0c31313b6e
The Vivante GPUs have a hardware bug where trilinear filtering (MIP=LINEAR) produces incorrect results when used with depth/stencil textures that have shadow comparison enabled, leading to GPU hangs. Work around this by forcing MIP=NEAREST for depth/stencil formats, downgrading from trilinear to bilinear filtering as done by binary blob too. Fixes dEQP-GLES3.functional.texture.shadow.*.linear_mipmap_linear.* except DEPTH32F ones on all GPUs I have access to. Signed-off-by: Christian Gmeiner <cgmeiner@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38308>