Updating names of attachment clear values

Renames multiple attachment clear values to match their new names in the
spec, deprecating the old ones.
 - GPURenderPassColorAttachment.clearColor -> clearValue
 - GPURenderPassDepthStencilAttachment.clearDepth -> depthClearValue
 - GPURenderPassDepthStencilAttachment.clearStencil -> stencilClearValue

Additionally, the old names are marked as deprecated with appropriate
warnings if they are used during the deprecation period.

Bug: dawn:1269
Change-Id: I6649184d65578118942c1f51a41f350719665272
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/80941
Reviewed-by: Shrek Shao <shrekshao@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Brandon Jones <bajones@chromium.org>
This commit is contained in:
Brandon Jones 2022-02-19 00:44:12 +00:00 committed by Dawn LUCI CQ
parent b0179f49fa
commit 6e8c473fa5
37 changed files with 212 additions and 111 deletions

View File

@ -1800,7 +1800,8 @@
{"name": "resolve target", "type": "texture view", "optional": true}, {"name": "resolve target", "type": "texture view", "optional": true},
{"name": "load op", "type": "load op"}, {"name": "load op", "type": "load op"},
{"name": "store op", "type": "store op"}, {"name": "store op", "type": "store op"},
{"name": "clear color", "type": "color"} {"name": "clear color", "type": "color", "default": "{ NAN, NAN, NAN, NAN }" },
{"name": "clear value", "type": "color" }
] ]
}, },
@ -1810,11 +1811,13 @@
{"name": "view", "type": "texture view"}, {"name": "view", "type": "texture view"},
{"name": "depth load op", "type": "load op", "default": "undefined"}, {"name": "depth load op", "type": "load op", "default": "undefined"},
{"name": "depth store op", "type": "store op", "default": "undefined"}, {"name": "depth store op", "type": "store op", "default": "undefined"},
{"name": "clear depth", "type": "float", "default": "0"}, {"name": "clear depth", "type": "float", "default": "NAN"},
{"name": "depth clear value", "type": "float", "default": "0"},
{"name": "depth read only", "type": "bool", "default": "false"}, {"name": "depth read only", "type": "bool", "default": "false"},
{"name": "stencil load op", "type": "load op", "default": "undefined"}, {"name": "stencil load op", "type": "load op", "default": "undefined"},
{"name": "stencil store op", "type": "store op", "default": "undefined"}, {"name": "stencil store op", "type": "store op", "default": "undefined"},
{"name": "clear stencil", "type": "uint32_t", "default": "0"}, {"name": "clear stencil", "type": "uint32_t", "default": "0"},
{"name": "stencil clear value", "type": "uint32_t", "default": "0"},
{"name": "stencil read only", "type": "bool", "default": "false"} {"name": "stencil read only", "type": "bool", "default": "false"}
] ]
}, },

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@ -23,6 +23,7 @@
#include "dawn/{{api}}.h" #include "dawn/{{api}}.h"
#include "dawn/EnumClassBitmasks.h" #include "dawn/EnumClassBitmasks.h"
#include <cmath>
namespace {{metadata.namespace}} { namespace {{metadata.namespace}} {
@ -153,6 +154,8 @@ namespace {{metadata.namespace}} {
{{" "}}= {{as_cppType(member.type.name)}}::{{as_cppEnum(Name(member.default_value))}} {{" "}}= {{as_cppType(member.type.name)}}::{{as_cppEnum(Name(member.default_value))}}
{%- elif member.type.category == "native" and member.default_value != None -%} {%- elif member.type.category == "native" and member.default_value != None -%}
{{" "}}= {{member.default_value}} {{" "}}= {{member.default_value}}
{%- elif member.default_value != None -%}
{{" "}}= {{member.default_value}}
{%- else -%} {%- else -%}
{{assert(member.default_value == None)}} {{assert(member.default_value == None)}}
{%- endif -%} {%- endif -%}

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@ -24,6 +24,7 @@
{% set native_namespace = namespace_name.namespace_case() %} {% set native_namespace = namespace_name.namespace_case() %}
{% set native_dir = impl_dir + namespace_name.Dirs() %} {% set native_dir = impl_dir + namespace_name.Dirs() %}
#include "{{native_dir}}/Forward.h" #include "{{native_dir}}/Forward.h"
#include <cmath>
namespace {{native_namespace}} { namespace {{native_namespace}} {
@ -36,6 +37,8 @@ namespace {{native_namespace}} {
{{" "}}= {{namespace}}::{{as_cppType(member.type.name)}}::{{as_cppEnum(Name(member.default_value))}} {{" "}}= {{namespace}}::{{as_cppType(member.type.name)}}::{{as_cppEnum(Name(member.default_value))}}
{%- elif member.type.category == "native" and member.default_value != None -%} {%- elif member.type.category == "native" and member.default_value != None -%}
{{" "}}= {{member.default_value}} {{" "}}= {{member.default_value}}
{%- elif member.default_value != None -%}
{{" "}}= {{member.default_value}}
{%- else -%} {%- else -%}
{{assert(member.default_value == None)}} {{assert(member.default_value == None)}}
{%- endif -%} {%- endif -%}

