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