Fix a few comments in RenderPassDescriptorValidationTests.cpp

Note that all validation rules for RenderPassDescriptor (including
color attachments and depth/stencil attachemt) in the spec have
already been covered in the validation tests.

Bug: dawn:485

Change-Id: I8741b53677876515fe0f90f5db1e05728ef1a452
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/64521
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This commit is contained in:
Yunchao He 2021-09-17 16:40:13 +00:00 committed by Dawn LUCI CQ
parent bd04e15890
commit a6394ddc07
1 changed files with 9 additions and 3 deletions

View File

@ -637,7 +637,7 @@ namespace {
// Tests on the size of the resolve target.
TEST_F(MultisampledRenderPassDescriptorValidationTest,
ColorAttachmentResolveTargetCompatibility) {
ColorAttachmentResolveTargetDimensionMismatch) {
constexpr uint32_t kSize2 = kSize * 2;
wgpu::Texture resolveTexture =
CreateTexture(device, wgpu::TextureDimension::e2D, kColorFormat, kSize2, kSize2,
@ -793,6 +793,9 @@ namespace {
renderPass.cDepthStencilAttachmentInfo.clearDepth = INFINITY;
AssertBeginRenderPassSuccess(&renderPass);
}
// TODO(https://crbug.com/dawn/666): Add a test case for clearStencil for stencilOnly
// once stencil8 is supported.
}
TEST_F(RenderPassDescriptorValidationTest, ValidateDepthStencilReadOnly) {
@ -828,6 +831,9 @@ namespace {
AssertBeginRenderPassSuccess(&renderPass);
}
// TODO(https://crbug.com/dawn/666): Add a test case for stencil-only once stencil8 is
// supported (depthReadOnly and stencilReadOnly mismatch but no depth component).
// Tests that a pass with mismatched depthReadOnly and stencilReadOnly values fails when
// both depth and stencil components exist.
{
@ -853,7 +859,7 @@ namespace {
AssertBeginRenderPassError(&renderPass);
}
// Tests that a pass with storeOp set to clear and readOnly set to true fails.
// Tests that a pass with storeOp set to discard and readOnly set to true fails.
{
utils::ComboRenderPassDescriptor renderPass({colorView}, depthStencilView);
renderPass.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load;
@ -908,7 +914,7 @@ namespace {
AssertBeginRenderPassError(&renderPass);
}
// Using DepthOnly of a depth only texture us allowed.
// Using DepthOnly of a depth only texture is allowed.
{
texDesc.format = wgpu::TextureFormat::Depth24Plus;
viewDesc.aspect = wgpu::TextureAspect::DepthOnly;