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Implement depth/stencil texture-to-texture copies for OpenGL ES 3.1.
Bug: dawn:634 Change-Id: I30f0c1496e5443bda9bee1905162eae39ce2461c Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38940 Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
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@@ -475,9 +475,6 @@ TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonRenderableNonZeroMipStenc
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// Test copying both aspects in a T2T copy, then copying only depth.
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TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyDepth) {
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// TODO(crbug.com/dawn/634): Diagnose and fix ANGLE failure.
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DAWN_SKIP_TEST_IF(IsANGLE());
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constexpr uint32_t kWidth = 4;
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constexpr uint32_t kHeight = 4;
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@@ -496,9 +493,6 @@ TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyDepth) {
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// Test copying both aspects in a T2T copy, then copying only depth at a nonzero mip.
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TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonZeroMipDepth) {
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// TODO(crbug.com/dawn/634): Diagnose and fix ANGLE failure.
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DAWN_SKIP_TEST_IF(IsANGLE());
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wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
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0.1f, 0.3f, 1u, 3u, 8, 8, wgpu::TextureUsage::RenderAttachment, 1);
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