Fix typo: MSSA -> MSAA
Bug: None
Change-Id: I0720ba96aa6ee1910bb0d2b97427a05ae7564609
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/149480
Commit-Queue: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Austin Eng <enga@chromium.org>
diff --git a/src/dawn/native/AttachmentState.cpp b/src/dawn/native/AttachmentState.cpp
index c1f33e8..2492dba 100644
--- a/src/dawn/native/AttachmentState.cpp
+++ b/src/dawn/native/AttachmentState.cpp
@@ -151,7 +151,7 @@
return false;
}
- // Both attachment state must either enable MSSA render to single sampled or disable it.
+ // Both attachment state must either enable MSAA render to single sampled or disable it.
if (a->mIsMSAARenderToSingleSampledEnabled != b->mIsMSAARenderToSingleSampledEnabled) {
return false;
}
diff --git a/src/dawn/tests/end2end/MultisampledRenderingTests.cpp b/src/dawn/tests/end2end/MultisampledRenderingTests.cpp
index c4e1bd3..d71979c 100644
--- a/src/dawn/tests/end2end/MultisampledRenderingTests.cpp
+++ b/src/dawn/tests/end2end/MultisampledRenderingTests.cpp
@@ -306,10 +306,10 @@
pipelineDescriptor.multisample.mask = sampleMask;
pipelineDescriptor.multisample.alphaToCoverageEnabled = alphaToCoverageEnabled;
- wgpu::DawnMultisampleStateRenderToSingleSampled mssaRenderToSingleSampledDesc;
+ wgpu::DawnMultisampleStateRenderToSingleSampled msaaRenderToSingleSampledDesc;
if (enableMSAARenderToSingleSampled) {
- mssaRenderToSingleSampledDesc.enabled = true;
- pipelineDescriptor.multisample.nextInChain = &mssaRenderToSingleSampledDesc;
+ msaaRenderToSingleSampledDesc.enabled = true;
+ pipelineDescriptor.multisample.nextInChain = &msaaRenderToSingleSampledDesc;
}
pipelineDescriptor.cFragment.targetCount = numColorAttachments + firstAttachmentLocation;
@@ -1359,15 +1359,15 @@
constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
- wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled mssaRenderToSingleSampledDesc;
- mssaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
+ wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled msaaRenderToSingleSampledDesc;
+ msaaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
// In first render pass we draw a green triangle.
{
utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
{singleSampledTextureView}, {nullptr}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
/*testDepth=*/false);
- renderPass.cColorAttachments[0].nextInChain = &mssaRenderToSingleSampledDesc;
+ renderPass.cColorAttachments[0].nextInChain = &msaaRenderToSingleSampledDesc;
EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
}
@@ -1377,7 +1377,7 @@
utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
{singleSampledTextureView}, {nullptr}, wgpu::LoadOp::Load, wgpu::LoadOp::Load,
/*testDepth=*/false);
- renderPass.cColorAttachments[0].nextInChain = &mssaRenderToSingleSampledDesc;
+ renderPass.cColorAttachments[0].nextInChain = &msaaRenderToSingleSampledDesc;
wgpu::RenderPassEncoder renderPassEncoder = commandEncoder.BeginRenderPass(&renderPass);
renderPassEncoder.End();
@@ -1407,8 +1407,8 @@
constexpr wgpu::Color kRed = {1.0f, 0.0f, 0.0f, 1.0f};
constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
- wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled mssaRenderToSingleSampledDesc;
- mssaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
+ wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled msaaRenderToSingleSampledDesc;
+ msaaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
// In first render pass we clear to red without using implicit sample count.
{
@@ -1427,7 +1427,7 @@
utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
{singleSampledTextureView}, {nullptr}, wgpu::LoadOp::Load, wgpu::LoadOp::Load,
/*testDepth=*/false);
- renderPass.cColorAttachments[0].nextInChain = &mssaRenderToSingleSampledDesc;
+ renderPass.cColorAttachments[0].nextInChain = &msaaRenderToSingleSampledDesc;
EncodeRenderPassForTest(commandEncoder, renderPass, pipeline, kGreen);
}
@@ -1460,15 +1460,15 @@
constexpr wgpu::Color kGreen = {0.0f, 0.8f, 0.0f, 0.8f};
constexpr wgpu::Color kRed = {0.8f, 0.0f, 0.0f, 0.8f};
- wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled mssaRenderToSingleSampledDesc;
- mssaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
+ wgpu::DawnRenderPassColorAttachmentRenderToSingleSampled msaaRenderToSingleSampledDesc;
+ msaaRenderToSingleSampledDesc.implicitSampleCount = kSampleCount;
// In first render pass we draw a green triangle with depth value == 0.2f.
{
utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
{singleSampledTextureView}, {nullptr}, wgpu::LoadOp::Clear, wgpu::LoadOp::Clear,
/*testDepth=*/true);
- renderPass.cColorAttachments[0].nextInChain = &mssaRenderToSingleSampledDesc;
+ renderPass.cColorAttachments[0].nextInChain = &msaaRenderToSingleSampledDesc;
std::array<float, 8> kUniformData = {kGreen.r, kGreen.g, kGreen.b, kGreen.a, // Color
0.2f}; // depth
@@ -1483,7 +1483,7 @@
utils::ComboRenderPassDescriptor renderPass = CreateComboRenderPassDescriptorForTest(
{singleSampledTextureView}, {nullptr}, wgpu::LoadOp::Load, wgpu::LoadOp::Load,
/*testDepth=*/true);
- renderPass.cColorAttachments[0].nextInChain = &mssaRenderToSingleSampledDesc;
+ renderPass.cColorAttachments[0].nextInChain = &msaaRenderToSingleSampledDesc;
std::array<float, 8> kUniformData = {kRed.r, kRed.g, kRed.b, kRed.a, // color
0.5f}; // depth