mirror of
https://github.com/encounter/dawn-cmake.git
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[wgsl]: s/texture_sampled_/texture_
These texture types were renamed in October 2020: https://github.com/gpuweb/gpuweb/pull/1180 Tint has supported both forms since November 2020: https://dawn-review.googlesource.com/c/tint/+/31380 Finally migrate to the new form so we can drop support for the old. Bug: tint:286 Change-Id: Id19b79be28152b3de163f9cce75eefff1ae31d76 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/37702 Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: dan sinclair <dsinclair@chromium.org>
This commit is contained in:
parent
4607aa4c75
commit
cd9dc36d2e
@ -106,7 +106,7 @@ void init() {
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
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[[set(0), binding(0)]] var<uniform_constant> mySampler: sampler;
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[[set(0), binding(1)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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[[set(0), binding(1)]] var<uniform_constant> myTexture : texture_2d<f32>;
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[[location(0)]] var<out> FragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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@ -58,7 +58,7 @@ namespace dawn_native {
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static const char sPassthrough2D4ChannelFrag[] = R"(
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[[binding(1), set(0)]] var<uniform_constant> mySampler: sampler;
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[[binding(2), set(0)]] var<uniform_constant> myTexture: texture_sampled_2d<f32>;
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[[binding(2), set(0)]] var<uniform_constant> myTexture: texture_2d<f32>;
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[[location(0)]] var<in> v_texcoord : vec2<f32>;
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[[location(0)]] var<out> rgbaColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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@ -1772,11 +1772,11 @@ TEST_F(BindGroupLayoutCompatibilityTest, ROStorageInBGLWithRWStorageInShader) {
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TEST_F(BindGroupLayoutCompatibilityTest, TextureViewDimension) {
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constexpr char kTexture2DShaderFS[] = R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})";
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constexpr char kTexture2DShaderCS[] = R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<f32>;
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[[stage(compute)]] fn main() -> void {
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})";
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@ -1809,11 +1809,11 @@ TEST_F(BindGroupLayoutCompatibilityTest, TextureViewDimension) {
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wgpu::TextureViewDimension::e2DArray}})}));
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constexpr char kTexture2DArrayShaderFS[] = R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d_array<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d_array<f32>;
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[[stage(fragment)]] fn main() -> void {
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})";
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constexpr char kTexture2DArrayShaderCS[] = R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d_array<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d_array<f32>;
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[[stage(compute)]] fn main() -> void {
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})";
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@ -210,7 +210,7 @@ TEST_F(GetBindGroupLayoutTests, BindingType) {
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{
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binding.type = wgpu::BindingType::SampledTexture;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -252,7 +252,7 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::e1D;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_1d<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_1d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -262,7 +262,7 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::e2D;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -272,7 +272,7 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::e2DArray;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d_array<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d_array<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -282,7 +282,7 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::e3D;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_3d<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_3d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -292,7 +292,7 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::Cube;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_cube<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_cube<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -302,7 +302,7 @@ TEST_F(GetBindGroupLayoutTests, ViewDimension) {
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{
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binding.texture.viewDimension = wgpu::TextureViewDimension::CubeArray;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_cube_array<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_cube_array<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -323,7 +323,7 @@ TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
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{
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binding.texture.sampleType = wgpu::TextureSampleType::Float;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -333,7 +333,7 @@ TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
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{
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binding.texture.sampleType = wgpu::TextureSampleType::Sint;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<i32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<i32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -343,7 +343,7 @@ TEST_F(GetBindGroupLayoutTests, TextureComponentType) {
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{
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binding.texture.sampleType = wgpu::TextureSampleType::Uint;
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wgpu::RenderPipeline pipeline = RenderPipelineFromFragmentShader(R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<u32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<u32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -607,7 +607,7 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingType) {
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// Test it is invalid to have conflicting binding texture multisampling in the shaders.
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TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureMultisampling) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<f32>;
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[[stage(vertex)]] fn main() -> void {
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})");
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@ -629,13 +629,13 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureMultisampling) {
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// Test it is invalid to have conflicting binding texture dimension in the shaders.
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TEST_F(GetBindGroupLayoutTests, ConflictingBindingViewDimension) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<f32>;
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[[stage(vertex)]] fn main() -> void {
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_3d<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_3d<f32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -651,13 +651,13 @@ TEST_F(GetBindGroupLayoutTests, ConflictingBindingViewDimension) {
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// Test it is invalid to have conflicting binding texture component type in the shaders.
