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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - dEQP-GLES3.functional.shaders.texture_functions.texture.sampler2darrayshadow_vertex fails"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96992#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - dEQP-GLES3.functional.shaders.texture_functions.texture.sampler2darrayshadow_vertex fails"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96992">bug 96992</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>(In reply to Kenneth Graunke from <a href="show_bug.cgi?id=96992#c9">comment #9</a>)
<span class="quote">> So now the question is: why is Z16 broken?</span >
And why only in non-fragment shaders, for array surfaces.
Other differences between non-array and array:
256x256 vs 128x128
9 lod vs 1 lod
And frag shaders get to use sample_c instead of sample_l_c or sample_c_lz.
[Forcing it to use sample_l_c on SKL had no effect.]</pre>
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