@@ -92,10 +92,7 @@ TEST_P(FeatureArchInfoTest_MaxLimits, WorkgroupSizeMin1024Expected) {
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gpu_info::IsNvidia (GetParam ().adapterProperties .vendorID );
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DAWN_TEST_UNSUPPORTED_IF (!isWorkgroupSizeGT1k);
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- EXPECT_GE (GetAdapterLimits ().maxComputeInvocationsPerWorkgroup , 1024u );
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- // Check that the device was created with the requested limit.
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- EXPECT_EQ (GetSupportedLimits ().maxComputeInvocationsPerWorkgroup ,
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- GetAdapterLimits ().maxComputeInvocationsPerWorkgroup );
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+ EXPECT_GE (GetSupportedLimits ().maxComputeInvocationsPerWorkgroup , 1024u );
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}
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class FeatureArchInfoTest_TieredMaxLimits : public FeatureArchInfoTestBase {
@@ -114,7 +111,7 @@ TEST_P(FeatureArchInfoTest_TieredMaxLimits, D3DHighMaxVertexAttributes) {
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// High-end windows desktop GPU should report at least 30 even when tiered is enabled
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// See crbug.com/430371785
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- EXPECT_GE (GetAdapterLimits ().maxVertexAttributes , 30u );
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+ EXPECT_GE (GetSupportedLimits ().maxVertexAttributes , 30u );
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}
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TEST_P (FeatureArchInfoTest_TieredMaxLimits, AppleMaxTextureDimension2D) {
@@ -123,24 +120,18 @@ TEST_P(FeatureArchInfoTest_TieredMaxLimits, AppleMaxTextureDimension2D) {
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// Apple silicon should report > 16k. Most modern devices should support > 16k. Update this when
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// appropriate.
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- EXPECT_GE (GetAdapterLimits ().maxTextureDimension2D , 16384u );
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+ EXPECT_GE (GetSupportedLimits ().maxTextureDimension2D , 16384u );
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}
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TEST_P (FeatureArchInfoTest_TieredMaxLimits, MaxUniformBufferBindingSize) {
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// Swiftshader will return a lower limit than any modern device on CQ.
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- DAWN_TEST_UNSUPPORTED_IF (!IsSwiftshader ());
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- EXPECT_GE (GetAdapterLimits ().maxUniformBufferBindingSize , 65536u );
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- // Check that the device was created with the requested limit.
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- EXPECT_EQ (GetSupportedLimits ().maxUniformBufferBindingSize ,
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- GetAdapterLimits ().maxUniformBufferBindingSize );
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+ DAWN_TEST_UNSUPPORTED_IF (IsSwiftshader () || IsANGLESwiftShader ());
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+ EXPECT_EQ (GetSupportedLimits ().maxUniformBufferBindingSize , 65536u );
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}
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TEST_P (FeatureArchInfoTest_MaxLimits, MinUniformBufferOffsetAlignment) {
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// All devices on CQ report 256. A value of 32 is commonplace on iOS (note the less than).
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- EXPECT_LE (GetAdapterLimits ().minUniformBufferOffsetAlignment , 256u );
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- // Check that the device was created with the requested limit.
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- EXPECT_EQ (GetSupportedLimits ().minUniformBufferOffsetAlignment ,
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- GetAdapterLimits ().minUniformBufferOffsetAlignment );
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+ EXPECT_LE (GetSupportedLimits ().minUniformBufferOffsetAlignment , 256u );
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}
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TEST_P (FeatureArchInfoTest_TieredMaxLimits, D3DHighMaxDynamicUniformBuffersPerPipelineLayout) {
@@ -150,7 +141,7 @@ TEST_P(FeatureArchInfoTest_TieredMaxLimits, D3DHighMaxDynamicUniformBuffersPerPi
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// High-end windows desktop GPU should report at least 10 even when tiered is enabled
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// See crbug.com/440381283
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- EXPECT_GE (GetAdapterLimits ().maxDynamicUniformBuffersPerPipelineLayout , 10u );
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+ EXPECT_GE (GetSupportedLimits ().maxDynamicUniformBuffersPerPipelineLayout , 10u );
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}
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DAWN_INSTANTIATE_TEST (FeatureArchInfoTest_MaxLimits,
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