Commit 91b95ce0 by Brandon Jones Committed by Commit Bot

Re-enable 2DArray Copy Texture Tests

Re-enables 3 tests that were previously failing on Nvidia hardware on D3D11. The tests seem stable after a trybot driver update. Bug: angleproject:2896 Change-Id: I17d76a5a67fd57ba7257ef22aa5a1371bf5ed55e Reviewed-on: https://chromium-review.googlesource.com/c/1308735 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent c2ee2ccb
......@@ -257,12 +257,12 @@ class Texture3DCopy : public CopyTexture3DTest
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp sampler3D tex3D;\n"
"uniform highp sampler3D samplingTexture;\n"
"in vec3 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
}
};
......@@ -276,12 +276,12 @@ class Texture2DArrayCopy : public CopyTexture3DTest
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp sampler2DArray tex2DArray;\n"
"uniform highp sampler2DArray samplingTexture;\n"
"in vec3 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
}
};
......@@ -792,12 +792,12 @@ TEST_P(Texture3DCopy, IntFormats)
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"uniform highp isampler3D tex3D;\n"
"uniform highp isampler3D samplingTexture;\n"
"in vec3 texcoord;\n"
"out ivec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS);
......@@ -902,12 +902,12 @@ TEST_P(Texture3DCopy, UintFormats)
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"uniform highp usampler3D tex3D;\n"
"uniform highp usampler3D samplingTexture;\n"
"in vec3 texcoord;\n"
"out uvec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS);
......@@ -1284,9 +1284,6 @@ TEST_P(Texture2DArrayCopy, SnormFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
// http://anglebug.com/2865
ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsD3D11());
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, false,
false, GLColor(251, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, true,
......@@ -1329,8 +1326,6 @@ TEST_P(Texture2DArrayCopy, UnsignedByteFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
// Flay on Windows D3D11. http://anglebug.com/2896
ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false,
false, false, GLColor(250, 0, 0, 255));
......@@ -1432,9 +1427,6 @@ TEST_P(Texture2DArrayCopy, FloatFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
// http://anglebug.com/2865
ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsD3D11());
std::vector<GLenum> floatTypes = {GL_FLOAT, GL_HALF_FLOAT, GL_UNSIGNED_INT_10F_11F_11F_REV,
GL_UNSIGNED_INT_5_9_9_9_REV};
......@@ -1531,12 +1523,12 @@ TEST_P(Texture2DArrayCopy, IntFormats)
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"uniform highp isampler2DArray tex2DArray;\n"
"uniform highp isampler2DArray samplingTexture;\n"
"in vec3 texcoord;\n"
"out ivec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS);
......@@ -1641,12 +1633,12 @@ TEST_P(Texture2DArrayCopy, UintFormats)
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"uniform highp usampler2DArray tex2DArray;\n"
"uniform highp usampler2DArray samplingTexture;\n"
"in vec3 texcoord;\n"
"out uvec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS);
......
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