s/OutputAttachment/RenderAttachment/g
But also keep OutputAttachment so it can be gradually changed in all
dependants.
See https://github.com/gpuweb/gpuweb/pull/1168 and
https://github.com/gpuweb/gpuweb/pull/1168
Bug: dawn:22
Change-Id: I6a1ec1de6c22ca4deac88b7fffde4b98d9d54a84
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31040
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Stephen White <senorblanco@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/tests/end2end/DepthStencilCopyTests.cpp b/src/tests/end2end/DepthStencilCopyTests.cpp
index bd8ceb7..9a60a9b 100644
--- a/src/tests/end2end/DepthStencilCopyTests.cpp
+++ b/src/tests/end2end/DepthStencilCopyTests.cpp
@@ -155,7 +155,7 @@
wgpu::TextureUsage usage,
uint32_t mipLevel = 0) {
wgpu::Texture src = CreateDepthStencilTexture(
- width, height, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc,
+ width, height, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc,
mipLevel + 1);
wgpu::Texture dst = CreateDepthStencilTexture(
@@ -193,7 +193,7 @@
wgpu::TextureDescriptor colorTexDesc = {};
colorTexDesc.size = {width, height, 1};
colorTexDesc.format = wgpu::TextureFormat::R32Uint;
- colorTexDesc.usage = wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc;
+ colorTexDesc.usage = wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc;
wgpu::Texture colorTexture = device.CreateTexture(&colorTexDesc);
// Make a sampleable texture to store the depth data. We'll sample this in the
@@ -306,7 +306,7 @@
constexpr uint32_t kHeight = 4;
wgpu::Texture depthTexture = CreateDepthTexture(
- kWidth, kHeight, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc);
+ kWidth, kHeight, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
InitializeDepthTextureRegion(depthTexture, 0.f, 0.3f);
@@ -327,7 +327,7 @@
constexpr uint32_t kHeight = 4;
wgpu::Texture depthStencilTexture = CreateDepthStencilTexture(
- kWidth, kHeight, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc);
+ kWidth, kHeight, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc);
InitializeDepthStencilTextureRegion(depthStencilTexture, 0.f, 0.3f, 0u, 1u);
@@ -349,7 +349,7 @@
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
wgpu::Texture depthStencilTexture = CreateDepthStencilTexture(
- 9, 9, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc, 2);
+ 9, 9, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, 2);
InitializeDepthStencilTextureRegion(depthStencilTexture, 0.f, 0.3f, 0u, 1u, 1u);
@@ -367,7 +367,7 @@
// Test copying the non-zero mip, depth-only aspect into a buffer.
TEST_P(DepthStencilCopyTests, FromNonZeroMipDepthAspect) {
wgpu::Texture depthTexture = CreateDepthTexture(
- 9, 9, wgpu::TextureUsage::OutputAttachment | wgpu::TextureUsage::CopySrc, 2);
+ 9, 9, wgpu::TextureUsage::RenderAttachment | wgpu::TextureUsage::CopySrc, 2);
InitializeDepthTextureRegion(depthTexture, 0.f, 0.4f, 1);
@@ -386,8 +386,8 @@
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyStencil) {
// TODO(enga): Figure out why this fails on MacOS Intel Iris.
// It passes on AMD Radeon Pro and Intel HD Graphics 630.
- // Maybe has to do with the OutputAttachment usage. Notably, a later test
- // T2TBothAspectsThenCopyNonRenderableStencil does not use OutputAttachment and works correctly.
+ // Maybe has to do with the RenderAttachment usage. Notably, a later test
+ // T2TBothAspectsThenCopyNonRenderableStencil does not use RenderAttachment and works correctly.
DAWN_SKIP_TEST_IF(IsMetal() && IsIntel());
constexpr uint32_t kWidth = 4;
@@ -395,7 +395,7 @@
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
0.1f, 0.3f, 1u, 3u, kWidth, kHeight,
- wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::OutputAttachment);
+ wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment);
// Check the stencil
std::vector<uint8_t> expectedData = {
@@ -457,7 +457,7 @@
constexpr uint32_t kHeight = 4;
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
- 0.1f, 0.3f, 1u, 3u, kWidth, kHeight, wgpu::TextureUsage::OutputAttachment);
+ 0.1f, 0.3f, 1u, 3u, kWidth, kHeight, wgpu::TextureUsage::RenderAttachment);
// Check the depth
ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, 0,
@@ -472,7 +472,7 @@
// Test copying both aspects in a T2T copy, then copying only depth at a nonzero mip.
TEST_P(DepthStencilCopyTests, T2TBothAspectsThenCopyNonZeroMipDepth) {
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
- 0.1f, 0.3f, 1u, 3u, 8, 8, wgpu::TextureUsage::OutputAttachment, 1);
+ 0.1f, 0.3f, 1u, 3u, 8, 8, wgpu::TextureUsage::RenderAttachment, 1);
// Check the depth
ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, 4, 4, 1,
@@ -491,7 +491,7 @@
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
0.1f, 0.3f, 1u, 3u, kWidth, kHeight,
- wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::OutputAttachment);
+ wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment);
// Check the stencil
std::vector<uint8_t> expectedData = {
@@ -527,7 +527,7 @@
wgpu::Texture texture = CreateInitializeDepthStencilTextureAndCopyT2T(
0.1f, 0.3f, 1u, 3u, kWidth, kHeight,
- wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::OutputAttachment);
+ wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::RenderAttachment);
// Check the depth
ExpectDepthData(texture, wgpu::TextureFormat::Depth24PlusStencil8, kWidth, kHeight, 0,
@@ -568,7 +568,7 @@
wgpu::Texture depthStencilTexture =
CreateDepthStencilTexture(kWidth, kHeight,
- wgpu::TextureUsage::OutputAttachment |
+ wgpu::TextureUsage::RenderAttachment |
wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst);
{