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>
This commit is contained in:
Corentin Wallez
2019-10-09 16:08:42 +00:00
committed by Commit Bot service account
parent 16d20837cc
commit 70c8c10571
24 changed files with 115 additions and 114 deletions

View File

@@ -219,7 +219,7 @@ TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteUsage) {
DummyRenderPass dummyRenderPass(device);
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer, 0);
pass.SetBindGroup(0, bg, 0, nullptr);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
@@ -249,7 +249,7 @@ TEST_F(CommandBufferValidationTest, TextureWithReadAndWriteUsage) {
// Use the texture as both sampeld and output attachment in the same pass
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetBindGroup(0, bg, 0, nullptr);
pass.SetBindGroup(0, bg);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}