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freedreno/a6xx: android cts fixes

Rob Clark requested to merge robclark/mesa:wip/android-cts-fixes into master

This fixes 372 of our fails in android deqp cts. I'm not quite sure what surface size is used with android cts (seems to be whatever "default" is), but most of the issues where bugs not triggered in mesa's gitlab CI due to smaller render target size. There are ~10 remaining fails (ignoring some EGL fails which look to be a container issue unrelated to mesa), at least a couple of them look like LRZ sharp edges. Pushing this now since I need to finish some other things, and we might as well land these fixes:

Remaining fails in case someone else wants to take a look:

dEQP-GLES2.functional.fragment_ops.interaction.basic_shader#1
dEQP-GLES2.functional.fragment_ops.interaction.basic_shader#30
dEQP-GLES2.functional.fragment_ops.interaction.basic_shader#62
dEQP-GLES3.functional.fragment_ops.interaction.basic_shader#60
dEQP-GLES3.functional.fragment_ops.random#35
dEQP-GLES31.functional.primitive_bounding_box.depth.builtin_depth#per_primitive_bbox_equal
dEQP-GLES31.functional.primitive_bounding_box.depth.builtin_depth#per_primitive_bbox_larger
dEQP-GLES31.functional.primitive_bounding_box.depth.user_defined_depth#per_primitive_bbox_equal
dEQP-GLES31.functional.primitive_bounding_box.depth.user_defined_depth#per_primitive_bbox_larger
dEQP-GLES31.functional.stencil_texturing.render#depth24_stencil8_clear
dEQP-GLES31.functional.stencil_texturing.render#depth24_stencil8_draw

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