Roll third_party/spirv-cross/ to enable shader-output mask in HLSL

0376576d2d..f5e9f4a172

$ git log 0376576d2..f5e9f4a17 --date=short --no-merges --format='%ad %ae %s'
2020-07-23 tommek Adding BuiltInSampleMask in HLSL

Created with:
  roll-dep third_party/spirv-cross

Change-Id: I1a9702ce1da046e7c987deaa1994de019d570fb3
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/25900
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Tomek Ponitka <tommek@google.com>
This commit is contained in:
Tomek Ponitka 2020-07-29 10:10:21 +00:00 committed by Commit Bot service account
parent 9d0b9d7212
commit 9ecb99344f
2 changed files with 1 additions and 7 deletions

2
DEPS
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@ -66,7 +66,7 @@ deps = {
# SPIRV-Cross
'third_party/spirv-cross': {
'url': '{chromium_git}/external/github.com/KhronosGroup/SPIRV-Cross@0376576d2dc0721edfb2c5a0257fdc275f6f39dc',
'url': '{chromium_git}/external/github.com/KhronosGroup/SPIRV-Cross@f5e9f4a1722ecd383aa5b1877c3ada544edd8b00',
'condition': 'dawn_standalone',
},

View File

@ -695,9 +695,6 @@ TEST_P(MultisampledRenderingTest, MultisampledRenderingWithDepthTestAndSampleMas
// Test using one multisampled color attachment with resolve target can render correctly
// with non-default sample mask and shader-output mask.
TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMaskAndShaderOutputMask) {
// TODO(dawn:491): Remove this when SPIRV-cross adds support for SV_Coverage in HLSL.
DAWN_SKIP_TEST_IF(IsD3D12());
constexpr bool kTestDepth = false;
wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
@ -747,9 +744,6 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTextureWithSampleMaskAndShaderOut
// Test doing MSAA resolve into multiple resolve targets works correctly with a non-default
// shader-output mask.
TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithShaderOutputMask) {
// TODO(dawn:491): Remove this when SPIRV-cross adds support for SV_Coverage in HLSL.
DAWN_SKIP_TEST_IF(IsD3D12());
wgpu::TextureView multisampledColorView2 =
CreateTextureForOutputAttachment(kColorFormat, kSampleCount).CreateView();
wgpu::Texture resolveTexture2 = CreateTextureForOutputAttachment(kColorFormat, 1);