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>
This commit is contained in:
Antonio Maiorano 2021-04-07 15:31:11 +00:00 committed by Commit Bot service account
parent eb63347ca8
commit fc47fbfaf3
1 changed files with 4 additions and 6 deletions

View File

@ -155,9 +155,8 @@ TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) {
// It contains a transformation matrix for the VS and the fragment color for the FS.
// These must result in different register offsets in the native APIs.
TEST_P(BindGroupTests, ReusedUBO) {
// TODO(crbug.com/tint/681): Validation fails for D3D12 with use_tint_generator
DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator") &&
IsBackendValidationEnabled());
// TODO(crbug.com/tint/681): Fails for D3D12 with use_tint_generator
DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator"));
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
@ -243,9 +242,8 @@ TEST_P(BindGroupTests, ReusedUBO) {
// shader. In D3D12 for example, these different types of bindings end up in different namespaces,
// but the register offsets used must match between the shader module and descriptor range.
TEST_P(BindGroupTests, UBOSamplerAndTexture) {
// TODO(crbug.com/tint/681): Validation fails for D3D12 with use_tint_generator
DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator") &&
IsBackendValidationEnabled());
// TODO(crbug.com/tint/681): Fails for D3D12 with use_tint_generator
DAWN_SKIP_TEST_IF(IsD3D12() && HasToggleEnabled("use_tint_generator"));
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);