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TEST_F(GetBindGroupLayoutTests, ConflictingBindingTextureComponentType) {
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<f32>;
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[[stage(vertex)]] fn main() -> void {
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<i32>;
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<i32>;
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[[stage(fragment)]] fn main() -> void {
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})");
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@ -257,111 +257,102 @@ TEST_F(RenderPipelineValidationTest, SampleCountCompatibilityWithRenderPass) {
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// It is not allowed to use multisampled render pass and non-multisampled render pipeline.
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{
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.format = kColorFormat;
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textureDescriptor.sampleCount = kMultisampledCount;
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wgpu::Texture multisampledColorTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{multisampledColorTexture.CreateView()});
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.format = kColorFormat;
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textureDescriptor.sampleCount = kMultisampledCount;
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wgpu::Texture multisampledColorTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{multisampledColorTexture.CreateView()});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(nonMultisampledPipeline);
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renderPass.EndPass();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(nonMultisampledPipeline);
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renderPass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.sampleCount = kMultisampledCount;
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textureDescriptor.format = kDepthStencilFormat;
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wgpu::Texture multisampledDepthStencilTexture =
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device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{}, multisampledDepthStencilTexture.CreateView());
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.sampleCount = kMultisampledCount;
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textureDescriptor.format = kDepthStencilFormat;
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wgpu::Texture multisampledDepthStencilTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{}, multisampledDepthStencilTexture.CreateView());
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(nonMultisampledPipelineWithDepthStencilOnly);
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renderPass.EndPass();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(nonMultisampledPipelineWithDepthStencilOnly);
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renderPass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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// It is allowed to use multisampled render pass and multisampled render pipeline.
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{
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.format = kColorFormat;
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textureDescriptor.sampleCount = kMultisampledCount;
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wgpu::Texture multisampledColorTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{multisampledColorTexture.CreateView()});
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.format = kColorFormat;
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textureDescriptor.sampleCount = kMultisampledCount;
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wgpu::Texture multisampledColorTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{multisampledColorTexture.CreateView()});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(multisampledPipeline);
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renderPass.EndPass();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(multisampledPipeline);
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renderPass.EndPass();
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encoder.Finish();
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}
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encoder.Finish();
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}
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.sampleCount = kMultisampledCount;
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textureDescriptor.format = kDepthStencilFormat;
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wgpu::Texture multisampledDepthStencilTexture =
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device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{}, multisampledDepthStencilTexture.CreateView());
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.sampleCount = kMultisampledCount;
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textureDescriptor.format = kDepthStencilFormat;
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wgpu::Texture multisampledDepthStencilTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{}, multisampledDepthStencilTexture.CreateView());
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(multisampledPipelineWithDepthStencilOnly);
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renderPass.EndPass();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(multisampledPipelineWithDepthStencilOnly);
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renderPass.EndPass();
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encoder.Finish();
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}
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encoder.Finish();
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}
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// It is not allowed to use non-multisampled render pass and multisampled render pipeline.
