Remove angle d3d11 suppression for depth stencil compat blit path
angleproject:8171 is fixed.
Bug: dawn:1291
Change-Id: Ibe95584446739929c755e0b7a314d3b49611e70e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/135662
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Shrek Shao <shrekshao@google.com>
Auto-Submit: Shrek Shao <shrekshao@google.com>
diff --git a/src/dawn/native/opengl/PhysicalDeviceGL.cpp b/src/dawn/native/opengl/PhysicalDeviceGL.cpp
index a02f6a5..8b55072 100644
--- a/src/dawn/native/opengl/PhysicalDeviceGL.cpp
+++ b/src/dawn/native/opengl/PhysicalDeviceGL.cpp
@@ -279,21 +279,14 @@
gl.GetVersion().IsES());
// For OpenGL/OpenGL ES, use compute shader blit to emulate depth16unorm texture to buffer
// copies.
- // Disable Angle on windows as it seems to have side-effect.
-#if DAWN_PLATFORM_IS(WINDOWS)
- const bool kIsAngleOnWindows = mName.find("ANGLE") != std::string::npos;
-#else
- constexpr bool kIsAngleOnWindows = false;
-#endif
- deviceToggles->Default(Toggle::UseBlitForDepth16UnormTextureToBufferCopy, !kIsAngleOnWindows);
+ deviceToggles->Default(Toggle::UseBlitForDepth16UnormTextureToBufferCopy, true);
// For OpenGL ES, use compute shader blit to emulate depth32float texture to buffer copies.
deviceToggles->Default(Toggle::UseBlitForDepth32FloatTextureToBufferCopy,
- gl.GetVersion().IsES() && !kIsAngleOnWindows);
+ gl.GetVersion().IsES());
// For OpenGL ES, use compute shader blit to emulate stencil texture to buffer copies.
- deviceToggles->Default(Toggle::UseBlitForStencilTextureToBufferCopy,
- gl.GetVersion().IsES() && !kIsAngleOnWindows);
+ deviceToggles->Default(Toggle::UseBlitForStencilTextureToBufferCopy, gl.GetVersion().IsES());
}
ResultOrError<Ref<DeviceBase>> PhysicalDevice::CreateDeviceImpl(AdapterBase* adapter,
diff --git a/src/dawn/tests/end2end/DepthStencilCopyTests.cpp b/src/dawn/tests/end2end/DepthStencilCopyTests.cpp
index b9dd36e..f45f7e5 100644
--- a/src/dawn/tests/end2end/DepthStencilCopyTests.cpp
+++ b/src/dawn/tests/end2end/DepthStencilCopyTests.cpp
@@ -514,9 +514,6 @@
uint32_t textureArrayLayerCount,
uint32_t testLevel,
bool checkBufferContent) {
- // TODO(crbug.com/dawn/1291): Compute emulation path fails for Angle on Windows.
- DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
-
uint32_t mipLevelCount = testLevel + 1;
wgpu::Texture texture =
CreateTexture(textureWidth, textureHeight,
@@ -776,9 +773,6 @@
class DepthCopyFromBufferTests : public DepthStencilCopyTests {
public:
void DoTest(uint32_t bufferCopyOffset, bool hasRenderAttachmentUsage) {
- // TODO(crbug.com/dawn/1291): Compute emulation path fails for Angle on Windows.
- DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
-
constexpr uint32_t kWidth = 8;
constexpr uint32_t kHeight = 1;
@@ -896,9 +890,6 @@
uint32_t textureArrayLayerCount,
uint32_t testLevel,
bool checkBufferContent) {
- // TODO(crbug.com/dawn/1291): Compute emulation path fails for Angle on Windows.
- DAWN_SUPPRESS_TEST_IF(IsANGLE() && IsWindows());
-
// TODO(crbug.com/dawn/1835): ResourceBarrier state mismatch.
DAWN_SUPPRESS_TEST_IF(textureArrayLayerCount > 1 && IsD3D12() &&
IsBackendValidationEnabled());