Commit b3bdd2ac by Jamie Madill Committed by Commit Bot

Revert "Re-enable 2DArray Copy Texture Tests"

This reverts commit 91b95ce0. Reason for revert: Tests passing in release but failing in Debug. https://ci.chromium.org/p/chromium/builders/luci.chromium.ci/Win10%20FYI%20Debug%20%28NVIDIA%29/2556 [ RUN ] Texture2DArrayCopy.SnormFormats/ES3_D3D11 Error getting extension string from EGL Window. ../../third_party/angle/src/tests/test_utils/ANGLETest.cpp(493): error: Expected equality of these values: (0x3000) Which is: 12288 eglGetError() Which is: 12289 Stack trace: Backtrace: StackTraceGetter::CurrentStackTrace [0x00AD4A9A+90] testing::internal::UnitTestImpl::CurrentOsStackTraceExceptTop [0x00AEAD5A+74] testing::internal::AssertHelper::operator= [0x00AEA86B+75] ANGLETestBase::swapBuffers [0x00A743C0+256] ANGLETestBase::ANGLETestTearDown [0x00A73817+167] ANGLETest::TearDown [0x00A7671A+26] angle::CopyTexture3DTest::TearDown [0x002A085D+29] [ FAILED ] Texture2DArrayCopy.SnormFormats/ES3_D3D11, where GetParam() = ES3_D3D11 (59 ms) [----------] 1 test from Texture2DArrayCopy (59 ms total) [----------] 3 tests from CubeMapTextureTest [ RUN ] CubeMapTextureTest.RenderToFacesConsecutively/ES2_D3D11_10_0 Assertion failed: mState.surfaceSet.empty(), file ../../third_party/angle/src/libANGLE/renderer/DisplayImpl.cpp, line 23 abort() has been called Received fatal exception EXCEPTION_BREAKPOINT Backtrace: Original change's description: > 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: Jamie Madill <jmadill@chromium.org> TBR=geofflang@chromium.org,jmadill@chromium.org,brandon1.jones@intel.com # Not skipping CQ checks because original CL landed > 1 day ago. Bug: angleproject:2896 Change-Id: I509756e8e6433fd3d04bc68a72e7cc7647485b56 Reviewed-on: https://chromium-review.googlesource.com/c/1417771Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
parent 94d8a9a4
...@@ -257,12 +257,12 @@ class Texture3DCopy : public CopyTexture3DTest ...@@ -257,12 +257,12 @@ class Texture3DCopy : public CopyTexture3DTest
{ {
return "#version 300 es\n" return "#version 300 es\n"
"precision highp float;\n" "precision highp float;\n"
"uniform highp sampler3D samplingTexture;\n" "uniform highp sampler3D tex3D;\n"
"in vec3 texcoord;\n" "in vec3 texcoord;\n"
"out vec4 fragColor;\n" "out vec4 fragColor;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n" " fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n"; "}\n";
} }
}; };
...@@ -276,12 +276,12 @@ class Texture2DArrayCopy : public CopyTexture3DTest ...@@ -276,12 +276,12 @@ class Texture2DArrayCopy : public CopyTexture3DTest
{ {
return "#version 300 es\n" return "#version 300 es\n"
"precision highp float;\n" "precision highp float;\n"
"uniform highp sampler2DArray samplingTexture;\n" "uniform highp sampler2DArray tex2DArray;\n"
"in vec3 texcoord;\n" "in vec3 texcoord;\n"
"out vec4 fragColor;\n" "out vec4 fragColor;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n" " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n"; "}\n";
} }
}; };
...@@ -792,12 +792,12 @@ TEST_P(Texture3DCopy, IntFormats) ...@@ -792,12 +792,12 @@ TEST_P(Texture3DCopy, IntFormats)
constexpr char kFS[] = constexpr char kFS[] =
"#version 300 es\n" "#version 300 es\n"
"precision highp float;\n" "precision highp float;\n"
"uniform highp isampler3D samplingTexture;\n" "uniform highp isampler3D tex3D;\n"
"in vec3 texcoord;\n" "in vec3 texcoord;\n"
"out ivec4 fragColor;\n" "out ivec4 fragColor;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n" " fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n"; "}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS); mProgram = CompileProgram(getVertexShaderSource(), kFS);
