Reenable / delete DISABLED tests.
- We use Tint unconditionally so binding reflection is now correct. - WGSL disallows textureSampleCompare in compute shaders and is not likely to change. - We now support reading back stencil in tests. Bug: dawn:439, dawn:667, dawn:216, dawn:704 Change-Id: I7ba0026bb906ce985abb495581b56977da7be2da Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/63680 Reviewed-by: Brandon Jones <bajones@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@ -757,28 +757,6 @@ TEST_P(DepthStencilSamplingTest, CompareFunctionsRender) {
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}
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}
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}
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}
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// Test that sampling in a render pipeline with all of the compare functions works.
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// WGSL disallows |textureSampleCompare| in compute stages.
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TEST_P(DepthStencilSamplingTest, DISABLED_CompareFunctionsCompute) {
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// Initialization via renderPass loadOp doesn't work on Mac Intel.
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DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel());
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// Depends on Tint's shader reflection
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DAWN_TEST_UNSUPPORTED_IF(!HasToggleEnabled("use_tint_generator"));
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wgpu::ComputePipeline pipeline = CreateComparisonComputePipeline();
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for (wgpu::TextureFormat format : kDepthFormats) {
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// Test a "normal" ref value between 0 and 1; as well as negative and > 1 refs.
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for (float compareRef : kCompareRefs) {
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// Test 0, below the ref, equal to, above the ref, and 1.
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for (wgpu::CompareFunction f : kCompareFunctions) {
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DoDepthCompareRefTest(pipeline, format, compareRef, f, kNormalizedTextureValues);
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}
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}
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}
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}
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DAWN_INSTANTIATE_TEST(DepthStencilSamplingTest,
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DAWN_INSTANTIATE_TEST(DepthStencilSamplingTest,
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D3D12Backend(),
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D3D12Backend(),
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MetalBackend(),
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MetalBackend(),
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@ -89,10 +89,13 @@ class SubresourceRenderAttachmentTest : public DawnTest {
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{renderTargetSize, renderTargetSize}, baseMipLevel);
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{renderTargetSize, renderTargetSize}, baseMipLevel);
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break;
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break;
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}
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}
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case Type::Stencil:
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case Type::Stencil: {
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// TODO(crbug.com/dawn/439): sample / copy of the stencil aspect.
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std::vector<uint8_t> expected(renderTargetSize * renderTargetSize, expectedStencil);
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default:
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EXPECT_TEXTURE_EQ(expected.data(), renderTarget, {0, 0, baseArrayLayer},
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UNREACHABLE();
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{renderTargetSize, renderTargetSize}, baseMipLevel,
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wgpu::TextureAspect::StencilOnly);
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break;
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}
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}
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}
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}
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}
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@ -149,8 +152,15 @@ TEST_P(SubresourceRenderAttachmentTest, DepthTexture) {
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}
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}
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// Test rendering into a subresource of a stencil texture
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// Test rendering into a subresource of a stencil texture
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// TODO(crbug.com/dawn/439): sample / copy of the stencil aspect.
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TEST_P(SubresourceRenderAttachmentTest, StencilTexture) {
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TEST_P(SubresourceRenderAttachmentTest, DISABLED_StencilTexture) {
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// TODO(crbug.com/dawn/667): Work around the fact that some platforms are unable to read
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// stencil.
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DAWN_TEST_UNSUPPORTED_IF(HasToggleEnabled("disable_depth_stencil_read"));
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// TODO(crbug.com/dawn/704): Readback after clear via stencil copy does not work
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// on some Intel drivers.
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DAWN_SUPPRESS_TEST_IF(IsMetal() && IsIntel());
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DoTest(Type::Stencil);
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DoTest(Type::Stencil);
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}
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}
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@ -990,8 +990,7 @@ TEST_F(RenderPipelineValidationTest, UnwrittenFragmentOutputsMask0) {
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}
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}
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// Test that fragment output validation is for the correct entryPoint
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// Test that fragment output validation is for the correct entryPoint
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// TODO(dawn:216): Re-enable when we correctly reflect which bindings are used for an entryPoint.
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TEST_F(RenderPipelineValidationTest, BindingsFromCorrectEntryPoint) {
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TEST_F(RenderPipelineValidationTest, DISABLED_BindingsFromCorrectEntryPoint) {
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wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
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wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
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[[block]] struct Uniforms {
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[[block]] struct Uniforms {
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data : vec4<f32>;
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data : vec4<f32>;
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