From 17941e1562dba005054b33f7e6bb8ceb7ec29aba Mon Sep 17 00:00:00 2001 From: Ben Clayton Date: Tue, 30 Mar 2021 18:54:07 +0000 Subject: [PATCH] Disable BindGroupTests for D3D12 + tint Bug: tint:681 Change-Id: I5cca1889d2ba26503530ead922278172e5e98ccf Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/46368 Commit-Queue: Ben Clayton Reviewed-by: Corentin Wallez --- src/tests/end2end/BindGroupTests.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/tests/end2end/BindGroupTests.cpp b/src/tests/end2end/BindGroupTests.cpp index 9e66d74303..64e8a8a48a 100644 --- a/src/tests/end2end/BindGroupTests.cpp +++ b/src/tests/end2end/BindGroupTests.cpp @@ -154,6 +154,10 @@ TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) { // It contains a transformation matrix for the VS and the fragment color for the FS. // These must result in different register offsets in the native APIs. TEST_P(BindGroupTests, ReusedUBO) { + // TODO(crbug.com/tint/681): Validation fails for D3D12 with use_tint_generator + DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator") && + IsBackendValidationEnabled()); + utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( @@ -238,6 +242,10 @@ TEST_P(BindGroupTests, ReusedUBO) { // shader. In D3D12 for example, these different types of bindings end up in different namespaces, // but the register offsets used must match between the shader module and descriptor range. TEST_P(BindGroupTests, UBOSamplerAndTexture) { + // TODO(crbug.com/tint/681): Validation fails for D3D12 with use_tint_generator + DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator") && + IsBackendValidationEnabled()); + utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(