diff --git a/src/tests/end2end/BindGroupTests.cpp b/src/tests/end2end/BindGroupTests.cpp index 2e84df1e1f..7d222bcdc0 100644 --- a/src/tests/end2end/BindGroupTests.cpp +++ b/src/tests/end2end/BindGroupTests.cpp @@ -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);