d3d11: enable FragDepthTests end2end test

Bug: dawn:1705
Bug: dawn:1805
Change-Id: Ibe663a6be07eb9c17b2165073d6a973b72c23e5f
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/132023
Commit-Queue: Peng Huang <penghuang@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
diff --git a/src/dawn/tests/end2end/FragDepthTests.cpp b/src/dawn/tests/end2end/FragDepthTests.cpp
index ec3217e..5376e7b 100644
--- a/src/dawn/tests/end2end/FragDepthTests.cpp
+++ b/src/dawn/tests/end2end/FragDepthTests.cpp
@@ -80,6 +80,9 @@
     // TODO(dawn:1125): Add the shader transform to clamp the frag depth to the GL backend.
     DAWN_SUPPRESS_TEST_IF(IsOpenGL() || IsOpenGLES());
 
+    // TODO(dawn:1805): Load ByteAddressBuffer in Pixel Shader doesn't work with NVIDIA on D3D11
+    DAWN_SUPPRESS_TEST_IF(IsD3D11() && IsNvidia());
+
     wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
         @vertex fn vs() -> @builtin(position) vec4f {
             return vec4f(0.0, 0.0, 0.5, 1.0);
@@ -224,6 +227,7 @@
 }
 
 DAWN_INSTANTIATE_TEST(FragDepthTests,
+                      D3D11Backend(),
                       D3D12Backend(),
                       MetalBackend(),
                       OpenGLBackend(),