...@@ -902,12 +902,12 @@ TEST_P(Texture3DCopy, UintFormats) ...@@ -902,12 +902,12 @@ TEST_P(Texture3DCopy, UintFormats)
constexpr char kFS[] = constexpr char kFS[] =
"#version 300 es\n" "#version 300 es\n"
"precision highp float;\n" "precision highp float;\n"
"uniform highp usampler3D samplingTexture;\n" "uniform highp usampler3D tex3D;\n"
"in vec3 texcoord;\n" "in vec3 texcoord;\n"
"out uvec4 fragColor;\n" "out uvec4 fragColor;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n" " fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n"; "}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS); mProgram = CompileProgram(getVertexShaderSource(), kFS);
...@@ -1284,6 +1284,9 @@ TEST_P(Texture2DArrayCopy, SnormFormats) ...@@ -1284,6 +1284,9 @@ TEST_P(Texture2DArrayCopy, SnormFormats)
{ {
ANGLE_SKIP_TEST_IF(!checkExtensions()); 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, testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, false,
false, GLColor(251, 0, 0, 255)); false, GLColor(251, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, true, testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, true,
...@@ -1326,6 +1329,8 @@ TEST_P(Texture2DArrayCopy, UnsignedByteFormats) ...@@ -1326,6 +1329,8 @@ TEST_P(Texture2DArrayCopy, UnsignedByteFormats)
{ {
ANGLE_SKIP_TEST_IF(!checkExtensions()); 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, testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false,
false, false, GLColor(250, 0, 0, 255)); false, false, GLColor(250, 0, 0, 255));
...@@ -1427,6 +1432,9 @@ TEST_P(Texture2DArrayCopy, FloatFormats) ...@@ -1427,6 +1432,9 @@ TEST_P(Texture2DArrayCopy, FloatFormats)
{ {
ANGLE_SKIP_TEST_IF(!checkExtensions()); 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, std::vector<GLenum> floatTypes = {GL_FLOAT, GL_HALF_FLOAT, GL_UNSIGNED_INT_10F_11F_11F_REV,
GL_UNSIGNED_INT_5_9_9_9_REV}; GL_UNSIGNED_INT_5_9_9_9_REV};
...@@ -1523,12 +1531,12 @@ TEST_P(Texture2DArrayCopy, IntFormats) ...@@ -1523,12 +1531,12 @@ TEST_P(Texture2DArrayCopy, IntFormats)
constexpr char kFS[] = constexpr char kFS[] =
"#version 300 es\n" "#version 300 es\n"
"precision highp float;\n" "precision highp float;\n"
"uniform highp isampler2DArray samplingTexture;\n" "uniform highp isampler2DArray tex2DArray;\n"
"in vec3 texcoord;\n" "in vec3 texcoord;\n"
"out ivec4 fragColor;\n" "out ivec4 fragColor;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n" " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n"; "}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS); mProgram = CompileProgram(getVertexShaderSource(), kFS);
...@@ -1633,12 +1641,12 @@ TEST_P(Texture2DArrayCopy, UintFormats) ...@@ -1633,12 +1641,12 @@ TEST_P(Texture2DArrayCopy, UintFormats)
constexpr char kFS[] = constexpr char kFS[] =
"#version 300 es\n" "#version 300 es\n"
"precision highp float;\n" "precision highp float;\n"
"uniform highp usampler2DArray samplingTexture;\n" "uniform highp usampler2DArray tex2DArray;\n"
"in vec3 texcoord;\n" "in vec3 texcoord;\n"
"out uvec4 fragColor;\n" "out uvec4 fragColor;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" fragColor = texture(samplingTexture, vec3(texcoord.x, texcoord.z, texcoord.y));\n" " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n"; "}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS); mProgram = CompileProgram(getVertexShaderSource(), kFS);
......
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