diff --git a/src/tests/end2end/BindGroupTests.cpp b/src/tests/end2end/BindGroupTests.cpp index 7d222bcdc0..b51fc76223 100644 --- a/src/tests/end2end/BindGroupTests.cpp +++ b/src/tests/end2end/BindGroupTests.cpp @@ -155,9 +155,6 @@ 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/tint/681): Fails for D3D12 with use_tint_generator - DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator")); - utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( @@ -177,9 +174,7 @@ TEST_P(BindGroupTests, ReusedUBO) { vec2( 1.0, 1.0), vec2(-1.0, -1.0)); - var transform : mat2x2 = mat2x2( - vec2(vertexUbo.transform[0], vertexUbo.transform[1]), - vec2(vertexUbo.transform[2], vertexUbo.transform[3])); + var transform : mat2x2 = mat2x2(vertexUbo.transform.xy, vertexUbo.transform.zw); Position = vec4(transform * pos[VertexIndex], 0.0, 1.0); })"); @@ -242,9 +237,6 @@ 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/tint/681): Fails for D3D12 with use_tint_generator - DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator")); - utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( @@ -263,9 +255,7 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) { vec2( 1.0, 1.0), vec2(-1.0, -1.0)); - var transform : mat2x2 = mat2x2( - vec2(vertexUbo.transform[0], vertexUbo.transform[1]), - vec2(vertexUbo.transform[2], vertexUbo.transform[3])); + var transform : mat2x2 = mat2x2(vertexUbo.transform.xy, vertexUbo.transform.zw); Position = vec4(transform * pos[VertexIndex], 0.0, 1.0); })");