Disable MultisampledRenderingTests on NV/D3D12.

E2E tests fail to pass with backend validation. Disable these tests
until there is resolution from the investigation.

BUG=dawn:462

Change-Id: I0325bafb31cc706be122a601ecfe154bf8880b5b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/25680
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Bryan Bernhart 2020-07-27 19:50:21 +00:00 committed by Commit Bot service account
parent d5a4775cfc
commit 1f16229c9b
1 changed files with 9 additions and 0 deletions

View File

@ -357,6 +357,9 @@ TEST_P(MultisampledRenderingTest, ResolveInAnotherRenderPass) {
// Test doing MSAA resolve into multiple resolve targets works correctly.
TEST_P(MultisampledRenderingTest, ResolveIntoMultipleResolveTargets) {
// TODO(dawn:462): Investigate backend validation failure.
DAWN_SKIP_TEST_IF(IsD3D12() && IsNvidia() && IsBackendValidationEnabled());
wgpu::TextureView multisampledColorView2 =
CreateTextureForOutputAttachment(kColorFormat, kSampleCount).CreateView();
wgpu::Texture resolveTexture2 = CreateTextureForOutputAttachment(kColorFormat, 1);
@ -428,6 +431,9 @@ TEST_P(MultisampledRenderingTest, ResolveOneMultisampledTextureTwice) {
// Test using a layer of a 2D texture as resolve target works correctly.
TEST_P(MultisampledRenderingTest, ResolveIntoOneMipmapLevelOf2DTexture) {
// TODO(dawn:462): Investigate backend validation failure.
DAWN_SKIP_TEST_IF(IsD3D12() && IsNvidia() && IsBackendValidationEnabled());
constexpr uint32_t kBaseMipLevel = 2;
wgpu::TextureViewDescriptor textureViewDescriptor;
@ -465,6 +471,9 @@ TEST_P(MultisampledRenderingTest, ResolveIntoOneMipmapLevelOf2DTexture) {
// Test using a level or a layer of a 2D array texture as resolve target works correctly.
TEST_P(MultisampledRenderingTest, ResolveInto2DArrayTexture) {
// TODO(dawn:462): Investigate backend validation failure.
DAWN_SKIP_TEST_IF(IsD3D12() && IsNvidia() && IsBackendValidationEnabled());
wgpu::TextureView multisampledColorView2 =
CreateTextureForOutputAttachment(kColorFormat, kSampleCount).CreateView();