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Add missing WebGPU enums and defaulted members.
These additions to dawn.json don't require changes to users of the C++ API so they are done now to prepare for webgpu.h. Validation is added that forbids using the new enum values and non-default values for members until they are implemented. BUG=dawn:22 Change-Id: Ie6f3384243d6874e7aca4b94733409755a066c93 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8862 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Kai Ninomiya <kainino@chromium.org>
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@@ -179,6 +179,8 @@ TEST_F(WireArgumentTests, CStringArgument) {
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pipelineDescriptor.colorStates = colorStatesPtr;
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pipelineDescriptor.sampleCount = 1;
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pipelineDescriptor.sampleMask = 0xFFFFFFFF;
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pipelineDescriptor.alphaToCoverageEnabled = false;
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pipelineDescriptor.layout = layout;
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pipelineDescriptor.vertexInput = &vertexInput;
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pipelineDescriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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@@ -330,12 +332,12 @@ TEST_F(WireArgumentTests, StructureOfObjectArrayArgument) {
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TEST_F(WireArgumentTests, StructureOfStructureArrayArgument) {
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static constexpr int NUM_BINDINGS = 3;
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DawnBindGroupLayoutBinding bindings[NUM_BINDINGS]{
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{0, DAWN_SHADER_STAGE_BIT_VERTEX, DAWN_BINDING_TYPE_SAMPLER},
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{1, DAWN_SHADER_STAGE_BIT_VERTEX, DAWN_BINDING_TYPE_SAMPLED_TEXTURE},
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{0, DAWN_SHADER_STAGE_BIT_VERTEX, DAWN_BINDING_TYPE_SAMPLER, false, false},
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{1, DAWN_SHADER_STAGE_BIT_VERTEX, DAWN_BINDING_TYPE_SAMPLED_TEXTURE, false, false},
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{2,
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static_cast<DawnShaderStageBit>(DAWN_SHADER_STAGE_BIT_VERTEX |
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DAWN_SHADER_STAGE_BIT_FRAGMENT),
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DAWN_BINDING_TYPE_UNIFORM_BUFFER},
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DAWN_BINDING_TYPE_UNIFORM_BUFFER, false, false},
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};
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DawnBindGroupLayoutDescriptor bglDescriptor;
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bglDescriptor.bindingCount = NUM_BINDINGS;
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@@ -149,6 +149,8 @@ TEST_F(WireOptionalTests, OptionalStructPointer) {
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pipelineDescriptor.colorStates = colorStatesPtr;
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pipelineDescriptor.sampleCount = 1;
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pipelineDescriptor.sampleMask = 0xFFFFFFFF;
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pipelineDescriptor.alphaToCoverageEnabled = false;
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pipelineDescriptor.layout = layout;
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pipelineDescriptor.vertexInput = &vertexInput;
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pipelineDescriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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