Remove redundant RenderPass in Dawn unittests
This patch removes all the redundant creations of RenderPass in Dawn unittests. In these tests render passes are actually never used. BUG=dawn:6 Change-Id: I6301a150ea21af1a7ccc3b7ce2dd78351eb7e179 Reviewed-on: https://dawn-review.googlesource.com/c/4720 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
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@ -20,8 +20,6 @@
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class InputStateTest : public ValidationTest {
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class InputStateTest : public ValidationTest {
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protected:
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protected:
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void CreatePipeline(bool success, const dawn::InputState& inputState, std::string vertexSource) {
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void CreatePipeline(bool success, const dawn::InputState& inputState, std::string vertexSource) {
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DummyRenderPass renderpassData = CreateDummyRenderPass();
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vertexSource.c_str());
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vertexSource.c_str());
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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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#version 450
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#version 450
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@ -35,7 +33,7 @@ class InputStateTest : public ValidationTest {
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descriptor.cVertexStage.module = vsModule;
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.inputState = inputState;
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descriptor.inputState = inputState;
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descriptor.cColorAttachments[0]->format = renderpassData.attachmentFormat;
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descriptor.cColorAttachments[0]->format = dawn::TextureFormat::R8G8B8A8Unorm;
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if (!success) {
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if (!success) {
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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@ -44,7 +44,6 @@ TEST_F(QueueSubmitValidationTest, SubmitWithMappedBuffer) {
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// Create a command buffer that reads from the mappable buffer.
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// Create a command buffer that reads from the mappable buffer.
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dawn::CommandBuffer commands;
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dawn::CommandBuffer commands;
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{
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{
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dawn::RenderPassDescriptor renderpass = CreateSimpleRenderPass();
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dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
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dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
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builder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, 4);
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builder.CopyBufferToBuffer(buffer, 0, targetBuffer, 0, 4);
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commands = builder.GetResult();
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commands = builder.GetResult();
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@ -23,8 +23,6 @@ class RenderPipelineValidationTest : public ValidationTest {
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void SetUp() override {
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void SetUp() override {
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ValidationTest::SetUp();
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ValidationTest::SetUp();
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renderpass = CreateSimpleRenderPass();
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vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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#version 450
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#version 450
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void main() {
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void main() {
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@ -40,7 +38,6 @@ class RenderPipelineValidationTest : public ValidationTest {
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})");
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})");
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}
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}
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dawn::RenderPassDescriptor renderpass;
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dawn::ShaderModule vsModule;
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dawn::ShaderModule vsModule;
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dawn::ShaderModule fsModule;
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dawn::ShaderModule fsModule;
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};
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};
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