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Depth/stencil surfaces are not PBE renderable, so a compatible format must be used instead. The code to calculate this compatible format was not called when configuring the PBE, and it was missing formats. Also the code to calculate PBE swizzles was throwing an error in unhandled cases, rather than using the pre-calculated defaults which was the correct behaviour. Fixes blits in dEQP-VK.draw.renderpass.depth_clamp.d32_sfloat Signed-off-by: James Glanville <james.glanville@imgtec.com> Signed-off-by: Karmjit Mahil <Karmjit.Mahil@imgtec.com> Reviewed-by: Frank Binns <frank.binns@imgtec.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22748> |
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| meson.build | ||