tu: Enable vertex & fragment stores & atomics
Note that there are some extra tess fails, but they're probably unrelated to the actual feature. There were also some xfails that were created as part of an earlier attempt to enable the feature which were fixed in the meantime, so remove them. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5738>
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@ -7,8 +7,6 @@ dEQP-VK.binding_model.descriptorset_random.sets4.constant.ubolimitlow.sbolimithi
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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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dEQP-VK.graphicsfuzz.mat-array-deep-control-flow
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dEQP-VK.pipeline.spec_constant.graphics.geometry.composite.array.array_vec4
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dEQP-VK.pipeline.spec_constant.graphics.vertex.composite.array.mat4x3
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dEQP-VK.renderpass2.dedicated_allocation.formats.d24_unorm_s8_uint.input.load.store.self_dep_draw_stencil_read_only
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dEQP-VK.renderpass.dedicated_allocation.formats.d24_unorm_s8_uint.input.clear.dont_care.clear_draw
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dEQP-VK.renderpass.suballocation.formats.d24_unorm_s8_uint.input.dont_care.dont_care.draw_use_input_aspect
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@ -17,3 +15,7 @@ dEQP-VK.spirv_assembly.instruction.compute.float_controls.fp32.input_args.negate
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dEQP-VK.spirv_assembly.instruction.compute.float_controls.fp32.input_args.rounding_rtz_out_prod
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dEQP-VK.spirv_assembly.instruction.graphics.opquantize.carry_bit_geom
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dEQP-VK.subgroups.builtin_var.graphics.subgroupinvocationid
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# not sure what's wrong here
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dEQP-VK.tessellation.invariance.outer_edge_index_independence.triangles_equal_spacing_ccw_point_mode
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dEQP-VK.tessellation.invariance.primitive_set.isolines_fractional_odd_spacing_ccw_point_mode
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@ -623,8 +623,8 @@ tu_GetPhysicalDeviceFeatures(VkPhysicalDevice physicalDevice,
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.textureCompressionBC = true,
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.occlusionQueryPrecise = true,
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.pipelineStatisticsQuery = false,
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.vertexPipelineStoresAndAtomics = false,
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.fragmentStoresAndAtomics = false,
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.vertexPipelineStoresAndAtomics = true,
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.fragmentStoresAndAtomics = true,
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.shaderTessellationAndGeometryPointSize = false,
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.shaderImageGatherExtended = false,
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.shaderStorageImageExtendedFormats = false,
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