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>
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@ -241,8 +241,6 @@ TEST_P(BindGroupTests, ReusedUBO) {
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// shader. In D3D12 for example, these different types of bindings end up in different namespaces,
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// shader. In D3D12 for example, these different types of bindings end up in different namespaces,
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// but the register offsets used must match between the shader module and descriptor range.
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// but the register 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(dawn:1768): enable this test once computer shader B2T is supported.
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DAWN_SUPPRESS_TEST_IF(IsD3D11());
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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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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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@ -145,6 +145,7 @@ TEST_P(ComputeCopyStorageBufferTests, UnsizedArrayOfBasic) {
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}
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}
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DAWN_INSTANTIATE_TEST(ComputeCopyStorageBufferTests,
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DAWN_INSTANTIATE_TEST(ComputeCopyStorageBufferTests,
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D3D11Backend(),
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D3D12Backend(),
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D3D12Backend(),
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MetalBackend(),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLBackend(),
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@ -829,6 +829,7 @@ TEST_P(VertexFormatTest, Sint32x4) {
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}
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}
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DAWN_INSTANTIATE_TEST(VertexFormatTest,
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DAWN_INSTANTIATE_TEST(VertexFormatTest,
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D3D11Backend(),
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D3D12Backend(),
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D3D12Backend(),
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MetalBackend(),
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MetalBackend(),
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OpenGLBackend(),
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OpenGLBackend(),
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@ -307,6 +307,8 @@ TEST_P(VertexOnlyRenderPipelineTest, MultiplePass) {
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}
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}
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DAWN_INSTANTIATE_TEST(VertexOnlyRenderPipelineTest,
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DAWN_INSTANTIATE_TEST(VertexOnlyRenderPipelineTest,
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D3D11Backend(),
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D3D11Backend({"use_placeholder_fragment_in_vertex_only_pipeline"}),
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D3D12Backend(),
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D3D12Backend(),
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D3D12Backend({"use_placeholder_fragment_in_vertex_only_pipeline"}),
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D3D12Backend({"use_placeholder_fragment_in_vertex_only_pipeline"}),
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MetalBackend(),
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MetalBackend(),
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