Add d3d12-render-pass toggle in readonly depth/stencil attachment test

Bug: dawn:485
Change-Id: I569a98d59b05fafbc4f594bfe9106d26258964d1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/76504
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This commit is contained in:
Yunchao He 2022-01-14 18:53:40 +00:00 committed by Dawn LUCI CQ
parent a1972492e1
commit 0fe647b817
1 changed files with 9 additions and 4 deletions

View File

@ -138,8 +138,11 @@ class ReadOnlyDepthStencilAttachmentTests
wgpu::Texture colorTexture,
DepthStencilValues* values,
bool sampleFromAttachment) {
wgpu::Texture depthStencilTexture = CreateTexture(
format, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding);
wgpu::TextureUsage dsTextureUsage = wgpu::TextureUsage::RenderAttachment;
if (sampleFromAttachment) {
dsTextureUsage |= wgpu::TextureUsage::TextureBinding;
}
wgpu::Texture depthStencilTexture = CreateTexture(format, dsTextureUsage);
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
@ -316,10 +319,12 @@ TEST_P(ReadOnlyStencilAttachmentTests, NotSampleFromAttachment) {
}
DAWN_INSTANTIATE_TEST_P(ReadOnlyDepthAttachmentTests,
{D3D12Backend(), MetalBackend(), VulkanBackend()},
{D3D12Backend(), D3D12Backend({}, {"use_d3d12_render_pass"}),
MetalBackend(), VulkanBackend()},
std::vector<wgpu::TextureFormat>(utils::kDepthFormats.begin(),
utils::kDepthFormats.end()));
DAWN_INSTANTIATE_TEST_P(ReadOnlyStencilAttachmentTests,
{D3D12Backend(), MetalBackend(), VulkanBackend()},
{D3D12Backend(), D3D12Backend({}, {"use_d3d12_render_pass"}),
MetalBackend(), VulkanBackend()},
std::vector<wgpu::TextureFormat>(utils::kStencilFormats.begin(),
utils::kStencilFormats.end()));