Enable BindGroupTests.ReusedUBO for tint generation
This works for the SPIR-V tint backend. Other backends need to be enabled seperately. Bug: tint:463 Bug: dawn:571 Change-Id: I4c937eec381a05609b267d36d202844758b13547 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/42641 Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -150,11 +150,6 @@ TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) {
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// It contains a transformation matrix for the VS and the fragment color for the FS.
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// These must result in different register offsets in the native APIs.
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TEST_P(BindGroupTests, ReusedUBO) {
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// TODO(crbug.com/dawn/571): Fix failures using Tint.
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// TODO(crbug.com/tint/463): Fix emission of MSL matrices in Tint.
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DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator") &&
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(IsVulkan() || IsOpenGL() || IsOpenGLES()));
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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@ -239,10 +234,6 @@ TEST_P(BindGroupTests, ReusedUBO) {
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// shader. In D3D12 for example, these different types of bindings end up in different namespaces,
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// but the register offsets used must match between the shader module and descriptor range.
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TEST_P(BindGroupTests, UBOSamplerAndTexture) {
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// TODO(crbug.com/dawn/571): Fix failures using Tint.
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DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator") &&
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(IsVulkan() || IsOpenGL() || IsOpenGLES()));
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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@ -352,12 +343,6 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) {
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}
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TEST_P(BindGroupTests, MultipleBindLayouts) {
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// TODO(crbug.com/tint/403):
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// error: line 74: Expected Result Type to be a scalar type
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// %44 = OpVectorExtractDynamic %v2float %30 %uint_0_0
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DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator") &&
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(IsVulkan() || IsOpenGL() || IsOpenGLES()));
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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