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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>
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f18492faa9
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2 changed files with 4 additions and 6 deletions
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@ -106,6 +106,9 @@ dEQP-GL45-ES31.functional.primitive_bounding_box.wide_points.tessellation_set_pe
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dEQP-GL45-ES31.functional.primitive_bounding_box.wide_points.tessellation_set_per_primitive.vertex_tessellation_fragment.fbo,Fail
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# #6745
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spec@glsl-1.50@gs-max-output,Fail
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# #6115
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spec@arb_tessellation_shader@execution@variable-indexing@tes-both-input-array-float-index-rd,Crash
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spec@arb_tessellation_shader@execution@variable-indexing@tes-both-input-array-vec2-index-rd,Crash
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@ -131,14 +134,8 @@ spec@egl_chromium_sync_control@conformance@eglGetSyncValuesCHROMIUM_ust_test,Fai
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spec@ext_framebuffer_blit@fbo-sys-blit,Fail
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spec@ext_framebuffer_blit@fbo-sys-sub-blit,Fail
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dEQP-GLES2.functional.clipping.point.wide_point_clip,Fail
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dEQP-GLES2.functional.clipping.point.wide_point_clip_viewport_center,Fail
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dEQP-GLES2.functional.clipping.point.wide_point_clip_viewport_corner,Fail
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dEQP-GLES3.functional.clipping.line.wide_line_clip_viewport_center,Fail
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dEQP-GLES3.functional.clipping.line.wide_line_clip_viewport_corner,Fail
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dEQP-GLES3.functional.clipping.point.wide_point_clip,Fail
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dEQP-GLES3.functional.clipping.point.wide_point_clip_viewport_center,Fail
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dEQP-GLES3.functional.clipping.point.wide_point_clip_viewport_corner,Fail
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dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_mag,Fail
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dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_mag_reverse_dst_x,Fail
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dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_mag_reverse_src_dst_x,Fail
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@ -4013,6 +4013,7 @@ VkResult lvp_execute_cmds(struct lvp_device *device,
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state->dsa_dirty = true;
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state->rs_dirty = true;
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state->vp_dirty = true;
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state->rs_state.point_tri_clip = true;
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for (enum pipe_shader_type s = PIPE_SHADER_VERTEX; s < PIPE_SHADER_TYPES; s++) {
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for (unsigned i = 0; i < PIPE_MAX_SAMPLERS; i++)
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state->cso_ss_ptr[s][i] = &state->ss[s][i];
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