Commit feb87852 by Luc Ferron Committed by Commit Bot

dEQP: Enable depth/stencil backbuffer.

This will make all the dEQP tests no longer return "not supported" when trying to do any depth/stencil work. With this comes a bunch of new tests suppressions to be able to proceed forward. Bug: angleproject:2425 Bug: angleproject:2426 Bug: angleproject:2427 Bug: angleproject:2428 Bug: angleproject:2429 Change-Id: I923026bb29c4ed1f4586b89176eea848fd2ceb71 Reviewed-on: https://chromium-review.googlesource.com/976339 Commit-Queue: Luc Ferron <lucferron@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent b1d81fe2
...@@ -64,7 +64,7 @@ const APIInfo *g_initAPI = nullptr; ...@@ -64,7 +64,7 @@ const APIInfo *g_initAPI = nullptr;
constexpr const char *g_deqpEGLConfigNameString = "--deqp-gl-config-name="; constexpr const char *g_deqpEGLConfigNameString = "--deqp-gl-config-name=";
// Default the config to RGBA8 // Default the config to RGBA8
const char *g_eglConfigName = "rgba8888"; const char *g_eglConfigName = "rgba8888d24s8";
// Returns the default API for a platform. // Returns the default API for a platform.
const char *GetDefaultAPIName() const char *GetDefaultAPIName()
......
...@@ -60,6 +60,9 @@ ...@@ -60,6 +60,9 @@
// //
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Flaky since we enabled depth/stencil backbuffer in all tests.
2429 WIN NVIDIA : dEQP-EGL.functional.query_context.query_context.rgba8888_window = FAIL
// TODO(jmadill): Triage these into permananent and temporary failures. // TODO(jmadill): Triage these into permananent and temporary failures.
1340 WIN : dEQP-EGL.functional.query_config.get_configs.get_configs_bounds = FAIL 1340 WIN : dEQP-EGL.functional.query_config.get_configs.get_configs_bounds = FAIL
1340 WIN : dEQP-EGL.functional.choose_config.simple.selection_only.buffer_size = FAIL 1340 WIN : dEQP-EGL.functional.choose_config.simple.selection_only.buffer_size = FAIL
......
...@@ -70,6 +70,16 @@ ...@@ -70,6 +70,16 @@
// //
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Failures related to the depth_range on Windows / NVIDIA and ATI.
2426 D3D11 : dEQP-GLES2.functional.depth_range.write.reverse = FAIL
2426 D3D11 : dEQP-GLES2.functional.depth_range.write.half_to_zero = FAIL
2426 D3D11 : dEQP-GLES2.functional.depth_range.write.one_to_half = FAIL
2426 D3D11 : dEQP-GLES2.functional.depth_range.write.0_8_to_third = FAIL
2426 D3D11 : dEQP-GLES2.functional.depth_range.compare.reverse = FAIL
2426 D3D11 : dEQP-GLES2.functional.depth_range.compare.half_to_zero = FAIL
2426 D3D11 : dEQP-GLES2.functional.depth_range.compare.one_to_half = FAIL
2426 D3D11 : dEQP-GLES2.functional.depth_range.compare.0_8_to_third = FAIL
// Only fails in D3D11 32-bit. // Only fails in D3D11 32-bit.
1418 D3D11 : dEQP-GLES2.functional.clipping.triangle_vertex.clip_three.clip_pos_x_pos_y_pos_z_and_neg_x_pos_y_pos_z_and_neg_x_neg_y_neg_z = FAIL 1418 D3D11 : dEQP-GLES2.functional.clipping.triangle_vertex.clip_three.clip_pos_x_pos_y_pos_z_and_neg_x_pos_y_pos_z_and_neg_x_neg_y_neg_z = FAIL
...@@ -349,3 +359,7 @@ ...@@ -349,3 +359,7 @@
2161 VULKAN : dEQP-GLES2.functional.default_vertex_attrib.* = SKIP 2161 VULKAN : dEQP-GLES2.functional.default_vertex_attrib.* = SKIP
2161 VULKAN : dEQP-GLES2.functional.lifetime.* = SKIP 2161 VULKAN : dEQP-GLES2.functional.lifetime.* = SKIP
2161 VULKAN : dEQP-GLES2.functional.debug_marker.* = SKIP 2161 VULKAN : dEQP-GLES2.functional.debug_marker.* = SKIP
// Scissored depth/stencil clear isn't implemented yet.
2427 VULKAN : dEQP-GLES2.functional.fragment_ops.scissor.clear_depth = SKIP
2427 VULKAN : dEQP-GLES2.functional.fragment_ops.scissor.clear_stencil = SKIP
\ No newline at end of file
...@@ -49,6 +49,18 @@ ...@@ -49,6 +49,18 @@
// //
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Failures related to using a depth/stencil enabled backbuffer on Windows / NVIDIA.
2428 D3D11 NVIDIA : dEQP-GLES3.functional.shaders.invariance.highp.common_subexpression_1 = FAIL
2428 D3D11 NVIDIA : dEQP-GLES3.functional.shaders.invariance.mediump.common_subexpression_1 = FAIL
2428 D3D11 NVIDIA : dEQP-GLES3.functional.shaders.invariance.lowp.common_subexpression_1 = FAIL
2428 D3D11 NVIDIA : dEQP-GLES3.functional.fbo.invalidate.default.render_all = SKIP
2428 D3D11 NVIDIA : dEQP-GLES3.functional.fbo.invalidate.default.render_depth_stencil = SKIP
2428 D3D11 NVIDIA : dEQP-GLES3.functional.fbo.invalidate.default.bind_depth_stencil = SKIP
2428 D3D11 NVIDIA : dEQP-GLES3.functional.fbo.invalidate.default.draw_framebuffer_all = SKIP
2428 D3D11 NVIDIA : dEQP-GLES3.functional.fbo.invalidate.default.read_framebuffer_all = SKIP
2428 D3D11 NVIDIA : dEQP-GLES3.functional.fbo.invalidate.default.bind_all = SKIP
2428 D3D11 NVIDIA : dEQP-GLES3.functional.polygon_offset.default_render_with_units = SKIP
// TODO(jmadill): Find why this fails when run in a certain sequence, but not singly. // TODO(jmadill): Find why this fails when run in a certain sequence, but not singly.
1098 WIN : dEQP-GLES3.functional.uniform_api.random.50 = FAIL 1098 WIN : dEQP-GLES3.functional.uniform_api.random.50 = FAIL
......
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