[virglrenderer-devel] [PATCH] Don't handle rasterizer state depth-clip in virgl_clear
Gert Wollny
gert.wollny at collabora.com
Mon May 14 16:35:41 UTC 2018
Fixes: bab29c2243fcfd78211ed7356bbd7b6c0f2cae5d
vrend_clear: clear and restore rasterizer discard and depth clamp
Disabling GL_DEPTH_CLAMP is not needed for the rasterizer_discard tests
and it actually breaks
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.2
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.10
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.11
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.14
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.16
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.25
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.26
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.39
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.40
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.41
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.56
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.61
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.68
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.70
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.73
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.90
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.96
Signed-off-by: Gert Wollny <gert.wollny at collabora.com>
---
src/vrend_renderer.c | 4 ----
1 file changed, 4 deletions(-)
diff --git a/src/vrend_renderer.c b/src/vrend_renderer.c
index 3e52166..55b96db 100644
--- a/src/vrend_renderer.c
+++ b/src/vrend_renderer.c
@@ -2486,8 +2486,6 @@ void vrend_clear(struct vrend_context *ctx,
} else {
glClearDepth(depth);
}
- if (!ctx->sub->hw_rs_state.depth_clip)
- glDisable(GL_DEPTH_CLAMP);
}
if (buffers & PIPE_CLEAR_STENCIL) {
@@ -2541,8 +2539,6 @@ void vrend_clear(struct vrend_context *ctx,
if (buffers & PIPE_CLEAR_DEPTH) {
if (!ctx->sub->dsa_state.depth.writemask)
glDepthMask(GL_FALSE);
- if (!ctx->sub->hw_rs_state.depth_clip)
- glEnable(GL_DEPTH_CLAMP);
}
/* Restore previous stencil buffer write masks for both front and back faces */
--
2.16.1
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