Implement sampleMask in D3D12 and OpenGL.
Some tests are not enabled in D3D12 yet because SPIRV-Cross lacks support for gl_SampleMask. Bug: dawn:491 Change-Id: I6cce56b5d0ab883f39b8d58987246c08a23b6410 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/25580 Reviewed-by: Tomek Ponitka <tommek@google.com> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@ -389,7 +389,7 @@ namespace dawn_native { namespace d3d12 {
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descriptorD3D12.DepthStencilState =
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ComputeDepthStencilDesc(GetDepthStencilStateDescriptor());
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descriptorD3D12.SampleMask = UINT_MAX;
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descriptorD3D12.SampleMask = GetSampleMask();
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descriptorD3D12.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology());
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descriptorD3D12.SampleDesc.Count = GetSampleCount();
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descriptorD3D12.SampleDesc.Quality = 0;
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@ -162,6 +162,7 @@ namespace dawn_native { namespace opengl {
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mFunctions.Enable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
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mFunctions.Enable(GL_MULTISAMPLE);
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mFunctions.Enable(GL_FRAMEBUFFER_SRGB);
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mFunctions.Enable(GL_SAMPLE_MASK);
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mPCIInfo.name = reinterpret_cast<const char*>(mFunctions.GetString(GL_RENDERER));
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@ -257,6 +257,8 @@ namespace dawn_native { namespace opengl {
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ApplyDepthStencilState(gl, GetDepthStencilStateDescriptor(), &persistentPipelineState);
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gl.SampleMaski(0, GetSampleMask());
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for (uint32_t attachmentSlot : IterateBitSet(GetColorAttachmentsMask())) {
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ApplyColorState(gl, attachmentSlot, GetColorStateDescriptor(attachmentSlot));
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}
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@ -525,9 +525,8 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DArrayTexture) {
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// Test using one multisampled color attachment with resolve target can render correctly
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// with a non-default sample mask.
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TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in those
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// backends.
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DAWN_SKIP_TEST_IF(IsOpenGL() || IsMetal() || IsD3D12());
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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constexpr bool kTestDepth = false;
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// The second and third samples are included,
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@ -559,9 +558,8 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMask) {
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// Test using one multisampled color attachment with resolve target can render correctly
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// with the final sample mask empty.
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TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithEmptyFinalSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in those
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// backends.
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DAWN_SKIP_TEST_IF(IsOpenGL() || IsMetal() || IsD3D12());
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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constexpr bool kTestDepth = false;
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// The third and fourth samples are included,
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@ -593,9 +591,8 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithEmptyFinalSampleMask)
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// Test doing MSAA resolve into multiple resolve targets works correctly with a non-default sample
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// mask.
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TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in those
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// backends.
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DAWN_SKIP_TEST_IF(IsOpenGL() || IsMetal() || IsD3D12());
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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wgpu::TextureView multisampledColorView2 =
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CreateTextureForOutputAttachment(kColorFormat, kSampleCount).CreateView();
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@ -635,9 +632,8 @@ TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithSampleMas
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// Test multisampled rendering with depth test works correctly with a non-default sample mask.
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TEST_P(MultisampledRenderingTest, MultisampledRenderingWithDepthTestAndSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in those
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// backends.
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DAWN_SKIP_TEST_IF(IsOpenGL() || IsMetal() || IsD3D12());
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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// TODO(dawn:491): Find out why this test doesn't work on Windows Intel Vulkan.
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DAWN_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
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@ -702,9 +698,11 @@ TEST_P(MultisampledRenderingTest, MultisampledRenderingWithDepthTestAndSampleMas
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// Test using one multisampled color attachment with resolve target can render correctly
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// with non-default sample mask and shader-output mask.
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TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMaskAndShaderOutputMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in those
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// backends.
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DAWN_SKIP_TEST_IF(IsOpenGL() || IsMetal() || IsD3D12());
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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// TODO(dawn:491): Remove this when SPIRV-cross adds support for SV_Coverage in HLSL.
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DAWN_SKIP_TEST_IF(IsD3D12());
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constexpr bool kTestDepth = false;
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wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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