tests: Implement multisampling in the GL renderer.

This commit is contained in:
Elizabeth Figura 2024-06-18 23:53:53 -05:00 committed by Henri Verbeet
parent 737967604e
commit a5a75d45d3
Notes: Henri Verbeet 2024-07-11 00:41:24 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/924

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@ -355,6 +355,7 @@ static const struct format_info *get_format_info(enum DXGI_FORMAT format, bool i
static bool init_resource_2d(struct gl_resource *resource, const struct resource_params *params)
{
GLenum target = params->desc.sample_count > 1 ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
unsigned int offset, w, h, i;
resource->format = get_format_info(params->desc.format, params->is_shadow);
@ -372,11 +373,19 @@ static bool init_resource_2d(struct gl_resource *resource, const struct resource
}
glGenTextures(1, &resource->id);
glBindTexture(GL_TEXTURE_2D, resource->id);
glTexStorage2D(GL_TEXTURE_2D, params->desc.level_count,
glBindTexture(target, resource->id);
if (params->desc.sample_count > 1)
{
glTexStorage2DMultisample(target, params->desc.sample_count,
resource->format->internal_format, params->desc.width, params->desc.height, GL_FALSE);
}
else
{
glTexStorage2D(target, params->desc.level_count,
resource->format->internal_format, params->desc.width, params->desc.height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
}
if (!params->data)
return true;
@ -384,7 +393,7 @@ static bool init_resource_2d(struct gl_resource *resource, const struct resource
{
w = get_level_dimension(params->desc.width, i);
h = get_level_dimension(params->desc.height, i);
glTexSubImage2D(GL_TEXTURE_2D, i, 0, 0, w, h, resource->format->format,
glTexSubImage2D(target, i, 0, 0, w, h, resource->format->format,
resource->format->type, params->data + offset);
offset += w * h * params->desc.texel_size;
}
@ -497,6 +506,7 @@ static bool compile_shader(struct gl_runner *runner, ID3DBlob *blob, struct vkd3
struct vkd3d_shader_scan_combined_resource_sampler_info combined_sampler_info;
struct vkd3d_shader_combined_resource_sampler *sampler;
struct vkd3d_shader_resource_binding *binding;
struct vkd3d_shader_parameter parameters[1];
unsigned int count, i;
char *messages;
int ret;
@ -606,6 +616,14 @@ static bool compile_shader(struct gl_runner *runner, ID3DBlob *blob, struct vkd3
interface_info.combined_samplers = runner->combined_samplers;
interface_info.combined_sampler_count = runner->combined_sampler_count;
parameters[0].name = VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT;
parameters[0].type = VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT;
parameters[0].data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_UINT32;
parameters[0].u.immediate_constant.u.u32 = runner->r.sample_count;
spirv_info.parameter_count = ARRAY_SIZE(parameters);
spirv_info.parameters = parameters;
ret = vkd3d_shader_compile(&info, out, &messages);
if (messages && vkd3d_test_state.debug_level)
trace("%s\n", messages);
@ -1053,16 +1071,13 @@ static bool gl_runner_draw(struct shader_runner *r,
if (!(resource = shader_runner_get_resource(r, RESOURCE_TYPE_TEXTURE, s->resource_index)))
fatal_error("Resource not found.\n");
glActiveTexture(GL_TEXTURE0 + s->binding.binding);
if (resource->desc.dimension == RESOURCE_DIMENSION_BUFFER)
{
glActiveTexture(GL_TEXTURE0 + s->binding.binding);
glBindTexture(GL_TEXTURE_BUFFER, gl_resource(resource)->tbo_id);
}
else if (resource->desc.sample_count > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, gl_resource(resource)->id);
else
{
glActiveTexture(GL_TEXTURE0 + s->binding.binding);
glBindTexture(GL_TEXTURE_2D, gl_resource(resource)->id);
}
if (s->sampler_index == VKD3D_SHADER_DUMMY_SAMPLER_INDEX)
continue;
@ -1127,8 +1142,8 @@ static bool gl_runner_draw(struct shader_runner *r,
}
}
/* TODO: sample count and mask. */
glEnable(GL_SAMPLE_MASK);
glSampleMaski(0, runner->r.sample_mask);
glViewport(0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT);
glScissor(0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT);
glDrawBuffers(rt_count, draw_buffers);
@ -1191,6 +1206,7 @@ struct gl_resource_readback
static struct resource_readback *gl_runner_get_resource_readback(struct shader_runner *r, struct resource *res)
{
struct gl_resource *resource = gl_resource(res);
struct gl_runner *runner = gl_runner(r);
struct resource_readback *rb;
if (resource->r.desc.type != RESOURCE_TYPE_RENDER_TARGET && resource->r.desc.type != RESOURCE_TYPE_DEPTH_STENCIL
@ -1211,6 +1227,36 @@ static struct resource_readback *gl_runner_get_resource_readback(struct shader_r
glBindBuffer(GL_TEXTURE_BUFFER, resource->id);
glGetBufferSubData(GL_TEXTURE_BUFFER, 0, rb->row_pitch * rb->height, rb->data);
}
else if (resource->r.desc.sample_count > 1)
{
GLuint src_fbo, dst_fbo;
GLuint resolved;
glGenTextures(1, &resolved);
glBindTexture(GL_TEXTURE_2D, resolved);
glTexStorage2D(GL_TEXTURE_2D, resource->r.desc.level_count,
resource->format->internal_format, resource->r.desc.width, resource->r.desc.height);
glGenFramebuffers(1, &src_fbo);
glGenFramebuffers(1, &dst_fbo);
glBindFramebuffer(GL_READ_FRAMEBUFFER, src_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_fbo);
glFramebufferTexture(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resource->id, 0);
glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resolved, 0);
glBlitFramebuffer(0, 0, resource->r.desc.width, resource->r.desc.height,
0, 0, resource->r.desc.width, resource->r.desc.height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, runner->fbo_id);
glDeleteFramebuffers(1, &src_fbo);
glDeleteFramebuffers(1, &dst_fbo);
glGetTexImage(GL_TEXTURE_2D, 0, resource->format->format, resource->format->type, rb->data);
glDeleteTextures(1, &resolved);
}
else
{
glBindTexture(GL_TEXTURE_2D, resource->id);