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()));