code refactoring: prefix const color values with RGBA8
BUG= Change-Id: I820180adc19b1d1c226ca92084c64e441173c27b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13760 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Yunchao He <yunchao.he@intel.com>
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@ -80,6 +80,14 @@ namespace {
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} // namespace
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const RGBA8 RGBA8::kZero = RGBA8(0, 0, 0, 0);
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const RGBA8 RGBA8::kBlack = RGBA8(0, 0, 0, 255);
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const RGBA8 RGBA8::kRed = RGBA8(255, 0, 0, 255);
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const RGBA8 RGBA8::kGreen = RGBA8(0, 255, 0, 255);
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const RGBA8 RGBA8::kBlue = RGBA8(0, 0, 255, 255);
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const RGBA8 RGBA8::kYellow = RGBA8(255, 255, 0, 255);
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const RGBA8 RGBA8::kWhite = RGBA8(255, 255, 255, 255);
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const DawnTestParam D3D12Backend(dawn_native::BackendType::D3D12);
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const DawnTestParam MetalBackend(dawn_native::BackendType::Metal);
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const DawnTestParam OpenGLBackend(dawn_native::BackendType::OpenGL);
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@ -74,16 +74,17 @@ struct RGBA8 {
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bool operator!=(const RGBA8& other) const;
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uint8_t r, g, b, a;
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static const RGBA8 kZero;
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static const RGBA8 kBlack;
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static const RGBA8 kRed;
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static const RGBA8 kGreen;
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static const RGBA8 kBlue;
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static const RGBA8 kYellow;
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static const RGBA8 kWhite;
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};
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std::ostream& operator<<(std::ostream& stream, const RGBA8& color);
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constexpr RGBA8 kZero(0, 0, 0, 0);
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constexpr RGBA8 kBlack(0, 0, 0, 255);
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constexpr RGBA8 kRed(255, 0, 0, 255);
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constexpr RGBA8 kGreen(0, 255, 0, 255);
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constexpr RGBA8 kBlue(0, 0, 255, 255);
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constexpr RGBA8 kWhite(255, 255, 255, 255);
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struct DawnTestParam {
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explicit DawnTestParam(dawn_native::BackendType backendType) : backendType(backendType) {
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}
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@ -95,8 +95,8 @@ TEST_P(ClipSpaceTest, ClipSpace) {
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wgpu::Queue queue = device.CreateQueue();
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queue.Submit(1, &commandBuffer);
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EXPECT_PIXEL_RGBA8_EQ(kRed, colorTexture, kSize - 1, kSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, colorTexture, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, colorTexture, kSize - 1, kSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, colorTexture, 0, 0);
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}
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DAWN_INSTANTIATE_TEST(ClipSpaceTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);
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@ -389,13 +389,13 @@ class CompressedTextureBCFormatTest : public DawnTest {
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case wgpu::TextureFormat::BC4RSnorm:
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case wgpu::TextureFormat::BC4RUnorm:
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return FillExpectedData(testRegion, kRed, kBlack);
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return FillExpectedData(testRegion, RGBA8::kRed, RGBA8::kBlack);
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case wgpu::TextureFormat::BC5RGSnorm:
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case wgpu::TextureFormat::BC5RGUnorm:
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case wgpu::TextureFormat::BC6HRGBSfloat:
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case wgpu::TextureFormat::BC6HRGBUfloat:
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return FillExpectedData(testRegion, kRed, kGreen);
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return FillExpectedData(testRegion, RGBA8::kRed, RGBA8::kGreen);
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default:
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UNREACHABLE();
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@ -90,9 +90,9 @@ class CullingTest : public DawnTest {
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wgpu::Queue queue = device.CreateQueue();
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queue.Submit(1, &commandBuffer);
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constexpr RGBA8 kTopLeftColor = kBlack;
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const RGBA8 kBackgroundColor = RGBA8::kBlue;
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const RGBA8 kTopLeftColor = RGBA8::kBlack;
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constexpr RGBA8 kBottomRightColor = RGBA8(3, 3, 0, 255);
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constexpr RGBA8 kBackgroundColor = kBlue;
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RGBA8 kCCWTriangleTopLeftColor = isCCWTriangleCulled ? kBackgroundColor : kTopLeftColor;
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EXPECT_PIXEL_RGBA8_EQ(kCCWTriangleTopLeftColor, colorTexture, 0, 0);
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@ -132,7 +132,7 @@ TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithSameCommandBuffer) {
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queue.Submit(1, &commands);
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// Verify the rendering result.
