From 330c272fc4b150c4f3a21b1809f9e28b2c5c9ef2 Mon Sep 17 00:00:00 2001 From: Jiawei Shao Date: Mon, 29 Jun 2020 08:30:03 +0000 Subject: [PATCH] Enable two cases in TextureZeroInitTests with swiftshader This patch enables two tests with swiftshader after the fix in https://dawn-review.googlesource.com/c/dawn/+/23200. BUG=dawn:22 TEST=dawn_end2end_tests Change-Id: I27ff5afe6735aff3c416cbe65d039006b1ceae55 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/24040 Reviewed-by: Corentin Wallez Commit-Queue: Corentin Wallez --- src/tests/end2end/TextureZeroInitTests.cpp | 8 -------- 1 file changed, 8 deletions(-) diff --git a/src/tests/end2end/TextureZeroInitTests.cpp b/src/tests/end2end/TextureZeroInitTests.cpp index 3c0d9e1f93..3333007b70 100644 --- a/src/tests/end2end/TextureZeroInitTests.cpp +++ b/src/tests/end2end/TextureZeroInitTests.cpp @@ -133,10 +133,6 @@ TEST_P(TextureZeroInitTest, CopyTextureToBufferSource) { // This tests that the code path of CopyTextureToBuffer with multiple texture array layers clears // correctly to Zero after first usage TEST_P(TextureZeroInitTest, CopyMultipleTextureArrayLayersToBufferSource) { - // TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layers fail - // with swiftshader. - DAWN_SKIP_TEST_IF(IsSwiftshader()); - constexpr uint32_t kArrayLayers = 6u; const wgpu::TextureDescriptor descriptor = CreateTextureDescriptor( @@ -328,10 +324,6 @@ TEST_P(TextureZeroInitTest, CopyBufferToTextureHalf) { // This tests CopyBufferToTexture fully overwrites a range of subresources, so lazy initialization // is needed for neither the subresources involved in the copy nor the other subresources. TEST_P(TextureZeroInitTest, CopyBufferToTextureMultipleArrayLayers) { - // TODO(jiawei.shao@intel.com): investigate why copies with multiple texture array layers fail - // with swiftshader. - DAWN_SKIP_TEST_IF(IsSwiftshader()); - wgpu::TextureDescriptor descriptor = CreateTextureDescriptor( 1, 6, wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::CopySrc, kColorFormat); wgpu::Texture texture = device.CreateTexture(&descriptor);