d3d11: fix and enable ExternalTextureTests
Bug: dawn:1705 Change-Id: I29fbb5bebbc217a4f95a51e24ec295d6e3cd6e8e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/132740 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Peng Huang <penghuang@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
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@ -125,6 +125,27 @@ ResultOrError<d3d::CompiledShader> ShaderModule::Compile(
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bindingRemapper.binding_points.emplace(srcBindingPoint, dstBindingPoint);
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bindingRemapper.binding_points.emplace(srcBindingPoint, dstBindingPoint);
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}
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}
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}
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}
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// Tint will add two bindings (plane1, params) for one external texture binding.
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// We need to remap the binding points for the two bindings.
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// we cannot specified the final slot of those two bindings in
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// req.hlsl.externalTextureOptions because the final slots may be conflict with
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// existing other bindings, and then they will be remapped again with bindingRemapper
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// incorrectly. So we have to use intermediate binding slots in
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// req.hlsl.externalTextureOptions, and then map them to the final slots with
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// bindingRemapper.
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for (const auto& [_, expansion] : groupLayout->GetExternalTextureBindingExpansionMap()) {
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uint32_t plane1Slot = indices[groupLayout->GetBindingIndex(expansion.plane1)];
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uint32_t paramsSlot = indices[groupLayout->GetBindingIndex(expansion.params)];
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bindingRemapper.binding_points.emplace(
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tint::writer::BindingPoint{static_cast<uint32_t>(group),
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static_cast<uint32_t>(expansion.plane1)},
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tint::writer::BindingPoint{0u, plane1Slot});
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bindingRemapper.binding_points.emplace(
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tint::writer::BindingPoint{static_cast<uint32_t>(group),
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static_cast<uint32_t>(expansion.params)},
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tint::writer::BindingPoint{0u, paramsSlot});
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}
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}
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}
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std::optional<tint::ast::transform::SubstituteOverride::Config> substituteOverrideConfig;
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std::optional<tint::ast::transform::SubstituteOverride::Config> substituteOverrideConfig;
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@ -996,6 +996,7 @@ TEST_P(ExternalTextureTests, CropMultiplanar) {
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}
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}
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DAWN_INSTANTIATE_TEST(ExternalTextureTests,
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DAWN_INSTANTIATE_TEST(ExternalTextureTests,
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D3D11Backend(),
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D3D12Backend(),
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D3D12Backend(),
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MetalBackend(),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLBackend(),
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