dEQP-GLES2.functional.fbo.render.shared_depthbuffer.rbo_rgb565_depth_component16 Fail
dEQP-GLES2.functional.fbo.render.shared_depthbuffer.tex2d_rgba_depth_component16 Fail
dEQP-GLES2.functional.fbo.render.shared_depthbuffer.tex2d_rgb_depth_component16 Fail
-dEQP-GLES2.functional.fragment_ops.blend.equation_src_func_dst_func.add_dst_color_one_minus_src_color Fail
-dEQP-GLES2.functional.fragment_ops.blend.equation_src_func_dst_func.reverse_subtract_zero_dst_alpha Fail
-dEQP-GLES2.functional.fragment_ops.blend.equation_src_func_dst_func.reverse_subtract_zero_dst_color Fail
-dEQP-GLES2.functional.fragment_ops.blend.equation_src_func_dst_func.reverse_subtract_zero_one Fail
-dEQP-GLES2.functional.fragment_ops.blend.rgb_func_alpha_func.dst.one_minus_src_color_one_minus_src_alpha Fail
-dEQP-GLES2.functional.fragment_ops.blend.rgb_func_alpha_func.dst.one_minus_src_color_one_minus_src_color Fail
dEQP-GLES2.functional.fragment_ops.interaction.basic_shader.6 Fail
dEQP-GLES2.functional.polygon_offset.default_render_with_units Fail
dEQP-GLES2.functional.polygon_offset.fixed16_render_with_units Fail
struct midgard_blend_rt rts[4];
for (unsigned i = 0; i < rt_count; ++i) {
- unsigned blend_count = 0x200;
-
- if (blend[i].is_shader) {
- /* For a blend shader, the bottom nibble corresponds to
- * the number of work registers used, which signals the
- * -existence- of a blend shader */
-
- assert(blend[i].shader.work_count >= 2);
- blend_count |= MIN2(blend[i].shader.work_count, 3);
- } else {
- /* Otherwise, the bottom bit simply specifies if
- * blending (anything other than REPLACE) is enabled */
-
- if (!blend[i].no_blending)
- blend_count |= 0x1;
- }
-
+ rts[i].flags = 0x200;
bool is_srgb =
(ctx->pipe_framebuffer.nr_cbufs > i) &&
(ctx->pipe_framebuffer.cbufs[i]) &&
util_format_is_srgb(ctx->pipe_framebuffer.cbufs[i]->format);
- rts[i].flags = blend_count;
-
- if (is_srgb)
- rts[i].flags |= MALI_BLEND_SRGB;
-
- if (!ctx->blend->base.dither)
- rts[i].flags |= MALI_BLEND_NO_DITHER;
+ SET_BIT(rts[i].flags, MALI_BLEND_MRT_SHADER, blend[i].is_shader);
+ SET_BIT(rts[i].flags, MALI_BLEND_LOAD_TIB, !blend[i].no_blending);
+ SET_BIT(rts[i].flags, MALI_BLEND_SRGB, is_srgb);
+ SET_BIT(rts[i].flags, MALI_BLEND_NO_DITHER, !ctx->blend->base.dither);
/* TODO: sRGB in blend shaders is currently
* unimplemented. Contact me (Alyssa) if you're
};
};
+/* We need to load the tilebuffer to blend (i.e. the destination factor is not
+ * ZERO) */
+
+#define MALI_BLEND_LOAD_TIB (0x1)
+
+/* A blend shader is used to blend this render target */
+#define MALI_BLEND_MRT_SHADER (0x2)
+
/* On MRT Midgard systems (using an MFBD), each render target gets its own
* blend descriptor */