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>
This commit is contained in:
Ben Clayton 2021-03-30 18:54:07 +00:00 committed by Commit Bot service account
parent 41974270c9
commit 17941e1562
1 changed files with 8 additions and 0 deletions

View File

@ -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"(