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Use GetBindGroupLayout in TextureZeroInitTests
Bug: dawn:276 Change-Id: I6ca2e4fd511ea86afdb7036258845d74080bc0f2 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14033 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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@ -452,21 +452,16 @@ TEST_P(TextureZeroInitTest, RenderPassSampledTextureClear) {
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wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
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wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
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wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::Sampler},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture}});
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// Create render pipeline
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utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
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renderPipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
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renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
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renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
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renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
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wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
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// Create bindgroup
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, bindGroupLayout, {{0, sampler}, {1, texture.CreateView()}});
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
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{{0, sampler}, {1, texture.CreateView()}});
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// Encode pass and submit
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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@ -509,14 +504,8 @@ TEST_P(TextureZeroInitTest, ComputePassSampledTextureClear) {
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wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
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wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
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wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Compute, wgpu::BindingType::SampledTexture},
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{1, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer},
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{2, wgpu::ShaderStage::Compute, wgpu::BindingType::Sampler}});
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// Create compute pipeline
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wgpu::ComputePipelineDescriptor computePipelineDescriptor;
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computePipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
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wgpu::ProgrammableStageDescriptor computeStage;
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const char* cs =
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R"(#version 450
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@ -537,7 +526,7 @@ TEST_P(TextureZeroInitTest, ComputePassSampledTextureClear) {
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// Create bindgroup
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(
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device, bindGroupLayout,
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device, computePipeline.GetBindGroupLayout(0),
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{{0, texture.CreateView()}, {1, bufferTex, 0, bufferSize}, {2, sampler}});
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// Encode the pass and submit
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@ -655,10 +644,6 @@ TEST_P(TextureZeroInitTest, RenderPassStoreOpClear) {
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wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
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wgpu::Sampler sampler = device.CreateSampler(&samplerDesc);
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wgpu::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::Sampler},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture}});
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// Fill the sample texture with data
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std::vector<uint8_t> data(kFormatBlockByteSize * kSize * kSize, 1);
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wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
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@ -674,15 +659,14 @@ TEST_P(TextureZeroInitTest, RenderPassStoreOpClear) {
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// Create render pipeline
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utils::ComboRenderPipelineDescriptor renderPipelineDescriptor(device);
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renderPipelineDescriptor.layout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
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renderPipelineDescriptor.vertexStage.module = CreateBasicVertexShaderForTest();
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renderPipelineDescriptor.cFragmentStage.module = CreateSampledTextureFragmentShaderForTest();
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renderPipelineDescriptor.cColorStates[0].format = kColorFormat;
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wgpu::RenderPipeline renderPipeline = device.CreateRenderPipeline(&renderPipelineDescriptor);
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// Create bindgroup
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wgpu::BindGroup bindGroup =
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utils::MakeBindGroup(device, bindGroupLayout, {{0, sampler}, {1, texture.CreateView()}});
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wgpu::BindGroup bindGroup = utils::MakeBindGroup(device, renderPipeline.GetBindGroupLayout(0),
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{{0, sampler}, {1, texture.CreateView()}});
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// Encode pass and submit
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encoder = device.CreateCommandEncoder();
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