Rename leftover references of output attachment to render attachment.
The CL doing the renaming didn't handle comments and the one string
where "output attachment" appeared.
Bug: None
Change-Id: Ie57159da8278970097271fa5706573444bcdaf61
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38383
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Stephen White <senorblanco@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
diff --git a/examples/ManualSwapChainTest.cpp b/examples/ManualSwapChainTest.cpp
index 83ba313..eb7864e 100644
--- a/examples/ManualSwapChainTest.cpp
+++ b/examples/ManualSwapChainTest.cpp
@@ -164,7 +164,7 @@
}
std::ostream& operator<<(std::ostream& o, const wgpu::SwapChainDescriptor& desc) {
- // For now only output attachment is possible.
+ // For now only render attachment is possible.
ASSERT(desc.usage == wgpu::TextureUsage::RenderAttachment);
o << "RenderAttachment ";
o << desc.width << "x" << desc.height << " ";
diff --git a/src/dawn_native/ShaderModule.cpp b/src/dawn_native/ShaderModule.cpp
index 1975f1e..3f4e4db 100644
--- a/src/dawn_native/ShaderModule.cpp
+++ b/src/dawn_native/ShaderModule.cpp
@@ -660,8 +660,7 @@
compiler.get_decoration(fragmentOutput.id, spv::DecorationLocation);
if (unsanitizedAttachment >= kMaxColorAttachments) {
return DAWN_VALIDATION_ERROR(
- "Fragment output attachment index must be less than max number of "
- "color "
+ "Fragment output index must be less than max number of color "
"attachments");
}
ColorAttachmentIndex attachment(static_cast<uint8_t>(unsanitizedAttachment));
diff --git a/src/tests/end2end/ColorStateTests.cpp b/src/tests/end2end/ColorStateTests.cpp
index 2cc8b58..6b31634 100644
--- a/src/tests/end2end/ColorStateTests.cpp
+++ b/src/tests/end2end/ColorStateTests.cpp
@@ -1037,7 +1037,7 @@
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
- // Clear the output attachment to |base|
+ // Clear the render attachment to |base|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.SetPipeline(basePipeline);
pass.SetBindGroup(0, MakeBindGroupForColors(std::array<RGBA8, 1>({{base}})));
@@ -1048,7 +1048,7 @@
pass.EndPass();
}
{
- // This renderpass' loadOp should clear all channels of the output attachment
+ // This renderpass' loadOp should clear all channels of the render attachment
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass.renderPassInfo);
pass.EndPass();
}
diff --git a/src/tests/end2end/MultisampledRenderingTests.cpp b/src/tests/end2end/MultisampledRenderingTests.cpp
index 8c38847..4dc4b9c 100644
--- a/src/tests/end2end/MultisampledRenderingTests.cpp
+++ b/src/tests/end2end/MultisampledRenderingTests.cpp
@@ -871,7 +871,7 @@
// Test doing MSAA resolve into multiple resolve targets works correctly with
// alphaToCoverage. The alphaToCoverage mask is computed based on the alpha
-// component of the first color output attachment.
+// component of the first color render attachment.
TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargetsWithAlphaToCoverage) {
wgpu::TextureView multisampledColorView2 =
CreateTextureForRenderAttachment(kColorFormat, kSampleCount).CreateView();
@@ -882,7 +882,7 @@
constexpr bool kAlphaToCoverageEnabled = true;
// The alpha-to-coverage mask should not depend on the alpha component of the
- // second color output attachment.
+ // second color render attachment.
// We test alpha = 0.51f and 0.99f instead of 0.50f and 1.00f because there are some rounding
// differences on QuadroP400 devices in that case.
for (float alpha : {0.0f, 0.51f, 0.99f}) {
diff --git a/src/tests/end2end/StorageTextureTests.cpp b/src/tests/end2end/StorageTextureTests.cpp
index 87f2ae0..10dadcb 100644
--- a/src/tests/end2end/StorageTextureTests.cpp
+++ b/src/tests/end2end/StorageTextureTests.cpp
@@ -489,7 +489,7 @@
wgpu::BindGroup bindGroup = utils::MakeBindGroup(
device, pipeline.GetBindGroupLayout(0), {{0, readonlyStorageTexture.CreateView()}});
- // Clear the output attachment to red at the beginning of the render pass.
