Searched refs:passDescriptor (Results 1 – 6 of 6) sorted by relevance
65 utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); in CreateRenderPassDescriptor() local67 passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true; in CreateRenderPassDescriptor()68 passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; in CreateRenderPassDescriptor()69 passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; in CreateRenderPassDescriptor()73 passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true; in CreateRenderPassDescriptor()74 passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; in CreateRenderPassDescriptor()75 passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store; in CreateRenderPassDescriptor()78 return passDescriptor; in CreateRenderPassDescriptor()89 utils::ComboRenderPassDescriptor passDescriptor = CreateRenderPassDescriptor( in TEST_F() local91 wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); in TEST_F()[all …]
902 utils::ComboRenderPassDescriptor passDescriptor({}, view); in TEST_F() local903 passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; in TEST_F()904 passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; in TEST_F()910 wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); in TEST_F()919 passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true; in TEST_F()922 wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&passDescriptor); in TEST_F()
255 utils::ComboRenderPassDescriptor passDescriptor({}, texture.CreateView()); in UpdateInputDepth() local256 passDescriptor.cDepthStencilAttachmentInfo.clearDepth = depthValue; in UpdateInputDepth()258 wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); in UpdateInputDepth()265 utils::ComboRenderPassDescriptor passDescriptor({}, texture.CreateView()); in UpdateInputStencil() local266 passDescriptor.cDepthStencilAttachmentInfo.clearStencil = stencilValue; in UpdateInputStencil()268 wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); in UpdateInputStencil()516 utils::ComboRenderPassDescriptor passDescriptor({outputTexture.CreateView()}); in DoDepthCompareRefTest() local517 wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); in DoDepthCompareRefTest()663 utils::ComboRenderPassDescriptor passDescriptor({}, inputTexture.CreateView()); in TEST_P() local664 passDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.43f; in TEST_P()[all …]
153 utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()}, in DoTest() local157 passDescriptor.cDepthStencilAttachmentInfo.depthReadOnly = true; in DoTest()158 passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; in DoTest()159 passDescriptor.cDepthStencilAttachmentInfo.depthStoreOp = wgpu::StoreOp::Store; in DoTest()160 passDescriptor.cDepthStencilAttachmentInfo.stencilReadOnly = true; in DoTest()161 passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; in DoTest()162 passDescriptor.cDepthStencilAttachmentInfo.stencilStoreOp = wgpu::StoreOp::Store; in DoTest()167 wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); in DoTest()
486 utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); in TEST_P() local487 passDescriptor.cDepthStencilAttachmentInfo.clearDepth = 0.7; in TEST_P()489 wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); in TEST_P()542 utils::ComboRenderPassDescriptor passDescriptor({}, depthStencilTexture.CreateView()); in TEST_P() local543 passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; in TEST_P()544 passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; in TEST_P()547 wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); in TEST_P()
1379 utils::ComboRenderPassDescriptor passDescriptor({colorTexture.CreateView()}, in ExpectAttachmentDepthStencilTestData() local1381 passDescriptor.cDepthStencilAttachmentInfo.depthLoadOp = wgpu::LoadOp::Load; in ExpectAttachmentDepthStencilTestData()1382 passDescriptor.cDepthStencilAttachmentInfo.stencilLoadOp = wgpu::LoadOp::Load; in ExpectAttachmentDepthStencilTestData()1386 wgpu::RenderPassEncoder pass = commandEncoder.BeginRenderPass(&passDescriptor); in ExpectAttachmentDepthStencilTestData()