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Use GetBindGroupLayout in DepthStencilStateTests
Bug: dawn:276 Change-Id: Ibd3fcf7131c3c1aa4e8723f7235aa7a1dc55ff46 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14026 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -80,14 +80,6 @@ class DepthStencilStateTest : public DawnTest {
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fragColor = vec4(myUbo.color, 1.f);
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}
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)");
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bindGroupLayout = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment,
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wgpu::BindingType::UniformBuffer},
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});
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pipelineLayout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
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}
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struct TestSpec {
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@ -277,14 +269,9 @@ class DepthStencilStateTest : public DawnTest {
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wgpu::Buffer buffer = utils::CreateBufferFromData(
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device, &data, sizeof(TriangleData), wgpu::BufferUsage::Uniform);
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// Create a bind group for the data
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(
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device, bindGroupLayout, {{0, buffer, 0, sizeof(TriangleData)}});
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// Create a pipeline for the triangles with the test spec's depth stencil state
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.layout = pipelineLayout;
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cDepthStencilState = test.depthStencilState;
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@ -293,6 +280,10 @@ class DepthStencilStateTest : public DawnTest {
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor);
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// Create a bind group for the data
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(
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device, pipeline.GetBindGroupLayout(0), {{0, buffer, 0, sizeof(TriangleData)}});
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pass.SetPipeline(pipeline);
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pass.SetStencilReference(test.stencil); // Set the stencil reference
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pass.SetBindGroup(
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@ -318,8 +309,6 @@ class DepthStencilStateTest : public DawnTest {
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wgpu::TextureView depthTextureView;
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wgpu::ShaderModule vsModule;
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wgpu::ShaderModule fsModule;
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wgpu::BindGroupLayout bindGroupLayout;
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wgpu::PipelineLayout pipelineLayout;
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};
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// Test compilation and usage of the fixture
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