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>
This commit is contained in:
Peng Huang 2023-05-10 23:23:09 +00:00 committed by Dawn LUCI CQ
parent ccc78f6be4
commit b8233deafe
1 changed files with 4 additions and 0 deletions

View File

@ -80,6 +80,9 @@ TEST_P(FragDepthTests, ChangingPipelineLayoutDoesntInvalidateViewport) {
// TODO(dawn:1125): Add the shader transform to clamp the frag depth to the GL backend.
DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
// TODO(dawn:1805): Load ByteAddressBuffer in Pixel Shader doesn't work with NVIDIA on D3D11
DAWN_SUPPRESS_TEST_IF(IsD3D11() && IsNvidia());
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
@vertex fn vs() -> @builtin(position) vec4f {
return vec4f(0.0, 0.0, 0.5, 1.0);
@ -224,6 +227,7 @@ TEST_P(FragDepthTests, RasterizationClipBeforeFS) {
}
DAWN_INSTANTIATE_TEST(FragDepthTests,
D3D11Backend(),
D3D12Backend(),
MetalBackend(),
OpenGLBackend(),