ES31: Enable several SSBO end2end tests on D3D11

This patch enables several SSBO tests on D3D11 in ANGLE end2end
tests.

Bug: angleproject:1951
Change-Id: I1ba78133e5bbe581e8330c1c43755c174e28bf39
Reviewed-on: https://chromium-review.googlesource.com/c/1415721
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
diff --git a/src/tests/gl_tests/ComputeShaderTest.cpp b/src/tests/gl_tests/ComputeShaderTest.cpp
index 690eb6c..0a38ca0 100644
--- a/src/tests/gl_tests/ComputeShaderTest.cpp
+++ b/src/tests/gl_tests/ComputeShaderTest.cpp
@@ -619,8 +619,6 @@
 // Test that texelFetch works well in compute shader.
 TEST_P(ComputeShaderTest, TexelFetchFunction)
 {
-    ANGLE_SKIP_TEST_IF(IsD3D11());
-
     constexpr char kCS[] = R"(#version 310 es
 layout(local_size_x=16, local_size_y=16) in;
 precision highp usampler2D;
@@ -1524,10 +1522,6 @@
 // active shader storage blocks in a compute shader exceeds GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES.
 TEST_P(ComputeShaderTest, ExceedCombinedShaderOutputResourcesInCS)
 {
-    // TODO(jiawei.shao@intel.com): enable this test when shader storage buffer is supported on
-    // D3D11 back-ends.
-    ANGLE_SKIP_TEST_IF(IsD3D11());
-
     GLint maxCombinedShaderOutputResources;
     GLint maxComputeShaderStorageBlocks;
     GLint maxComputeImageUniforms;