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