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