Fix depth & stencil passOp for pipeline.render_to_image tests
authorPetros Bantolas <petros.bantolas@imgtec.com>
Mon, 18 Sep 2017 16:07:22 +0000 (17:07 +0100)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Fri, 29 Sep 2017 07:28:32 +0000 (03:28 -0400)
Affects:
dEQP-VK.pipeline.render_to_image.*_array* with stencil attachments

Those tests render to each layer of the texture in consecutive
subpasses. With a depth/stencil passOp of VK_STENCIL_OP_ZERO, subpasses
after the first one fail the stencil test and skip the render.

Components: Vulkan

VK-GL-CTS issue: 678

Change-Id: Ia704192b8d7e316dacaa7549faa5cb5aa0def60e

external/vulkancts/modules/vulkan/pipeline/vktPipelineRenderToImageTests.cpp

index b2825f2..df53928 100644 (file)
@@ -334,7 +334,7 @@ Move<VkPipeline> makeGraphicsPipeline (const DeviceInterface&               vk,
 
        const VkStencilOpState stencilOpState = makeStencilOpState(
                VK_STENCIL_OP_KEEP,                                                                     // stencil fail
-               VK_STENCIL_OP_ZERO,                                                                     // depth & stencil pass
+               VK_STENCIL_OP_KEEP,                                                                     // depth & stencil pass
                VK_STENCIL_OP_KEEP,                                                                     // depth only fail
                VK_COMPARE_OP_EQUAL,                                                            // compare op
                ~0u,                                                                                            // compare mask