dEQP-GLES3.functional.transform_feedback.array_element.separate.triangles.lowp_mat2x4
# Non-sysmem flakes
-dEQP-VK.pipeline.stencil.format.d24_unorm_s8_uint.states.fail_incc.pass_repl.dfail_decw.comp_not_equal
-dEQP-VK.pipeline.stencil.nocolor.format.d24_unorm_s8_uint.states.fail_repl.pass_decc.dfail_repl.comp_always
dEQP-VK.pipeline.spec_constant.compute.composite.matrix.mat3x2
# Sysmem flake: this one is fairly frequent, but if you enable it then
/* r3d_ = shader path operations */
static void
-r3d_pipeline(struct tu_cmd_buffer *cmd, struct tu_cs *cs, bool blit, uint32_t num_rts,
- bool layered_clear)
+r3d_common(struct tu_cmd_buffer *cmd, struct tu_cs *cs, bool blit, uint32_t num_rts,
+ bool layered_clear)
{
struct ir3_shader dummy_shader = {};
tu_cs_emit_regs(cs,
A6XX_GRAS_SC_SCREEN_SCISSOR_TL_0(.x = 0, .y = 0),
A6XX_GRAS_SC_SCREEN_SCISSOR_BR_0(.x = 0x7fff, .y = 0x7fff));
+
+ tu_cs_emit_regs(cs,
+ A6XX_VFD_INDEX_OFFSET(),
+ A6XX_VFD_INSTANCE_START_OFFSET());
}
static void
tu_cs_emit_regs(cs, A6XX_GRAS_BIN_CONTROL(.dword = 0xc00000));
tu_cs_emit_regs(cs, A6XX_RB_BIN_CONTROL(.dword = 0xc00000));
- r3d_pipeline(cmd, cs, !clear, clear ? 1 : 0, false);
+ r3d_common(cmd, cs, !clear, clear ? 1 : 0, false);
tu_cs_emit_pkt4(cs, REG_A6XX_SP_FS_OUTPUT_CNTL0, 2);
tu_cs_emit(cs, A6XX_SP_FS_OUTPUT_CNTL0_DEPTH_REGID(0xfc) |
layered_clear = true;
}
- r3d_pipeline(cmd, cs, false, num_rts, layered_clear);
+ r3d_common(cmd, cs, false, num_rts, layered_clear);
tu_cs_emit_regs(cs,
A6XX_SP_FS_RENDER_COMPONENTS(.dword = clear_components));