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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>
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@@ -56,7 +56,7 @@ void initTextures() {
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descriptor.size.depth = 1;
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descriptor.arrayLayerCount = 1;
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descriptor.sampleCount = 1;
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descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm;
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descriptor.format = dawn::TextureFormat::RGBA8Unorm;
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descriptor.mipLevelCount = 1;
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descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled;
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texture = device.CreateTexture(&descriptor);
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@@ -130,7 +130,7 @@ void init() {
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descriptor.cVertexInput.cBuffers[0].attributeCount = 1;
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descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.cDepthStencilState.format = dawn::TextureFormat::Depth24PlusStencil8;
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descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
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pipeline = device.CreateRenderPipeline(&descriptor);
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