+ // Clear the render attachment to red at the beginning of the render pass.
wgpu::Texture outputTexture =
CreateTexture(kRenderAttachmentFormat,
wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, 1, 1);
@@ -552,7 +552,7 @@
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
- // TODO(jiawei.shao@intel.com): remove the output attachment when Dawn supports beginning a
+ // TODO(jiawei.shao@intel.com): remove the render attachment when Dawn supports beginning a
// render pass with no attachments.
wgpu::Texture dummyOutputTexture =
CreateTexture(kRenderAttachmentFormat,
diff --git a/src/tests/unittests/validation/BindGroupValidationTests.cpp b/src/tests/unittests/validation/BindGroupValidationTests.cpp
index 6245dcf..10a9c76 100644
--- a/src/tests/unittests/validation/BindGroupValidationTests.cpp
+++ b/src/tests/unittests/validation/BindGroupValidationTests.cpp
@@ -287,7 +287,7 @@
// Control case: setting a sampleable texture view works.
utils::MakeBindGroup(device, layout, {{0, mSampledTextureView}});
- // Make an output attachment texture and try to set it for a SampledTexture binding
+ // Make an render attachment texture and try to set it for a SampledTexture binding
wgpu::Texture outputTexture =
CreateTexture(wgpu::TextureUsage::RenderAttachment, wgpu::TextureFormat::RGBA8Unorm, 1);
wgpu::TextureView outputTextureView = outputTexture.CreateView();
diff --git a/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp b/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp
index a11be96..2a929ab 100644
--- a/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp
+++ b/src/tests/unittests/validation/ResourceUsageTrackingTests.cpp
@@ -1053,11 +1053,11 @@
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, v0}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, v1}});
- // Create render passes that will use the textures as output attachments
+ // Create render passes that will use the textures as render attachments
utils::ComboRenderPassDescriptor renderPass0({v1});
utils::ComboRenderPassDescriptor renderPass1({v0});
- // Use the textures as both sampled and output attachments in different passes
+ // Use the textures as both sampled and render attachments in different passes
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass0 = encoder.BeginRenderPass(&renderPass0);
@@ -1290,7 +1290,7 @@
wgpu::TextureCopyView dstView = utils::CreateTextureCopyView(texture1, 0, {0, 0, 0});
wgpu::Extent3D copySize = {1, 1, 1};
- // Use the texture as both copy dst and output attachment in render pass
+ // Use the texture as both copy dst and render attachment in render pass
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyTextureToTexture(&srcView, &dstView, ©Size);
@@ -1335,11 +1335,11 @@
wgpu::BindGroup bg0 = utils::MakeBindGroup(device, bgl, {{0, view0}});
wgpu::BindGroup bg1 = utils::MakeBindGroup(device, bgl, {{0, view1}});
- // Create the render pass that will use the texture as an output attachment
+ // Create the render pass that will use the texture as an render attachment
utils::ComboRenderPassDescriptor renderPass({view0});
// Set bind group on the same index twice. The second one overwrites the first one.
- // No texture is used as both sampled and output attachment in the same pass. But the
+ // No texture is used as both sampled and render attachment in the same pass. But the
// overwritten texture still take effect during resource tracking.
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
@@ -1351,7 +1351,7 @@
}
// Set bind group on the same index twice. The second one overwrites the first one.
- // texture0 is used as both sampled and output attachment in the same pass
+ // texture0 is used as both sampled and render attachment in the same pass
{
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
@@ -1483,7 +1483,7 @@
// Test render pass
{
- // Create the render pass that will use the texture as an output attachment
+ // Create the render pass that will use the texture as an render attachment
utils::ComboRenderPassDescriptor renderPass({view});
// Create a bind group which use the texture as readonly storage in compute stage
diff --git a/src/tests/unittests/validation/StorageTextureValidationTests.cpp b/src/tests/unittests/validation/StorageTextureValidationTests.cpp
index 6cc5eef..bbfd21c 100644
--- a/src/tests/unittests/validation/StorageTextureValidationTests.cpp
+++ b/src/tests/unittests/validation/StorageTextureValidationTests.cpp
@@ -844,7 +844,7 @@
}
// Verify it is invalid to use a a texture as both storage texture (either read-only or write-only)
-// and output attachment in one render pass.
+// and render attachment in one render pass.
TEST_F(StorageTextureValidationTests, StorageTextureAndRenderAttachmentInOneRenderPass) {
constexpr wgpu::TextureFormat kFormat = wgpu::TextureFormat::RGBA8Unorm;
wgpu::Texture storageTexture =
@@ -858,7 +858,7 @@
wgpu::BindGroup bindGroupWithStorageTexture =
utils::MakeBindGroup(device, bindGroupLayout, {{0, storageTexture.CreateView()}});
- // It is invalid to use a texture as both storage texture and output attachment in one
+ // It is invalid to use a texture as both storage texture and render attachment in one
// render pass.
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
wgpu::RenderPassEncoder renderPassEncoder = encoder.BeginRenderPass(&renderPassDescriptor);