Tiny fixes for BindGroup/BindGroupLayout tests
This patch sets proper value in a few end2end tests for BindGroup/BindGroupLayout. It also removes unused variables in unittest test for BindGroup/BindGroupLayout. Bug=dawn:180 Change-Id: Ie5c8b2fd8265fe90b7b54c48af48106c356564b6 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13300 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Yunchao He <yunchao.he@intel.com>
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@ -113,6 +113,9 @@ protected:
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pipelineDescriptor.cColorStates[0].colorBlend.operation = wgpu::BlendOperation::Add;
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pipelineDescriptor.cColorStates[0].colorBlend.srcFactor = wgpu::BlendFactor::One;
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pipelineDescriptor.cColorStates[0].colorBlend.dstFactor = wgpu::BlendFactor::One;
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pipelineDescriptor.cColorStates[0].alphaBlend.operation = wgpu::BlendOperation::Add;
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pipelineDescriptor.cColorStates[0].alphaBlend.srcFactor = wgpu::BlendFactor::One;
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pipelineDescriptor.cColorStates[0].alphaBlend.dstFactor = wgpu::BlendFactor::One;
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return device.CreateRenderPipeline(&pipelineDescriptor);
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}
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@ -466,7 +469,9 @@ TEST_P(BindGroupTests, DrawTwiceInSamePipelineWithFourBindGroupSets) {
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pass.SetPipeline(pipeline);
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std::array<float, 4> color = {0.25, 0, 0, 0.25};
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// The color will be added 8 times, so the value should be 0.125. But we choose 0.126
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// because of precision issues on some devices (for example NVIDIA bots).
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std::array<float, 4> color = {0.126, 0, 0, 0.126};
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wgpu::Buffer uniformBuffer =
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utils::CreateBufferFromData(device, &color, sizeof(color), wgpu::BufferUsage::Uniform);
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wgpu::BindGroup bindGroup =
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@ -704,11 +709,11 @@ TEST_P(BindGroupTests, DrawThenChangePipelineAndBindGroup) {
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// Prepare color data.
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// The first draw will use { color0, color1, color2 }.
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// The second draw will use { color0, color3, color2 }.
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// The pipeline uses additive color blending so the result of two draws should be
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// { 2 * color0 + color1 + color2 + color3} = RGBAunorm(1, 1, 1, 1)
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// The pipeline uses additive color and alpha blending so the result of two draws should be
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// { 2 * color0 + color1 + 2 * color2 + color3} = RGBAunorm(1, 1, 1, 1)
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std::array<float, 4> color0 = {0.501, 0, 0, 0};
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std::array<float, 4> color1 = {0, 1, 0, 0};
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std::array<float, 4> color2 = {0, 0, 0, 1};
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std::array<float, 4> color2 = {0, 0, 0, 0.501};
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std::array<float, 4> color3 = {0, 0, 1, 0};
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size_t color1Offset = Align(sizeof(color0), kMinDynamicBufferOffsetAlignment);
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@ -693,8 +693,6 @@ class SetBindGroupValidationTest : public ValidationTest {
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}
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wgpu::BindGroupLayout mBindGroupLayout;
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wgpu::Buffer mUniformBuffer;
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wgpu::Buffer mStorageBuffer;
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wgpu::RenderPipeline CreateRenderPipeline() {
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wgpu::ShaderModule vsModule =
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