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@ -43,6 +43,11 @@ namespace dawn::native {
namespace { namespace {
bool HasDeprecatedColor(const RenderPassColorAttachment& attachment) {
return !std::isnan(attachment.clearColor.r) || !std::isnan(attachment.clearColor.g) ||
!std::isnan(attachment.clearColor.b) || !std::isnan(attachment.clearColor.a);
}
MaybeError ValidateB2BCopyAlignment(uint64_t dataSize, MaybeError ValidateB2BCopyAlignment(uint64_t dataSize,
uint64_t srcOffset, uint64_t srcOffset,
uint64_t dstOffset) { uint64_t dstOffset) {
@ -233,13 +238,19 @@ namespace dawn::native {
DAWN_TRY(ValidateLoadOp(colorAttachment.loadOp)); DAWN_TRY(ValidateLoadOp(colorAttachment.loadOp));
DAWN_TRY(ValidateStoreOp(colorAttachment.storeOp)); DAWN_TRY(ValidateStoreOp(colorAttachment.storeOp));
// TODO(dawn:1269): Remove after the deprecation period.
bool useClearColor = HasDeprecatedColor(colorAttachment);
const dawn::native::Color& clearValue =
useClearColor ? colorAttachment.clearColor : colorAttachment.clearValue;
if (useClearColor) {
device->EmitDeprecationWarning(
"clearColor is deprecated, prefer using clearValue instead.");
}
if (colorAttachment.loadOp == wgpu::LoadOp::Clear) { if (colorAttachment.loadOp == wgpu::LoadOp::Clear) {
DAWN_INVALID_IF(std::isnan(colorAttachment.clearColor.r) || DAWN_INVALID_IF(std::isnan(clearValue.r) || std::isnan(clearValue.g) ||
std::isnan(colorAttachment.clearColor.g) || std::isnan(clearValue.b) || std::isnan(clearValue.a),
std::isnan(colorAttachment.clearColor.b) || "Color clear value (%s) contain a NaN.", &clearValue);
std::isnan(colorAttachment.clearColor.a),
"Color clear value (%s) contain a NaN.",
&colorAttachment.clearColor);
} }
DAWN_TRY(ValidateOrSetColorAttachmentSampleCount(attachment, sampleCount)); DAWN_TRY(ValidateOrSetColorAttachmentSampleCount(attachment, sampleCount));
@ -331,9 +342,22 @@ namespace dawn::native {
DAWN_TRY(ValidateStoreOp(depthStencilAttachment->stencilStoreOp)); DAWN_TRY(ValidateStoreOp(depthStencilAttachment->stencilStoreOp));
} }
if (!std::isnan(depthStencilAttachment->clearDepth)) {
// TODO(dawn:1269): Remove this branch after the deprecation period.
device->EmitDeprecationWarning(
"clearDepth is deprecated, prefer depthClearValue instead.");
} else {
DAWN_INVALID_IF(depthStencilAttachment->depthLoadOp == wgpu::LoadOp::Clear && DAWN_INVALID_IF(depthStencilAttachment->depthLoadOp == wgpu::LoadOp::Clear &&
std::isnan(depthStencilAttachment->clearDepth), std::isnan(depthStencilAttachment->depthClearValue),
"Depth clear value is NaN."); "depthClearValue is NaN.");
}
// TODO(dawn:1269): Remove after the deprecation period.
if (depthStencilAttachment->stencilClearValue == 0 &&
depthStencilAttachment->clearStencil != 0) {
device->EmitDeprecationWarning(
"clearStencil is deprecated, prefer stencilClearValue instead.");
}
// *sampleCount == 0 must only happen when there is no color attachment. In that case we // *sampleCount == 0 must only happen when there is no color attachment. In that case we
// do not need to validate the sample count of the depth stencil attachment. // do not need to validate the sample count of the depth stencil attachment.
@ -641,8 +665,11 @@ namespace dawn::native {
cmd->colorAttachments[index].resolveTarget = resolveTarget; cmd->colorAttachments[index].resolveTarget = resolveTarget;
cmd->colorAttachments[index].loadOp = descriptor->colorAttachments[i].loadOp; cmd->colorAttachments[index].loadOp = descriptor->colorAttachments[i].loadOp;
cmd->colorAttachments[index].storeOp = descriptor->colorAttachments[i].storeOp; cmd->colorAttachments[index].storeOp = descriptor->colorAttachments[i].storeOp;
cmd->colorAttachments[index].clearColor = cmd->colorAttachments[index].clearColor =
descriptor->colorAttachments[i].clearColor; HasDeprecatedColor(descriptor->colorAttachments[i])
? descriptor->colorAttachments[i].clearColor
: descriptor->colorAttachments[i].clearValue;
usageTracker.TextureViewUsedAs(view, wgpu::TextureUsage::RenderAttachment); usageTracker.TextureViewUsedAs(view, wgpu::TextureUsage::RenderAttachment);
@ -656,10 +683,26 @@ namespace dawn::native {
TextureViewBase* view = descriptor->depthStencilAttachment->view; TextureViewBase* view = descriptor->depthStencilAttachment->view;
cmd->depthStencilAttachment.view = view; cmd->depthStencilAttachment.view = view;
if (!std::isnan(descriptor->depthStencilAttachment->clearDepth)) {
// TODO(dawn:1269): Remove this branch after the deprecation period.
cmd->depthStencilAttachment.clearDepth = cmd->depthStencilAttachment.clearDepth =
descriptor->depthStencilAttachment->clearDepth; descriptor->depthStencilAttachment->clearDepth;
} else {
cmd->depthStencilAttachment.clearDepth =
descriptor->depthStencilAttachment->depthClearValue;
}
if (descriptor->depthStencilAttachment->stencilClearValue == 0 &&
descriptor->depthStencilAttachment->clearStencil != 0) {
// TODO(dawn:1269): Remove this branch after the deprecation period.
cmd->depthStencilAttachment.clearStencil = cmd->depthStencilAttachment.clearStencil =
descriptor->depthStencilAttachment->clearStencil; descriptor->depthStencilAttachment->clearStencil;
} else {
cmd->depthStencilAttachment.clearStencil =
descriptor->depthStencilAttachment->stencilClearValue;
}
cmd->depthStencilAttachment.depthReadOnly = cmd->depthStencilAttachment.depthReadOnly =
descriptor->depthStencilAttachment->depthReadOnly; descriptor->depthStencilAttachment->depthReadOnly;
cmd->depthStencilAttachment.stencilReadOnly = cmd->depthStencilAttachment.stencilReadOnly =

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@ -577,7 +577,7 @@ namespace dawn::native {
colorAttachmentDesc.view = dstView.Get(); colorAttachmentDesc.view = dstView.Get();
colorAttachmentDesc.loadOp = wgpu::LoadOp::Load; colorAttachmentDesc.loadOp = wgpu::LoadOp::Load;
colorAttachmentDesc.storeOp = wgpu::StoreOp::Store; colorAttachmentDesc.storeOp = wgpu::StoreOp::Store;
colorAttachmentDesc.clearColor = {0.0, 0.0, 0.0, 1.0}; colorAttachmentDesc.clearValue = {0.0, 0.0, 0.0, 1.0};
// Create render pass. // Create render pass.
RenderPassDescriptor renderPassDesc; RenderPassDescriptor renderPassDesc;

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@ -107,7 +107,7 @@ class BufferZeroInitTest : public DawnTest {
utils::ComboRenderPassDescriptor renderPassDescriptor( utils::ComboRenderPassDescriptor renderPassDescriptor(
{texture.CreateView(&viewDescriptor)}); {texture.CreateView(&viewDescriptor)});
renderPassDescriptor.cColorAttachments[0].clearColor = color; renderPassDescriptor.cColorAttachments[0].clearValue = color;
wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor); wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
renderPass.End(); renderPass.End();
} }

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@ -72,12 +72,12 @@ TEST_P(ClipSpaceTest, ClipSpace) {
utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()}, utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()},
depthStencilTexture.CreateView()); depthStencilTexture.CreateView());
renderPassDescriptor.cColorAttachments[0].clearColor = {0.0, 1.0, 0.0, 1.0}; renderPassDescriptor.cColorAttachments[0].clearValue = {0.0, 1.0, 0.0, 1.0};
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
// Clear the depth stencil attachment to 0.5f, so only the bottom-right triangle should be // Clear the depth stencil attachment to 0.5f, so only the bottom-right triangle should be
// drawn. // drawn.
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.5f; renderPassDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 0.5f;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();

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@ -1039,7 +1039,7 @@ TEST_P(CopyTests_T2B, CopyOneRowWithDepth32Float) {
// Initialize the depth texture with 0.5f. // Initialize the depth texture with 0.5f.
constexpr float kClearDepthValue = 0.5f; constexpr float kClearDepthValue = 0.5f;
utils::ComboRenderPassDescriptor renderPass({}, texture.CreateView()); utils::ComboRenderPassDescriptor renderPass({}, texture.CreateView());
renderPass.cDepthStencilAttachmentInfo.clearDepth = kClearDepthValue; renderPass.cDepthStencilAttachmentInfo.depthClearValue = kClearDepthValue;
renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; renderPass.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPass); wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPass);

