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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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@@ -23,7 +23,7 @@ constexpr uint32_t kWidth = 32u;
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constexpr uint32_t kHeight = 32u;
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constexpr uint32_t kDefaultMipLevels = 6u;
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constexpr dawn::TextureFormat kDefaultTextureFormat = dawn::TextureFormat::R8G8B8A8Unorm;
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constexpr dawn::TextureFormat kDefaultTextureFormat = dawn::TextureFormat::RGBA8Unorm;
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dawn::Texture Create2DArrayTexture(dawn::Device& device,
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uint32_t arrayLayerCount,
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@@ -213,7 +213,7 @@ TEST_F(TextureViewValidationTest, TextureViewFormatCompatibility) {
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// It is an error to create a texture view in depth-stencil format on a RGBA texture.
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{
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dawn::TextureViewDescriptor descriptor = base2DTextureViewDescriptor;
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descriptor.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.format = dawn::TextureFormat::Depth24PlusStencil8;
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ASSERT_DEVICE_ERROR(texture.CreateView(&descriptor));
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}
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}
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