d3d11: enable FragDepthTests end2end test
Bug: dawn:1705 Bug: dawn:1805 Change-Id: Ibe663a6be07eb9c17b2165073d6a973b72c23e5f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/132023 Commit-Queue: Peng Huang <penghuang@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
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@ -80,6 +80,9 @@ TEST_P(FragDepthTests, ChangingPipelineLayoutDoesntInvalidateViewport) {
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// TODO(dawn:1125): Add the shader transform to clamp the frag depth to the GL backend.
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DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
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// TODO(dawn:1805): Load ByteAddressBuffer in Pixel Shader doesn't work with NVIDIA on D3D11
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DAWN_SUPPRESS_TEST_IF(IsD3D11() && IsNvidia());
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wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
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@vertex fn vs() -> @builtin(position) vec4f {
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return vec4f(0.0, 0.0, 0.5, 1.0);
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@ -224,6 +227,7 @@ TEST_P(FragDepthTests, RasterizationClipBeforeFS) {
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}
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DAWN_INSTANTIATE_TEST(FragDepthTests,
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D3D11Backend(),
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D3D12Backend(),
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MetalBackend(),
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OpenGLBackend(),
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