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Descriptorize BindGroups.
This commit adds utils::MakeBindGroup to make code craeting bind groups nicer to read. Additional tests are added that give 100% coverage of ValidateBindGroupDescriptor. BUG=dawn:3 Change-Id: I56e1da8c2952306ad233845b0ec3ec32aef793d9 Reviewed-on: https://dawn-review.googlesource.com/c/2802 Reviewed-by: Jiawei Shao <jiawei.shao@intel.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@@ -75,10 +75,7 @@ TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteUsage) {
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0, dawn::ShaderStageBit::Vertex, dawn::BindingType::StorageBuffer
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}});
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dawn::BufferView view = buffer.CreateBufferViewBuilder().SetExtent(0, 4).GetResult();
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dawn::BindGroup bg = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetBufferViews(0, 1, &view)
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.GetResult();
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dawn::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}});
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// Use the buffer as both index and storage in the same pass
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dawn::CommandBufferBuilder builder = AssertWillBeError(device.CreateCommandBufferBuilder());
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@@ -107,10 +104,7 @@ TEST_F(CommandBufferValidationTest, TextureWithReadAndWriteUsage) {
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dawn::BindGroupLayout bgl = utils::MakeBindGroupLayout(device, {{
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0, dawn::ShaderStageBit::Vertex, dawn::BindingType::SampledTexture
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}});
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dawn::BindGroup bg = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetTextureViews(0, 1, &view)
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.GetResult();
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dawn::BindGroup bg = utils::MakeBindGroup(device, bgl, {{0, view}});
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// Create the render pass that will use the texture as an output attachment
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dawn::RenderPassDescriptor renderPass = device.CreateRenderPassDescriptorBuilder()
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