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1mod common; 2 3use common::{extent_square, make_context}; 4 5const RENDER_COLOR_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm; 6const RENDER_DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; 7 8#[test] 9fn msaa_x4_probe_matches_independent_color_and_depth_query() { 10 let ctx = make_context(extent_square(16)); 11 let probed = ctx.gpu().capabilities().supports_msaa_x4(); 12 13 let instance = 14 wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle_from_env()); 15 let Ok(adapter) = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions { 16 power_preference: wgpu::PowerPreference::LowPower, 17 force_fallback_adapter: false, 18 compatible_surface: None, 19 })) else { 20 panic!("cross-check adapter request must match the offscreen adapter"); 21 }; 22 let color = adapter 23 .get_texture_format_features(RENDER_COLOR_FORMAT) 24 .flags; 25 let depth = adapter 26 .get_texture_format_features(RENDER_DEPTH_FORMAT) 27 .flags; 28 let expected = color.supported_sample_counts().contains(&4) 29 && depth.supported_sample_counts().contains(&4); 30 31 assert_eq!( 32 probed, expected, 33 "supports_msaa_x4 must AND msaa x4 across the color and depth render formats", 34 ); 35}