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>
This commit is contained in:
Ben Clayton 2021-02-25 14:09:51 +00:00 committed by Commit Bot service account
parent 3b201d122f
commit 84fae3d9da
1 changed files with 0 additions and 15 deletions

View File

@ -150,11 +150,6 @@ TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) {
// It contains a transformation matrix for the VS and the fragment color for the FS.
// These must result in different register offsets in the native APIs.
TEST_P(BindGroupTests, ReusedUBO) {
// TODO(crbug.com/dawn/571): Fix failures using Tint.
// TODO(crbug.com/tint/463): Fix emission of MSL matrices in Tint.
DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator") &&
(IsVulkan() || IsOpenGL() || IsOpenGLES()));
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
@ -239,10 +234,6 @@ TEST_P(BindGroupTests, ReusedUBO) {
// shader. In D3D12 for example, these different types of bindings end up in different namespaces,
// but the register offsets used must match between the shader module and descriptor range.
TEST_P(BindGroupTests, UBOSamplerAndTexture) {
// TODO(crbug.com/dawn/571): Fix failures using Tint.
DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator") &&
(IsVulkan() || IsOpenGL() || IsOpenGLES()));
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
@ -352,12 +343,6 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) {
}
TEST_P(BindGroupTests, MultipleBindLayouts) {
// TODO(crbug.com/tint/403):
// error: line 74: Expected Result Type to be a scalar type
// %44 = OpVectorExtractDynamic %v2float %30 %uint_0_0
DAWN_SKIP_TEST_IF(HasToggleEnabled("use_tint_generator") &&
(IsVulkan() || IsOpenGL() || IsOpenGLES()));
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(