Don't handle rasterizer state depth-clip in virgl_clear

Fixes: bab29c2243
 vrend_clear: clear and restore rasterizer discard and depth clamp

Disabling GL_DEPTH_CLAMP is not needed for the rasterizer_discard tests
and it actually breaks

 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.2
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.10
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.11
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.14
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.16
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.25
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.26
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.39
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.40
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.41
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.56
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.61
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.68
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.70
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.73
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.90
 dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.96

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
macos/master
Gert Wollny 7 years ago committed by Jakob Bornecrantz
parent 7f615cdee1
commit 04884aa7e4
  1. 4
      src/vrend_renderer.c

@ -2486,8 +2486,6 @@ void vrend_clear(struct vrend_context *ctx,
} else { } else {
glClearDepth(depth); glClearDepth(depth);
} }
if (!ctx->sub->hw_rs_state.depth_clip)
glDisable(GL_DEPTH_CLAMP);
} }
if (buffers & PIPE_CLEAR_STENCIL) { if (buffers & PIPE_CLEAR_STENCIL) {
@ -2541,8 +2539,6 @@ void vrend_clear(struct vrend_context *ctx,
if (buffers & PIPE_CLEAR_DEPTH) { if (buffers & PIPE_CLEAR_DEPTH) {
if (!ctx->sub->dsa_state.depth.writemask) if (!ctx->sub->dsa_state.depth.writemask)
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
if (!ctx->sub->hw_rs_state.depth_clip)
glEnable(GL_DEPTH_CLAMP);
} }
/* Restore previous stencil buffer write masks for both front and back faces */ /* Restore previous stencil buffer write masks for both front and back faces */

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