Skip some end2end tests for Vulkan validation layers enable on Windows
Temporarily skip some tests to make Vulkan validation layers could be enabled on Windows, these tests are failing on Vulkan with validation layers enabled. BUG=dawn:210 Change-Id: I03a6ab6aca94f7c7044cc27cc1ff5d79ad1f88d2 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/11141 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -255,6 +255,10 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DTexture) {
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// Test multisampled rendering with depth test works correctly.
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TEST_P(MultisampledRenderingTest, MultisampledRenderingWithDepthTest) {
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// Test failing on Vulkan with validation layer enabled
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// See https://bugs.chromium.org/p/dawn/issues/detail?id=210
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DAWN_SKIP_TEST_IF(IsVulkan() && IsBackendValidationEnabled());
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constexpr bool kTestDepth = true;
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dawn::CommandEncoder commandEncoder = device.CreateCommandEncoder();
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dawn::RenderPipeline pipeline = CreateRenderPipelineWithOneOutputForTest(kTestDepth);
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@ -300,6 +300,10 @@ TEST_P(TextureZeroInitTest, CopyTextureToTextureHalf) {
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// This tests the texture with depth attachment and load op load will init depth stencil texture to
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// 0s.
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TEST_P(TextureZeroInitTest, RenderingLoadingDepth) {
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// Test failing on Vulkan with validation layer enabled
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// See https://bugs.chromium.org/p/dawn/issues/detail?id=210
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DAWN_SKIP_TEST_IF(IsVulkan() && IsBackendValidationEnabled());
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dawn::TextureDescriptor srcDescriptor =
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CreateTextureDescriptor(1, 1,
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dawn::TextureUsage::CopySrc | dawn::TextureUsage::CopyDst |
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@ -335,6 +339,10 @@ TEST_P(TextureZeroInitTest, RenderingLoadingDepth) {
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// This tests the texture with stencil attachment and load op load will init depth stencil texture
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// to 0s.
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TEST_P(TextureZeroInitTest, RenderingLoadingStencil) {
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// Test failing on Vulkan with validation layer enabled
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// See https://bugs.chromium.org/p/dawn/issues/detail?id=210
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DAWN_SKIP_TEST_IF(IsVulkan() && IsBackendValidationEnabled());
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dawn::TextureDescriptor srcDescriptor =
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CreateTextureDescriptor(1, 1,
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dawn::TextureUsage::CopySrc | dawn::TextureUsage::CopyDst |
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@ -370,6 +378,10 @@ TEST_P(TextureZeroInitTest, RenderingLoadingStencil) {
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// This tests the texture with depth stencil attachment and load op load will init depth stencil
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// texture to 0s.
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TEST_P(TextureZeroInitTest, RenderingLoadingDepthStencil) {
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// Test failing on Vulkan with validation layer enabled
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// See https://bugs.chromium.org/p/dawn/issues/detail?id=210
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DAWN_SKIP_TEST_IF(IsVulkan() && IsBackendValidationEnabled());
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dawn::TextureDescriptor srcDescriptor =
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CreateTextureDescriptor(1, 1,
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dawn::TextureUsage::CopySrc | dawn::TextureUsage::CopyDst |
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@ -523,6 +523,10 @@ class OptionalVertexInputTest : public DawnTest {};
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// Test that vertex input is not required in render pipeline descriptor.
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TEST_P(OptionalVertexInputTest, Basic) {
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// Test failing on Vulkan with validation layer enabled
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// See https://bugs.chromium.org/p/dawn/issues/detail?id=210
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DAWN_SKIP_TEST_IF(IsVulkan() && IsBackendValidationEnabled());
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, 3, 3);
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dawn::ShaderModule vsModule =
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