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D3D12: clear nonrenderable texture formats
Clears nonrenderable color formats and merges zero vs nonzero clears to use the same code path. Bug: dawn:145 Change-Id: Ibe0745907688e149e6d017ff088a05f4b613b4a8 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10140 Commit-Queue: Natasha Lee <natlee@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@@ -97,7 +97,7 @@ TEST_P(NonzeroTextureCreationTests, ArrayLayerClears) {
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// Test that nonrenderable texture formats clear to 1's because toggle is enabled
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TEST_P(NonzeroTextureCreationTests, NonrenderableTextureFormat) {
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// skip test for other backends since they are not implemented yet
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DAWN_SKIP_TEST_IF(IsOpenGL() || IsD3D12());
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DAWN_SKIP_TEST_IF(IsOpenGL());
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dawn::TextureDescriptor descriptor;
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descriptor.dimension = dawn::TextureDimension::e2D;
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descriptor.size.width = kSize;
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@@ -560,7 +560,7 @@ TEST_P(TextureZeroInitTest, ComputePassSampledTextureClear) {
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// This tests that the code path of CopyTextureToBuffer clears correctly for non-renderable textures
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TEST_P(TextureZeroInitTest, NonRenderableTextureClear) {
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// skip test for other backends since they are not implemented yet
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DAWN_SKIP_TEST_IF(IsOpenGL() || IsD3D12());
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DAWN_SKIP_TEST_IF(IsOpenGL());
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dawn::TextureDescriptor descriptor =
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CreateTextureDescriptor(1, 1, dawn::TextureUsage::CopySrc, kNonrenderableColorFormat);
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