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-rw-r--r--tests/auto/gui/rhi/qrhi/data/buildshaders.bat3
-rw-r--r--tests/auto/gui/rhi/qrhi/tst_qrhi.cpp10
2 files changed, 0 insertions, 13 deletions
diff --git a/tests/auto/gui/rhi/qrhi/data/buildshaders.bat b/tests/auto/gui/rhi/qrhi/data/buildshaders.bat
index 0cfeaaaff3..f4ebae070b 100644
--- a/tests/auto/gui/rhi/qrhi/data/buildshaders.bat
+++ b/tests/auto/gui/rhi/qrhi/data/buildshaders.bat
@@ -37,9 +37,6 @@
::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-:: Note the -c argument: we do not want runtime HLSL compilation since that is
-:: not an option on UWP (WinRT). This means that running qsb must happen on Windows.
-
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simple.vert.qsb simple.vert
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simple.frag.qsb simple.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured.vert.qsb simpletextured.vert
diff --git a/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp b/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp
index f1e11c4b23..553a6ae7a9 100644
--- a/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp
+++ b/tests/auto/gui/rhi/qrhi/tst_qrhi.cpp
@@ -2116,11 +2116,6 @@ void tst_QRhi::renderToWindowSimple()
QFETCH(QRhi::Implementation, impl);
QFETCH(QRhiInitParams *, initParams);
-#ifdef Q_OS_WINRT
- if (impl == QRhi::D3D11)
- QSKIP("Skipping window-based QRhi rendering on WinRT as the platform and the D3D11 backend are not prepared for this yet");
-#endif
-
QScopedPointer<QRhi> rhi(QRhi::create(impl, initParams, QRhi::Flags(), nullptr));
if (!rhi)
QSKIP("QRhi could not be created, skipping testing rendering");
@@ -2256,11 +2251,6 @@ void tst_QRhi::finishWithinSwapchainFrame()
QFETCH(QRhi::Implementation, impl);
QFETCH(QRhiInitParams *, initParams);
-#ifdef Q_OS_WINRT
- if (impl == QRhi::D3D11)
- QSKIP("Skipping window-based QRhi rendering on WinRT as the platform and the D3D11 backend are not prepared for this yet");
-#endif
-
QScopedPointer<QRhi> rhi(QRhi::create(impl, initParams, QRhi::Flags(), nullptr));
if (!rhi)
QSKIP("QRhi could not be created, skipping testing rendering");