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>
This commit is contained in:
Austin Eng 2023-03-23 07:11:23 +00:00 committed by Dawn LUCI CQ
parent 42f96f6430
commit fa2d3851a8
1 changed files with 0 additions and 10 deletions

View File

@ -293,11 +293,6 @@ TEST_P(OcclusionQueryTests, Rewrite) {
// Test resolving occlusion query correctly if the queries are written sparsely, which also tests
// the query resetting at the start of render passes on Vulkan backend.
TEST_P(OcclusionQueryTests, ResolveSparseQueries) {
// TODO(hao.x.li@intel.com): Investigate why it's failed on D3D12 on Nvidia when running with
// the previous occlusion tests. Expect resolve to 0 for these unwritten queries but the
// occlusion result of the previous tests is got.
DAWN_SUPPRESS_TEST_IF(IsD3D12() && IsNvidia());
constexpr uint32_t kQueryCount = 7;
wgpu::QuerySet querySet = CreateOcclusionQuerySet(kQueryCount);
@ -353,11 +348,6 @@ TEST_P(OcclusionQueryTests, ResolveSparseQueries) {
// Test resolving occlusion query to 0 if all queries are not written
TEST_P(OcclusionQueryTests, ResolveWithoutWritten) {
// TODO(hao.x.li@intel.com): Investigate why it's failed on D3D12 on Nvidia when running with
// the previous occlusion tests. Expect resolve to 0 but the occlusion result of the previous
// tests is got.
DAWN_SUPPRESS_TEST_IF(IsD3D12() && IsNvidia());
constexpr uint32_t kQueryCount = 1;
wgpu::QuerySet querySet = CreateOcclusionQuerySet(kQueryCount);