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@ -80,7 +80,7 @@ class CreatePipelineAsyncTest : public DawnTest {
utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()}); utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()});
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDescriptor.cColorAttachments[0].clearColor = {1.f, 0.f, 0.f, 1.f}; renderPassDescriptor.cColorAttachments[0].clearValue = {1.f, 0.f, 0.f, 1.f};
wgpu::CommandBuffer commands; wgpu::CommandBuffer commands;
{ {
@ -293,7 +293,7 @@ TEST_P(CreatePipelineAsyncTest, ReleaseEntryPointsAfterCreateRenderPipelineAsync
utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()}); utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()});
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDescriptor.cColorAttachments[0].clearColor = {1.f, 0.f, 0.f, 1.f}; renderPassDescriptor.cColorAttachments[0].clearValue = {1.f, 0.f, 0.f, 1.f};
wgpu::CommandBuffer commands; wgpu::CommandBuffer commands;
{ {
@ -728,9 +728,9 @@ TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineAsyncWithDepthStencilState)
// to 0. // to 0.
utils::ComboRenderPassDescriptor renderPass({renderTargetView}, depthStencilView); utils::ComboRenderPassDescriptor renderPass({renderTargetView}, depthStencilView);
renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPass.cColorAttachments[0].clearColor = {0.0, 1.0, 0.0, 1.0}; renderPass.cColorAttachments[0].clearValue = {0.0, 1.0, 0.0, 1.0};
renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear; renderPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;
renderPass.cDepthStencilAttachmentInfo.clearStencil = 0u; renderPass.cDepthStencilAttachmentInfo.stencilClearValue = 0u;
wgpu::RenderPipeline pipeline; wgpu::RenderPipeline pipeline;
{ {
@ -801,7 +801,7 @@ TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineWithMultisampleState) {
// (1, 0, 0, 1). // (1, 0, 0, 1).
utils::ComboRenderPassDescriptor renderPass({renderTargetView}); utils::ComboRenderPassDescriptor renderPass({renderTargetView});
renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPass.cColorAttachments[0].clearColor = {1.0, 0.0, 0.0, 1.0}; renderPass.cColorAttachments[0].clearValue = {1.0, 0.0, 0.0, 1.0};
renderPass.cColorAttachments[0].resolveTarget = resolveTargetView; renderPass.cColorAttachments[0].resolveTarget = resolveTargetView;
wgpu::RenderPipeline pipeline; wgpu::RenderPipeline pipeline;
@ -873,9 +873,9 @@ TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineAsyncWithBlendState) {
// Prepare two color attachments // Prepare two color attachments
utils::ComboRenderPassDescriptor renderPass({renderTargetViews[0], renderTargetViews[1]}); utils::ComboRenderPassDescriptor renderPass({renderTargetViews[0], renderTargetViews[1]});
renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPass.cColorAttachments[0].clearColor = {0.2, 0.0, 0.0, 0.2}; renderPass.cColorAttachments[0].clearValue = {0.2, 0.0, 0.0, 0.2};
renderPass.cColorAttachments[1].loadOp = wgpu::LoadOp::Clear; renderPass.cColorAttachments[1].loadOp = wgpu::LoadOp::Clear;
renderPass.cColorAttachments[1].clearColor = {0.0, 0.2, 0.0, 0.2}; renderPass.cColorAttachments[1].clearValue = {0.0, 0.2, 0.0, 0.2};
{ {
utils::ComboRenderPipelineDescriptor renderPipelineDescriptor; utils::ComboRenderPipelineDescriptor renderPipelineDescriptor;
@ -949,8 +949,8 @@ TEST_P(CreatePipelineAsyncTest, CreateRenderPipelineAsyncWithBlendState) {
queue.Submit(1, &commands); queue.Submit(1, &commands);
// When the blend states are all set correctly, the color of renderTargets[0] should be // When the blend states are all set correctly, the color of renderTargets[0] should be
// (0.6, 0, 0, 0.6) = colorAttachment0.clearColor + (0.4, 0.0, 0.0, 0.4), and the color of // (0.6, 0, 0, 0.6) = colorAttachment0.clearValue + (0.4, 0.0, 0.0, 0.4), and the color of
// renderTargets[1] should be (0.8, 0, 0, 0.8) = (1, 0, 0, 1) - colorAttachment1.clearColor. // renderTargets[1] should be (0.8, 0, 0, 0.8) = (1, 0, 0, 1) - colorAttachment1.clearValue.
RGBA8 expected0 = {153, 0, 0, 153}; RGBA8 expected0 = {153, 0, 0, 153};
RGBA8 expected1 = {0, 204, 0, 204}; RGBA8 expected1 = {0, 204, 0, 204};
EXPECT_PIXEL_RGBA8_EQ(expected0, renderTargets[0], 0, 0); EXPECT_PIXEL_RGBA8_EQ(expected0, renderTargets[0], 0, 0);

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@ -75,7 +75,7 @@ class CullingTest : public DawnTest {
wgpu::Texture colorTexture = Create2DTextureForTest(wgpu::TextureFormat::RGBA8Unorm); wgpu::Texture colorTexture = Create2DTextureForTest(wgpu::TextureFormat::RGBA8Unorm);
utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()}); utils::ComboRenderPassDescriptor renderPassDescriptor({colorTexture.CreateView()});
renderPassDescriptor.cColorAttachments[0].clearColor = {0.0, 0.0, 1.0, 1.0}; renderPassDescriptor.cColorAttachments[0].clearValue = {0.0, 0.0, 1.0, 1.0};
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();

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@ -326,7 +326,7 @@ class D3D12SharedHandleUsageTests : public D3D12ResourceTestBase {
// Submit a clear operation // Submit a clear operation
utils::ComboRenderPassDescriptor renderPassDescriptor({wrappedView}, {}); utils::ComboRenderPassDescriptor renderPassDescriptor({wrappedView}, {});
renderPassDescriptor.cColorAttachments[0].clearColor = clearColor; renderPassDescriptor.cColorAttachments[0].clearValue = clearColor;
wgpu::CommandEncoder encoder = wgpuDevice.CreateCommandEncoder(); wgpu::CommandEncoder encoder = wgpuDevice.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescriptor); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDescriptor);

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@ -73,6 +73,54 @@ TEST_P(DeprecationTests, ReadOnlyDepthStencilStoreLoadOpsAttachment) {
pass.End(); pass.End();
} }
// Test that setting the clearColor, clearDepth, or clearStencil values for render pass attachments
// is deprecated. (dawn:1269)
TEST_P(DeprecationTests, AttachmentClearColor) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 1, 1);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass;
// Check that setting load/store ops with read only depth/stencil attachments gives a warning.
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size = {1, 1, 1};
descriptor.sampleCount = 1;
descriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
descriptor.mipLevelCount = 1;
descriptor.usage = wgpu::TextureUsage::RenderAttachment;
wgpu::Texture depthStencil = device.CreateTexture(&descriptor);
wgpu::RenderPassDepthStencilAttachment* depthAttachment =
&renderPass.renderPassInfo.cDepthStencilAttachmentInfo;
renderPass.renderPassInfo.depthStencilAttachment = depthAttachment;
depthAttachment->view = depthStencil.CreateView();
depthAttachment->depthLoadOp = wgpu::LoadOp::Clear;
depthAttachment->stencilLoadOp = wgpu::LoadOp::Clear;
// A pass that uses none of the deprecated value should be fine.
pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.End();
depthAttachment->clearStencil = 1;
EXPECT_DEPRECATION_WARNING(pass = encoder.BeginRenderPass(&renderPass.renderPassInfo));
pass.End();
depthAttachment->clearStencil = 0;
depthAttachment->depthClearValue = 0.0f;
depthAttachment->clearDepth = 1.0f;
EXPECT_DEPRECATION_WARNING(pass = encoder.BeginRenderPass(&renderPass.renderPassInfo));
pass.End();
renderPass.renderPassInfo.depthStencilAttachment = nullptr;
renderPass.renderPassInfo.cColorAttachments[0].clearColor = {1.0, 2.0, 3.0, 4.0};
renderPass.renderPassInfo.cColorAttachments[0].clearValue = {5.0, 4.0, 3.0, 2.0};
EXPECT_DEPRECATION_WARNING(pass = encoder.BeginRenderPass(&renderPass.renderPassInfo));
pass.End();
}
// Test that endPass() is deprecated for both render and compute passes. // Test that endPass() is deprecated for both render and compute passes.
TEST_P(DeprecationTests, EndPass) { TEST_P(DeprecationTests, EndPass) {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();

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@ -92,7 +92,7 @@ class DepthBiasTests : public DawnTest {
// Create a render pass which clears depth to depthClear // Create a render pass which clears depth to depthClear
utils::ComboRenderPassDescriptor renderPassDesc({mRenderTarget.CreateView()}, utils::ComboRenderPassDescriptor renderPassDesc({mRenderTarget.CreateView()},
mDepthTexture.CreateView()); mDepthTexture.CreateView());
renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = depthClear; renderPassDesc.cDepthStencilAttachmentInfo.depthClearValue = depthClear;
// Create a render pipeline to render the quad // Create a render pipeline to render the quad
utils::ComboRenderPipelineDescriptor renderPipelineDesc; utils::ComboRenderPipelineDescriptor renderPipelineDesc;

