// 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 = …; class MultisampledSamplingTest : public DawnTest { … }; // 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) { … } DAWN_INSTANTIATE_TEST(MultisampledSamplingTest, D3D11Backend(), D3D12Backend(), MetalBackend(), OpenGLBackend(), OpenGLESBackend(), VulkanBackend()); } // anonymous namespace } // namespace dawn