D3D12: Fix ASSERT for external image tests
Replaces use of EXPECT_EQ with ASSERT_EQ and allows ASSERT_EQ to propagate to caller so the test returns early. BUG=dawn:625 Change-Id: I6c12aad201f1821fa8c7c1f9a9b735910049cdcf Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/42940 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com> Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
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@ -439,6 +439,7 @@ TEST_P(D3D12SharedHandleUsageTests, ClearInD3D11CopyAndReadbackInD3D12) {
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ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
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WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnSrcTexture, clearColor,
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&d3d11Texture, &dxgiKeyedMutex);
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ASSERT_NE(dawnSrcTexture.Get(), nullptr);
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// Create a texture on the device and copy the source texture to it.
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wgpu::Texture dawnCopyDestTexture = device.CreateTexture(&baseDawnDescriptor);
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@ -462,6 +463,7 @@ TEST_P(D3D12SharedHandleUsageTests, ClearInD3D11ReadbackInD3D12) {
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ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
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WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, clearColor,
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&d3d11Texture, &dxgiKeyedMutex);
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ASSERT_NE(dawnTexture.Get(), nullptr);
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// Readback the destination texture and ensure it contains the colors we used
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// to clear the source texture on the D3D device.
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@ -482,6 +484,7 @@ TEST_P(D3D12SharedHandleUsageTests, ClearInD3D12ReadbackInD3D11) {
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ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
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WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, d3d11ClearColor,
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&d3d11Texture, &dxgiKeyedMutex);
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ASSERT_NE(dawnTexture.Get(), nullptr);
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const wgpu::Color d3d12ClearColor{0.0f, 0.0f, 1.0f, 1.0f};
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ClearImage(dawnTexture, d3d12ClearColor);
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@ -507,6 +510,7 @@ TEST_P(D3D12SharedHandleUsageTests, ClearTwiceInD3D12ReadbackInD3D11) {
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ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
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WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, d3d11ClearColor,
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&d3d11Texture, &dxgiKeyedMutex);
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ASSERT_NE(dawnTexture.Get(), nullptr);
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const wgpu::Color d3d12ClearColor1{0.0f, 0.0f, 1.0f, 1.0f};
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ClearImage(dawnTexture, d3d12ClearColor1);
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@ -534,6 +538,7 @@ TEST_P(D3D12SharedHandleUsageTests, UninitializedTextureIsCleared) {
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ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
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WrapAndClearD3D11Texture(&baseDawnDescriptor, &baseD3dDescriptor, &dawnTexture, clearColor,
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&d3d11Texture, &dxgiKeyedMutex, false);
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ASSERT_NE(dawnTexture.Get(), nullptr);
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// Readback the destination texture and ensure it contains the colors we used
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// to clear the source texture on the D3D device.
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@ -189,13 +189,13 @@ namespace {
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// texture is left uninitialized. This is required for D3D11 and D3D12 interop.
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ComPtr<IDXGIKeyedMutex> dxgiKeyedMutex;
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hr = d3d11Texture.As(&dxgiKeyedMutex);
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EXPECT_EQ(hr, S_OK);
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ASSERT_EQ(hr, S_OK);
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hr = dxgiKeyedMutex->AcquireSync(0, INFINITE);
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EXPECT_EQ(hr, S_OK);
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ASSERT_EQ(hr, S_OK);
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hr = dxgiKeyedMutex->ReleaseSync(1);
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EXPECT_EQ(hr, S_OK);
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ASSERT_EQ(hr, S_OK);
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// Open the DX11 texture in Dawn from the shared handle and return it as a WebGPU
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// texture.
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@ -266,6 +266,7 @@ TEST_P(D3D12VideoViewsTests, NV12SampleYtoR) {
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wgpu::Texture wgpuTexture;
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CreateVideoTextureForTest(wgpu::TextureFormat::R8BG8Biplanar420Unorm,
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wgpu::TextureUsage::Sampled, /*isCheckerboard*/ false, &wgpuTexture);
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ASSERT_NE(wgpuTexture.Get(), nullptr);
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wgpu::TextureViewDescriptor viewDesc;
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viewDesc.aspect = wgpu::TextureAspect::Plane0Only;
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@ -318,6 +319,7 @@ TEST_P(D3D12VideoViewsTests, NV12SampleUVtoRG) {
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wgpu::Texture wgpuTexture;
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CreateVideoTextureForTest(wgpu::TextureFormat::R8BG8Biplanar420Unorm,
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wgpu::TextureUsage::Sampled, /*isCheckerboard*/ false, &wgpuTexture);
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ASSERT_NE(wgpuTexture.Get(), nullptr);
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wgpu::TextureViewDescriptor viewDesc;
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viewDesc.aspect = wgpu::TextureAspect::Plane1Only;
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@ -371,6 +373,7 @@ TEST_P(D3D12VideoViewsTests, NV12SampleYUVtoRGB) {
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wgpu::Texture wgpuTexture;
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CreateVideoTextureForTest(wgpu::TextureFormat::R8BG8Biplanar420Unorm,
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wgpu::TextureUsage::Sampled, /*isCheckerboard*/ true, &wgpuTexture);
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ASSERT_NE(wgpuTexture.Get(), nullptr);
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wgpu::TextureViewDescriptor lumaViewDesc;
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lumaViewDesc.aspect = wgpu::TextureAspect::Plane0Only;
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