[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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