lavapipe: always set point_tri_clip

this invokes GLES-compatible point clipping, which is more consistent
with vulkan expectations and fixes a number of zink tests

Acked-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17259>
This commit is contained in:
Mike Blumenkrantz 2022-06-27 13:56:23 -04:00 committed by Marge Bot
parent f18492faa9
commit 67bbe79d35
2 changed files with 4 additions and 6 deletions

View file

@ -106,6 +106,9 @@ dEQP-GL45-ES31.functional.primitive_bounding_box.wide_points.tessellation_set_pe
dEQP-GL45-ES31.functional.primitive_bounding_box.wide_points.tessellation_set_per_primitive.vertex_tessellation_fragment.fbo,Fail
# #6745
spec@glsl-1.50@gs-max-output,Fail
# #6115
spec@arb_tessellation_shader@execution@variable-indexing@tes-both-input-array-float-index-rd,Crash
spec@arb_tessellation_shader@execution@variable-indexing@tes-both-input-array-vec2-index-rd,Crash
@ -131,14 +134,8 @@ spec@egl_chromium_sync_control@conformance@eglGetSyncValuesCHROMIUM_ust_test,Fai
spec@ext_framebuffer_blit@fbo-sys-blit,Fail
spec@ext_framebuffer_blit@fbo-sys-sub-blit,Fail
dEQP-GLES2.functional.clipping.point.wide_point_clip,Fail
dEQP-GLES2.functional.clipping.point.wide_point_clip_viewport_center,Fail
dEQP-GLES2.functional.clipping.point.wide_point_clip_viewport_corner,Fail
dEQP-GLES3.functional.clipping.line.wide_line_clip_viewport_center,Fail
dEQP-GLES3.functional.clipping.line.wide_line_clip_viewport_corner,Fail
dEQP-GLES3.functional.clipping.point.wide_point_clip,Fail
dEQP-GLES3.functional.clipping.point.wide_point_clip_viewport_center,Fail
dEQP-GLES3.functional.clipping.point.wide_point_clip_viewport_corner,Fail
dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_mag,Fail
dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_mag_reverse_dst_x,Fail
dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_mag_reverse_src_dst_x,Fail

View file

@ -4013,6 +4013,7 @@ VkResult lvp_execute_cmds(struct lvp_device *device,
state->dsa_dirty = true;
state->rs_dirty = true;
state->vp_dirty = true;
state->rs_state.point_tri_clip = true;
for (enum pipe_shader_type s = PIPE_SHADER_VERTEX; s < PIPE_SHADER_TYPES; s++) {
for (unsigned i = 0; i < PIPE_MAX_SAMPLERS; i++)
state->cso_ss_ptr[s][i] = &state->ss[s][i];