Disable BindGroupTests for D3D12 + tint regardless of backend validation
Bug: tint:681 Change-Id: Icfc928d8f3ad92d48786d8a67ffbb4b7ae5febf0 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/47020 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Antonio Maiorano <amaiorano@google.com>
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@ -155,9 +155,8 @@ TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) {
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// It contains a transformation matrix for the VS and the fragment color for the FS.
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// These must result in different register offsets in the native APIs.
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TEST_P(BindGroupTests, ReusedUBO) {
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// TODO(crbug.com/tint/681): Validation fails for D3D12 with use_tint_generator
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DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator") &&
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IsBackendValidationEnabled());
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// TODO(crbug.com/tint/681): Fails for D3D12 with use_tint_generator
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DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator"));
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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@ -243,9 +242,8 @@ TEST_P(BindGroupTests, ReusedUBO) {
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// shader. In D3D12 for example, these different types of bindings end up in different namespaces,
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// but the register offsets used must match between the shader module and descriptor range.
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TEST_P(BindGroupTests, UBOSamplerAndTexture) {
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// TODO(crbug.com/tint/681): Validation fails for D3D12 with use_tint_generator
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DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator") &&
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IsBackendValidationEnabled());
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// TODO(crbug.com/tint/681): Fails for D3D12 with use_tint_generator
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DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator"));
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utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
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