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@ -150,7 +150,7 @@ class DepthStencilCopyTests : public DawnTestWithParams<DepthStencilCopyTestPara
viewDesc.mipLevelCount = 1; viewDesc.mipLevelCount = 1;
utils::ComboRenderPassDescriptor renderPassDesc({}, texture.CreateView(&viewDesc)); utils::ComboRenderPassDescriptor renderPassDesc({}, texture.CreateView(&viewDesc));
renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = clearDepth; renderPassDesc.cDepthStencilAttachmentInfo.depthClearValue = clearDepth;
utils::ComboRenderPipelineDescriptor renderPipelineDesc; utils::ComboRenderPipelineDescriptor renderPipelineDesc;
PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc, GetParam().mTextureFormat, PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc, GetParam().mTextureFormat,
@ -181,8 +181,8 @@ class DepthStencilCopyTests : public DawnTestWithParams<DepthStencilCopyTestPara
viewDesc.mipLevelCount = 1; viewDesc.mipLevelCount = 1;
utils::ComboRenderPassDescriptor renderPassDesc({}, texture.CreateView(&viewDesc)); utils::ComboRenderPassDescriptor renderPassDesc({}, texture.CreateView(&viewDesc));
renderPassDesc.cDepthStencilAttachmentInfo.clearDepth = clearDepth; renderPassDesc.cDepthStencilAttachmentInfo.depthClearValue = clearDepth;
renderPassDesc.cDepthStencilAttachmentInfo.clearStencil = clearStencil; renderPassDesc.cDepthStencilAttachmentInfo.stencilClearValue = clearStencil;
utils::ComboRenderPipelineDescriptor renderPipelineDesc; utils::ComboRenderPipelineDescriptor renderPipelineDesc;
PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc, GetParam().mTextureFormat, PopulatePipelineDescriptorWriteDepth(&renderPipelineDesc, GetParam().mTextureFormat,
@ -599,7 +599,7 @@ TEST_P(StencilCopyTests, ToStencilAspect) {
// Clear depth to 0.7, so we can check that the stencil copy doesn't mutate the depth. // Clear depth to 0.7, so we can check that the stencil copy doesn't mutate the depth.
utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView());
passDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.7; passDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 0.7;
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.End(); pass.End();

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@ -85,9 +85,9 @@ namespace {
textureViews[mipLevel] = texture.CreateView(&textureViewDesc); textureViews[mipLevel] = texture.CreateView(&textureViewDesc);
utils::ComboRenderPassDescriptor renderPassDescriptor({}, textureViews[mipLevel]); utils::ComboRenderPassDescriptor renderPassDescriptor({}, textureViews[mipLevel]);
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = renderPassDescriptor.cDepthStencilAttachmentInfo.depthClearValue =
kDepthValues[mipLevel]; kDepthValues[mipLevel];
renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = renderPassDescriptor.cDepthStencilAttachmentInfo.stencilClearValue =
kStencilValues[mipLevel]; kStencilValues[mipLevel];
renderPassDescriptors.push_back(renderPassDescriptor); renderPassDescriptors.push_back(renderPassDescriptor);
} }

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@ -266,7 +266,7 @@ class DepthStencilSamplingTest : public DawnTestWithParams<DepthStencilSamplingT
wgpu::Texture texture, wgpu::Texture texture,
float depthValue) { float depthValue) {
utils::ComboRenderPassDescriptor passDescriptor({}, texture.CreateView()); utils::ComboRenderPassDescriptor passDescriptor({}, texture.CreateView());
passDescriptor.cDepthStencilAttachmentInfo.clearDepth = depthValue; passDescriptor.cDepthStencilAttachmentInfo.depthClearValue = depthValue;
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.End(); pass.End();
@ -276,7 +276,7 @@ class DepthStencilSamplingTest : public DawnTestWithParams<DepthStencilSamplingT
wgpu::Texture texture, wgpu::Texture texture,
uint8_t stencilValue) { uint8_t stencilValue) {
utils::ComboRenderPassDescriptor passDescriptor({}, texture.CreateView()); utils::ComboRenderPassDescriptor passDescriptor({}, texture.CreateView());
passDescriptor.cDepthStencilAttachmentInfo.clearStencil = stencilValue; passDescriptor.cDepthStencilAttachmentInfo.stencilClearValue = stencilValue;
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.End(); pass.End();
@ -657,8 +657,8 @@ TEST_P(DepthStencilSamplingTest, SampleDepthAndStencilRender) {
// Initialize both depth and stencil aspects. // Initialize both depth and stencil aspects.
utils::ComboRenderPassDescriptor passDescriptor({}, inputTexture.CreateView()); utils::ComboRenderPassDescriptor passDescriptor({}, inputTexture.CreateView());
passDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.43f; passDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 0.43f;
passDescriptor.cDepthStencilAttachmentInfo.clearStencil = 31; passDescriptor.cDepthStencilAttachmentInfo.stencilClearValue = 31;
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.End(); pass.End();
@ -679,13 +679,13 @@ TEST_P(DepthStencilSamplingTest, SampleDepthAndStencilRender) {
queue.Submit(1, &commands); queue.Submit(1, &commands);
float expectedDepth = 0.0f; float expectedDepth = 0.0f;
memcpy(&expectedDepth, &passDescriptor.cDepthStencilAttachmentInfo.clearDepth, memcpy(&expectedDepth, &passDescriptor.cDepthStencilAttachmentInfo.depthClearValue,
sizeof(float)); sizeof(float));
EXPECT_BUFFER(depthOutput, 0, sizeof(float), EXPECT_BUFFER(depthOutput, 0, sizeof(float),
new ::detail::ExpectEq<float>(expectedDepth, tolerance)); new ::detail::ExpectEq<float>(expectedDepth, tolerance));
uint8_t expectedStencil = 0; uint8_t expectedStencil = 0;
memcpy(&expectedStencil, &passDescriptor.cDepthStencilAttachmentInfo.clearStencil, memcpy(&expectedStencil, &passDescriptor.cDepthStencilAttachmentInfo.stencilClearValue,
sizeof(uint8_t)); sizeof(uint8_t));
EXPECT_BUFFER_U32_EQ(expectedStencil, stencilOutput, 0); EXPECT_BUFFER_U32_EQ(expectedStencil, stencilOutput, 0);
} }
@ -708,8 +708,8 @@ TEST_P(DepthStencilSamplingTest, SampleDepthAndStencilRender) {
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder(); wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
// Initialize both depth and stencil aspects. // Initialize both depth and stencil aspects.
utils::ComboRenderPassDescriptor passDescriptor({}, inputTexture.CreateView()); utils::ComboRenderPassDescriptor passDescriptor({}, inputTexture.CreateView());
passDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.43f; passDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 0.43f;
passDescriptor.cDepthStencilAttachmentInfo.clearStencil = 31; passDescriptor.cDepthStencilAttachmentInfo.stencilClearValue = 31;
wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor);
pass.End(); pass.End();
@ -727,13 +727,13 @@ TEST_P(DepthStencilSamplingTest, SampleDepthAndStencilRender) {
queue.Submit(1, &commands); queue.Submit(1, &commands);
float expectedDepth = 0.0f; float expectedDepth = 0.0f;
memcpy(&expectedDepth, &passDescriptor.cDepthStencilAttachmentInfo.clearDepth, memcpy(&expectedDepth, &passDescriptor.cDepthStencilAttachmentInfo.depthClearValue,
sizeof(float)); sizeof(float));
EXPECT_BUFFER(depthOutput, 0, sizeof(float), EXPECT_BUFFER(depthOutput, 0, sizeof(float),
new ::detail::ExpectEq<float>(expectedDepth, tolerance)); new ::detail::ExpectEq<float>(expectedDepth, tolerance));
uint8_t expectedStencil = 0; uint8_t expectedStencil = 0;
memcpy(&expectedStencil, &passDescriptor.cDepthStencilAttachmentInfo.clearStencil, memcpy(&expectedStencil, &passDescriptor.cDepthStencilAttachmentInfo.stencilClearValue,
sizeof(uint8_t)); sizeof(uint8_t));
EXPECT_BUFFER_U32_EQ(expectedStencil, stencilOutput, 0); EXPECT_BUFFER_U32_EQ(expectedStencil, stencilOutput, 0);
} }

