Commit af0f31d3 by Jiawei Shao Committed by Commit Bot

Enable several end2end tests on Windows Intel drivers

Bug: angleproject:1388 angleproject:1706 Change-Id: Ic6c62b0a85756bf36b6d345610a77ffd5c4665e3 Reviewed-on: https://chromium-review.googlesource.com/1248442 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: 's avatarJiajia Qin <jiajia.qin@intel.com> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent c0b82333
......@@ -1351,8 +1351,6 @@ TEST_P(CopyTextureTestES3, ES3UnormFormats)
// Test the newly added ES3 float formats
TEST_P(CopyTextureTestES3, ES3FloatFormats)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
if (!checkExtensions())
{
return;
......
......@@ -256,9 +256,6 @@ TEST_P(StateChangeTest, FramebufferIncompleteDepthStencilAttachment)
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!extensionEnabled("GL_OES_packed_depth_stencil"));
// TODO(jmadill): Investigate the failure (https://anglebug.com/1388)
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsOpenGL());
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
......
......@@ -3222,8 +3222,6 @@ TEST_P(Texture2DNorm16TestES3, TextureNorm16Test)
// GLES 3.0.4 section 3.8.3.
TEST_P(Texture2DTestES3, UnpackSkipImages2D)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
// TODO(ynovikov): re-enable once root cause of http://anglebug.com/1429 is fixed
ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
......@@ -3351,8 +3349,8 @@ TEST_P(Texture2DTestES3, DepthTexturesWithMipmaps)
{
// TODO(cwallez) this is failing on Intel Win7 OpenGL.
// TODO(zmo) this is faling on Win Intel HD 530 Debug.
// http://anglebugs.com/1706
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows());
// http://anglebug.com/1706
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
const int size = getWindowWidth();
......
......@@ -1052,7 +1052,6 @@ TEST_P(UniformTestES3, ReturnsOnlyOneArrayElement)
// triggered. It seems that the shader doesn't get a right 'false' value from the uniform.
TEST_P(UniformTestES3, BooleanUniformAsIfAndForCondition)
{
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows());
const char kFragShader[] =
R"(#version 300 es
precision mediump float;
......
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