Rename leftover references of output attachment to render attachment.

The CL doing the renaming didn't handle comments and the one string
where "output attachment" appeared.

Bug: None
Change-Id: Ie57159da8278970097271fa5706573444bcdaf61
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38383
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Stephen White <senorblanco@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Corentin Wallez
2021-01-22 19:51:37 +00:00
committed by Commit Bot service account
parent 2c32fa6476
commit 49a1f72a4f
8 changed files with 18 additions and 19 deletions

View File

@@ -287,7 +287,7 @@ TEST_F(BindGroupValidationTest, TextureUsage) {
// Control case: setting a sampleable texture view works.
utils::MakeBindGroup(device, layout, {{0, mSampledTextureView}});
// Make an output attachment texture and try to set it for a SampledTexture binding
// Make an render attachment texture and try to set it for a SampledTexture binding
wgpu::Texture outputTexture =
CreateTexture(wgpu::TextureUsage::RenderAttachment, wgpu::TextureFormat::RGBA8Unorm, 1);
wgpu::TextureView outputTextureView = outputTexture.CreateView();

View File

@@ -1053,11 +1053,11 @@ namespace {
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, v0}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, v1}});
// Create render passes that will use the textures as output attachments
// Create render passes that will use the textures as render attachments
utils::ComboRenderPassDescriptor renderPass0({v1});
utils::ComboRenderPassDescriptor renderPass1({v0});
// Use the textures as both sampled and output attachments in different passes
// Use the textures as both sampled and render attachments in different passes
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass0);
@@ -1290,7 +1290,7 @@ namespace {
wgpu::TextureCopyView dstView = utils::CreateTextureCopyView(texture1, 0, {0, 0, 0});
wgpu::Extent3D copySize = {1, 1, 1};
// Use the texture as both copy dst and output attachment in render pass
// Use the texture as both copy dst and render attachment in render pass
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyTextureToTexture(&srcView, &dstView, &copySize);
@@ -1335,11 +1335,11 @@ namespace {
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, view0}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, view1}});
// Create the render pass that will use the texture as an output attachment
// Create the render pass that will use the texture as an render attachment
utils::ComboRenderPassDescriptor renderPass({view0});
// Set bind group on the same index twice. The second one overwrites the first one.
// No texture is used as both sampled and output attachment in the same pass. But the
// No texture is used as both sampled and render attachment in the same pass. But the
// overwritten texture still take effect during resource tracking.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
@@ -1351,7 +1351,7 @@ namespace {
}
// Set bind group on the same index twice. The second one overwrites the first one.
// texture0 is used as both sampled and output attachment in the same pass
// texture0 is used as both sampled and render attachment in the same pass
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
@@ -1483,7 +1483,7 @@ namespace {
// Test render pass
{
// Create the render pass that will use the texture as an output attachment
// Create the render pass that will use the texture as an render attachment
utils::ComboRenderPassDescriptor renderPass({view});
// Create a bind group which use the texture as readonly storage in compute stage

View File

@@ -844,7 +844,7 @@ TEST_F(StorageTextureValidationTests, StorageTextureAndSampledTextureInOneRender
}
// Verify it is invalid to use a a texture as both storage texture (either read-only or write-only)
// and output attachment in one render pass.
// and render attachment in one render pass.
TEST_F(StorageTextureValidationTests, StorageTextureAndRenderAttachmentInOneRenderPass) {
constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
wgpu::Texture storageTexture =
@@ -858,7 +858,7 @@ TEST_F(StorageTextureValidationTests, StorageTextureAndRenderAttachmentInOneRend
wgpu::BindGroup bindGroupWithStorageTexture =
utils::MakeBindGroup(device, bindGroupLayout, {{0, storageTexture.CreateView()}});
// It is invalid to use a texture as both storage texture and output attachment in one
// It is invalid to use a texture as both storage texture and render attachment in one
// render pass.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);