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EXPECT_PIXEL_RGBA8_EQ(kRed, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
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}
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// Write into a storage buffer in compute pass in a command buffer. Then read that data in a render
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@ -171,7 +171,7 @@ TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithDifferentCommandBuffers) {
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queue.Submit(2, cb);
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// Verify the rendering result.
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EXPECT_PIXEL_RGBA8_EQ(kRed, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
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}
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// Write into a storage buffer in compute pass in a command buffer. Then read that data in a render
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@ -211,7 +211,7 @@ TEST_P(StorageToUniformSyncTests, ReadAfterWriteWithDifferentQueueSubmits) {
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queue.Submit(1, &cb[1]);
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// Verify the rendering result.
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EXPECT_PIXEL_RGBA8_EQ(kRed, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderPass.color, 0, 0);
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}
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DAWN_INSTANTIATE_TEST(StorageToUniformSyncTests,
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@ -87,7 +87,7 @@ TEST_P(IndexFormatTest, Uint32) {
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 100, 300);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 100, 300);
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}
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// Test that the Uint16 index format is correctly interpreted
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@ -114,7 +114,7 @@ TEST_P(IndexFormatTest, Uint16) {
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 100, 300);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 100, 300);
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}
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// Test for primitive restart use vertices like in the drawing and draw the following
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@ -164,9 +164,9 @@ TEST_P(IndexFormatTest, Uint32PrimitiveRestart) {
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 190, 190); // A
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 210, 210); // B
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EXPECT_PIXEL_RGBA8_EQ(kZero, renderPass.color, 210, 190); // C
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 190, 190); // A
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 210, 210); // B
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 210, 190); // C
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}
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// Test use of primitive restart with an Uint16 index format
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@ -206,9 +206,9 @@ TEST_P(IndexFormatTest, Uint16PrimitiveRestart) {
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 190, 190); // A
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 210, 210); // B
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EXPECT_PIXEL_RGBA8_EQ(kZero, renderPass.color, 210, 190); // C
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 190, 190); // A
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 210, 210); // B
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 210, 190); // C
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}
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// Test that the index format used is the format of the last set pipeline. This is to
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@ -242,7 +242,7 @@ TEST_P(IndexFormatTest, ChangePipelineAfterSetIndexBuffer) {
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 100, 300);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 100, 300);
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}
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// Test that setting the index buffer before the pipeline works, this is important
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@ -210,7 +210,7 @@ class PrimitiveTopologyTest : public DawnTest {
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for (auto& locationSpec : locationSpecs) {
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for (size_t i = 0; i < locationSpec.count; ++i) {
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// If this pixel is included, check that it is green. Otherwise, check that it is black
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RGBA8 color = locationSpec.include ? kGreen : kZero;
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RGBA8 color = locationSpec.include ? RGBA8::kGreen : RGBA8::kZero;
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EXPECT_PIXEL_RGBA8_EQ(color, renderPass.color, locationSpec.locations[i].x, locationSpec.locations[i].y)
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<< "Expected (" << locationSpec.locations[i].x << ", " << locationSpec.locations[i].y << ") to be " << color;
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}
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@ -19,7 +19,7 @@
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#include "utils/WGPUHelpers.h"
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constexpr uint32_t kRTSize = 4;
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constexpr RGBA8 kColors[2] = {kGreen, kBlue};
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const RGBA8 kColors[2] = {RGBA8::kGreen, RGBA8::kBlue};
