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