v3d: Update prim_counts when prims generated query in flight without TF
In order to implement GL_PRIMITIVES_GENERATED, v3d allocates a small
resource and adds a command to the job to store the prim counts to it.
However it was only doing this when TF was enabled which meant that if
the query was used with a geometry shader but no TF then the query would
always be zero. This patch makes the driver keep track of how many
PRIMITIVES_GENERATED queries are in flight and then enable writing the
prim count if its more than zero.
Fix dEQP-GLES31.functional.geometry_shading.query.primitives_generated_*
v2: Update CI expectations and references to fixed tests in commit log.
v3: - Add comment that GL_PRIMITIVES_GENERATED query is included because
OES_geometry_shader, but it is not part of OpenGL ES 3.1. (Iago)
- Update Fixes to commit introducing geometry shaders. (Iago)
Fixes: a1b7c084 ("v3d: fix primitive queries for geometry shaders")
Signed-off-by: Neil Roberts <nroberts@igalia.com>
Signed-off-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13712>
This commit is contained in:
@@ -1,8 +1,3 @@
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dEQP-GLES31.functional.geometry_shading.query.primitives_generated_amplification,Fail
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dEQP-GLES31.functional.geometry_shading.query.primitives_generated_instanced,Fail
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dEQP-GLES31.functional.geometry_shading.query.primitives_generated_no_amplification,Fail
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dEQP-GLES31.functional.geometry_shading.query.primitives_generated_partial_primitives,Fail
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glx@glx-make-current,Crash
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glx@glx-multi-window-single-context,Fail
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glx@glx-multithread-buffer,Fail
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