Implement readonly storage buffer on D3D12 backend

This change implements D3D12 backend for readonly storage buffer.
It uses SRV in root signature at API side and ByteAddressBuffer at
shader side (has already been done in spirv-cross) for readonly
storage buffer.

BUG=dawn:180, dawn:284

Change-Id: Iafcd24835a75349ce719e9735752de50210a846f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14300
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This commit is contained in:
Yunchao He
2019-12-09 21:01:28 +00:00
committed by Commit Bot service account
parent 4326a8a6f2
commit 5554283717
6 changed files with 39 additions and 8 deletions

View File

@@ -688,5 +688,4 @@ TEST_P(MultipleWriteThenMultipleReadTests, OneBuffer) {
EXPECT_PIXEL_RGBA8_EQ(RGBA8::kYellow, renderPass.color, max, max);
}
DAWN_INSTANTIATE_TEST(MultipleWriteThenMultipleReadTests,
VulkanBackend);
DAWN_INSTANTIATE_TEST(MultipleWriteThenMultipleReadTests, D3D12Backend, VulkanBackend);