message: Skip BindGroupTests.ReusedUBO and UBOSamplerAndTexture on Metal
  BindGroupTests.ReusedUBO and BindGroupTests.UBOSamplerAndTexture fail on
  Metal so we have to skip them temporarily.
diff: @@ -83,6 +83,9 @@ TEST_P(BindGroupTests, ReusedBindGroupSingleSubmit) {
  // It contains a transformation matrix for the VS and the fragment color for the FS.
  // These must result in different register offsets in the native APIs.
  TEST_P(BindGroupTests, ReusedUBO) {
  + // TODO(jiawei.shao@intel.com): find out why this test fails on Metal
  + DAWN_SKIP_TEST_IF(IsMetal());
  +
  utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
  dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
  @@ -169,6 +172,9 @@ TEST_P(BindGroupTests, ReusedUBO) {
  // In D3D12 for example, these different types of bindings end up in different namespaces, but the register
  // offsets used must match between the shader module and descriptor range.
  TEST_P(BindGroupTests, UBOSamplerAndTexture) {
  + // TODO(jiawei.shao@intel.com): find out why this test fails on Metal
  + DAWN_SKIP_TEST_IF(IsMetal());
  +
  utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
  dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
  