freedreno: handle case of shadowing current render target
If you have a sequence where there is a single buffer associated with the current render target, and then you end up shadowing it on the 3d pipe (u_blitter), because of how we swap the new shadow and rsc before the back-blit, you could end up confusing things into thinking that the blitters framebuffer state is the same as the current framebuffer state. Re-organizing the sequence to swap after the blit is complicated when also having to deal with CPU memcpy blit path, and the batch/rsc accounting. So instead just detect this case and flush if we need to. Fixes: dEQP-GLES31.functional.stencil_texturing.render.depth24_stencil8_clear dEQP-GLES31.functional.stencil_texturing.render.depth24_stencil8_draw Cc: mesa-stable@lists.freedesktop.org Signed-off-by: Rob Clark <robdclark@chromium.org> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6434>
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# Possibly https://gitlab.khronos.org/Tracker/vk-gl-cts/-/issues/2035 related
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dEQP-GLES2.functional.clipping.triangle_vertex.clip_three.clip_neg_x_neg_z_and_pos_x_pos_z_and_neg_x_neg_y_pos_z
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dEQP-GLES31.functional.stencil_texturing.render.depth24_stencil8_clear
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dEQP-GLES31.functional.stencil_texturing.render.depth24_stencil8_draw
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dEQP-VK.binding_model.descriptorset_random.sets4.constant.ubolimitlow.sbolimithigh.imglimithigh.noiub.uab.frag.ialimitlow.0
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dEQP-VK.draw.output_location.array.b8g8r8a8-unorm-mediump-output-vec3
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dEQP-VK.glsl.linkage.varying.struct.mat3x2
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