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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>
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@@ -287,7 +287,7 @@ TEST_F(BindGroupValidationTest, TextureUsage) {
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// Control case: setting a sampleable texture view works.
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utils::MakeBindGroup(device, layout, {{0, mSampledTextureView}});
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// Make an output attachment texture and try to set it for a SampledTexture binding
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// Make an render attachment texture and try to set it for a SampledTexture binding
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wgpu::Texture outputTexture =
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CreateTexture(wgpu::TextureUsage::RenderAttachment, wgpu::TextureFormat::RGBA8Unorm, 1);
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wgpu::TextureView outputTextureView = outputTexture.CreateView();
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@@ -1053,11 +1053,11 @@ namespace {
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wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, v0}});
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wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, v1}});
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// Create render passes that will use the textures as output attachments
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// Create render passes that will use the textures as render attachments
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utils::ComboRenderPassDescriptor renderPass0({v1});
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utils::ComboRenderPassDescriptor renderPass1({v0});
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// Use the textures as both sampled and output attachments in different passes
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// Use the textures as both sampled and render attachments in different passes
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass0);
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@@ -1290,7 +1290,7 @@ namespace {
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wgpu::TextureCopyView dstView = utils::CreateTextureCopyView(texture1, 0, {0, 0, 0});
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wgpu::Extent3D copySize = {1, 1, 1};
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// Use the texture as both copy dst and output attachment in render pass
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// Use the texture as both copy dst and render attachment in render pass
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyTextureToTexture(&srcView, &dstView, ©Size);
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@@ -1335,11 +1335,11 @@ namespace {
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wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, view0}});
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wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, view1}});
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// Create the render pass that will use the texture as an output attachment
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// Create the render pass that will use the texture as an render attachment
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utils::ComboRenderPassDescriptor renderPass({view0});
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// Set bind group on the same index twice. The second one overwrites the first one.
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// No texture is used as both sampled and output attachment in the same pass. But the
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// No texture is used as both sampled and render attachment in the same pass. But the
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// overwritten texture still take effect during resource tracking.
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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@@ -1351,7 +1351,7 @@ namespace {
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}
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// Set bind group on the same index twice. The second one overwrites the first one.
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// texture0 is used as both sampled and output attachment in the same pass
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// texture0 is used as both sampled and render attachment in the same pass
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{
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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@@ -1483,7 +1483,7 @@ namespace {
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// Test render pass
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{
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// Create the render pass that will use the texture as an output attachment
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// Create the render pass that will use the texture as an render attachment
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utils::ComboRenderPassDescriptor renderPass({view});
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// Create a bind group which use the texture as readonly storage in compute stage
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@@ -844,7 +844,7 @@ TEST_F(StorageTextureValidationTests, StorageTextureAndSampledTextureInOneRender
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}
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// Verify it is invalid to use a a texture as both storage texture (either read-only or write-only)
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// and output attachment in one render pass.
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// and render attachment in one render pass.
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TEST_F(StorageTextureValidationTests, StorageTextureAndRenderAttachmentInOneRenderPass) {
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constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
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wgpu::Texture storageTexture =
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@@ -858,7 +858,7 @@ TEST_F(StorageTextureValidationTests, StorageTextureAndRenderAttachmentInOneRend
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wgpu::BindGroup bindGroupWithStorageTexture =
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utils::MakeBindGroup(device, bindGroupLayout, {{0, storageTexture.CreateView()}});
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// It is invalid to use a texture as both storage texture and output attachment in one
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// It is invalid to use a texture as both storage texture and render attachment in one
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// render pass.
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);
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