This fixes layered rendering Vulkan CTS tests with cube (arrays). We
also do this in the GL driver, see this code from gen8_depth_state.c
for example:
case GL_TEXTURE_CUBE_MAP_ARRAY:
case GL_TEXTURE_CUBE_MAP:
/* The PRM claims that we should use BRW_SURFACE_CUBE for this
* situation, but experiments show that gl_Layer doesn't work when we do
* this. So we use BRW_SURFACE_2D, since for rendering purposes this is
* equivalent.
*/
surftype = BRW_SURFACE_2D;
depth *= 6;
break;
So I guess we simply forgot to port this workaround to Vulkan.
v2: tweak the conditions so the special case is cube texture sampling
rather than anything else (Jason)
Fixes:
dEQP-VK.geometry.layered.cube*
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>