From 284f33439871e1ae2556d3ada34b5d1b75a4fb20 Mon Sep 17 00:00:00 2001 From: Jiawei Shao Date: Fri, 9 Nov 2018 00:48:43 +0000 Subject: [PATCH] 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 Reviewed-by: Corentin Wallez --- src/tests/end2end/BindGroupTests.cpp | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/tests/end2end/BindGroupTests.cpp b/src/tests/end2end/BindGroupTests.cpp index 39cdcbe627..429abda6f3 100644 --- a/src/tests/end2end/BindGroupTests.cpp +++ b/src/tests/end2end/BindGroupTests.cpp @@ -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"(