Enable two BindGroupTests on Metal

This patch enables BindGroupTests/ReusedUBO and BindGroupTests/UBOSamplerAndTexture
on Metal as both of them can pass with the latest version of SPIRV-Cross.

BUG=dawn:33
TEST=dawn_end2end_tests

Change-Id: I906d782a93232dd272edb93f30952ba6cac1d6d2
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10740
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Jiawei Shao 2019-08-30 07:55:25 +00:00 committed by Commit Bot service account
parent f018c05e44
commit 864bae4cc6
1 changed files with 0 additions and 6 deletions

View File

@ -91,9 +91,6 @@ TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) {
// It contains a transformation matrix for the VS and the fragment color for the FS. // 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. // These must result in different register offsets in the native APIs.
TEST_P(BindGroupTests, ReusedUBO) { TEST_P(BindGroupTests, ReusedUBO) {
// TODO(jiawei.shao@intel.com): find out why this test fails on Metal
DAWN_SKIP_TEST_IF(IsMetal());
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::ShaderModule vsModule = dawn::ShaderModule vsModule =
@ -175,9 +172,6 @@ TEST_P(BindGroupTests, ReusedUBO) {
// In D3D12 for example, these different types of bindings end up in different namespaces, but the register // 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. // offsets used must match between the shader module and descriptor range.
TEST_P(BindGroupTests, UBOSamplerAndTexture) { TEST_P(BindGroupTests, UBOSamplerAndTexture) {
// TODO(jiawei.shao@intel.com): find out why this test fails on Metal
DAWN_SKIP_TEST_IF(IsMetal());
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
dawn::ShaderModule vsModule = dawn::ShaderModule vsModule =