());
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// OpenGL tests fails due to 'WriteTexture' unimplemented.
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// Related bug : crbug.com/dawn/483
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DAWN_SKIP_TEST_IF(IsOpenGL());
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constexpr uint32_t kWidth = 1;
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constexpr uint32_t kHeight = 1000;
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TextureSpec textureSpec;
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textureSpec.copyOrigin = {0, 0, 0};
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textureSpec.level = 0;
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textureSpec.textureSize = {kWidth, kHeight, 1};
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DoTest(textureSpec, textureSpec, {kWidth, kHeight, 1});
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}
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TEST_P(CopyTextureForBrowserTests, VerifyCopyFromLargeTexture) {
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// These tests fails due to crbug.com/tint/63.
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DAWN_SKIP_TEST_IF(IsSwiftshader());
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DAWN_SKIP_TEST_IF(IsVulkan());
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DAWN_SKIP_TEST_IF(IsD3D12() && IsBackendValidationEnabled());
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// OpenGL tests fails due to 'WriteTexture' unimplemented.
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// Related bug : crbug.com/dawn/483
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DAWN_SKIP_TEST_IF(IsOpenGL());
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constexpr uint32_t kWidth = 899;
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constexpr uint32_t kHeight = 999;
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TextureSpec textureSpec;
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textureSpec.copyOrigin = {0, 0, 0};
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textureSpec.level = 0;
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textureSpec.textureSize = {kWidth, kHeight, 1};
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DoTest(textureSpec, textureSpec, {kWidth, kHeight, 1});
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}
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DAWN_INSTANTIATE_TEST(CopyTextureForBrowserTests,
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D3D12Backend(),
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MetalBackend(),
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