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Commit 803bf596 authored by Giovanni Mascellani's avatar Giovanni Mascellani Committed by Henri Verbeet
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tests: Mark an early depth stencil test as buggy on MoltenVK.

On MoltenVK it seems that all draws are always executed,
independently of the early depth stencil test. The problem doesn't
seem to belong to vkd3d or MoltenVK, because the generated Metal
commands look correct. I tried looking at a GPU capture with Xcode,
which was not very conclusive because it doesn't state clearly
whether early fragment tests were passed or not. Sometimes it
says that a fragment shader execution had no thread execution
data, which I interpret as the early fragment tests having
prevented the fragment shader from running, but it's not really
consistent, and it's never clear which results are based on
software simulation and which on the hardware run.

However taking everything into account I think the most likely
explanation is some incorrect optimization at the Metal level.
parent 05f7f03d
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......@@ -35343,6 +35343,7 @@ static void test_early_depth_stencil_tests(void)
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_float(ds.texture, 0, queue, command_list, 0.6f, 1);
reset_command_list(command_list, context.allocator);
bug_if(is_mvk_device(context.device))
check_sub_resource_uint(texture, 0, queue, command_list, 2, 1);
 
reset_command_list(command_list, context.allocator);
......@@ -35379,6 +35380,7 @@ static void test_early_depth_stencil_tests(void)
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_float(ds.texture, 0, queue, command_list, 0.5f, 1);
reset_command_list(command_list, context.allocator);
bug_if(is_mvk_device(context.device))
check_sub_resource_uint(texture, 0, queue, command_list, 4, 1);
 
ID3D12Resource_Release(texture);
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