[Mesa-dev] [PATCH 11/11] anv: Enable tessellation shaders.

Kenneth Graunke kenneth at whitecape.org
Mon Jan 9 05:26:50 UTC 2017


Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
 src/intel/vulkan/anv_device.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

I'm not clear whether we want to do this yet.

On Skylake, the status is: 99.3% of the CTS passing, Sascha demos work.
There are two remaining sets of failures:

    - dEQP-VK.tessellation.primitive_discard.*_point_mode (20 failures)
      (points appear in the wrong position - at least different than GLES)
    - dEQP-VK.tessellation.user_defined_io.per_patch_block_array.vertex_io_array_size_* (9 failures)
      (not sure what the problem is)

On Haswell, the status is:

    [6581/6581] skip: 4364, pass: 2217

Most tests skip because we don't advertise image load/store and SSBOs in
vec4 stages.  Notably, all failing tests on Gen8+ skip.  So, everything
technically passes.  It probably has the same bugs.

diff --git a/src/intel/vulkan/anv_device.c b/src/intel/vulkan/anv_device.c
index a0240d289ba..34f267dff8b 100644
--- a/src/intel/vulkan/anv_device.c
+++ b/src/intel/vulkan/anv_device.c
@@ -445,7 +445,7 @@ void anv_GetPhysicalDeviceFeatures(
       .imageCubeArray                           = true,
       .independentBlend                         = true,
       .geometryShader                           = true,
-      .tessellationShader                       = false,
+      .tessellationShader                       = true,
       .sampleRateShading                        = true,
       .dualSrcBlend                             = true,
       .logicOp                                  = true,
-- 
2.11.0



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