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