use wgpu_test::{gpu_test, GpuTestConfiguration}; #[gpu_test] static TEXTURE_BLIT_WITH_LINEAR_FILTER_TEST: GpuTestConfiguration = GpuTestConfiguration::new() .run_sync(|ctx| { let source = ctx.device.create_texture(&wgpu::TextureDescriptor { label: None, size: wgpu::Extent3d { width: 100, height: 100, depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: wgpu::TextureFormat::Rgba16Float, usage: wgpu::TextureUsages::TEXTURE_BINDING, view_formats: &[], }); let target = ctx.device.create_texture(&wgpu::TextureDescriptor { label: None, size: wgpu::Extent3d { width: 100, height: 100, depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: wgpu::TextureFormat::Rgba8UnormSrgb, usage: wgpu::TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }); let blitter = wgpu::util::TextureBlitterBuilder::new( &ctx.device, wgpu::TextureFormat::Rgba8UnormSrgb, ) .sample_type(wgpu::FilterMode::Linear) .build(); let mut encoder = ctx .device .create_command_encoder(&wgpu::CommandEncoderDescriptor::default()); blitter.copy( &ctx.device, &mut encoder, &source.create_view(&wgpu::TextureViewDescriptor::default()), &target.create_view(&wgpu::TextureViewDescriptor::default()), ); }); #[gpu_test] static TEXTURE_BLIT_WITH_NEAREST_FILTER_TEST: GpuTestConfiguration = GpuTestConfiguration::new() .run_sync(|ctx| { let source = ctx.device.create_texture(&wgpu::TextureDescriptor { label: None, size: wgpu::Extent3d { width: 100, height: 100, depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: wgpu::TextureFormat::Rgba16Float, usage: wgpu::TextureUsages::TEXTURE_BINDING, view_formats: &[], }); let target = ctx.device.create_texture(&wgpu::TextureDescriptor { label: None, size: wgpu::Extent3d { width: 100, height: 100, depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: wgpu::TextureFormat::Rgba8UnormSrgb, usage: wgpu::TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }); let blitter = wgpu::util::TextureBlitterBuilder::new( &ctx.device, wgpu::TextureFormat::Rgba8UnormSrgb, ) .sample_type(wgpu::FilterMode::Linear) .build(); let mut encoder = ctx .device .create_command_encoder(&wgpu::CommandEncoderDescriptor::default()); blitter.copy( &ctx.device, &mut encoder, &source.create_view(&wgpu::TextureViewDescriptor::default()), &target.create_view(&wgpu::TextureViewDescriptor::default()), ); });