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 <bclayton@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -154,6 +154,10 @@ TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) {
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// It contains a transformation matrix for the VS and the fragment color for the FS.
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// These must result in different register offsets in the native APIs.
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TEST_P(BindGroupTests, ReusedUBO) {
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// TODO(crbug.com/tint/681): Validation fails for D3D12 with use_tint_generator
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DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator") &&
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IsBackendValidationEnabled());
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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@ -238,6 +242,10 @@ TEST_P(BindGroupTests, ReusedUBO) {
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// shader. In D3D12 for example, these different types of bindings end up in different namespaces,
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// but the register offsets used must match between the shader module and descriptor range.
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TEST_P(BindGroupTests, UBOSamplerAndTexture) {
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// TODO(crbug.com/tint/681): Validation fails for D3D12 with use_tint_generator
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DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator") &&
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IsBackendValidationEnabled());
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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