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// RenderBundleTest tests simple usage of RenderBundles to draw. The implementaiton
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// of RenderBundle is shared significantly with render pass execution which is
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@ -71,11 +71,11 @@ class RenderPassLoadOpTests : public DawnTest {
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renderTargetView = renderTarget.CreateView();
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std::fill(expectZero.begin(), expectZero.end(), kZero);
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std::fill(expectZero.begin(), expectZero.end(), RGBA8::kZero);
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std::fill(expectGreen.begin(), expectGreen.end(), kGreen);
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std::fill(expectGreen.begin(), expectGreen.end(), RGBA8::kGreen);
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std::fill(expectBlue.begin(), expectBlue.end(), kBlue);
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std::fill(expectBlue.begin(), expectBlue.end(), RGBA8::kBlue);
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// draws a blue quad on the right half of the screen
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const char* vsSource = R"(
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@ -108,11 +108,11 @@ TEST_P(RenderPassTest, TwoRenderPassesInOneCommandBuffer) {
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kBlue, renderTarget1, 1, kRTSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(kRed, renderTarget1, kRTSize - 1, 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlue, renderTarget1, 1, kRTSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget1, kRTSize - 1, 1);
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EXPECT_PIXEL_RGBA8_EQ(kBlue, renderTarget2, 1, kRTSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderTarget2, kRTSize - 1, 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlue, renderTarget2, 1, kRTSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderTarget2, kRTSize - 1, 1);
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}
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// Verify that the content in the color attachment will not be changed if there is no corresponding
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@ -161,8 +161,8 @@ TEST_P(RenderPassTest, NoCorrespondingFragmentShaderOutputs) {
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kBlue, renderTarget, 2, kRTSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(kRed, renderTarget, kRTSize - 1, 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlue, renderTarget, 2, kRTSize - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kRed, renderTarget, kRTSize - 1, 1);
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}
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DAWN_INSTANTIATE_TEST(RenderPassTest,
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@ -108,8 +108,8 @@ protected:
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// Create a 2x2 checkerboard texture, with black in the top left and bottom right corners.
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const uint32_t rowPixels = kTextureRowPitchAlignment / sizeof(RGBA8);
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RGBA8 data[rowPixels * 2];
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data[0] = data[rowPixels + 1] = kBlack;
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data[1] = data[rowPixels] = kWhite;
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data[0] = data[rowPixels + 1] = RGBA8::kBlack;
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data[1] = data[rowPixels] = RGBA8::kWhite;
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wgpu::Buffer stagingBuffer =
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utils::CreateBufferFromData(device, data, sizeof(data), wgpu::BufferUsage::CopySrc);
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RGBA8 expectedU3(u.mExpected3, u.mExpected3, u.mExpected3, 255);
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RGBA8 expectedV2(v.mExpected2, v.mExpected2, v.mExpected2, 255);
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RGBA8 expectedV3(v.mExpected3, v.mExpected3, v.mExpected3, 255);
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EXPECT_PIXEL_RGBA8_EQ(kBlack, mRenderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(kWhite, mRenderPass.color, 0, 1);
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EXPECT_PIXEL_RGBA8_EQ(kWhite, mRenderPass.color, 1, 0);
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EXPECT_PIXEL_RGBA8_EQ(kBlack, mRenderPass.color, 1, 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlack, mRenderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kWhite, mRenderPass.color, 0, 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kWhite, mRenderPass.color, 1, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kBlack, mRenderPass.color, 1, 1);
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EXPECT_PIXEL_RGBA8_EQ(expectedU2, mRenderPass.color, 2, 0);
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EXPECT_PIXEL_RGBA8_EQ(expectedU3, mRenderPass.color, 3, 0);
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EXPECT_PIXEL_RGBA8_EQ(expectedV2, mRenderPass.color, 0, 2);
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@ -64,10 +64,10 @@ TEST_P(ScissorTest, DefaultsToWholeRenderTarget) {
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 0, 99);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 99, 0);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 99, 99);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 99);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 99);
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}
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// Test setting the scissor to something larger than the attachments.
