Remove D3D12/NVIDIA occlusion query suppressions
This was fixed a while ago in https://dawn-review.googlesource.com/c/dawn/+/48320 which filled the resolve buffer with 0 and only resolved the available queries. Bug: dawn:973 Change-Id: Icf6f83eeca65507ba3e6dda9e9f910d684465622 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/125140 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Kai Ninomiya <kainino@chromium.org> Auto-Submit: Austin Eng <enga@chromium.org>
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@ -293,11 +293,6 @@ TEST_P(OcclusionQueryTests, Rewrite) {
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// Test resolving occlusion query correctly if the queries are written sparsely, which also tests
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// the query resetting at the start of render passes on Vulkan backend.
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TEST_P(OcclusionQueryTests, ResolveSparseQueries) {
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// TODO(hao.x.li@intel.com): Investigate why it's failed on D3D12 on Nvidia when running with
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// the previous occlusion tests. Expect resolve to 0 for these unwritten queries but the
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// occlusion result of the previous tests is got.
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DAWN_SUPPRESS_TEST_IF(IsD3D12() && IsNvidia());
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constexpr uint32_t kQueryCount = 7;
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wgpu::QuerySet querySet = CreateOcclusionQuerySet(kQueryCount);
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@ -353,11 +348,6 @@ TEST_P(OcclusionQueryTests, ResolveSparseQueries) {
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// Test resolving occlusion query to 0 if all queries are not written
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TEST_P(OcclusionQueryTests, ResolveWithoutWritten) {
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// TODO(hao.x.li@intel.com): Investigate why it's failed on D3D12 on Nvidia when running with
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// the previous occlusion tests. Expect resolve to 0 but the occlusion result of the previous
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// tests is got.
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DAWN_SUPPRESS_TEST_IF(IsD3D12() && IsNvidia());
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constexpr uint32_t kQueryCount = 1;
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wgpu::QuerySet querySet = CreateOcclusionQuerySet(kQueryCount);
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