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@ -97,7 +97,7 @@ TEST_P(ExternalTextureTests, SampleExternalTexture) {
// Initialize texture with green to ensure it is sampled from later. // Initialize texture with green to ensure it is sampled from later.
{ {
utils::ComboRenderPassDescriptor renderPass({externalView}, nullptr); utils::ComboRenderPassDescriptor renderPass({externalView}, nullptr);
renderPass.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f}; renderPass.cColorAttachments[0].clearValue = {0.0f, 1.0f, 0.0f, 1.0f};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.End(); pass.End();
@ -201,8 +201,8 @@ TEST_P(ExternalTextureTests, SampleMultiplanarExternalTexture) {
{ {
utils::ComboRenderPassDescriptor renderPass({externalViewPlane0, externalViewPlane1}, utils::ComboRenderPassDescriptor renderPass({externalViewPlane0, externalViewPlane1},
nullptr); nullptr);
renderPass.cColorAttachments[0].clearColor = {expectation.y, 0.0f, 0.0f, 0.0f}; renderPass.cColorAttachments[0].clearValue = {expectation.y, 0.0f, 0.0f, 0.0f};
renderPass.cColorAttachments[1].clearColor = {expectation.u, expectation.v, 0.0f, 0.0f}; renderPass.cColorAttachments[1].clearValue = {expectation.u, expectation.v, 0.0f, 0.0f};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.End(); pass.End();

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@ -350,7 +350,7 @@ class IOSurfaceUsageTests : public IOSurfaceTestBase {
wgpu::TextureView ioSurfaceView = ioSurfaceTexture.CreateView(); wgpu::TextureView ioSurfaceView = ioSurfaceTexture.CreateView();
utils::ComboRenderPassDescriptor renderPassDescriptor({ioSurfaceView}, {}); utils::ComboRenderPassDescriptor renderPassDescriptor({ioSurfaceView}, {});
renderPassDescriptor.cColorAttachments[0].clearColor = {1 / 255.0f, 2 / 255.0f, 3 / 255.0f, renderPassDescriptor.cColorAttachments[0].clearValue = {1 / 255.0f, 2 / 255.0f, 3 / 255.0f,
4 / 255.0f}; 4 / 255.0f};
// Execute commands to clear the ioSurface // Execute commands to clear the ioSurface

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@ -163,12 +163,12 @@ class MultisampledRenderingTest : public DawnTest {
uint32_t i = 0; uint32_t i = 0;
for (const wgpu::TextureView& resolveTargetView : resolveTargetViews) { for (const wgpu::TextureView& resolveTargetView : resolveTargetViews) {
renderPass.cColorAttachments[i].loadOp = colorLoadOp; renderPass.cColorAttachments[i].loadOp = colorLoadOp;
renderPass.cColorAttachments[i].clearColor = kClearColor; renderPass.cColorAttachments[i].clearValue = kClearColor;
renderPass.cColorAttachments[i].resolveTarget = resolveTargetView; renderPass.cColorAttachments[i].resolveTarget = resolveTargetView;
++i; ++i;
} }
renderPass.cDepthStencilAttachmentInfo.clearDepth = kClearDepth; renderPass.cDepthStencilAttachmentInfo.depthClearValue = kClearDepth;
renderPass.cDepthStencilAttachmentInfo.depthLoadOp = depthStencilLoadOp; renderPass.cDepthStencilAttachmentInfo.depthLoadOp = depthStencilLoadOp;
if (hasDepthStencilAttachment) { if (hasDepthStencilAttachment) {

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@ -198,7 +198,7 @@ TEST_P(MultisampledSamplingTest, SamplePositions) {
uint32_t sampleOffset = (iter * kSampleCount + sample); uint32_t sampleOffset = (iter * kSampleCount + sample);
utils::ComboRenderPassDescriptor renderPass({colorView}, depthView); utils::ComboRenderPassDescriptor renderPass({colorView}, depthView);
renderPass.cDepthStencilAttachmentInfo.clearDepth = 0.f; renderPass.cDepthStencilAttachmentInfo.depthClearValue = 0.f;
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass); wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.SetPipeline(drawPipeline); renderPassEncoder.SetPipeline(drawPipeline);

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@ -150,10 +150,11 @@ class ReadOnlyDepthStencilAttachmentTests
wgpu::TextureView depthStencilViewInAttachment = depthStencilTexture.CreateView(); wgpu::TextureView depthStencilViewInAttachment = depthStencilTexture.CreateView();
utils::ComboRenderPassDescriptor passDescriptorInit({}, depthStencilViewInAttachment); utils::ComboRenderPassDescriptor passDescriptorInit({}, depthStencilViewInAttachment);
if (aspect == wgpu::TextureAspect::DepthOnly) { if (aspect == wgpu::TextureAspect::DepthOnly) {
passDescriptorInit.cDepthStencilAttachmentInfo.clearDepth = values->depthInitValue; passDescriptorInit.cDepthStencilAttachmentInfo.depthClearValue = values->depthInitValue;
} else { } else {
ASSERT(aspect == wgpu::TextureAspect::StencilOnly); ASSERT(aspect == wgpu::TextureAspect::StencilOnly);
passDescriptorInit.cDepthStencilAttachmentInfo.clearStencil = values->stencilInitValue; passDescriptorInit.cDepthStencilAttachmentInfo.stencilClearValue =
values->stencilInitValue;
} }
wgpu::RenderPassEncoder passInit = commandEncoder.BeginRenderPass(&passDescriptorInit); wgpu::RenderPassEncoder passInit = commandEncoder.BeginRenderPass(&passDescriptorInit);
passInit.End(); passInit.End();

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@ -112,7 +112,7 @@ class RenderPassLoadOpTests : public DawnTest {
wgpu::Texture texture = device.CreateTexture(&textureDescriptor); wgpu::Texture texture = device.CreateTexture(&textureDescriptor);
utils::ComboRenderPassDescriptor renderPassDescriptor({texture.CreateView()}); utils::ComboRenderPassDescriptor renderPassDescriptor({texture.CreateView()});
renderPassDescriptor.cColorAttachments[0].clearColor = clearColor; renderPassDescriptor.cColorAttachments[0].clearValue = clearColor;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor); wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
renderPass.End(); renderPass.End();
@ -156,7 +156,7 @@ TEST_P(RenderPassLoadOpTests, ColorClearThenLoadAndDraw) {
auto commandsClearZero = commandsClearZeroEncoder.Finish(); auto commandsClearZero = commandsClearZeroEncoder.Finish();
utils::ComboRenderPassDescriptor renderPassClearGreen({renderTargetView}); utils::ComboRenderPassDescriptor renderPassClearGreen({renderTargetView});
renderPassClearGreen.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f}; renderPassClearGreen.cColorAttachments[0].clearValue = {0.0f, 1.0f, 0.0f, 1.0f};
auto commandsClearGreenEncoder = device.CreateCommandEncoder(); auto commandsClearGreenEncoder = device.CreateCommandEncoder();
auto clearGreenPass = commandsClearGreenEncoder.BeginRenderPass(&renderPassClearGreen); auto clearGreenPass = commandsClearGreenEncoder.BeginRenderPass(&renderPassClearGreen);
clearGreenPass.End(); clearGreenPass.End();

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@ -84,7 +84,7 @@ TEST_P(RenderPassTest, TwoRenderPassesInOneCommandBuffer) {
// In the first render pass we clear renderTarget1 to red and draw a blue triangle in the // In the first render pass we clear renderTarget1 to red and draw a blue triangle in the
// bottom left of renderTarget1. // bottom left of renderTarget1.
utils::ComboRenderPassDescriptor renderPass({renderTarget1.CreateView()}); utils::ComboRenderPassDescriptor renderPass({renderTarget1.CreateView()});
renderPass.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f}; renderPass.cColorAttachments[0].clearValue = {1.0f, 0.0f, 0.0f, 1.0f};
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline); pass.SetPipeline(pipeline);
@ -96,7 +96,7 @@ TEST_P(RenderPassTest, TwoRenderPassesInOneCommandBuffer) {
// In the second render pass we clear renderTarget2 to green and draw a blue triangle in the // In the second render pass we clear renderTarget2 to green and draw a blue triangle in the
// bottom left of renderTarget2. // bottom left of renderTarget2.
utils::ComboRenderPassDescriptor renderPass({renderTarget2.CreateView()}); utils::ComboRenderPassDescriptor renderPass({renderTarget2.CreateView()});
renderPass.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f}; renderPass.cColorAttachments[0].clearValue = {0.0f, 1.0f, 0.0f, 1.0f};
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline); pass.SetPipeline(pipeline);
@ -124,7 +124,7 @@ TEST_P(RenderPassTest, NoCorrespondingFragmentShaderOutputs) {
wgpu::TextureView renderTargetView = renderTarget.CreateView(); wgpu::TextureView renderTargetView = renderTarget.CreateView();
utils::ComboRenderPassDescriptor renderPass({renderTargetView}); utils::ComboRenderPassDescriptor renderPass({renderTargetView});
renderPass.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f}; renderPass.cColorAttachments[0].clearValue = {1.0f, 0.0f, 0.0f, 1.0f};
renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPass.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPass.cColorAttachments[0].storeOp = wgpu::StoreOp::Store; renderPass.cColorAttachments[0].storeOp = wgpu::StoreOp::Store;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);