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 0, 99);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 99, 0);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 99, 99);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 99);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 99);
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}
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// Test setting a partial scissor (not empty, not full attachment)
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queue.Submit(1, &commands);
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// Test the two opposite corners of the scissor box. With one pixel inside and on outside
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EXPECT_PIXEL_RGBA8_EQ(kZero, renderPass.color, kX - 1, kY - 1);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, kX, kY);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, kX - 1, kY - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, kX, kY);
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EXPECT_PIXEL_RGBA8_EQ(kZero, renderPass.color, kX + kW, kY + kH);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, kX + kW - 1, kY + kH - 1);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, kX + kW, kY + kH);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, kX + kW - 1, kY + kH - 1);
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}
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// Test that the scissor setting doesn't get inherited between renderpasses
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 0, 99);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 99, 0);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 99, 99);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 99);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 99, 99);
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}
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DAWN_INSTANTIATE_TEST(ScissorTest, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);
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@ -390,7 +390,7 @@ class VertexFormatTest : public DawnTest {
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 0, 0);
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EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0);
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}
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};
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@ -221,9 +221,9 @@ class VertexStateTest : public DawnTest {
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unsigned int x = kRTCellOffset + kRTCellSize * triangle;
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unsigned int y = kRTCellOffset + kRTCellSize * instance;
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if (triangle < triangles && instance < instances) {
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EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, x, y);
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, x, y);
|
||||
} else {
|
||||
EXPECT_PIXEL_RGBA8_EQ(kZero, renderPass.color, x, y);
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -572,7 +572,7 @@ TEST_P(OptionalVertexStateTest, Basic) {
|
|||
wgpu::CommandBuffer commands = encoder.Finish();
|
||||
queue.Submit(1, &commands);
|
||||
|
||||
EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 1, 1);
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 1, 1);
|
||||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(OptionalVertexStateTest,
|
||||
|
|
|
@ -58,10 +58,10 @@ TEST_P(ViewportOrientationTests, OriginAt0x0) {
|
|||
wgpu::CommandBuffer commands = encoder.Finish();
|
||||
queue.Submit(1, &commands);
|
||||
|
||||
EXPECT_PIXEL_RGBA8_EQ(kGreen, renderPass.color, 0, 0);
|
||||
EXPECT_PIXEL_RGBA8_EQ(kZero, renderPass.color, 0, 1);
|
||||
EXPECT_PIXEL_RGBA8_EQ(kZero, renderPass.color, 1, 0);
|
||||
EXPECT_PIXEL_RGBA8_EQ(kZero, renderPass.color, 1, 1);
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kGreen, renderPass.color, 0, 0);
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 0, 1);
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 1, 0);
|
||||
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kZero, renderPass.color, 1, 1);
|
||||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(ViewportOrientationTests, D3D12Backend, MetalBackend, OpenGLBackend, VulkanBackend);
|
||||
|
|
|
@ -155,10 +155,10 @@ class ViewportTest : public DawnTest {
|
|||
wgpu::Queue queue = device.CreateQueue();
|
||||
queue.Submit(1, &commandBuffer);
|
||||
|
||||
constexpr RGBA8 kColor[ColorTypeCount] = {
|
||||
kRed, // top-left triangle is red
|
||||
kGreen, // bottom-right triangle is green
|
||||
kBlue, // background is blue
|
||||
const RGBA8 kColor[ColorTypeCount] = {
|
||||
RGBA8::kRed, // top-left triangle is red
|
||||
RGBA8::kGreen, // bottom-right triangle is green
|
||||
RGBA8::kBlue, // background is blue
|
||||
};
|
||||
|
||||
EXPECT_PIXEL_RGBA8_EQ(kColor[info.topLeftPoint], colorTexture1, 0, 0);
|
||||
|
|
Loading…
Reference in New Issue