Skip two MultisampledRenderingTest tests on D3D12 with debug layer
This patch skips the following two dawn_end2end_tests on all D3D12 backends when the D3D12 debug layer is enabled as they started to fail after the upgrade of Windows try bots. - MultisampledRenderingTest.ResolveOneMultisampledTextureTwice - MultisampledRenderingTest.ResolveInto2DArrayTexture See dawn:462 for more details. BUG=dawn:462 Change-Id: I99c65ce250ba5b405a2143e6f866fd21ae33d63a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/34281 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -470,7 +470,7 @@ 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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// TODO(dawn:462): Investigate backend validation failure.
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DAWN_SKIP_TEST_IF(IsD3D12() && IsNvidia() && IsBackendValidationEnabled());
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DAWN_SKIP_TEST_IF(IsD3D12() && IsBackendValidationEnabled());
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constexpr uint32_t kBaseMipLevel = 2;
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constexpr uint32_t kBaseMipLevel = 2;
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@ -508,7 +508,7 @@ 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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// TODO(dawn:462): Investigate backend validation failure.
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DAWN_SKIP_TEST_IF(IsD3D12() && IsNvidia() && IsBackendValidationEnabled());
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DAWN_SKIP_TEST_IF(IsD3D12() && IsBackendValidationEnabled());
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wgpu::TextureView multisampledColorView2 =
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wgpu::TextureView multisampledColorView2 =
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CreateTextureForRenderAttachment(kColorFormat, kSampleCount).CreateView();
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CreateTextureForRenderAttachment(kColorFormat, kSampleCount).CreateView();
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