Make Texture format names match WebGPU

BUG=dawn:128

Change-Id: I73cc77082d02941d91fab8ee578e529db979fed1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8164
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Jiawei Shao <jiawei.shao@intel.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Corentin Wallez
2019-06-19 09:26:07 +00:00
committed by Commit Bot service account
parent 92cdeaaf81
commit 77fa31c5c6
44 changed files with 216 additions and 217 deletions

View File

@@ -135,7 +135,7 @@ void initRender() {
descriptor.cVertexInput.cAttributes[2].shaderLocation = 2;
descriptor.cVertexInput.cAttributes[2].format = dawn::VertexFormat::Float2;
descriptor.depthStencilState = &descriptor.cDepthStencilState;
descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
descriptor.cDepthStencilState.format = dawn::TextureFormat::Depth24PlusStencil8;
descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
renderPipeline = device.CreateRenderPipeline(&descriptor);