Add d3d12-render-pass toggle in readonly depth/stencil attachment test

Bug: dawn:485
Change-Id: I569a98d59b05fafbc4f594bfe9106d26258964d1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/76504
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
diff --git a/src/tests/end2end/ReadOnlyDepthStencilAttachmentTests.cpp b/src/tests/end2end/ReadOnlyDepthStencilAttachmentTests.cpp
index 8548a1a..e90e269 100644
--- a/src/tests/end2end/ReadOnlyDepthStencilAttachmentTests.cpp
+++ b/src/tests/end2end/ReadOnlyDepthStencilAttachmentTests.cpp
@@ -138,8 +138,11 @@
                 wgpu::Texture colorTexture,
                 DepthStencilValues* values,
                 bool sampleFromAttachment) {
-        wgpu::Texture depthStencilTexture = CreateTexture(
-            format, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::TextureBinding);
+        wgpu::TextureUsage dsTextureUsage = wgpu::TextureUsage::RenderAttachment;
+        if (sampleFromAttachment) {
+            dsTextureUsage |= wgpu::TextureUsage::TextureBinding;
+        }
+        wgpu::Texture depthStencilTexture = CreateTexture(format, dsTextureUsage);
 
         wgpu::CommandEncoder commandEncoder = device.CreateCommandEncoder();
 
@@ -316,10 +319,12 @@
 }
 
 DAWN_INSTANTIATE_TEST_P(ReadOnlyDepthAttachmentTests,
-                        {D3D12Backend(), MetalBackend(), VulkanBackend()},
+                        {D3D12Backend(), D3D12Backend({}, {"use_d3d12_render_pass"}),
+                         MetalBackend(), VulkanBackend()},
                         std::vector<wgpu::TextureFormat>(utils::kDepthFormats.begin(),
                                                          utils::kDepthFormats.end()));
 DAWN_INSTANTIATE_TEST_P(ReadOnlyStencilAttachmentTests,
-                        {D3D12Backend(), MetalBackend(), VulkanBackend()},
+                        {D3D12Backend(), D3D12Backend({}, {"use_d3d12_render_pass"}),
+                         MetalBackend(), VulkanBackend()},
                         std::vector<wgpu::TextureFormat>(utils::kStencilFormats.begin(),
                                                          utils::kStencilFormats.end()));