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@ -474,7 +474,7 @@ fn IsEqualTo(pixel : vec4<f32>, expected : vec4<f32>) -> bool {
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, {1, 1}); wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, {1, 1});
utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()}); utils::ComboRenderPassDescriptor renderPassDescriptor({outputTexture.CreateView()});
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDescriptor.cColorAttachments[0].clearColor = {1.f, 0.f, 0.f, 1.f}; renderPassDescriptor.cColorAttachments[0].clearValue = {1.f, 0.f, 0.f, 1.f};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor); wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);
renderPassEncoder.SetBindGroup(0, bindGroup); renderPassEncoder.SetBindGroup(0, bindGroup);

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@ -46,7 +46,7 @@ class SubresourceRenderAttachmentTest : public DawnTest {
switch (type) { switch (type) {
case Type::Color: { case Type::Color: {
utils::ComboRenderPassDescriptor renderPass({renderTargetView}); utils::ComboRenderPassDescriptor renderPass({renderTargetView});
renderPass.cColorAttachments[0].clearColor = { renderPass.cColorAttachments[0].clearValue = {
static_cast<float>(expectedColor.r) / 255.f, static_cast<float>(expectedColor.r) / 255.f,
static_cast<float>(expectedColor.g) / 255.f, static_cast<float>(expectedColor.g) / 255.f,
static_cast<float>(expectedColor.b) / 255.f, static_cast<float>(expectedColor.b) / 255.f,
@ -56,12 +56,12 @@ class SubresourceRenderAttachmentTest : public DawnTest {
} }
case Type::Depth: { case Type::Depth: {
utils::ComboRenderPassDescriptor renderPass({}, renderTargetView); utils::ComboRenderPassDescriptor renderPass({}, renderTargetView);
renderPass.cDepthStencilAttachmentInfo.clearDepth = expectedDepth; renderPass.cDepthStencilAttachmentInfo.depthClearValue = expectedDepth;
return renderPass; return renderPass;
} }
case Type::Stencil: { case Type::Stencil: {
utils::ComboRenderPassDescriptor renderPass({}, renderTargetView); utils::ComboRenderPassDescriptor renderPass({}, renderTargetView);
renderPass.cDepthStencilAttachmentInfo.clearStencil = expectedStencil; renderPass.cDepthStencilAttachmentInfo.stencilClearValue = expectedStencil;
return renderPass; return renderPass;
} }
default: default:

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@ -70,7 +70,7 @@ class SwapChainTests : public DawnTest {
void ClearTexture(wgpu::TextureView view, wgpu::Color color) { void ClearTexture(wgpu::TextureView view, wgpu::Color color) {
utils::ComboRenderPassDescriptor desc({view}); utils::ComboRenderPassDescriptor desc({view});
desc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; desc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
desc.cColorAttachments[0].clearColor = color; desc.cColorAttachments[0].clearValue = color;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&desc); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&desc);

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@ -76,7 +76,7 @@ class TextureSubresourceTest : public DawnTest {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPassDesc({view}); utils::ComboRenderPassDescriptor renderPassDesc({view});
renderPassDesc.cColorAttachments[0].clearColor = {0.0f, 0.0f, 0.0f, 1.0f}; renderPassDesc.cColorAttachments[0].clearValue = {0.0f, 0.0f, 0.0f, 1.0f};
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetPipeline(rp); pass.SetPipeline(rp);
pass.Draw(3); pass.Draw(3);
@ -125,7 +125,7 @@ class TextureSubresourceTest : public DawnTest {
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPassDesc({renderView}); utils::ComboRenderPassDescriptor renderPassDesc({renderView});
renderPassDesc.cColorAttachments[0].clearColor = {0.0f, 0.0f, 0.0f, 1.0f}; renderPassDesc.cColorAttachments[0].clearValue = {0.0f, 0.0f, 0.0f, 1.0f};
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetPipeline(rp); pass.SetPipeline(rp);
pass.SetBindGroup(0, bindGroup); pass.SetBindGroup(0, bindGroup);

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@ -495,7 +495,7 @@ class TextureViewRenderingTest : public DawnTest {
// Clear textureView with Red(255, 0, 0, 255) and render Green(0, 255, 0, 255) into it // Clear textureView with Red(255, 0, 0, 255) and render Green(0, 255, 0, 255) into it
utils::ComboRenderPassDescriptor renderPassInfo({textureView}); utils::ComboRenderPassDescriptor renderPassInfo({textureView});
renderPassInfo.cColorAttachments[0].clearColor = {1.0f, 0.0f, 0.0f, 1.0f}; renderPassInfo.cColorAttachments[0].clearValue = {1.0f, 0.0f, 0.0f, 1.0f};
const char* oneColorFragmentShader = R"( const char* oneColorFragmentShader = R"(
@stage(fragment) fn main(@location(0) texCoord : vec2<f32>) -> @stage(fragment) fn main(@location(0) texCoord : vec2<f32>) ->

