Split Pipeline in Render and Compute, test part

This commit is contained in:
Corentin Wallez
2017-07-14 11:09:13 -04:00
committed by Corentin Wallez
parent 29ced285d4
commit e20c5ee9ff
4 changed files with 32 additions and 32 deletions

View File

@@ -120,4 +120,4 @@ TEST_F(FramebufferValidationTest, AttachmentSizeMatchFramebufferSize) {
}
// TODO(cwallez@chromium.org): also test with a mismatches depth / stencil
}
}

View File

@@ -22,7 +22,7 @@ static constexpr uint32_t kMaxVertexInputs = 16u;
class InputStateTest : public ValidationTest {
protected:
nxt::Pipeline CreatePipeline(bool success, const nxt::InputState& inputState, std::string vertexSource) {
nxt::RenderPipeline CreatePipeline(bool success, const nxt::InputState& inputState, std::string vertexSource) {
nxt::RenderPass renderPass = AssertWillBeSuccess(device.CreateRenderPassBuilder())
.SetAttachmentCount(1)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
@@ -44,11 +44,11 @@ class InputStateTest : public ValidationTest {
)");
nxt::ShaderModule fsModule = fsModuleBuilder.GetResult();
nxt::PipelineBuilder builder;
nxt::RenderPipelineBuilder builder;
if (success) {
builder = AssertWillBeSuccess(device.CreatePipelineBuilder());
builder = AssertWillBeSuccess(device.CreateRenderPipelineBuilder());
} else {
builder = AssertWillBeError(device.CreatePipelineBuilder());
builder = AssertWillBeError(device.CreateRenderPipelineBuilder());
}
return builder.SetSubpass(renderPass, 0)