From 938352fab2d0a964a9b55eb6d82c79135b438dba Mon Sep 17 00:00:00 2001 From: Gurchetan Singh Date: Wed, 1 Aug 2018 13:57:14 -0700 Subject: [PATCH] vrend_shader: require glsl 150 for early depth stencil Input/output layout qualifiers used by early depth stencil are glsl 150 feature. Fixes on SKL: dEQP-GLES31.functional.image_load_store.early_fragment_tests.early_fragment_tests_depth dEQP-GLES31.functional.image_load_store.early_fragment_tests.early_fragment_tests_stencil dEQP-GLES31.functional.image_load_store.early_fragment_tests.early_fragment_tests_depth_fbo dEQP-GLES31.functional.image_load_store.early_fragment_tests.early_fragment_tests_stencil_fbo Signed-off-by: Dave Airlie --- src/vrend_shader.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/vrend_shader.c b/src/vrend_shader.c index 891e1ee..8db42dd 100644 --- a/src/vrend_shader.c +++ b/src/vrend_shader.c @@ -1340,8 +1340,10 @@ iter_property(struct tgsi_iterate_context *iter, if (prop->Property.PropertyName == TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL) { ctx->early_depth_stencil = prop->u[0].Data > 0; - if (ctx->early_depth_stencil) + if (ctx->early_depth_stencil) { + require_glsl_ver(ctx, 150); ctx->shader_req_bits |= SHADER_REQ_IMAGE_LOAD_STORE; + } } if (prop->Property.PropertyName == TGSI_PROPERTY_CS_FIXED_BLOCK_WIDTH)