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