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@ -202,7 +202,7 @@ TEST_P(TextureZeroInitTest, RenderingMipMapClearsToZero) {
// Specify loadOp Load. Clear should be used to zero-initialize. // Specify loadOp Load. Clear should be used to zero-initialize.
renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Load; renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Load;
// Specify non-zero clear color. It should still be cleared to zero. // Specify non-zero clear color. It should still be cleared to zero.
renderPass.renderPassInfo.cColorAttachments[0].clearColor = {0.5f, 0.5f, 0.5f, 0.5f}; renderPass.renderPassInfo.cColorAttachments[0].clearValue = {0.5f, 0.5f, 0.5f, 0.5f};
renderPass.renderPassInfo.cColorAttachments[0].view = view; renderPass.renderPassInfo.cColorAttachments[0].view = view;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
@ -247,7 +247,7 @@ TEST_P(TextureZeroInitTest, RenderingArrayLayerClearsToZero) {
// Specify loadOp Load. Clear should be used to zero-initialize. // Specify loadOp Load. Clear should be used to zero-initialize.
renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Load; renderPass.renderPassInfo.cColorAttachments[0].loadOp = wgpu::LoadOp::Load;
// Specify non-zero clear color. It should still be cleared to zero. // Specify non-zero clear color. It should still be cleared to zero.
renderPass.renderPassInfo.cColorAttachments[0].clearColor = {0.5f, 0.5f, 0.5f, 0.5f}; renderPass.renderPassInfo.cColorAttachments[0].clearValue = {0.5f, 0.5f, 0.5f, 0.5f};
renderPass.renderPassInfo.cColorAttachments[0].view = view; renderPass.renderPassInfo.cColorAttachments[0].view = view;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
@ -483,9 +483,9 @@ TEST_P(TextureZeroInitTest, RenderingLoadingDepth) {
depthStencilTexture.CreateView()); depthStencilTexture.CreateView());
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
// Set clearDepth to non-zero. It should still be cleared to 0 by the loadOp. // Set clearDepth to non-zero. It should still be cleared to 0 by the loadOp.
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.5f; renderPassDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 0.5f;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 0; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilClearValue = 0;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
@ -524,10 +524,10 @@ TEST_P(TextureZeroInitTest, RenderingLoadingStencil) {
utils::ComboRenderPassDescriptor renderPassDescriptor({srcTexture.CreateView()}, utils::ComboRenderPassDescriptor renderPassDescriptor({srcTexture.CreateView()},
depthStencilTexture.CreateView()); depthStencilTexture.CreateView());
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.0f; renderPassDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 0.0f;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load;
// Set clearStencil to non-zero. It should still be cleared to 0 by the loadOp. // Set clearStencil to non-zero. It should still be cleared to 0 by the loadOp.
renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 2; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilClearValue = 2;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
@ -605,7 +605,7 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilLoadAfterDiscard) {
utils::ComboRenderPassDescriptor renderPassDescriptor({}, utils::ComboRenderPassDescriptor renderPassDescriptor({},
depthStencilTexture.CreateView()); depthStencilTexture.CreateView());
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard; renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard;
renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 2; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilClearValue = 2;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
@ -678,7 +678,7 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilLoadAfterDiscard) {
{ {
utils::ComboRenderPassDescriptor renderPassDescriptor({}, utils::ComboRenderPassDescriptor renderPassDescriptor({},
depthStencilTexture.CreateView()); depthStencilTexture.CreateView());
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.7; renderPassDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 0.7;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp =
wgpu::StoreOp::Discard; wgpu::StoreOp::Discard;
@ -764,7 +764,7 @@ TEST_P(TextureZeroInitTest, IndependentDepthStencilCopyAfterDiscard) {
// Clear the depth to 0.3 and discard the stencil. // Clear the depth to 0.3 and discard the stencil.
{ {
utils::ComboRenderPassDescriptor renderPassDescriptor({}, depthStencilTexture.CreateView()); utils::ComboRenderPassDescriptor renderPassDescriptor({}, depthStencilTexture.CreateView());
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.3; renderPassDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 0.3;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Discard; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Discard;
@ -875,7 +875,7 @@ TEST_P(TextureZeroInitTest, RenderPassSampledTextureClear) {
// Encode pass and submit // Encode pass and submit
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()}); utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
renderPassDesc.cColorAttachments[0].clearColor = {1.0, 1.0, 1.0, 1.0}; renderPassDesc.cColorAttachments[0].clearValue = {1.0, 1.0, 1.0, 1.0};
renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetPipeline(renderPipeline); pass.SetPipeline(renderPipeline);
@ -933,7 +933,7 @@ TEST_P(TextureZeroInitTest, TextureBothSampledAndAttachmentClear) {
// Encode pass and submit // Encode pass and submit
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPassDesc({attachmentView}); utils::ComboRenderPassDescriptor renderPassDesc({attachmentView});
renderPassDesc.cColorAttachments[0].clearColor = {1.0, 1.0, 1.0, 1.0}; renderPassDesc.cColorAttachments[0].clearValue = {1.0, 1.0, 1.0, 1.0};
renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetPipeline(renderPipeline); pass.SetPipeline(renderPipeline);
@ -1160,7 +1160,7 @@ TEST_P(TextureZeroInitTest, RenderPassStoreOpClear) {
// Encode pass and submit // Encode pass and submit
encoder = device.CreateCommandEncoder(); encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()}); utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
renderPassDesc.cColorAttachments[0].clearColor = {0.0, 0.0, 0.0, 0.0}; renderPassDesc.cColorAttachments[0].clearValue = {0.0, 0.0, 0.0, 0.0};
renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Discard; renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Discard;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
@ -1212,8 +1212,8 @@ TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencilStoreOpClear) {
depthStencilTexture.CreateView()); depthStencilTexture.CreateView());
renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; renderPassDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;
renderPassDescriptor.cDepthStencilAttachmentInfo.clearDepth = 1.0f; renderPassDescriptor.cDepthStencilAttachmentInfo.depthClearValue = 1.0f;
renderPassDescriptor.cDepthStencilAttachmentInfo.clearStencil = 1u; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilClearValue = 1u;
renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard; renderPassDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Discard;
renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Discard; renderPassDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Discard;
{ {
@ -1307,7 +1307,7 @@ TEST_P(TextureZeroInitTest, PreservesInitializedMip) {
// Encode pass and submit // Encode pass and submit
encoder = device.CreateCommandEncoder(); encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()}); utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
renderPassDesc.cColorAttachments[0].clearColor = {0.0, 0.0, 0.0, 0.0}; renderPassDesc.cColorAttachments[0].clearValue = {0.0, 0.0, 0.0, 0.0};
renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Discard; renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Discard;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
@ -1391,7 +1391,7 @@ TEST_P(TextureZeroInitTest, PreservesInitializedArrayLayer) {
// Encode pass and submit // Encode pass and submit
encoder = device.CreateCommandEncoder(); encoder = device.CreateCommandEncoder();
utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()}); utils::ComboRenderPassDescriptor renderPassDesc({renderTexture.CreateView()});
renderPassDesc.cColorAttachments[0].clearColor = {0.0, 0.0, 0.0, 0.0}; renderPassDesc.cColorAttachments[0].clearValue = {0.0, 0.0, 0.0, 0.0};
renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Discard; renderPassDesc.cColorAttachments[0].storeOp = wgpu::StoreOp::Discard;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);

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@ -144,12 +144,12 @@ class VertexOnlyRenderPipelineTest : public DawnTest {
utils::ComboRenderPassDescriptor clearPass = utils::ComboRenderPassDescriptor clearPass =
utils::ComboRenderPassDescriptor({renderTargetColor.CreateView()}, depthStencilView); utils::ComboRenderPassDescriptor({renderTargetColor.CreateView()}, depthStencilView);
clearPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; clearPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
clearPass.cDepthStencilAttachmentInfo.clearDepth = 0.0f; clearPass.cDepthStencilAttachmentInfo.depthClearValue = 0.0f;
clearPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear; clearPass.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;
clearPass.cDepthStencilAttachmentInfo.clearStencil = 0x0; clearPass.cDepthStencilAttachmentInfo.stencilClearValue = 0x0;
for (auto& t : clearPass.cColorAttachments) { for (auto& t : clearPass.cColorAttachments) {
t.loadOp = wgpu::LoadOp::Clear; t.loadOp = wgpu::LoadOp::Clear;
t.clearColor = {0.0, 0.0, 0.0, 0.0}; t.clearValue = {0.0, 0.0, 0.0, 0.0};
} }
auto pass = encoder.BeginRenderPass(&clearPass); auto pass = encoder.BeginRenderPass(&clearPass);

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@ -117,7 +117,7 @@ class ViewportTest : public DawnTest {
// Render the three points with the viewport call. // Render the three points with the viewport call.
utils::ComboRenderPassDescriptor rpDesc({}, depthTexture.CreateView()); utils::ComboRenderPassDescriptor rpDesc({}, depthTexture.CreateView());
rpDesc.cDepthStencilAttachmentInfo.clearDepth = 0.0f; rpDesc.cDepthStencilAttachmentInfo.depthClearValue = 0.0f;
rpDesc.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; rpDesc.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&rpDesc); wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&rpDesc);