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{
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.format = kColorFormat;
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textureDescriptor.sampleCount = 1;
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wgpu::Texture nonMultisampledColorTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor nonMultisampledRenderPassDescriptor(
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{nonMultisampledColorTexture.CreateView()});
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.format = kColorFormat;
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textureDescriptor.sampleCount = 1;
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wgpu::Texture nonMultisampledColorTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor nonMultisampledRenderPassDescriptor(
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{nonMultisampledColorTexture.CreateView()});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass =
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encoder.BeginRenderPass(&nonMultisampledRenderPassDescriptor);
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renderPass.SetPipeline(multisampledPipeline);
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renderPass.EndPass();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass =
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encoder.BeginRenderPass(&nonMultisampledRenderPassDescriptor);
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renderPass.SetPipeline(multisampledPipeline);
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renderPass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.sampleCount = 1;
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textureDescriptor.format = kDepthStencilFormat;
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wgpu::Texture multisampledDepthStencilTexture =
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device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{}, multisampledDepthStencilTexture.CreateView());
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{
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wgpu::TextureDescriptor textureDescriptor = baseTextureDescriptor;
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textureDescriptor.sampleCount = 1;
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textureDescriptor.format = kDepthStencilFormat;
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wgpu::Texture multisampledDepthStencilTexture = device.CreateTexture(&textureDescriptor);
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utils::ComboRenderPassDescriptor renderPassDescriptor(
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{}, multisampledDepthStencilTexture.CreateView());
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(multisampledPipelineWithDepthStencilOnly);
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renderPass.EndPass();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::RenderPassEncoder renderPass = encoder.BeginRenderPass(&renderPassDescriptor);
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renderPass.SetPipeline(multisampledPipelineWithDepthStencilOnly);
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renderPass.EndPass();
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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ASSERT_DEVICE_ERROR(encoder.Finish());
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}
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}
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@ -406,7 +397,7 @@ TEST_F(RenderPipelineValidationTest, TextureComponentTypeCompatibility) {
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std::ostringstream stream;
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stream << R"(
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_sampled_2d<)"
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[[set(0), binding(0)]] var<uniform_constant> myTexture : texture_2d<)"
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<< kScalarTypes[i] << R"(>;
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[[stage(fragment)]] fn main() -> void {
|
||||
@ -431,12 +422,12 @@ TEST_F(RenderPipelineValidationTest, TextureComponentTypeCompatibility) {
|
||||
TEST_F(RenderPipelineValidationTest, TextureViewDimensionCompatibility) {
|
||||
constexpr uint32_t kNumTextureViewDimensions = 6u;
|
||||
std::array<const char*, kNumTextureViewDimensions> kTextureKeywords = {{
|
||||
"texture_sampled_1d",
|
||||
"texture_sampled_2d",
|
||||
"texture_sampled_2d_array",
|
||||
"texture_sampled_cube",
|
||||
"texture_sampled_cube_array",
|
||||
"texture_sampled_3d",
|
||||
"texture_1d",
|
||||
"texture_2d",
|
||||
"texture_2d_array",
|
||||
"texture_cube",
|
||||
"texture_cube_array",
|
||||
"texture_3d",
|
||||
}};
|
||||
|
||||
std::array<wgpu::TextureViewDimension, kNumTextureViewDimensions> kTextureViewDimensions = {{
|
||||
@ -529,22 +520,15 @@ TEST_F(RenderPipelineValidationTest, StripIndexFormatRequired) {
|
||||
constexpr uint32_t kNumListType = 3u;
|
||||
constexpr uint32_t kNumIndexFormat = 3u;
|
||||
|
||||
std::array<wgpu::PrimitiveTopology, kNumStripType> kStripTopologyTypes = {{
|
||||
wgpu::PrimitiveTopology::LineStrip,
|
||||
wgpu::PrimitiveTopology::TriangleStrip
|
||||
}};
|
||||
std::array<wgpu::PrimitiveTopology, kNumStripType> kStripTopologyTypes = {
|
||||
{wgpu::PrimitiveTopology::LineStrip, wgpu::PrimitiveTopology::TriangleStrip}};
|
||||
|
||||
std::array<wgpu::PrimitiveTopology, kNumListType> kListTopologyTypes = {{
|
||||
wgpu::PrimitiveTopology::PointList,
|
||||
wgpu::PrimitiveTopology::LineList,
|
||||
wgpu::PrimitiveTopology::TriangleList
|
||||
}};
|
||||
std::array<wgpu::PrimitiveTopology, kNumListType> kListTopologyTypes = {
|
||||
{wgpu::PrimitiveTopology::PointList, wgpu::PrimitiveTopology::LineList,
|
||||
wgpu::PrimitiveTopology::TriangleList}};
|
||||
|
||||
std::array<wgpu::IndexFormat, kNumIndexFormat> kIndexFormatTypes = {{
|
||||
wgpu::IndexFormat::Undefined,
|
||||
wgpu::IndexFormat::Uint16,
|
||||
wgpu::IndexFormat::Uint32
|
||||
}};
|
||||
std::array<wgpu::IndexFormat, kNumIndexFormat> kIndexFormatTypes = {
|
||||
{wgpu::IndexFormat::Undefined, wgpu::IndexFormat::Uint16, wgpu::IndexFormat::Uint32}};
|
||||
|
||||
for (wgpu::PrimitiveTopology primitiveTopology : kStripTopologyTypes) {
|
||||
for (wgpu::IndexFormat indexFormat : kIndexFormatTypes) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user