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:
Peng Huang 2023-05-08 15:34:43 +00:00 committed by Dawn LUCI CQ
parent 777b03bcb3
commit a3a0b3299b
4 changed files with 4 additions and 2 deletions

View File

@ -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"(

View File

@ -145,6 +145,7 @@ TEST_P(ComputeCopyStorageBufferTests, UnsizedArrayOfBasic) {
}
DAWN_INSTANTIATE_TEST(ComputeCopyStorageBufferTests,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),

View File

@ -829,6 +829,7 @@ TEST_P(VertexFormatTest, Sint32x4) {
}
DAWN_INSTANTIATE_TEST(VertexFormatTest,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),

View File

@ -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(),