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Make the dynamicOffsets optional in SetBindGroup.
BUG=dawn:22 Change-Id: I9d032d9be16a483046edc6055b86e61ae08118e4 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12023 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@@ -219,7 +219,7 @@ TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteUsage) {
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DummyRenderPass dummyRenderPass(device);
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
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pass.SetIndexBuffer(buffer, 0);
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pass.SetBindGroup(0, bg, 0, nullptr);
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pass.SetBindGroup(0, bg);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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@@ -249,7 +249,7 @@ TEST_F(CommandBufferValidationTest, TextureWithReadAndWriteUsage) {
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// Use the texture as both sampeld and output attachment in the same pass
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetBindGroup(0, bg, 0, nullptr);
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pass.SetBindGroup(0, bg);
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pass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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