Make dawn idl support dynamic buffer offset

This patch simply added dynamic buffer offset in dawn idl and
modify the shape of SetBindGroup.

BUG=dawn:55

Change-Id: I516e08f3ee558ba375a87d98eaea6d60e93d4514
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5600
Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This commit is contained in:
Yan, Shaobo
2019-03-18 06:01:37 +00:00
committed by Commit Bot service account
parent 931311700c
commit 991ab98f11
27 changed files with 130 additions and 46 deletions

View File

@@ -193,7 +193,7 @@ TEST_F(CommandBufferValidationTest, BufferWithReadAndWriteUsage) {
DummyRenderPass dummyRenderPass(device);
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&dummyRenderPass);
pass.SetIndexBuffer(buffer, 0);
pass.SetBindGroup(0, bg);
pass.SetBindGroup(0, bg, 0, nullptr);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}
@@ -224,7 +224,7 @@ 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);
pass.SetBindGroup(0, bg, 0, nullptr);
pass.EndPass();
ASSERT_DEVICE_ERROR(encoder.Finish());
}