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Enabling sampleMask usage in RenderPipelineMTL
Added the sampleMask functionality in Metal. Bug: dawn:491 Change-Id: Id4a14d0cc715dc701c6f29e4588ce327c5b26cba Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/25481 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Tomek Ponitka <tommek@google.com>
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@@ -534,9 +534,6 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DArrayTexture) {
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// Test using one multisampled color attachment with resolve target can render correctly
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// with a non-default sample mask.
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TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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constexpr bool kTestDepth = false;
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// The second and third samples are included,
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// only the second one is covered by the triangle.
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@@ -567,9 +564,6 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMask) {
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// Test using one multisampled color attachment with resolve target can render correctly
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// with the final sample mask empty.
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TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithEmptyFinalSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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constexpr bool kTestDepth = false;
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// The third and fourth samples are included,
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// none of which is covered by the triangle.
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@@ -600,9 +594,6 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithEmptyFinalSampleMask)
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// Test doing MSAA resolve into multiple resolve targets works correctly with a non-default sample
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// mask.
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TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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wgpu::TextureView multisampledColorView2 =
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CreateTextureForOutputAttachment(kColorFormat, kSampleCount).CreateView();
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wgpu::Texture resolveTexture2 = CreateTextureForOutputAttachment(kColorFormat, 1);
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@@ -641,9 +632,6 @@ TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithSampleMas
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// Test multisampled rendering with depth test works correctly with a non-default sample mask.
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TEST_P(MultisampledRenderingTest, MultisampledRenderingWithDepthTestAndSampleMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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// TODO(dawn:491): Find out why this test doesn't work on Windows Intel Vulkan.
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DAWN_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
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@@ -707,9 +695,6 @@ TEST_P(MultisampledRenderingTest, MultisampledRenderingWithDepthTestAndSampleMas
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// Test using one multisampled color attachment with resolve target can render correctly
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// with non-default sample mask and shader-output mask.
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TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMaskAndShaderOutputMask) {
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// TODO(dawn:491): Remove this condition after enabling sampleMask usage in Metal.
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DAWN_SKIP_TEST_IF(IsMetal());
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// TODO(dawn:491): Remove this when SPIRV-cross adds support for SV_Coverage in HLSL.
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DAWN_SKIP_TEST_IF(IsD3D12());
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