Remove call of TextureFormatSupportsRendering from TextureValidationTest/SampleCount
This patch removes the call of TextureFormatSupportsRendering() from the dawn_unittest TextureValidationTest/SampleCount as in Dawn we have already updated the restriction that non-renderable formats cannot be used to create multisampled textures. Bug: dawn:1459 Test: dawn_unittests Change-Id: I3b7a016328c8cd06c771c58dd181005b61e01510 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/93421 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -720,7 +720,7 @@ TEST_F(MultisampledRenderPassDescriptorValidationTest,
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TEST_F(MultisampledRenderPassDescriptorValidationTest, ResolveTargetFormat) {
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for (wgpu::TextureFormat format : utils::kAllTextureFormats) {
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if (!utils::TextureFormatSupportsMultisampling(format) ||
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!utils::TextureFormatSupportsRendering(format)) {
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utils::IsDepthOrStencilFormat(format)) {
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continue;
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}
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@ -145,10 +145,6 @@ TEST_F(TextureValidationTest, SampleCount) {
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descriptor.sampleCount = 4;
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for (wgpu::TextureFormat format : utils::kFormatsInCoreSpec) {
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if (!utils::TextureFormatSupportsRendering(format)) {
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continue;
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}
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descriptor.format = format;
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if (utils::TextureFormatSupportsMultisampling(format)) {
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device.CreateTexture(&descriptor);
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@ -130,6 +130,21 @@ bool IsDepthOnlyFormat(wgpu::TextureFormat textureFormat) {
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}
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}
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bool IsDepthOrStencilFormat(wgpu::TextureFormat textureFormat) {
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switch (textureFormat) {
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case wgpu::TextureFormat::Depth16Unorm:
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case wgpu::TextureFormat::Depth24Plus:
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case wgpu::TextureFormat::Depth32Float:
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case wgpu::TextureFormat::Depth24PlusStencil8:
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case wgpu::TextureFormat::Depth24UnormStencil8:
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case wgpu::TextureFormat::Depth32FloatStencil8:
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case wgpu::TextureFormat::Stencil8:
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return true;
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default:
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return false;
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}
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}
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bool TextureFormatSupportsMultisampling(wgpu::TextureFormat textureFormat) {
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if (IsBCTextureFormat(textureFormat) || IsETC2TextureFormat(textureFormat) ||
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IsASTCTextureFormat(textureFormat)) {
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@ -157,45 +172,6 @@ bool TextureFormatSupportsMultisampling(wgpu::TextureFormat textureFormat) {
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}
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}
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bool TextureFormatSupportsRendering(wgpu::TextureFormat textureFormat) {
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switch (textureFormat) {
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case wgpu::TextureFormat::R8Unorm:
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case wgpu::TextureFormat::R8Uint:
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case wgpu::TextureFormat::R8Sint:
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case wgpu::TextureFormat::RG8Unorm:
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case wgpu::TextureFormat::RG8Uint:
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case wgpu::TextureFormat::RG8Sint:
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case wgpu::TextureFormat::RGBA8Unorm:
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case wgpu::TextureFormat::RGBA8Uint:
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case wgpu::TextureFormat::RGBA8Sint:
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case wgpu::TextureFormat::BGRA8Unorm:
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case wgpu::TextureFormat::BGRA8UnormSrgb:
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case wgpu::TextureFormat::R16Uint:
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case wgpu::TextureFormat::R16Sint:
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case wgpu::TextureFormat::R16Float:
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case wgpu::TextureFormat::RG16Uint:
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case wgpu::TextureFormat::RG16Sint:
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case wgpu::TextureFormat::RG16Float:
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case wgpu::TextureFormat::RGBA16Uint:
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case wgpu::TextureFormat::RGBA16Sint:
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case wgpu::TextureFormat::RGBA16Float:
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case wgpu::TextureFormat::R32Uint:
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case wgpu::TextureFormat::R32Sint:
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case wgpu::TextureFormat::R32Float:
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case wgpu::TextureFormat::RG32Uint:
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case wgpu::TextureFormat::RG32Sint:
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case wgpu::TextureFormat::RG32Float:
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case wgpu::TextureFormat::RGBA32Uint:
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case wgpu::TextureFormat::RGBA32Sint:
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case wgpu::TextureFormat::RGBA32Float:
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case wgpu::TextureFormat::RGB10A2Unorm:
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return true;
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default:
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return false;
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}
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}
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bool TextureFormatSupportsResolveTarget(wgpu::TextureFormat textureFormat) {
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switch (textureFormat) {
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case wgpu::TextureFormat::R8Unorm:
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@ -228,10 +228,10 @@ bool IsASTCTextureFormat(wgpu::TextureFormat textureFormat);
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bool IsDepthOnlyFormat(wgpu::TextureFormat textureFormat);
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bool IsStencilOnlyFormat(wgpu::TextureFormat textureFormat);
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bool IsDepthOrStencilFormat(wgpu::TextureFormat textureFormat);
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bool TextureFormatSupportsMultisampling(wgpu::TextureFormat textureFormat);
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bool TextureFormatSupportsResolveTarget(wgpu::TextureFormat textureFormat);
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bool TextureFormatSupportsRendering(wgpu::TextureFormat textureFormat);
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uint32_t GetTexelBlockSizeInBytes(wgpu::TextureFormat textureFormat);
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uint32_t GetTextureFormatBlockWidth(wgpu::TextureFormat textureFormat);
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