Use FilterMode::Nearest in TextureFormatSamplingTests
Currently TextureFormatTest.R8Uint fails on the Vulkan backend with Vulkan validation layer enabled because we wrongly use a Linear filter on a texture with R8Uint format. This patch fixes this issue by using the Nearest filter in that test instead. BUG=dawn:588 TEST=dawn_end2end_tests/TextureFormatTest.R8Uint Change-Id: I39714784c8f2db25923b50eb2e07b7aa111cb4c0 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/34280 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
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@ -229,7 +229,11 @@ class TextureFormatTest : public DawnTest {
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// Prepare objects needed to sample from texture in the renderpass
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wgpu::RenderPipeline pipeline = CreateSamplePipeline(sampleFormatInfo, renderFormatInfo);
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wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
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// In this test we always use the default values of mag/min/mipmap filter
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// (FilterMode::Nearest) because integer/unsigned integer textures must be sampled with
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// FilterMode::Nearest.
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wgpu::SamplerDescriptor samplerDesc;
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wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, pipeline.GetBindGroupLayout(0),
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