D3D12: Reenable EncodeManyUBOAndSamplers test
Tint has rolled, so this test can be re-enabled. SPIRV-Cross produces bad results - likely the UBO layout for mat2x2 is incorrectly padded - so this test is suppressed for !UseTintGenerator. Fixed: dawn:946 Change-Id: If1d030314f51759e6a2a00dd8edc2597efb1eb4a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/55440 Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -736,9 +736,10 @@ TEST_P(D3D12DescriptorHeapTests, EncodeReuseUBOMultipleSubmits) {
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// Verify encoding many sampler and ubo worth of bindgroups.
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// Shader-visible heaps should switch out |kNumOfViewHeaps| times.
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// TODO(crbug.com/dawn/946): This test is currently disabled because the UBO
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// layout is incorrect. Reenable after next tint roll.
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TEST_P(D3D12DescriptorHeapTests, DISABLED_EncodeManyUBOAndSamplers) {
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TEST_P(D3D12DescriptorHeapTests, EncodeManyUBOAndSamplers) {
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// TODO(crbug.com/dawn/571): HLSL emission via SPIRV-Cross produces incorrect results.
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DAWN_TEST_UNSUPPORTED_IF(!HasToggleEnabled("use_tint_generator"));
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DAWN_TEST_UNSUPPORTED_IF(!mD3DDevice->IsToggleEnabled(
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dawn_native::Toggle::UseD3D12SmallShaderVisibleHeapForTesting));
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