d3d11: enable more passed end2end tests
Bug: dawn:1705 Bug: dawn:1768 Change-Id: I1999b1f3029d9121e1851b3006836417017f159b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/131860 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Peng Huang <penghuang@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
This commit is contained in:
parent
777b03bcb3
commit
a3a0b3299b
|
@ -241,8 +241,6 @@ 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(dawn:1768): enable this test once computer shader B2T is supported.
|
||||
DAWN_SUPPRESS_TEST_IF(IsD3D11());
|
||||
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
|
||||
|
||||
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
||||
|
|
|
@ -145,6 +145,7 @@ TEST_P(ComputeCopyStorageBufferTests, UnsizedArrayOfBasic) {
|
|||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(ComputeCopyStorageBufferTests,
|
||||
D3D11Backend(),
|
||||
D3D12Backend(),
|
||||
MetalBackend(),
|
||||
OpenGLBackend(),
|
||||
|
|
|
@ -829,6 +829,7 @@ TEST_P(VertexFormatTest, Sint32x4) {
|
|||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(VertexFormatTest,
|
||||
D3D11Backend(),
|
||||
D3D12Backend(),
|
||||
MetalBackend(),
|
||||
OpenGLBackend(),
|
||||
|
|
|
@ -307,6 +307,8 @@ TEST_P(VertexOnlyRenderPipelineTest, MultiplePass) {
|
|||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(VertexOnlyRenderPipelineTest,
|
||||
D3D11Backend(),
|
||||
D3D11Backend({"use_placeholder_fragment_in_vertex_only_pipeline"}),
|
||||
D3D12Backend(),
|
||||
D3D12Backend({"use_placeholder_fragment_in_vertex_only_pipeline"}),
|
||||
MetalBackend(),
|
||||
|
|
Loading…
Reference in New Issue