[virglrenderer-devel] [PATCH] Don't handle rasterizer state depth-clip in virgl_clear

Gurchetan Singh gurchetansingh at chromium.org
Mon May 14 21:30:59 UTC 2018


Reviewed-by: Gurchetan Singh <gurchetansingh at chromium.org>

> 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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