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dEQP-VK.fragment_shading_rate.renderpass2.interlock.dynamic.noattachment.noshaderrate.keep.keep.1x1.samples1.vs
dEQP-VK.fragment_shading_rate.renderpass2.interlock.dynamic.noattachment.noshaderrate.keep.keep.1x1.samples2.vs
dEQP-VK.fragment_shading_rate.renderpass2.interlock.dynamic.noattachment.noshaderrate.keep.keep.1x1.samples4.vs
bool srLayered; // colorLayered must also be true
deUint32 numColorLayers;
bool multiView;
+ bool correlationMask;
bool interlock;
bool sampleLocations;
bool sampleShadingEnable;
}
);
+ const deUint32 correlatedViewMask = 0x3;
const VkRenderPassCreateInfo2 renderPassParams =
{
VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2, // sType
&subpassDesc, // pSubpasses
0u, // dependencyCount
DE_NULL, // pDependencies
- 0u, // correlatedViewMaskCount
- DE_NULL, // pCorrelatedViewMasks
+ m_data.correlationMask, // correlatedViewMaskCount
+ m_data.correlationMask ? &correlatedViewMask : DE_NULL // pCorrelatedViewMasks
};
renderPass = createRenderPass2(vk, device, &renderPassParams);
{ 9, "srlayered", "multiple layer color, multiple layers shading rate" },
{ 10, "multiview", "multiview" },
{ 11, "multiviewsrlayered", "multiview and multilayer shading rate" },
- { 12, "interlock", "fragment shader interlock" },
- { 13, "samplelocations", "custom sample locations" },
- { 14, "sampleshadingenable", "enable sample shading in createinfo" },
- { 15, "sampleshadinginput", "enable sample shading by using gl_SampleID" },
+ { 12, "multiviewcorrelation", "multiview with correlation mask" },
+ { 13, "interlock", "fragment shader interlock" },
+ { 14, "samplelocations", "custom sample locations" },
+ { 15, "sampleshadingenable", "enable sample shading in createinfo" },
+ { 16, "sampleshadinginput", "enable sample shading by using gl_SampleID" },
};
TestGroupCase dynCases[] =
for (int groupNdx = 0; groupNdx < DE_LENGTH_OF_ARRAY(groupCases); groupNdx++)
{
+ if (useDynamicRendering && groupNdx == 12)
+ continue;
+
de::MovePtr<tcu::TestCaseGroup> group(new tcu::TestCaseGroup(testCtx, groupCases[groupNdx].name, groupCases[groupNdx].description));
for (int dynNdx = 0; dynNdx < DE_LENGTH_OF_ARRAY(dynCases); dynNdx++)
{
bool multiViewport = groupNdx == 7;
bool colorLayered = groupNdx == 8 || groupNdx == 9;
bool srLayered = groupNdx == 9 || groupNdx == 11;
- bool multiView = groupNdx == 10 || groupNdx == 11;
- bool interlock = groupNdx == 12;
- bool sampleLocations = groupNdx == 13;
- bool sampleShadingEnable = groupNdx == 14;
- bool sampleShadingInput = groupNdx == 15;
+ bool multiView = groupNdx == 10 || groupNdx == 11 || groupNdx == 12;
+ bool correlationMask = groupNdx == 12;
+ bool interlock = groupNdx == 13;
+ bool sampleLocations = groupNdx == 14;
+ bool sampleShadingEnable = groupNdx == 15;
+ bool sampleShadingInput = groupNdx == 16;
VkConservativeRasterizationModeEXT conservativeMode = (groupNdx == 3) ? VK_CONSERVATIVE_RASTERIZATION_MODE_UNDERESTIMATE_EXT : VK_CONSERVATIVE_RASTERIZATION_MODE_OVERESTIMATE_EXT;
deUint32 numColorLayers = (colorLayered || multiView) ? 2u : 1u;
srLayered, // bool srLayered;
numColorLayers, // deUint32 numColorLayers;
multiView, // bool multiView;
+ correlationMask, // bool correlationMask;
interlock, // bool interlock;
sampleLocations, // bool sampleLocations;
sampleShadingEnable, // bool sampleShadingEnable;
false, // bool srLayered;
1u, // deUint32 numColorLayers;
false, // bool multiView;
+ false, // bool correlationMask;
false, // bool interlock;
false, // bool sampleLocations;
false, // bool sampleShadingEnable;
dEQP-VK.fragment_shading_rate.renderpass2.multiviewsrlayered.dynamic.attachment.shaderrate.replace.replace.256x256.samples8.gs
dEQP-VK.fragment_shading_rate.renderpass2.multiviewsrlayered.dynamic.attachment.shaderrate.replace.replace.256x256.samples16.vs
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