View File

@ -106,7 +106,7 @@ namespace {
colorAttachments[i].view = colorAttachments[i].view =
Create2DAttachment(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm); Create2DAttachment(device, 1, 1, wgpu::TextureFormat::RGBA8Unorm);
colorAttachments[i].resolveTarget = nullptr; colorAttachments[i].resolveTarget = nullptr;
colorAttachments[i].clearColor = {0.0f, 0.0f, 0.0f, 0.0f}; colorAttachments[i].clearValue = {0.0f, 0.0f, 0.0f, 0.0f};
colorAttachments[i].loadOp = wgpu::LoadOp::Clear; colorAttachments[i].loadOp = wgpu::LoadOp::Clear;
colorAttachments[i].storeOp = wgpu::StoreOp::Store; colorAttachments[i].storeOp = wgpu::StoreOp::Store;
} }
@ -729,68 +729,68 @@ namespace {
// Tests that NaN cannot be used in clearColor. // Tests that NaN cannot be used in clearColor.
{ {
utils::ComboRenderPassDescriptor renderPass({color}, nullptr); utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
renderPass.cColorAttachments[0].clearColor.r = NAN; renderPass.cColorAttachments[0].clearValue.r = NAN;
AssertBeginRenderPassError(&renderPass); AssertBeginRenderPassError(&renderPass);
} }
{ {
utils::ComboRenderPassDescriptor renderPass({color}, nullptr); utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
renderPass.cColorAttachments[0].clearColor.g = NAN; renderPass.cColorAttachments[0].clearValue.g = NAN;
AssertBeginRenderPassError(&renderPass); AssertBeginRenderPassError(&renderPass);
} }
{ {
utils::ComboRenderPassDescriptor renderPass({color}, nullptr); utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
renderPass.cColorAttachments[0].clearColor.b = NAN; renderPass.cColorAttachments[0].clearValue.b = NAN;
AssertBeginRenderPassError(&renderPass); AssertBeginRenderPassError(&renderPass);
} }
{ {
utils::ComboRenderPassDescriptor renderPass({color}, nullptr); utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
renderPass.cColorAttachments[0].clearColor.a = NAN; renderPass.cColorAttachments[0].clearValue.a = NAN;
AssertBeginRenderPassError(&renderPass); AssertBeginRenderPassError(&renderPass);
} }
// Tests that INFINITY can be used in clearColor. // Tests that INFINITY can be used in clearColor.
{ {
utils::ComboRenderPassDescriptor renderPass({color}, nullptr); utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
renderPass.cColorAttachments[0].clearColor.r = INFINITY; renderPass.cColorAttachments[0].clearValue.r = INFINITY;
AssertBeginRenderPassSuccess(&renderPass); AssertBeginRenderPassSuccess(&renderPass);
} }
{ {
utils::ComboRenderPassDescriptor renderPass({color}, nullptr); utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
renderPass.cColorAttachments[0].clearColor.g = INFINITY; renderPass.cColorAttachments[0].clearValue.g = INFINITY;
AssertBeginRenderPassSuccess(&renderPass); AssertBeginRenderPassSuccess(&renderPass);
} }
{ {
utils::ComboRenderPassDescriptor renderPass({color}, nullptr); utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
renderPass.cColorAttachments[0].clearColor.b = INFINITY; renderPass.cColorAttachments[0].clearValue.b = INFINITY;
AssertBeginRenderPassSuccess(&renderPass); AssertBeginRenderPassSuccess(&renderPass);
} }
{ {
utils::ComboRenderPassDescriptor renderPass({color}, nullptr); utils::ComboRenderPassDescriptor renderPass({color}, nullptr);
renderPass.cColorAttachments[0].clearColor.a = INFINITY; renderPass.cColorAttachments[0].clearValue.a = INFINITY;
AssertBeginRenderPassSuccess(&renderPass); AssertBeginRenderPassSuccess(&renderPass);
} }
// Tests that NaN cannot be used in clearDepth. // Tests that NaN cannot be used in depthClearValue.
{ {
wgpu::TextureView depth = wgpu::TextureView depth =
Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth24Plus); Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth24Plus);
utils::ComboRenderPassDescriptor renderPass({color}, depth); utils::ComboRenderPassDescriptor renderPass({color}, depth);
renderPass.cDepthStencilAttachmentInfo.clearDepth = NAN; renderPass.cDepthStencilAttachmentInfo.depthClearValue = NAN;
AssertBeginRenderPassError(&renderPass); AssertBeginRenderPassError(&renderPass);
} }
// Tests that INFINITY can be used in clearDepth. // Tests that INFINITY can be used in depthClearValue.
{ {
wgpu::TextureView depth = wgpu::TextureView depth =
Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth24Plus); Create2DAttachment(device, 1, 1, wgpu::TextureFormat::Depth24Plus);
utils::ComboRenderPassDescriptor renderPass({color}, depth); utils::ComboRenderPassDescriptor renderPass({color}, depth);
renderPass.cDepthStencilAttachmentInfo.clearDepth = INFINITY; renderPass.cDepthStencilAttachmentInfo.depthClearValue = INFINITY;
AssertBeginRenderPassSuccess(&renderPass); AssertBeginRenderPassSuccess(&renderPass);
} }

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@ -268,7 +268,7 @@ ValidationTest::DummyRenderPass::DummyRenderPass(const wgpu::Device& device)
wgpu::TextureView view = attachment.CreateView(); wgpu::TextureView view = attachment.CreateView();
mColorAttachment.view = view; mColorAttachment.view = view;
mColorAttachment.resolveTarget = nullptr; mColorAttachment.resolveTarget = nullptr;
mColorAttachment.clearColor = {0.0f, 0.0f, 0.0f, 0.0f}; mColorAttachment.clearValue = {0.0f, 0.0f, 0.0f, 0.0f};
mColorAttachment.loadOp = wgpu::LoadOp::Clear; mColorAttachment.loadOp = wgpu::LoadOp::Clear;
mColorAttachment.storeOp = wgpu::StoreOp::Store; mColorAttachment.storeOp = wgpu::StoreOp::Store;

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@ -759,7 +759,7 @@ TEST_P(D3D12DescriptorHeapTests, EncodeManyUBOAndSamplers) {
utils::ComboRenderPassDescriptor renderPassDesc({textureView}); utils::ComboRenderPassDescriptor renderPassDesc({textureView});
renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDesc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
renderPassDesc.cColorAttachments[0].clearColor = {0.0f, 1.0f, 0.0f, 1.0f}; renderPassDesc.cColorAttachments[0].clearValue = {0.0f, 1.0f, 0.0f, 1.0f};
renderPass.renderPassInfo.cColorAttachments[0].view = textureView; renderPass.renderPassInfo.cColorAttachments[0].view = textureView;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder();

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@ -323,7 +323,7 @@ class EGLImageUsageTests : public EGLImageTestBase {
wgpu::TextureView eglImageView = eglImageTexture.CreateView(); wgpu::TextureView eglImageView = eglImageTexture.CreateView();
utils::ComboRenderPassDescriptor renderPassDescriptor({eglImageView}, {}); utils::ComboRenderPassDescriptor renderPassDescriptor({eglImageView}, {});
renderPassDescriptor.cColorAttachments[0].clearColor = {1 / 255.0f, 2 / 255.0f, 3 / 255.0f, renderPassDescriptor.cColorAttachments[0].clearValue = {1 / 255.0f, 2 / 255.0f, 3 / 255.0f,
4 / 255.0f}; 4 / 255.0f};
// Execute commands to clear the eglImage // Execute commands to clear the eglImage

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@ -273,7 +273,7 @@ namespace dawn::native { namespace vulkan {
// Submit a clear operation // Submit a clear operation
utils::ComboRenderPassDescriptor renderPassDescriptor({wrappedView}, {}); utils::ComboRenderPassDescriptor renderPassDescriptor({wrappedView}, {});
renderPassDescriptor.cColorAttachments[0].clearColor = clearColor; renderPassDescriptor.cColorAttachments[0].clearValue = clearColor;
renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; renderPassDescriptor.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
wgpu::CommandEncoder encoder = dawnDevice.CreateCommandEncoder(); wgpu::CommandEncoder encoder = dawnDevice.CreateCommandEncoder();

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@ -89,11 +89,11 @@ namespace utils {
for (uint32_t i = 0; i < kMaxColorAttachments; ++i) { for (uint32_t i = 0; i < kMaxColorAttachments; ++i) {
cColorAttachments[i].loadOp = wgpu::LoadOp::Clear; cColorAttachments[i].loadOp = wgpu::LoadOp::Clear;
cColorAttachments[i].storeOp = wgpu::StoreOp::Store; cColorAttachments[i].storeOp = wgpu::StoreOp::Store;
cColorAttachments[i].clearColor = {0.0f, 0.0f, 0.0f, 0.0f}; cColorAttachments[i].clearValue = {0.0f, 0.0f, 0.0f, 0.0f};
} }
cDepthStencilAttachmentInfo.clearDepth = 1.0f; cDepthStencilAttachmentInfo.depthClearValue = 1.0f;
cDepthStencilAttachmentInfo.clearStencil = 0; cDepthStencilAttachmentInfo.stencilClearValue = 0;
cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear; cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Clear;
cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store;
cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear; cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Clear;