wgsl: Disable broken tests
ShaderRobustnessPerf: SPIRV-Cross apparently generates incorrect code for MSL and OpenGL, when attempting to initialize workgroup memory. Disable these tests when not running with use_tint_generator. D3D12DescriptorHeapTest: The UBO layout for a mat2x2 was incorrect, but the test relied upon this. Temporarily disable the test so we can roll the fix. Bug: dawn:945 Bug: dawn:946 Change-Id: I810249b26a8a0b583796c0ba63b8a703eb9540e4 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/55248 Auto-Submit: Ben Clayton <bclayton@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -412,6 +412,9 @@ void ShaderRobustnessPerf::SetUp() {
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// TODO(crbug.com/tint/904): FXC emits bad output for this test
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// TODO(crbug.com/tint/904): FXC emits bad output for this test
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DAWN_SUPPRESS_TEST_IF(IsD3D12() && !IsDXC() && HasToggleEnabled("use_tint_generator"));
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DAWN_SUPPRESS_TEST_IF(IsD3D12() && !IsDXC() && HasToggleEnabled("use_tint_generator"));
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// TODO(crbug.com/dawn/945): Generation via SPIRV-Cross fails
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DAWN_SUPPRESS_TEST_IF(IsOpenGL() || !HasToggleEnabled("use_tint_generator"));
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const size_t dataASize = mDimAOuter * mDimInner;
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const size_t dataASize = mDimAOuter * mDimInner;
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std::vector<float> dataA(dataASize);
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std::vector<float> dataA(dataASize);
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uint64_t byteASize = sizeof(float) * dataA.size();
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uint64_t byteASize = sizeof(float) * dataA.size();
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@ -736,7 +736,9 @@ TEST_P(D3D12DescriptorHeapTests, EncodeReuseUBOMultipleSubmits) {
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// Verify encoding many sampler and ubo worth of bindgroups.
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// Verify encoding many sampler and ubo worth of bindgroups.
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// Shader-visible heaps should switch out |kNumOfViewHeaps| times.
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// Shader-visible heaps should switch out |kNumOfViewHeaps| times.
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TEST_P(D3D12DescriptorHeapTests, EncodeManyUBOAndSamplers) {
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// TODO(crbug.com/dawn/946): This test is currently disabled because the UBO
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// layout is incorrect. Reenable after next tint roll.
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TEST_P(D3D12DescriptorHeapTests, DISABLED_EncodeManyUBOAndSamplers) {
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DAWN_TEST_UNSUPPORTED_IF(!mD3DDevice->IsToggleEnabled(
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DAWN_TEST_UNSUPPORTED_IF(!mD3DDevice->IsToggleEnabled(
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dawn_native::Toggle::UseD3D12SmallShaderVisibleHeapForTesting));
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dawn_native::Toggle::UseD3D12SmallShaderVisibleHeapForTesting));
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@ -812,8 +814,7 @@ TEST_P(D3D12DescriptorHeapTests, EncodeManyUBOAndSamplers) {
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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wgpu::RenderPipeline pipeline = device.CreateRenderPipeline(&pipelineDescriptor);
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// Encode a heap worth of descriptors |kNumOfHeaps| times.
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// Encode a heap worth of descriptors |kNumOfHeaps| times.
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constexpr float dummy = 0.0f;
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constexpr float transform[] = {1.f, 0.f, 0.f, 1.f};
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constexpr float transform[] = {1.f, 0.f, dummy, dummy, 0.f, 1.f, dummy, dummy};
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wgpu::Buffer transformBuffer = utils::CreateBufferFromData(
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wgpu::Buffer transformBuffer = utils::CreateBufferFromData(
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device, &transform, sizeof(transform), wgpu::BufferUsage::Uniform);
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device, &transform, sizeof(transform), wgpu::BufferUsage::Uniform);
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