Use GetBindGroupLayout in MultisampledRenderingTests
Bug: dawn:276 Change-Id: I31e879a9e4ed7cc7ccbb882502942302dfd19bb4 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14028 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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@ -106,7 +106,7 @@ class MultisampledRenderingTest : public DawnTest {
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uint32_t uniformDataSize) {
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uint32_t uniformDataSize) {
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wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(
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wgpu::Buffer uniformBuffer = utils::CreateBufferFromData(
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device, uniformData, uniformDataSize, wgpu::BufferUsage::Uniform);
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device, uniformData, uniformDataSize, wgpu::BufferUsage::Uniform);
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, mBindGroupLayout,
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
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{{0, uniformBuffer, 0, uniformDataSize}});
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{{0, uniformBuffer, 0, uniformDataSize}});
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wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
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wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
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@ -179,7 +179,6 @@ class MultisampledRenderingTest : public DawnTest {
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wgpu::TextureView mResolveView;
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wgpu::TextureView mResolveView;
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wgpu::Texture mDepthStencilTexture;
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wgpu::Texture mDepthStencilTexture;
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wgpu::TextureView mDepthStencilView;
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wgpu::TextureView mDepthStencilView;
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wgpu::BindGroupLayout mBindGroupLayout;
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private:
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private:
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wgpu::RenderPipeline CreateRenderPipelineForTest(const char* fs,
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wgpu::RenderPipeline CreateRenderPipelineForTest(const char* fs,
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@ -201,14 +200,6 @@ class MultisampledRenderingTest : public DawnTest {
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pipelineDescriptor.cFragmentStage.module =
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pipelineDescriptor.cFragmentStage.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs);
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs);
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mBindGroupLayout = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::UniformBuffer},
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});
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wgpu::PipelineLayout pipelineLayout =
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utils::MakeBasicPipelineLayout(device, &mBindGroupLayout);
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pipelineDescriptor.layout = pipelineLayout;
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if (hasDepthStencilAttachment) {
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if (hasDepthStencilAttachment) {
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pipelineDescriptor.cDepthStencilState.format = kDepthStencilFormat;
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pipelineDescriptor.cDepthStencilState.format = kDepthStencilFormat;
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pipelineDescriptor.cDepthStencilState.depthWriteEnabled = true;
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pipelineDescriptor.cDepthStencilState.depthWriteEnabled = true;
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@ -223,7 +214,8 @@ class MultisampledRenderingTest : public DawnTest {
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pipelineDescriptor.cColorStates[i].format = kColorFormat;
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pipelineDescriptor.cColorStates[i].format = kColorFormat;
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}
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}
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return device.CreateRenderPipeline(&pipelineDescriptor);
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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return pipeline;
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}
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}
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};
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};
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