Fix MultisampledRenderingWithDepthTest
This test was using two separate depth-stencil textures for sequential render passes. The second render pass is supposed to load the texture from the first but it was instead loading a new uninitialized texture. Bug: dawn:133 Change-Id: I615ec4502a6f26bd039187b0c1942ffbb806b549 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6640 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
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@ -31,6 +31,9 @@ class MultisampledRenderingTest : public DawnTest {
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CreateTextureForOutputAttachment(kColorFormat, kSampleCount).CreateDefaultView();
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mResolveTexture = CreateTextureForOutputAttachment(kColorFormat, 1);
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mResolveView = mResolveTexture.CreateDefaultView();
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mDepthStencilTexture = CreateTextureForOutputAttachment(kDepthStencilFormat, kSampleCount);
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mDepthStencilView = mDepthStencilTexture.CreateDefaultView();
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}
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dawn::RenderPipeline CreateRenderPipelineWithOneOutputForTest(bool testDepth) {
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@ -140,10 +143,7 @@ class MultisampledRenderingTest : public DawnTest {
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renderPass.cDepthStencilAttachmentInfo.depthLoadOp = depthStencilLoadOp;
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if (hasDepthStencilAttachment) {
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dawn::Texture depthStencilTexture =
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CreateTextureForOutputAttachment(kDepthStencilFormat, kSampleCount);
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renderPass.cDepthStencilAttachmentInfo.attachment =
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depthStencilTexture.CreateDefaultView();
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renderPass.cDepthStencilAttachmentInfo.attachment = mDepthStencilView;
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renderPass.depthStencilAttachment = &renderPass.cDepthStencilAttachmentInfo;
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}
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@ -179,6 +179,8 @@ class MultisampledRenderingTest : public DawnTest {
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dawn::TextureView mMultisampledColorView;
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dawn::Texture mResolveTexture;
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dawn::TextureView mResolveView;
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dawn::Texture mDepthStencilTexture;
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dawn::TextureView mDepthStencilView;
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dawn::BindGroupLayout mBindGroupLayout;
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private:
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