Skip BindGroupTests.ReusedUBO and UBOSamplerAndTexture on Metal

BindGroupTests.ReusedUBO and BindGroupTests.UBOSamplerAndTexture fail on
Metal so we have to skip them temporarily.

BUG=dawn:33

Change-Id: I2875dab6d856eb207ee5b785ddf160df2cb9fd5b
Reviewed-on: https://dawn-review.googlesource.com/c/2240
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Jiawei Shao 2018-11-09 00:48:43 +00:00 committed by Commit Bot service account
parent 679ff4ea86
commit 284f334398
1 changed files with 6 additions and 0 deletions

View File

@ -83,6 +83,9 @@ 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(jiawei.shao@intel.com): find out why this test fails on Metal
DAWN_SKIP_TEST_IF(IsMetal());
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
@ -169,6 +172,9 @@ TEST_P(BindGroupTests, ReusedUBO) {
// 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(jiawei.shao@intel.com): find out why this test fails on Metal
DAWN_SKIP_TEST_IF(IsMetal());
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(