dEQP-VK.draw.renderpass.inverted_depth_ranges.nodepthclamp_deltazero,Fail
-dEQP-VK.graphicsfuzz.cov-dfdx-dfdy-after-nested-loops,Fail
-
# Works if using V3D_DEBUG=noloopunroll
dEQP-VK.graphicsfuzz.cov-loop-condition-clamp-vec-of-ones,Crash
struct qreg offset = vir_uniform_ui(c, spill_offset);
add_node(c, offset.index, CLASS_BITS_ANY);
- struct qinst *inst =
- vir_ADD_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA),
- c->spill_base, offset);
+ /* We always enable per-quad on spills/fills to ensure we spill
+ * any channels involved with helper invocations.
+ */
+ struct qreg tmua = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUAU);
+ struct qinst *inst = vir_ADD_dest(c, tmua, c->spill_base, offset);
inst->qpu.flags.ac = cond;
+ inst->uniform = vir_get_uniform_index(c, QUNIFORM_CONSTANT,
+ 0xffffff7f); /* per-quad */
vir_emit_thrsw(c);