Re-enable disabled unit tests
The issues causing these tests to fail with the Inspector enabled have been resolved. BUG=dawn:578 Change-Id: Ie0b7b4d6b2d1a3b432f4eed7542c64e31bf44fdb Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/35680 Commit-Queue: Ryan Harrison <rharrison@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Auto-Submit: Ryan Harrison <rharrison@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
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@ -480,9 +480,6 @@ TEST_F(RenderPipelineValidationTest, TextureViewDimensionCompatibility) {
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// Test that declaring a storage buffer in the vertex shader without setting pipeline layout won't
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// cause crash.
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TEST_F(RenderPipelineValidationTest, StorageBufferInVertexShaderNoLayout) {
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// TODO(rharrison): Re-enable once tint:383 is resolved.
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DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_inspector"));
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wgpu::ShaderModule vsModuleWithStorageBuffer = utils::CreateShaderModuleFromWGSL(device, R"(
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[[block]] struct Dst {
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[[offset(0)]] data : [[stride(4)]] array<u32, 100>;
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@ -122,9 +122,6 @@ class StorageTextureValidationTests : public ValidationTest {
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// Validate read-only storage textures can be declared in vertex and fragment shaders, while
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// writeonly storage textures cannot be used in vertex shaders.
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TEST_F(StorageTextureValidationTests, RenderPipeline) {
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// TODO(rharrison): Re-enable once https://dawn-review.googlesource.com/c/tint/+/34424 lands
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DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_inspector"));
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// Readonly storage texture can be declared in a vertex shader.
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{
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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@ -197,9 +194,6 @@ TEST_F(StorageTextureValidationTests, RenderPipeline) {
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// Validate both read-only and write-only storage textures can be declared in
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// compute shaders.
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TEST_F(StorageTextureValidationTests, ComputePipeline) {
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// TODO(rharrison): Re-enable once https://dawn-review.googlesource.com/c/tint/+/34424 lands
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DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_inspector"));
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// Read-only storage textures can be declared in a compute shader.
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{
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wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, R"(
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