# https://gitlab.khronos.org/Tracker/vk-gl-cts/-/issues/3711
dEQP-VK.rasterization.rasterization_order_attachment_access.depth.samples_1.multi_draw_barriers,Fail
dEQP-VK.rasterization.rasterization_order_attachment_access.depth.samples_4.multi_draw_barriers,Fail
+
+# These fail because the shaders use indirect indexing on samplers which we
+# don't support (the GLSL linker fails to link the shaders because of this).
+# If loop unrolling kicks-in for these tests it removes the indirect indexing
+# and the tests pass, but this would just be working around an issue in the
+# tests.
+spec@!opengl 2.0@max-samplers,Fail
+spec@!opengl 2.0@max-samplers border,Fail
V3D_MAX_GS_INPUTS, \
V3D_MAX_FS_INPUTS)
-/* For now we need to maintain a different limits for OpenGL and Vulkan due
- * some OpenGL CTS tests hitting register allocation when trying to use all
- * the texture available.
- *
- * FIXME: nir_schedule should be able to handle that. When fixed it would be
- * simpler to keep just one limit
- */
-#define V3D_VULKAN_MAX_TEXTURE_SAMPLERS 24
-#define V3D_OPENGL_MAX_TEXTURE_SAMPLERS 16
-
-/* Not specifically a hardware limit, just coordination between compiler and
- * driver.
- */
-#define V3D_MAX_TEXTURE_SAMPLERS MAX2(V3D_VULKAN_MAX_TEXTURE_SAMPLERS, \
- V3D_OPENGL_MAX_TEXTURE_SAMPLERS)
+#define V3D_MAX_TEXTURE_SAMPLERS 24
#define V3D_MAX_SAMPLES 4
return 0;
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
- return V3D_OPENGL_MAX_TEXTURE_SAMPLERS;
+ return V3D_MAX_TEXTURE_SAMPLERS;
case PIPE_SHADER_CAP_MAX_SHADER_BUFFERS:
if (screen->has_cache_flush) {