dEQP-GLES3.functional.rasterization.fbo.texture_2d.primitives.points
dEQP-GLES3.functional.rasterization.flatshading.lines_wide
dEQP-GLES3.functional.rasterization.flatshading.triangles
-dEQP-GLES3.functional.rasterizer_discard.basic.write_depth_line_loop
-dEQP-GLES3.functional.rasterizer_discard.basic.write_depth_lines
-dEQP-GLES3.functional.rasterizer_discard.basic.write_depth_line_strip
-dEQP-GLES3.functional.rasterizer_discard.basic.write_depth_points
-dEQP-GLES3.functional.rasterizer_discard.basic.write_depth_triangle_fan
-dEQP-GLES3.functional.rasterizer_discard.basic.write_depth_triangles
-dEQP-GLES3.functional.rasterizer_discard.basic.write_depth_triangle_strip
-dEQP-GLES3.functional.rasterizer_discard.basic.write_stencil_line_loop
-dEQP-GLES3.functional.rasterizer_discard.basic.write_stencil_lines
-dEQP-GLES3.functional.rasterizer_discard.basic.write_stencil_line_strip
-dEQP-GLES3.functional.rasterizer_discard.basic.write_stencil_points
-dEQP-GLES3.functional.rasterizer_discard.basic.write_stencil_triangle_fan
-dEQP-GLES3.functional.rasterizer_discard.basic.write_stencil_triangles
-dEQP-GLES3.functional.rasterizer_discard.basic.write_stencil_triangle_strip
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_depth_line_loop
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_depth_lines
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_depth_line_strip
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_depth_points
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_depth_triangle_fan
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_depth_triangles
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_depth_triangle_strip
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_stencil_line_loop
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_stencil_lines
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_stencil_line_strip
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_stencil_points
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_stencil_triangle_fan
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_stencil_triangles
-dEQP-GLES3.functional.rasterizer_discard.fbo.write_stencil_triangle_strip
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_depth_line_loop
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_depth_lines
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_depth_line_strip
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_depth_points
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_depth_triangle_fan
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_depth_triangles
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_depth_triangle_strip
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_stencil_line_loop
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_stencil_lines
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_stencil_line_strip
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_stencil_points
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_stencil_triangle_fan
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_stencil_triangles
-dEQP-GLES3.functional.rasterizer_discard.scissor.write_stencil_triangle_strip
dEQP-GLES3.functional.shaders.derivate.dfdx.fastest.fbo_msaa4.float_highp
dEQP-GLES3.functional.shaders.derivate.dfdx.fastest.fbo_msaa4.float_mediump
dEQP-GLES3.functional.shaders.derivate.dfdx.fastest.fbo_msaa4.vec2_highp
A3XX_RB_MSAA_CONTROL_SAMPLE_MASK(ctx->sample_mask));
}
- if ((dirty & (FD_DIRTY_ZSA | FD_DIRTY_PROG | FD_DIRTY_BLEND_DUAL)) &&
+ if ((dirty & (FD_DIRTY_ZSA | FD_DIRTY_RASTERIZER | FD_DIRTY_PROG | FD_DIRTY_BLEND_DUAL)) &&
!emit->binning_pass) {
uint32_t val = fd3_zsa_stateobj(ctx->zsa)->rb_render_control |
fd3_blend_stateobj(ctx->blend)->rb_render_control;
val |= COND(fp->frag_face, A3XX_RB_RENDER_CONTROL_FACENESS);
val |= COND(fp->fragcoord_compmask != 0,
A3XX_RB_RENDER_CONTROL_COORD_MASK(fp->fragcoord_compmask));
+ val |= COND(ctx->rasterizer->rasterizer_discard,
+ A3XX_RB_RENDER_CONTROL_DISABLE_COLOR_PIPE);
/* I suppose if we needed to (which I don't *think* we need
* to), we could emit this for binning pass too. But we