Skip tests about writeonly storage texture In render pass on ANGLE
StorageTextureTests.WriteonlyStorageTextureInFragmentShader and StorageTextureZeroInitTests. WriteonlyStorageTextureClearsToZeroInRenderPass starts to fail on the bots after the latest roll of ANGLE, so we have to temporarily suppress them. Bug: dawn:1503 Test: dawn_end2end_tests Change-Id: Id8abf7c0a5bd30e5de12c838f871e1ab896ab4fd Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/97127 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
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@ -696,6 +696,9 @@ TEST_P(StorageTextureTests, WriteonlyStorageTextureInFragmentShader) {
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// NVidia OpenGLES drivers.
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// NVidia OpenGLES drivers.
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DAWN_SUPPRESS_TEST_IF(IsNvidia() && IsLinux() && IsOpenGLES());
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DAWN_SUPPRESS_TEST_IF(IsNvidia() && IsLinux() && IsOpenGLES());
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// TODO(crbug.com/dawn/1503): Investigate the regression in ANGLE that causes the test failure.
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DAWN_SUPPRESS_TEST_IF(IsANGLE());
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for (wgpu::TextureFormat format : utils::kAllTextureFormats) {
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for (wgpu::TextureFormat format : utils::kAllTextureFormats) {
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if (!utils::TextureFormatSupportsStorageTexture(format)) {
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if (!utils::TextureFormatSupportsStorageTexture(format)) {
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continue;
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continue;
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@ -913,6 +916,9 @@ fn doTest() -> bool {
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// Verify that the texture is correctly cleared to 0 before its first usage as a write-only storage
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// Verify that the texture is correctly cleared to 0 before its first usage as a write-only storage
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// storage texture in a render pass.
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// storage texture in a render pass.
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TEST_P(StorageTextureZeroInitTests, WriteonlyStorageTextureClearsToZeroInRenderPass) {
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TEST_P(StorageTextureZeroInitTests, WriteonlyStorageTextureClearsToZeroInRenderPass) {
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// TODO(crbug.com/dawn/1503): Investigate the regression in ANGLE that causes the test failure.
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DAWN_SUPPRESS_TEST_IF(IsANGLE());
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// Prepare the write-only storage texture.
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// Prepare the write-only storage texture.
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wgpu::Texture writeonlyStorageTexture = CreateTexture(
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wgpu::Texture writeonlyStorageTexture = CreateTexture(
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wgpu::TextureFormat::R32Uint,
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wgpu::TextureFormat::R32Uint,
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